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  3. leplubodeslapin

Posts by leplubodeslapin

  • [CS:GO][WiP] cs_opera

    • leplubodeslapin
    • May 10, 2015 at 1:46 PM

    Thanks for caring about Opera, unfortunately i'm kind of busy recently so i haven't worked that much on the map.
    I worked on the lounge area and a bit on the outside.

    But since i didn't find anybody wanting to work with me on the project, it will be much longer. I consider the project as a learning project, i learn a lot of things and maybe it will never be finished but at least i would have acquired knowledge.

  • Black Mesa Source

    • leplubodeslapin
    • May 7, 2015 at 7:31 PM

    [Blocked Image: http://i.imgur.com/z1J88mo.png]


    Uhuh there's a mad guard !!


    I don't know if it's due to today's update, but the game crashed twice today (and both time i was at the top of the scoreboard )

  • Fog

    • leplubodeslapin
    • May 6, 2015 at 5:19 PM
    Quote from Vorontsov

    Maybe I do but I want to fade it out nicely since it looks like shit that you can see the "end of the horizon" with some roads just suddenly ending. I'll try playing around but also do I have to have a fog in my map? Is it possible to only have one in the 3D Skybox?


    You should configure your fog ingame, it's way easier and faster.

    Type sv_cheats 1 first and then "fogui", you will be able to configure both classic fog and 3D skybox fog. Unfortunately you won't have a density parameter but you can still change the color and the distances easily.

    Once you get a great configuration, copy/paste the values in hammer.


    A fog in the map is not needed, you can use one in the 3D skybox only it will work.


    The problem you'll probably have is that there won't be any objects on the horizon, therefore there will be an important contrast between objects in fog and your 2D skybox.

    The common solution to this is to use a gradient texture such as "skybox/urban_horizon", this way :


    [Blocked Image: http://i.imgur.com/pZaE96O.png]


    The fog will change the color from black to your fog color and it will drasticaly result the contrast on the horizon.

  • Fog

    • leplubodeslapin
    • May 6, 2015 at 4:53 PM

    ohw that's weird, it should work

    Maybe try "0.4" instead of ".4" I really don't see what's wrong here


    Don't you already have a fog in your 3D skybox ? I feel like there is one from your screenshot, maybe you should try to change the fog start and fog end in order to be sure it doesn't change anything ?

  • Fog

    • leplubodeslapin
    • May 6, 2015 at 4:17 PM

    Can you show us your sky_camera properties ?

  • Texture stripes on brush.

    • leplubodeslapin
    • May 5, 2015 at 9:09 PM

    I wouldn't say this kind of problematic is "very easy", you won't find a lot of people talking about these problems online, and only few tutorials go into these aspects of Source / Hammer (which are quite advanced, it's not something a beginner would learn).

    So, you don't have to be ashamed for not knowing things. And if you don't understand/know something (like what a lightmap grid is for example), it's ok to say so, just make sure to do some quick researches first. It's a pleasure for me to see that it has been useful and it helped at least 1 people (and probably more that are going to read the topic someday).

  • Black Mesa Source

    • leplubodeslapin
    • May 5, 2015 at 3:47 PM

    Annnnnnnnnd of course it crashed

  • Texture stripes on brush.

    • leplubodeslapin
    • May 5, 2015 at 3:27 PM

    Ok, first of all I don't think you did the Alt + RightMouseButton align method right.

    Take a look at this video at 10min58 :

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    You should then be able to get a grid better aligned, like this :

    [Blocked Image: http://i.imgur.com/A7ytCtW.png]

    (as i've shown you )


    The size of the squares is probably higher with you, that's what we call the "lightmap scale". You can change the value here :

    [Blocked Image: http://i.imgur.com/5MVdKOJ.png]


    It's the size of each squares of your lightmap grid. When you compile your map, the lighting will be defined as 1 color and brightness for each square in the lightmap grid of all the faces in your map. The smaller, the more precise. To avoid trouble, use values that are :

    • powers of 2 (2, 4, 8, 16, 32, 64...)
    • Higher than 2

    Do not over-use this, only when it's needed because it's very expensive in terms of compilation time and map file size.

    In your case, it could help to put a lower value than 16 (which is the default value), so try 8 at first and if it's not perfect try 4.


    Tell me if you need any help or if you don't understand something.

  • Texture stripes on brush.

    • leplubodeslapin
    • May 5, 2015 at 2:34 PM

    [Blocked Image: http://i.imgur.com/O2kbuK5.png]

  • Texture stripes on brush.

    • leplubodeslapin
    • May 4, 2015 at 6:30 PM

    Can you take a screenshot in-hammer in the 3D lightmap preview mode ?

  • CS:GO phong on world surfaces

    • leplubodeslapin
    • April 29, 2015 at 7:02 PM

    Yes, what you can do by the way to see the glows, is lowering your screen resolution (for example 1280x720) and choose a cubemap resolution in your map that is too high (256 x 256 for example should be too much). It won't be able to build the cubemaps and there will be an error message in the console. But still, the glows will then be visible ingame.


    It's a bit useless but yea, whatever. I'd like to be able to change the scale of this glow in order to make big blurred reflections with cubemaps but i don't think you can do that.

  • [CS:GO SDK] Smoothing groups not working properly?

    • leplubodeslapin
    • April 29, 2015 at 10:30 AM
    Quote from Vorontsov

    Also, should I smooth corners like these together?


    [Blocked Image: http://i.imgur.com/pk3daf8.jpg]


    No i don't think it's a good idea, I think it's great to have a line here, to help the understanding of the geometry for the player

  • [CS:GO SDK] Smoothing groups not working properly?

    • leplubodeslapin
    • April 29, 2015 at 10:11 AM

    It's weird that it doesn't work. Can you send us a vmf of this please ? To check if it works here

  • [CS:GO SDK] Smoothing groups not working properly?

    • leplubodeslapin
    • April 29, 2015 at 9:56 AM

    No problem i understand, it was just in case. And still, it can help others people reading this.


    Make sure you do the Texture manipulation in 3D texturing view (not lightmap view), i really don't know why but it doesn't work if you're in 3D lightmap view while making this.

    If it still doesn't work, can you try with another SDK? Like the csgo SDK for example, because i'm sure it works with it. A friend of mine also had a similar problem and he was working on an HL2 mod so maybe it's due to your version of hammer, i don't know.

  • CS:GO phong on world surfaces

    • leplubodeslapin
    • April 29, 2015 at 3:52 AM

    That's so great !!!


    So at first i tried to use their texture in a very simple test map with 1 light.

    It didn't work : screenshot


    Then i tried to add a sun light, just like in de_train :

    It worked : screenshot 1, screenshot 2


    Then i tried with a custom texture of my friend Wenceslas :

    it's pretty nice : screenshot 1, screenshot 2

    I noticed that the alpha mask that was in the normalmap was used for the phong, the marble reflected more than the wood which is pretty nice.


    After that, i tried to use it on a displacement :

    Yeah it works ! screenshot


    Then i tried to add the world reflections with cubemaps and it works great as well for me

    screenshot

    So i don't know what's not working with you LATTEH, can you explain me a bit more ?


    And finaly the most crazy test : displacement with a texture with transparency, phong, normalmap and specular

    With $translucent : http://i.imgur.com/5AjUwVz.jpg

    With $alphatest : http://i.imgur.com/KxEMVks.jpg(even better since you have the shadows and the edges are sharper, more defined than with $translucent)


    I'll try the other parameters tomorow, i have to go to bed it's late here ^^

    Thank you valve guys

  • [CS:GO SDK] Smoothing groups not working properly?

    • leplubodeslapin
    • April 29, 2015 at 12:57 AM

    A tutorial explains it better than me here :

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    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    at 10:58

  • [CS:GO SDK] Smoothing groups not working properly?

    • leplubodeslapin
    • April 29, 2015 at 12:40 AM

    Try to apply your texture with the Alt + Right Clic method.

    In case you don't know it : apply the texture to one of the 2 main walls of your corner with the texture Tool. Select the face, hold the ALT button and right-clic to the face just next to it. Il will develop the texture, by taking as a reference not the world but the face you previously selected (but it's not dynamic, it's just taking the current state of the face selected as a reference). After that, select the texture you just developped and repeat the same method until you reach the other main wall.


    Then, the lightmap grid will be alligned perfectly, instead of being aligned weirdly.


    If it still doesn't work, do as TheOnly said : lower the lightmap a bit.


    This topic might help you :

  • CSGO Model Creation (Help Me!)

    • leplubodeslapin
    • April 24, 2015 at 1:43 AM

    I am using blender to create models on Source, I think it's a good solution.

    Here is a great tutorial to begin with, if you already know the basics of what a mesh is and few things.

    http://cgi.tutsplus.com/tutorials/mode…art-1--cg-12763

    It is a really useful tutorial because it gives you a lot of shortcuts and modeling methods. The problem with blender (and i guess other softwares have this too) is that there are tons of tools and shortcuts you need to learn, it's not as easy to begin as Hammer but way more powerful. Sometimes, you just have to go for it, introductions that last hours can be annoying and miss the point here : you want to learn how to do 3D models. Then, this T-rex tutorial is perfect for that, it's a complex shape (it's not just a table with 3 chairs around) but it's doable.


    So i think that if you want to do models for Source, you should first try to learn one of the softwares (for example Blender, or 3DSMax, Maya ...), the export/compilation can be learned later.

  • Texture stripes on brush.

    • leplubodeslapin
    • April 14, 2015 at 12:22 AM

    Do as Cashed said, use the ALT + Right Mouse Button to expand the texture from 1 side to the other.
    Don't forget to use nodraw, for the bottom side for example (it might be problematic maybe, i don't know).

    If needed, you can also try to reduce the size of the lightmap.

    The thing is that when you look at your 3D View in 3D Lightmap Grid, you must see a grid as smooth as possible, for example :

    [Blocked Image: http://i.imgur.com/A7ytCtW.png]


    Here's what i get :

    [Blocked Image: http://i.imgur.com/z995xxL.jpg]


    [Blocked Image: http://i.imgur.com/kWFu3iJ.jpg]


    The fact that your shape isn't round but a bit random (the angle between each faces isn't constant or linear or anything like that) doesn't help Source to determine if it needs to smooth the lighting on theh faces or not.

  • The random model thread!

    • leplubodeslapin
    • April 10, 2015 at 1:30 AM

    ^^

    It's amazing, i love the new kind of renders you can get with PBR, Substance Designer and all these tools that i know nothing about. Plus, your work is really neat and pretty, i love the style !

    Just to understand, can you tell me how many textures/masks are being used for this ? And why are they used for ?

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