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  3. leplubodeslapin

Posts by leplubodeslapin

  • The random model thread!

    • leplubodeslapin
    • April 7, 2015 at 7:30 PM

    I've been working on my first real baking from high-poly to low-poly since yesterday, and i'm really glad to see how clean it is !!!


    The high-poly model

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

    [Blocked Image: http://i.imgur.com/zr0L70J.png]


    The low-poly model :

    [Blocked Image: http://i.imgur.com/MtVNrn2.png]

    The normalmap and ao :

    [Blocked Image: http://i.imgur.com/SYiJYgg.png] [Blocked Image: http://i.imgur.com/DwNw9CW.png]


    Render ingame :

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


    I'm not really used to 3D modeling, i'm still learning so i'm really glad i made this !!

  • WIP in WIP, post your level screenshots!

    • leplubodeslapin
    • March 29, 2015 at 12:46 PM

    cs_estate? Where did you find that lamp model in the left of the second screen? ^^ Did you make it? (If not, what's the name of the model?)

    I really like this kind of contrasted lighting, even if it's not really recommanded on cs

  • [csgo] cs_cruise

    • leplubodeslapin
    • March 22, 2015 at 7:40 PM
    Quote from RivFader

    How about Hurghada? It's a city at the Red Sea coast and a famous tourist attraction, fitting for a cruise ship.


    That's also the sound that makes Aku Aku in Crash Bandicoot, isn't it ?

    [Blocked Image: http://vignette3.wikia.nocookie.net/crashban/image…/20110203195409]


    Good job skybex, it's really a cool project to follow.


    EDIT : yeah that's it xD

  • Counter-Strike: Global Offensive

    • leplubodeslapin
    • March 22, 2015 at 5:46 PM

    [Blocked Image: http://static.comicvine.com/uploads/original/11111/111119363/3392983-meme.jpg]

  • Counter-Strike: Global Offensive

    • leplubodeslapin
    • March 21, 2015 at 5:39 PM
    Quote from Squad

    I could be totally wrong, but I don't think Valve has been pushing cbblestone and overpass just "because it's their own". Bringing something new to the CS community will (almost) always be considered not good, "because they don't want it", because, well ... it's the CS community

    So in a way I guess it's needed to force things sometimes, even if they don't turn out good after all. That being said, I think we can all agree overpass turned (or maybe still is turning) out pretty good, even if it needed quite some adjustments overtime. Cbblestone isn't quite there yet, but it's improving slowly (but surely?).


    You're probably right about the odd numbers for vetos. So it would take another map for nuke to get back in ... season anyone?


    I don't really like this idea of CS community being closed-minded, most of the time it is just misunderstood.

    During the beta of the game and with all the modifications that has been done since that time, i can give you hundreds of examples of modifications that people have been skeptical about but accepted to give it a try. I am part of that "CS community", i'm not playing CS since CS:GO but many years and during that Beta period i have followed all the changes made to the game (i'm a redactor at the french csgo website vakarm.net, I translated tons of changelogs and explained the impact of technical modifications to the players). Therefore, I am proud to be part of this because I think the community made a great job to make the game a good as it is today.


    People were not complaining about the addition of new maps into the list, but from a decision to add maps that were bad at that time : both Cbblestone and Overpass had huge issues with competitiveness at that time. And at that time, there were already de_train and de_season, or even de_tuscan/toscan that were promising for the same spots.

    At the end I think it has been a good move from Valve for Overpass that has undergone heavy changes but it was for the best apparently. I guess most people appreciate it during the majors now.

    I would not say the same for Cbblestone, even if the recent changes has been great, it's not enough. And more than 8 months of test/changes for something that isn't good enough is too much (I think).


    I am like you, i would like to see new maps but I would have prefered some changes on Nuke to help the Ts, and that Cobblestone would be removed instead.


    Quote from DrywallDreams

    [...]


    What's up with the sudden Nuke love though? like a week ago everyone absolutely hated it.

    There is nothing sudden here, I have always loved Nuke even if i agree with the fact that some help should be given to Terrorists.

  • Counter-Strike: Global Offensive

    • leplubodeslapin
    • March 21, 2015 at 12:53 AM
    Quote from cashed

    I dont get why they just dont expand the active duty list


    It's because it's unofficially linked to the major tournament mappools. And you need to have an odd number of maps for vetos.

    So, 3, 5, 7 or 9 maps for example. For now, it's 7 maps (D2, Inferno, Mirage, Cache, Cbble, Overpass and ... nuke ), 9 maps would be too much (actually 7 is already considered as too many maps already by pro teams).


    I think the argument that "Train is more balanced than Nuke and therefore it's better" is wrong. It's not because of this aspect that I and lots of people love Nuke, it's because it's epic and allows lots of weird rotations. I don't appreciate that much Train and I really feel like Valve is forcing it to make their work on it worth it (for the remake), it was exactly the same thing with cbblestone and overpass, even if nobody wanted them they forced it.


    I really hope they are going to try to find solutions to help terrorists on Nuke so that we can see it again, but since it's not in the active duty group anymore they don't need to work on this aspect anymore.

  • [CS:GO][WiP] cs_opera

    • leplubodeslapin
    • March 17, 2015 at 10:56 PM
    Quote from Vilham

    leplu you are basically running into the same issues I had in terms of assets, I don't have the technical ability in max to create the assets I needed for my map, which has lead to it running out of steam, definitely advise you find someone but aim at something realistic in terms of detail, don't over do it.

    Yes, Simpler will be better in that case, I really don't want to take ages for the creation of ornaments and sculpted models/textures, the Opéra Garnier is just an inspiration from which i intend to take architectural ideas and design ideas. I really hope someone with the skills needed for that will be interested.


    Quote from TheGuma

    You can try using Propper for certain detail brushes like arcs. It's a tool that allows you to turn .vmf into a model.

    But I'm not sure how it works on shadows, and I'm absolutely clueless on how good it is. Either way, having a model would MOST LIKELY save performance.

    Yes i used propper a while ago it saved my life. But for Opera i learned how to create models with Blender, most of them (the most basic ones) are from me actually, Wenceslas worked on the most complicated (except the car that i made by myself). And yes models are cheaper obviously


    Quote from text_fish

    Good playtest! This map looks pretty hot already, so I look forward to seeing it develop.


    I think it would be good to pull T spawn back closer to the stage so that CT can take a bit more early ground in lobby. There's generally pretty good connectivity between all the routes when you get to know it, so T will be able to respond well wherever CT push, but it'll reduce the amount of "stale-mating" we had tonight.


    You could also do with spreading the hostages a bit further apart I think, that way if there's only one T left they may choose to go an guard the rescue zone rather than try to watch two hossies. This just increases the amount of strats for people to think about.

    I'm 100% with you, I really think i will move back the T spawns closer to the stage and spread the hostages spawn possibilities, it's something that has been made on cs_italy and it makes the map more interesting in terms of strategies. I don't think i'll reorganise a playtest "just" for that (even if it matters), so yes it will be on the next playtest.


    Thank you a lot for you feedback, those are great ideas.

  • [CS:GO][WiP] cs_opera

    • leplubodeslapin
    • March 17, 2015 at 5:06 PM

    Thanks for your replies, I really appreciate them


    Quote from esspho

    The last time I playes the map I really enjoyed it. I'll try to make it tomorrow.

    Are those mirrors still the same?

    That lounge looks a little bit to wild-west for my taste. Maybe loose those bottles with the scratched labels and

    replace the wooden barrels with more modern metal kegs.

    That lobby looks amazing but the walls look a little flat atm.

    I'm sure you will find an artist in no time.

    Display More


    No. There isn't real-time mirror anymore (because I also have water in the level and it wasn't a great idea for optimisation).

    About the bottles, I'd like to put some wine and whisky instead so it's just temp, and ok for the barrels i'll see what i can do.


    Quote from kikette

    I'll just give a feedback about the general texturing of the level and the mood ;


    Some places works very very well (http://i.imgur.com/KsEQLw4.jpg / http://i.imgur.com/lNAFIRB.jpg  ) because of the simplicity of the materials and the good lighting setup.


    I'm not joking since I know that you are using template texture but honestly, these works far better than some of the custom noisy texture you put... like the stone road ( http://i.imgur.com/ORiraBs.jpg )wich doesn't match with the rest (different color, fat join) or the ceiling http://i.imgur.com/xyUprJ2.jpg) is certainly representative of a bigger problem in this map : The artistical direction seams to be confused. On 3 Different screens,


    Yes it will not remain a SWAT vehicle, it needs to be GIGN you're right.

    I really like the textures you're showing us, Wenceslas had a lot of troubles to find pictures of a stone floor like this one (that's why he made it on zbrush).
    Can you add me on Steam please ? ( http://steamcommunity.com/id/leplubodeslapin )


    Yes, the Opera has been closed for 2 months due to maintenance operations, but small ones (some fabric will cover many of the objects of the map but it's not a construction site). That's why it's a bit half and half (i want to keep the architecture of an Opera but still want to have the best readability i can have).

    Display More
  • [CS:GO][WiP] cs_opera

    • leplubodeslapin
    • March 17, 2015 at 12:41 AM

    Hellooooo guys,


    I haven't made a topic about this project i'm working on for a long time, yet. cs_opera : Opera House and Hostages to rescue.

    My biggest challenge with this : create a game environment that can fit to the theme of an Opera House, that feels realistic (that could exist, even if it's pure fiction).

    It might sound stupid and obvious but the fact that it's an opera house doesn't help at all.
    I haven't made a "cs_" map before, so I wanted to check it out and see where i can try to innovate.


    Another problem that i have : csgo doesn't have enough elegant, graceful, harmonious assets, most of them are made for an industrial area or something very close to the official maps. Most of the elements therefore need to be created for the map, and i don't really have the skills needed for that. That's why I'm working with a guy named "Wenceslas" (Étienne is his real name), he is studying in 2D/3D art but does not have the time to work that much on the map.

    That is the reason why I am currently looking for someone that wants to create assets for such an environment, the map can really look amazing but by myself i will never have the talent needed to create the assets. If you're interested, you can contact me on Mapcore or send me an email at [email protected]


    Finally some screenshots of the map in its current state (lots of things are still WiP) :


    main room of the Opera

    [Blocked Image: http://i.imgur.com/J7pKSNq.jpg]


    [Blocked Image: http://i.imgur.com/nq0lbT4.jpg]


    Front facade of the Opera

    [Blocked Image: http://i.imgur.com/gz7NCja.jpg]


    The place in front of it (with Paris all around)

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


    The lobby (everything here will look different, i'll abandon the wood walls idea)

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


    A lounge

    [Blocked Image: http://i.imgur.com/O27fT0y.jpg]


    The ticketing

    [Blocked Image: http://i.imgur.com/PMQcAi2.jpg]


    An underground path

    [Blocked Image: http://i.imgur.com/ojT4Lkz.jpg]


    The map is in a huge area that allows you to see the city of Paris around you (or at least, just a facade of it). And everything is concatenated in a small volume (compared to the rest)

    [Blocked Image: http://i.imgur.com/aZSbZ58.jpg]


    There will be a playtest tomorow (on the 17th), i've recently made a lot of gameplay changes that i think will improve things a lot, do not hesitate to join us and try the map.

    Thanks for reading and have a good day.

  • HotLine Miami II

    • leplubodeslapin
    • March 16, 2015 at 11:25 PM
    Quote from Sjonsson

    I totally agree with all the bugs. I just can't understand why doorways are so tight! Nor can't I understand why they didn't put more effort into npc sight/detection vs collisions, sometimes it just feels reaaally off.

    Here are some more things I find questionable:

    • Why are "fat thugs" blocking your bullets after you hit them and they're bleeding out? Enemies shouldn't have friendly fire but an impenetrable meat fortress that's always aligned with you and the enemies behind you really is unfair. What do you think?
    • There is some issues with the readability in the game, one of the examples is obstacles that are based on height; oftentimes it's really hard to judge whether a counter/shelf/tv can be shot over or not.

    Though all in all I still love the game, soundtrack so sexy it hurts!


    I agree with you, it happens a lot that that a group of enemies rushes me and a fat guy is with them. Even if you have a shotgun that can be very effective or an automatic weapon, the big guy will be a wall. That's not really an issue, but as you said THEY can still shoot you through him (and you can't !). Same problem with obstacle heights, i don't always understand it but yea ... It's a die and retry so it doesn't matter too much.


    It's a really difficult game but when you succeed to clear a level, it's really satisfying

  • De_Oasis (WIP name)

    • leplubodeslapin
    • March 15, 2015 at 12:05 AM

    I'm not sure it would be very useful.


    For example, at the beginning of a round i buy an AK47, at some point during the round i realise i suddenly need an AWP. Why would i bother to take the time to go to the dynamic buyzone and take the risk of being shot? Plus, i'd lose a lot of money, my fallen teammates would not be able to pick up my previous weapon (the AK47).


    And if you kill 2 or 3 people with a pistol, you are most likely low hp. I wouldn't take the risk to buy and loose my new gun few seconds later.


    What i mean is that the reward for going there is really low : being able to change the type of weapon you're using during the round.

    But there are also lots of disadvantages :

    • You'll have to get to the dynamic buyzone (it can take a lot of time depending on where you are i suppose)
    • You will probably loose money (because you cannot keep your previous weapon)
    • It's dangerous (as you said, an open area)


    Maybe I'm missing something. But i really appreciate to see this kind of innovative ideas, I really think there is something to do with this but you need to make it more appealing.

    Plus your level is really beautiful, i'm looking forward to be able to playtest it / play on it.

  • MapCore CS:GO Playtesting 4.0

    • leplubodeslapin
    • March 14, 2015 at 11:43 PM

    Thanks a lot to splewis then


    Very good initiative, thank you for all the things you do 'RZL for mapcoreans, it is so useful and efficient !

  • de_zoo

    • leplubodeslapin
    • March 9, 2015 at 10:59 PM
    Quote from Squad

    - physics added to the ball and tire swing (thanks to Leplubo for helping out with that part!)


    Finaly, it was a huge problem!!!! I'm going to try it ingame right now

  • [CS:GO]de_acceleration

    • leplubodeslapin
    • March 8, 2015 at 1:12 PM

    Congratulations on the release

    Progression along with the playtests was very interesting to follow and your final result is really a good map.

  • Valve: Future Hardware Plans

    • leplubodeslapin
    • March 5, 2015 at 12:58 PM

    If you haven't seen it guys, look at the first video of this article :

    http://www.theverge.com/2015/3/4/81506…ive-vr-gdc-2015


    We can clearly see how things work and how fucking perfect this system seems to be.


    Actually, this is exactly like the fake video we had in 2005 just before the announce of the "Wii" (or "Revolution" at that time), a fake video that invented a new gaming system :

    External Content www.youtube.com
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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.

    The difference is that ... this time it's for real guys !!!!!!!!!!

    I'm so excited !!

  • Valve: Future Hardware Plans

    • leplubodeslapin
    • March 4, 2015 at 12:36 AM

    That's great to finaly see Source 2 officialy announced

    The fact that it's going to be free is exciting, thanks to the success of Source 1, but now we really need to see the features, the specifications !


    About the name, it's officialy "Source 2" then ?

  • Valve: Future Hardware Plans

    • leplubodeslapin
    • March 3, 2015 at 9:27 PM

    Cause some people are dumb enough to believe that something as simple as a conference starting at 3pm on 3rd March is enough to confirm an HL3 announcment.

    About the first conference, very few infos are here :

    https://steamdb.info/blog/valve-at-gdc-physics/


    But ... yea it's a bit useless (very few infos) and it hasn't been streamed apparently, i'd have liked to see this but you had to pay to be in here...

  • Testers needed for Private Beta (Transmissions : Element 120)

    • leplubodeslapin
    • March 3, 2015 at 3:40 PM

    I'd be glad to be able to beta-test your mod, i'd really like to know what this core gameplay element is, ingame.

    I'm used to playtest singleplayer hl2 mod, thanks to "Wilson Chronicles" (a singleplayer hl2 mod, in the environment of hl1), no problem for recording the whole experience.


    But i'm not a senior of Mapcore and I've never made a SinglePlayer map, yet. But HL2:EP2 is my ultimate favorite game ! ^^

  • Valve: Future Hardware Plans

    • leplubodeslapin
    • March 3, 2015 at 3:16 PM
    Quote from blackdog

    There are 2 physics related talks by Valve

    Tuesday

    11:15am-12:15pm: Physics for Game Programmers: Robust Contact Creation for Physics Simulation by Dirk Gregorius (Valve)

    3:00pm-4:00pm: Physics for Game Programmers: Physics Optimization Strategies by Sergey Migdalskiy (Valve)

    so picking the second as a disguised game announcement sounds a bit too arbitrary... but still hoping.

    I'd be just happy to hear about Source 2, tools not tied to a single game and freely available from tomorrow.

    Display More


    I don't think there will be any of this (not even a Source 2 aspect). It's said that the focus will be on Rigid Body Physics, which is basicaly what we see in any game since early 2000's (with Havock for example). Still, it can be very interesting to see how they obtained such an accuracy for something in real-time, physics calculus methods are usually really expensive in engineering.

    By the way, do you think they'd need mechanical engineers to help them ? ahah ^^

    If they want to finally do more interesting things such as deformable meshes following classic Young's rules or hyperelastic materials rules (or of course the fluids, but that's another subject), i've studied the subject a lot (i even made my own 1D with springs physics engine ! )


    Anyway it's going to be great


    Do you guys have any streaming website for the GDC conferences ?

  • What have you purchased recently?

    • leplubodeslapin
    • March 2, 2015 at 10:12 PM
    Quote from blackdog

    I like it so much, if I had to buy an Android it would probably be that.

    One thing to keep an eye on is that they have already ceased their relationship with Cyanogen, they're making they're own Android fork which should be out relatively soon apparently.I saw on YT that it's possible to flash it with Lollipop tho.


    I'm not sure that their relationship with Cyanogen is definitely done, i've heard that it was maybe a mistake. I'm not so sure, i'm not fond of this kind of smartphone software things, i'm more into hardware.

    But yea a friend of mine told me that if i want i can already have a beta of Lollipop, but it should appear officialy soon anyway, so i'm just gonna wait.


    The phone is perfect (for now, 0 problem), but that's also because i used to have a Galaxy S1 that a friend lent me. It was running on Android 4.4.4 but it was lagging a lot, at the end of its life :(

    It is a sudden leap to switch to a phone as powerful as the OnePlus One.

    If you want more infos/photos don't hesitate to ask.

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