Posts by leplubodeslapin
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Really guys ?
What happenedYou should really try your map with a friend before doing a playtest ...
Apparently both maps were corrupt ...
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It's sooooo perfect !
If you have 300€ / 350$ to spend on a new phone, you can buy it each tuesdays : the OnePlus One.
(Maybe some people posted it before, idk sry :x )
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Quote from DrywallDreams
Back Alley was also really old. It was submitted about the same time as I originally posted Stadium during the workshop closed beta, then was pretty much redone over time.
Maybe I should redo a bunch of Stadium again, would be good to stick custom models in there for practice, also making it looks less shit would be cool.
Insertion only had about 130 evaluations before the operation.
So as FMPONE said, the quality of your level is definitely the most important thing.
Valve knew about the map because they fixed a blend texturing tool on displacement for Insertion, so it's a special situation. That's why you should still try to promote your level when you submit it, to be sure that Valve can see it, and will see it (if you think your level is good enough to be in an operation).
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Quote from jackophant
Yes, if i'm not wrong It's the successor to the OpenGL. Valve is into it because they can't stand being dependant of DirectX and Microsoft tools, i guess it's also due to their SteamMachines (which runs on their SteamOS that is basicaly a Linux OS with SteamBigPicture runing on it).
The thing is that the conference name is "The Future of High Performance Graphics", so there might be some really interesting demos there

pleasesaysource2pleasesaysource2pleasesaysource2pleasesaysource2pleasesaysource2pleasesaysource2pleasesaysource2pleasesaysource2pleasesaysource2
Source 3!
uups :x
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Quote from blackdog
Never heard about glNext! It's it a fork of the openGL?
Yes, if i'm not wrong It's the successor to the OpenGL. Valve is into it because they can't stand being dependant of DirectX and Microsoft tools, i guess it's also due to their SteamMachines (which runs on their SteamOS that is basicaly a Linux OS with SteamBigPicture runing on it).
The thing is that the conference name is "The Future of High Performance Graphics", so there might be some really interesting demos there

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Quote from Fuzyhead
As far as I know it should actually be the other way around - you should do your edges smoother than the actual reference to achieve a better effect (especially from distance - for example).
About the model itself - looking good in general, but as I said before I would recommend you to create some more complex model so you gain more experience then creating smaller assets over and over again without actually challenging yourself.
Humm ok i see what you mean, so for video games i guess it helps, cause your point of view can't go really close to these objects.
I'd just like to specify that this is a "video game way of thinking", and i don't think it's the best way of doing things for the future (when higher resolutions will be more common, this will be very noticable and feel weird on many objects). I just feel like "ok, it's very nice to have this kind of ideas and it's great that the creator took the time to add these details, but it looks exagerated", I prefer details when they are more subtle.
I hope not to bother to take an example from your portfolio (that is splendid by the way, sincerely)
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For me it's too much, but it might be due to the very short-range screenshot.
But i still like it a lot, but when i see it, i immediately know that it's for a videogame, because of this aesthetic choice.
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Quote from kanine01
[Blocked Image: http://puu.sh/g2dAD/1e4918747f.PNG] ~3 hour speed model
If you want my opinion, i think it's a bit too smooth, you'd gain to make your edges harder (but still keep them slightly rounded off, it does matter, in order to keep these fine white lines due to the reflection of light).
(Maybe you have a reference that shows something exactly like you did, but it's just from my point of view of mechanical designer)
Other than that, it works very well, good job

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Yes it's true that i didn't even said that i found some ideas really cool : The mix between very short-range and mid-range combats, that wide ramp with the 2 large windows above, the vent for throwing grenades through the roof, the grates that plays the opposite role than a smokegrenade (you can see through but you can't walk through)...
Yes sry i actually became arrogant in my post :x
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I don't want to look like an arrogant person, but it really doesn't seem that great ... No ?
On a large scale, it's hard to understand the level with just the video, so I let the benefit of doubt, it might be perfect i don't know.
But from what i see, it seems very large and out of scale, i know 1.6 maps used to be like that but it's even worse (in my opinion). Plus, there are few areas that must be terribly hard to attack.
For example, when he goes there with this tiny sight line :
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How is the opponent supposed to see you and shoot you?
And others things but i'm tired and lazy. And he is like saying "Ok i'm the genius who created de_mirage, can you make all the work to port it over CS:GO please ? (for free ofc), thanks"
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Oh ... ok i've been too slow. What have you done ?
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You first have to extract the files from the VPK archives in your /csgo folder (using GCFScape for example). Open the file pak01_dir.vpk with GCFScape, you'll recognise a folder tree similar to what is in your /csgo folder, follow the folders according to where hammer tells you where the model is.
For your example of model (tractor01.mdl), you'll find :
- In the folder models/props_vehicle, the files :
- tractor01.dx90.vtx
- tractor01.mdl
- tractor01.phy
- tractor01.vtx
- vvd
- In the folder materials/models/props_vehicle, the files :
- tractor01.vmt
- tractor01.vtf
- tractor01_ref.vtf
Extract all of them (with a drag and drop) in folders with the same names in your csgo directory (follow the exact same folder tree as in the VPKs).
So, now you have the files of the compiled model, but you will not be able to just edit it (neither the geometry or the texture), firstly because it's a compiled model and secondly, if you change the texture, the one from the VPK will be loaded first anyway, so your own texture won't work.
You have to decompile the model. Squad gave me recently a very nice software to do that : Crowbar. It will give you all the files you need : 2 SMD files (one for the geometry and another one for the collision model). It will also give you other things that can be useful (the .qc file to compile the model once again and animation files if needed).
If you just want to change the texture, you'll need to recompile the model, with a different name and/or in a different folder, using a texture with a different name and/or different folder.
The question now is : do you know 3D modeling or not, that is the question !
To be continued ...
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I just made the campain and then saw the video.
I wasted 10 mins watching a group of 6 idiots trying to be funny, while hearing a "BEEEEEEEEEEP" sound all the time.
Nevertheless, the campain was really great, i loved it and it goes crazy the way i love it (with huge rooms and long jumps to do
). Congratulations, 3 years late sry :x -
Hello

Rzl, would it be possible to playtest CS_Opéra ?
The sooner the better, so i guess on Sunday, the 1st or february ?
And is it possible with a gotv record ? (i'd like to analyse all the point of views of players)
I don't have a download link yet (because i still have to work on some things) but i'll give it to you on steam asap.
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Quote from Puddy
Dust2 is a great map. Dust is 90% nostalgia imho.
Dust(1) isn't a success because of its layout but because of many aspects it has brought to the CS series and D2. It settled all the basics of dust2, the double doors, the arches, the tunnels, the big clean walls, the lighting ... The creator also said that some parts of D2 has basicaly been taken from D1 but in a complete different context (like the ramp on the right side on the map for terrorists, that became the bombsite A of dust2, for example).
Si yes there is nostalgia but it was also very innovative and unique when it released !
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Can you upload your vmf on another website please ? I'm sorry but mediafire doesn't work here, i don't know why ...
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It's not about doing your work, it's just in order to be able to see in a easier way the optimisation on your map.
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Have you tried to func_detail your brushes that aren't floor/wall/ceilings ?
I mean ...
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WTF ?
Can you share with us a vmf ?