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Posts by leplubodeslapin

  • Insurgency

    • leplubodeslapin
    • January 30, 2014 at 9:52 AM

    I just bought the game yesterday and ... I was also addicted oO

    It's been years since i haven't found a great multiplayer game (that i really like i mean), so i think i love it for now.
    Good job guys, on the first time i started with the training i was like "whoaaa" cause the beginning point of view is really beautiful

    But maybe you should fix it (the training), the grenade throwing was corrupted : the only way to pass the objective was to throw a C4 because it has a big explosion range i guess. And after that, i had to put my weapon on bipod on the fence, i did (with the submachine gun) but nothing happened :/


    Sry for my bad english. Good job

  • WIP in WIP, post your level screenshots!

    • leplubodeslapin
    • January 30, 2014 at 12:38 AM

    Yes Tophattwaffle really does the best tutorials, even after using hammer for years i still learn things in his tutorials ...

  • Something new for CS:GO SDK

    • leplubodeslapin
    • January 29, 2014 at 4:26 PM
    Quote from LATTEH

    It doesn't look like it supports bump mapping and specular though. (i guess i have a reason to test this)


    Quote

    The first 2 textures can have bumpmaps like WorldVertexTransition.

    (quote from the Valve wiki, 3rd line)

  • Something new for CS:GO SDK

    • leplubodeslapin
    • January 28, 2014 at 11:32 PM

    Hello guys,


    I guess you already have made a displacement with a blend texture, and just wanted to quit because you were only able to use 2 textures in your blend ?

    Now you should be able to use 4 :

    https://developer.valvesoftware.com/wiki/Lightmapped_4WayBlend


    It's new, if anyone can try it, don't hesitate to show everyone here please


    I guess Robert Briscoe would have loved it for Dear Esther ...

  • Source 2 Left 4 Dead 2 Prototype Screenshots Leaked

    • leplubodeslapin
    • January 27, 2014 at 11:26 PM

    I'd like to have a bit more informations because, for now, it could be rendered in CS:GO as FMPONE said.

    And i also think that Valve is great in animations (physic, facial animation, building destruction ...), and we won't be able to see it in pictures

  • [CS:GO] De_marquis

    • leplubodeslapin
    • January 27, 2014 at 11:17 PM

    I really love your level, the architecture is truthful, the layout now works pretty well (at least with bots ), the art is great also.

    Good work guys, i hope it's going to be a success (i'll speak about it in the article "Maps of the month" at vakarm.net of course)

  • Counter-Strike: Global Offensive

    • leplubodeslapin
    • January 24, 2014 at 11:59 AM

    i think this isn't a good idea. It was not a good idea either with Seaside (which already was in the first operation).


    Valve operations should promote new maps, not twice the same map. I guess they are doing it for de_cache (which was the main reason why lots of people bought the bravo pass), but they should simply pay volcano and fmpone and add it definitively to the game ...

  • Mapcore update - Real names can be added

    • leplubodeslapin
    • January 24, 2014 at 11:27 AM

    nice stuff, done

  • [CS:GO] Bagra

    • leplubodeslapin
    • January 22, 2014 at 9:51 PM

    you are crazy

    good job !

  • Counter-Strike: Global Offensive

    • leplubodeslapin
    • January 21, 2014 at 2:28 AM

    Brute, the creator of the famous map de_tuscan, finaly posted few preview screenshots of the csgo's tuscan.


    [Blocked Image: https://pbs.twimg.com/media/BedJ5mgCcAAreq1.jpg:large]


    [Blocked Image: http://www.vakarm.net/files/news/FREIHH/tuscanb3.jpg]


    [Blocked Image: http://www.vakarm.net/files/news/FREIHH/tuscanb2.jpg]


    [Blocked Image: http://www.vakarm.net/files/news/FREIHH/tuscanb1.jpg]


    I find it a bit disappointing... I find it heterogeneous, some things are well detailed but other are just big flat walls/floor with 1 texture.

  • [CS:GO] De_marquis

    • leplubodeslapin
    • January 21, 2014 at 2:08 AM

    The map looks fantastic, it's brilliant. Excellent job guys, it's really amazing, you did a great job here.

    I made you some suggestions in images :

    http://img98.xooimage.com/files/8/c/3/20…001-436fb53.jpg

    http://img98.xooimage.com/files/4/6/8/20…002-436fb55.jpg

    http://img95.xooimage.com/files/c/4/c/20…003-436fb57.jpg

    http://img98.xooimage.com/files/6/f/b/20…004-436fb5a.jpg

    http://img98.xooimage.com/files/e/6/3/20…005-436fb5c.jpg

    http://img99.xooimage.com/files/0/c/e/20…007-436fb5e.jpg

    http://img96.xooimage.com/files/2/f/e/20…008-436fb60.jpg

    http://img97.xooimage.com/files/9/e/2/20…009-436fb66.jpg

    http://img95.xooimage.com/files/e/a/b/20…010-436fb64.jpg

    http://img95.xooimage.com/files/6/9/3/20…011-436fb62.jpg

    http://img99.xooimage.com/files/0/8/8/20…012-436fb68.jpg

    http://img96.xooimage.com/files/6/a/3/20…013-436fb6a.jpg (lol)

  • [CS:GO] De_marquis

    • leplubodeslapin
    • January 14, 2014 at 5:12 PM
    Quote from PogoP

    de_seinecrossing

    ? The Seine is the river that passes through paris ^^

    It isn't in the map and you don't cross it ^^

  • [CS:GO] De_marquis

    • leplubodeslapin
    • January 12, 2014 at 3:35 PM
    Quote from Hashtag

    Link to the map :

    Where is it ?????!!


    brilliant, it looks amazing, it's ... paris exactly

    I just don't love the classic bleached lighting but it fits to paris well so, i understand the choice.

    Good job guys, can't wait to see it ingame (because the images are a bit small right now)

  • MapCore CS:GO Playtesting 3.0

    • leplubodeslapin
    • December 17, 2013 at 11:18 PM
    Quote from TheOnLY

    de_cliffs


    It basically is a square with a cross in it.


    This hasn't changed, it's still a classic global layout for a bomb map. It's different when you take a closer look.


    And i agree with Rzl, mid is a strategic place that helps a lot to take each bombsites, it must not be easy for terrorists to take it. If you want to get the middle, you can easily use smokegrenades and annoy the CT of the middle.

  • Decompiling CS:GO maps

    • leplubodeslapin
    • December 11, 2013 at 11:37 AM

    Uncheck some Visgroups auto, on the right of the hammer window. For example, you can uncheck hints, areaportals, visclusters, playerclips ...

    About the missing content, you have to extract it in your own csgo directory with a packing software (like pakrat for example, that is used to pack your custom content in the bsp), but it's complicated because you have to respect the same paths. So you probably won't really need to see the custom content.

  • What was your first ever map?

    • leplubodeslapin
    • December 6, 2013 at 7:25 PM

    an aim map on cs 1.6

    http://www.dailymotion.com/video/x590v3_m…s?search_algo=2


    That was like 5 or 6 years ago

  • [CS:GO] Change the FOV

    • leplubodeslapin
    • December 2, 2013 at 11:51 PM

    fov_cs_debug X

    Try this one (it needs sv_cheats 1 in order to take your screenshots)

  • MapCore CS:GO Playtesting 3.0

    • leplubodeslapin
    • November 25, 2013 at 4:49 PM
    Quote from JeanPaul

    So I re-downloaded the opera floor to open again in hammer to see these misaligned lines you are talking about here. I can safely say the misaligned vertices you are talking about are misaligned by less than 0.1 unit. Since this is a func_detail and doesnt block vvis, this discrepancy can be safely ignored. Not only is it too small distance to be noticed as a gap in the brushwork ingame, but it is also 100% optomization safe because its a func_detail. Sometimes, even with the best knowledge of the engine, what you are going to make will always have some small problem with the brushwork at a micro level. I would honestly use what I posted earlier in a final version of my map because you wont even come close to noticing a 0.1inch gap in the brushwork


    As i told to Pampers, it makes collision issues, when you walk on the floor you get stuck and you don't know why. This is the main problem, if it was just about the visual yes of course it could be ignored because it's a func_detail, i agree.


    Quote from JeanPaul

    Well actually, the vertices in the images he posted are so close together that Hammer wont actually let you select them individually. (weird bug) When you click one, it selects both.


    Yes you can, by doing a manual selection, like this :


    [Blocked Image: http://img97.xooimage.com/files/a/8/6/manual_selection_1-4259e75.png]


    [Blocked Image: http://img98.xooimage.com/files/1/2/9/manual_selection_2-4259e7a.png]

    (and then replace the vertex)

  • MapCore CS:GO Playtesting 3.0

    • leplubodeslapin
    • November 25, 2013 at 3:15 PM

    yes it's not just a display bug on hammer. The issue ingame was the collision with the player, you got stucked for no apparent reason and it was really annoying.

  • MapCore CS:GO Playtesting 3.0

    • leplubodeslapin
    • November 25, 2013 at 11:24 AM
    Quote from Rick_D

    why don't you just fix it? :S


    Uhh you can't fix it. If you fix it once, it'll come back when you will save and reopen the map on hammer the next time.

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