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  3. leplubodeslapin

Posts by leplubodeslapin

  • NEED URGENT HELP! Vital map error.

    • leplubodeslapin
    • March 24, 2017 at 9:16 AM

    @rocky Do you have a 3D Skybox ?

    Any object in the 3D Skybox that cast shadows will have its shadow projected from the 3D Skybox to the map. I just made a drawing to show what exactly it means :

    [Blocked Image: http://i.imgur.com/F6wNnsH.png]

    Therefore, if your 3D Skybox is not properly placed, an object could cast a huge shadow on your map.

    Or maybe as Plat said there's just no light_environment ... ^^

  • Counter-Strike: Global Offensive

    • leplubodeslapin
    • March 18, 2017 at 9:43 PM

    If this Operation's maplist is true, i find it a bit sad :(

    I mean, I personally prefer to see new maps get opportunities to be exposed to the public with these operations, and operations to be a good way for players to see fresh content.

    But, i guess the truth is :

    • CSGO players get a bit scared when they see 6 new maps (we saw that on previous operations, they just start by trashtalking about these new maps and don't take them really seriously). And then you see reddit users arguing how much they loved maps from previous operations and which one is the best (which is cute)
    • You generate more money by pushing people to buy passes multiple times for the same community-favorite maps on limited amount of time (instead of adding the maps forever in the game in which case they don't really make immediate profit out of it)

    So the best options might be to do what they do if you want it to be successful and avoid taking too much risk. But it means even less spot for new community maps than before (we used to have operations with 8 maps, 2-3 times a year).

  • What have you purchased recently?

    • leplubodeslapin
    • March 18, 2017 at 9:00 PM

    [Blocked Image: http://i.imgur.com/FluSDMc.gif]

  • Looking for collaboration on a defuse map

    • leplubodeslapin
    • March 18, 2017 at 6:24 PM

    Maybe you should show some of your stuff, the work/thinking you've already put in this map and pics of previous projects of yours.

    It would be a much more attractive project for potential partners.

  • The random model thread!

    • leplubodeslapin
    • March 8, 2017 at 8:31 PM

    Oh ok nice, thanks :)

  • The Vanishing of Ethan Carter

    • leplubodeslapin
    • February 26, 2017 at 10:48 PM

    @blackdog Go either for Ethan Carter or Firewatch, but don't do them in a row if possible (similar games with different strenghts, both really great)


    And the Redux version is an UE4 version (the original was on UE3). You only need to instal one (the redux, don't bother with the original). It's not really different visually, the changes are only slightly noticable (from what i remember i heard). The main difference is that the UE4 version doesn't have loadings while you play, it's seemless (the UE3 version did have loadings between areas).

  • Valve: Future Hardware Plans

    • leplubodeslapin
    • February 15, 2017 at 7:32 AM

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    Plenty of great informations. I love the interest they have in innovation rather than trying to compete with others. If i had enough money i'd buy a 3D printer at my house and build prototypes of crazy controllers and stuff :P

    (It's also the interview in which Gabe say that they are working on 3 "full" games (not expriments like the lab), using both Source 2 and Unity and all the infos we learned recently.)

  • Sniper Elite 4

    • leplubodeslapin
    • February 13, 2017 at 11:01 AM

    Played the first and second, they were both great games in their own ways.

    The tension on the first was really there and there were amazing long sniper shots, a really great feeling when you aim many meters above an ennemy and end up destroying his face in slow mo. Plus, being able to see the bullet going from A to B is so enjoyable because you know you already succeeded and just have to watch the result of your shoot.

    It was a bit strategic, you had to cover your back with traps and stuff, that was a nice touch.

    I loved the V2, did it twice (a second time with a friend in coop), dynamic game. It's a simple mechanic and the rest of the game is probably is a bit standard but it was a great play.


    Haven't got the time to play the third though, i wasn't a fan of the desertic environment, i'll take a look at this V4 ! :)

    Congratulations beck !

  • 3D Terrain web generator Topotopo

    • leplubodeslapin
    • February 12, 2017 at 11:35 AM

    That's really helpful !

    Can easily and quickly make a low poly and bake few stuffs !

  • WIP in WIP, post your level screenshots!

    • leplubodeslapin
    • February 4, 2017 at 10:06 AM
    Quote from blackdog

    22 minutes ago, blackdog said: That is damn well impressive! Let me throw in some more likes ??????

    Any release window? I still have to play Portal 2, so that could be convenient :D

    Stop doing what you're doing right now and play Portal 2 !

    @Stract Looks amazing !

  • The random model thread!

    • leplubodeslapin
    • February 2, 2017 at 4:46 PM

    Alright, yes indeed it's important to learn them the good maners i guess :P

    I just find it a bit disapointing that it doesn't fully show the potential of PBR (from my point of view). Maybe it's just because of the camera position or lighting orientation, i can't see much shading on this single picture (just some bumps on the top left).

  • The random model thread!

    • leplubodeslapin
    • February 2, 2017 at 3:14 PM

    Is there a specific reason to demonstrate the PBR with a low-res texture ?

  • [CSGO]Hammer editor how to fix this leak.

    • leplubodeslapin
    • January 28, 2017 at 10:17 AM

    Before compiling your map, take a look at the VisGroups section on the right :

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

    In the "Auto" tab, you have many flags that you can check or uncheck. If something is checked, it will be displayed, if it's unchecked it will be hidden.

    Uncheck everything except The "World Geometry" group, and inside that group uncheck "Displacment" and "water" if you have some. This is how the visibility compiler (Vis.exe) see your map when you compile it and tries to compute visibility rules for optimising the map. If there's an opening somewhere (a leak), it won't be able to understand the inside volume of your map and therefore it will crash.

    As @LATTEH told you, it's because of your sky that is in func_detail, but you'll also notice that your floor is in func_detail and it shouldn't. Finaly, you shouldn't create a big sky box like that around your map, you should only place sky brushes as a ceiling for your map.

    I hope that helps !

  • [CS:GO] The last hope

    • leplubodeslapin
    • January 24, 2017 at 8:19 PM

    Hey hoy hello bonjour,

    This topic could be placed in Work Release because my work on this is over but the map isn't ready yet, so i'm going to put this here :) This is a project i've been working during the end of 2016 and this month, it was originally a request from a french dude named Nonix :

    The goal was to retake a map made by a russian map maker named "❤Аня-Хуяня❤", she created something on CS:GO based on the universe of Stalker games :http://steamcommunity.com/sharedfiles/fi…s/?id=630942745

    I had to take the map, change the mood from it to something darker, scarier and add some playable areas. So, for the sake of an easy optimization ( :D ), I firstly decided to add a fog and reworked the mood of it. In the original map, there are ...

    A corn field[Blocked Image: http://i.imgur.com/Vost2gb.jpg]

    A train station[Blocked Image: http://i.imgur.com/fthWYlo.jpg]

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

    Warehouses and stuff...[Blocked Image: http://i.imgur.com/ToLwB1R.jpg]


    The map is pretty big :[Blocked Image: http://i.imgur.com/KzAZFmh.jpg]

    And this is what i made on it :[Blocked Image: http://i.imgur.com/3qhYl68.png]


    So, the most important part of my work was to add 3 bases. The map will be used in a custom gamemode which will be a sort of mix between zombies gamemodes and roleplay. All the players will be playing as humans, divided in 3 different groups. Bots are the zombies. So, even if the other players will be humans, you won't necessarily be friends, it's a hostile universe. The bases are shelters in which you will be able to share ammunitions, share food, sleep, prepare attacks ...

    The 3 bases are almost the same :

    There is an outside area with a tower and fences :[Blocked Image: http://i.imgur.com/SNd2ifA.jpg]

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

    [Blocked Image: http://i.imgur.com/59S9oUj.jpg]


    Inside , it's quite comfy :

    [Blocked Image: http://i.imgur.com/1m40BbQ.jpg]

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

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


    And, for the rest of the map, it's quite comfy too :

    [Blocked Image: http://i.imgur.com/jBg3Z23.jpg]

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

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


    If you want to give it a try, i uploaded the current version on my ftp :http://www.citrowagon.fr/leplubodeslapi…st_hope_v15.zip

    There's a nav file but you should kick the bots, i played a bit with the nav file (to avoid them being able to get inside the bases) and they're extremely stupid. If you want to get inside the bases, you can open the fences with those commands :

    ent_fire barriere_base_1 open ent_fire barriere_base_2 open ent_fire barriere_base_3 open

    (sv_cheats 1 needed)


    So this is not a typical CS:GO map, it was more of a fun project for me to work on post-apocalyptic stuff :)

  • WIP in WIP, post your level screenshots!

    • leplubodeslapin
    • January 20, 2017 at 9:34 PM

    What is it exactly ? It does look more like 3D scenes than a map but, yeah i don't know. Maybe it's for a singleplayer experience ?

    It's good to see these realtime shadows and reflective glass, nice and sharp :)

    Good job !

  • [Source] Lighting origin not working properly

    • leplubodeslapin
    • January 17, 2017 at 2:16 PM

    Oh ... ok ...

    Thank you Squad :)

  • [Source] Lighting origin not working properly

    • leplubodeslapin
    • January 17, 2017 at 12:35 PM

    The info_lighting entity can only work if the method used for rendering the lighting is the basic one.

    It's the cheapest, it only takes into account lighting informations from 1 point, usually your model's origin or the info_lighting coordinates if you're using one.


    But here, it seems that the lighting on your model is calculated on each vertices, because the upper part is not affected by the shadow but the lower part is. That's what is called the "vertex lighting" method.

    The easiest solution I think would be to find the origin of that shadow and fix it from here (probably disabling the shadows from a prop). There is also a prop_static property that could be used, "Disable Vertex Lighting", but i don't think it's working on CSGO.


    I tried to write an article about lighting stuff a while ago (Part 1 and Part 2), maybe it can help you.

  • VMT Editor - fast and simple editor for vmt files

    • leplubodeslapin
    • January 16, 2017 at 10:39 PM

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    @ 6:40

    nice :)

  • DE_Portugal

    • leplubodeslapin
    • January 16, 2017 at 10:17 AM

    Use Vide, Pakrat or a software like that to add your radar files in your map (all of them). You'll probably just have to edit the paths to make sure it's a relative path (from the csgo/ folder).

    About the people self-promoting or posting gambling websites : just block them. I've been doing that for ages (i go to their steam profile, block communication with them and then delete their comment), and i'm receiving less and less stuff like that.

    Or at least, just delete them. It will only last 1 week (during which you'll have a huge amount of comments like that).

  • The random model thread!

    • leplubodeslapin
    • January 14, 2017 at 9:13 AM

    @KOLARI Looks great dude !!!

    I can see you're having troubles for defining which edges should be hard and which edges should be smooth.

    By default, everything is flat obviously ...

    [Blocked Image: http://i.imgur.com/mjyr72F.png]

    And when you smooth your object, everything is smooth, not depending from any angle between the faces

    [Blocked Image: http://i.imgur.com/YRxhPu6.png]

    In Edit mode, select an edge and press CTRL + E, and then Mark Sharp

    [Blocked Image: http://i.imgur.com/93LS4kv.png]

    Finally, you need to change that Edge split modifier you may have used (i'm assuming you're using it), uncheck "Edge angle" and check "Sharp Edges"

    [Blocked Image: http://i.imgur.com/0mU6qoy.png]

    Then, you'll have full control over which edges are sharp and all the others will be smooth.

    I hope that helps


    [Blocked Image: http://i.imgur.com/WdO9DrG.png]

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