Hey, welcome.
Every Command behind a Compiler program needs to have a "-" directly infront of it. You forgot a "-" right where your cursor is in the last Screenshot.
Hey, welcome.
Every Command behind a Compiler program needs to have a "-" directly infront of it. You forgot a "-" right where your cursor is in the last Screenshot.
Take some time to look for real world references that you like. Try to find some contrasting subthemes that fit your overall theme. For example an urban setting could have a storefront, a backalley and a parking lot. Then take your map overview and scribble in those areas. If you like how everything comes together start working off of your references.
What theme do you have in mind for your map?
Quote from text_fish3 hours ago, text_fish said: I'm sure there's some sort of simple explanation, but it's alluding me. Anybody had this problem before? Please tell me I've just accidentally turned on a weird setting that I never knew about? ?
I'm using the transform tool in Hammer to try and rotate brushes and for some reason it rotates the brush in all axis' rather than just the selected axis. It's not the end of the world, but it's quite annoying whilst I'm just trying to block out a quick test layout.
This happened to me a few weeks ago. Very annoying indeed. Eventually it went away but i have no idea how and why.
If you haven't allready you could try verifying the game's and tool's files.
looks cool. what's it gonna be?
This website is great for generating heightmaps from real world terrain:
I'm not sure if the spelling is intended but it would have to be "unser" without the last "e". It's still weird though.
You could use a "logic_auto" with the output "OnMultiNewRound".
Welcome @SmityHead,
without an overview it's hard to judge a counterstrike map at all. So it's good practice to make a basic radar early on.
Hi!
To do this, you would have to make an animated material (a vtf with multiple frames / the changing numbers on the clock). In the corresponding vmt (aka material script) you would set a "material proxie" named "AnimatedTexture". The animation itself would be triggered by an "env_texturetoggle" entity. You could then trigger that entity every 60 seconds.
I hope that helps.
edit:
After reading your OP again I think you allready have made the different skins. So radix's method would be preferable, I guess
Amazing demo! People are allready speedrunning. Current worldrecord is under 3 minutes!
The site looks neat and clean but I would loose the hovering noise.
Also why link to empty changelogs?
Quote from Squad1 hour ago, Squad said: You're welcome! What are you talking about though? ?
The roadmap on the lower floor states the location to be near the Town of Castle Rock, which is a reacuring theme in King's Storys. Maybe I just misinterpreted something. Anyway it's a nice touch ?.
Quote from blackdog10 hours ago, blackdog said: OT: you seen the tv show, how is it?
Unfortunately, I haven't yet.
Awesome map across the board. As a Stehen King fan I appreciate the Castle Rock easter egg.
update time ?
Progress is going slow but steady. The map is still far from completion but I feel everything is in place now.
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I think I made most of the the props that I need and I also started to create custom materials. I'll focus on texturing and lighting next. Please note that nothing is final in that regard.
Layoutwise there has been one alteration in the ramp area. I opened a sidepath leading through a vent into the bombsite. This way the outside area gets a little more important.
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Here are some side by side comparison shoots since the last version (any possibility for embedding those directly?):
You can check out the map here:
csgo is now free to play
Really nice looking! But the red door and stairs in the 8th screenshot look a little weird. Irl the door would propably be mirrored and the railing just at the end makes little sense.
Good job, both of you.
Can i find some of your music online?
Good job! We've had a little bit of discussion in this thread