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  3. esspho

Posts by esspho

  • What movie is this?

    • esspho
    • March 3, 2017 at 5:40 PM
    Quote from Radu

    9 hours ago, Radu said: Is that Rubber?

    It is. Your turn.

  • What movie is this?

    • esspho
    • March 3, 2017 at 7:02 AM

    sorry for the delay.

    [Blocked Image: http://i.imgur.com/LTQ8dFm.jpg]

  • What movie is this?

    • esspho
    • March 2, 2017 at 12:03 AM

    Ex machina?

  • [CS:GO] de_Transit

    • esspho
    • February 28, 2017 at 11:13 PM

    Very nice @Vorontsov.

    I would only suggest to alter that font to better match the art deco-like look from your reference. Right now it looks like you added some random lines to the characters.

  • [CS:GO] Layout creator for Photoshop!

    • esspho
    • February 28, 2017 at 6:42 PM

    I tryed this myself once and can tell you that it's just hindering your creativity. Not recommended.

  • totally random texture thread

    • esspho
    • February 26, 2017 at 9:30 PM

    I made some bricks, too.

    [Blocked Image: http://i.imgur.com/4q6ImBV.jpg]

  • You Decide Mapcore's Future

    • esspho
    • February 26, 2017 at 4:27 PM

    Voted Black Mesa. If it's gonna be csgo, I second that it should be non-de for a change.

  • VMT Editor - fast and simple editor for vmt files

    • esspho
    • February 21, 2017 at 8:54 PM
    Quote from Yanzl

    4 hours ago, Yanzl said: Version 1.3 brings a couple of new things: [...]

    Really nice changes. I like it a lot.

    I've noticed that somehow I can't associate tga or png-files to VMT_Editor.exe in Windows. Worked fine in version 1.2.4 though. But dragging the files onto the program / shortcut directly still works so no problem .

    Thanks for the effort.

  • totally random texture thread

    • esspho
    • February 9, 2017 at 6:46 AM
    Quote from Yanzl

    4 hours ago, Yanzl said: @esspho You need to have at least one light enabled, both in 3D view lights and in the shader parameters.

    Thanks. :)

  • totally random texture thread

    • esspho
    • February 9, 2017 at 12:19 AM

    I'm trying to get going with @Yanzl's Source Shader but it seems to me that the diffuse isn't showing properly.

    For instance when I use @Motanum's example substance it looks like this:

    while I'm sure it should look like this

    [Blocked Image: http://i.imgur.com/3ojlXUZ.jpg]


    Apparently it works fine for everybody else so I'm obviously doing something wrong.

    Hint requested.

  • Video: High Level Layout Composition - Bauer Design Solutions

    • esspho
    • February 2, 2017 at 5:38 PM

    subscribed and thanks a lot for your small bible of realistic multiplayer design - I discovered it years ago and come back to it ever since.

  • What's going on with your life?

    • esspho
    • January 29, 2017 at 3:26 PM

    fixed my washing machine today. feeling great.:D

  • Video game with dildo ?

    • esspho
    • January 28, 2017 at 12:17 PM

    I bought genital jousting last month and must say that it's a really fun little game. Classic mode is best where you try to score as many penetrations as possible. Online didn't work very well but I think it's fixed by now. Recommended.

  • [CS:GO] de_Transit

    • esspho
    • January 18, 2017 at 12:30 AM

    @Vorontsov looking good!

    [Blocked Image: https://i.imgur.com/yYPSvA0.png]

    I'm sure it's NEWSSTAND

  • [CS:GO] de_Transit

    • esspho
    • January 17, 2017 at 5:39 PM

    To dark maybe?

  • [HL2_Odyssey] Project Thread

    • esspho
    • January 17, 2017 at 7:10 AM

    I had a playtrough yesterday. Overall it's a nice variety of levels.The ai_disabled thing still occures in various levels.

  • [CS:GO]de_anchor (wip)

    • esspho
    • January 16, 2017 at 7:30 PM
    Quote from WhatGrenadeWhere

    10 hours ago, WhatGrenadeWhere said: Nice. Looks a bit better. You still have a hole in the ceiling in Mid. Still not sure if that is intentional. I like the arches at A. I'll take a look in game soon.

    Thanks. That hole is there on purpose as it might be used for grenades and such. We'll see about that in the future.

  • The random model thread!

    • esspho
    • January 15, 2017 at 12:00 AM
    Quote from kinggambit

    On 11.1.2017 at 10:37 PM, kinggambit said: [Blocked Image: http://i.imgur.com/s4ZjFki.jpg]

    Any experienced substance designer users have an idea of how to procedurally apply snow to the lower crevices of the model? I'm planning on adding snow to most of my exterior models.

    Ambient Occlusion + Position input -> mask?

    I'm positive that those will look fantastic on your polar base. Imho, compared to the rest, the shovel looks a little bland. Maybe you could make it a little more interesting like in this picture

    [Blocked Image: http://www2.apwa.net/images/Publications/Reporter/DSC01575.jpg]

    Also those rubber-chaines (?) should be way darker than the metal wheels.

    Anyway great job. I would be interested in seeing the colission model if you feel like sharing.

  • [CS:GO]de_anchor (wip)

    • esspho
    • January 14, 2017 at 5:25 PM

    Update:

    I received some really nice feedback so far and reworked the layout quite a bit.

    [Blocked Image: http://imgur.com/AMrzQ2F.jpg]

    Most importantly I removed that path behind bombsite b and instead enlarged the site a bit. Also there is a bridge at bombsite a now that hopefully breaks the long sightlines and adds some cover to that area. The connector to mid has been disconnected from ct_spawn and changed into a cistern-like room (with some water to wade through).

    In addition I tryed to smooth the generall flow by getting rid of some corners and stuff that people bumped into all the time. This includes most of the arched doorways.

    Quote from Squad

    On 12.1.2017 at 2:41 PM, Squad said: I like the setting of this map, maybe I'm just biased as I worked in this industry for quite long :) If you want, I can check if I have any useful photos left from those days.

    The radio tower is not only a great landmark, it's also a nice touch that both remaining cables each point to a bombsite.

    Possible name suggestion: de_anchor?

    That's a very kind offer and I'd really like your references. Thank you! I followed your suggestion and the mapname is de_anchor from now on. Great fit!


    Screenshots:

    [Blocked Image: http://imgur.com/HuK9PNI.jpg]

    bombsite a with newly added bridge

    [Blocked Image: http://imgur.com/XuSGxFk.jpg]

    extension of bombsite b

    [Blocked Image: http://imgur.com/dk9rI33.jpg]

    new connector room with some shallow water

    Some more pictures: http://imgur.com/a/x0iMj


    Workshop:

    https://steamcommunity.com/sharedfiles/fi…s/?id=835118142


    Please let me know how you like the updated version.

  • The random model thread!

    • esspho
    • January 11, 2017 at 7:44 PM
    Quote from Pink Flamingo

    3 hours ago, Pink Flamingo said: I couldnt find any solition for my issue and made it out in hammer. Making a ferris wheel is easy only when its used in 3d skybox. :D


    The content cannot be displayed because it is no longer available.

    This really shouldn't be made out of brushes. If you allready made some models you should also be able to bring them into the game. Everything that is needed is on the valve developer community. Go for it.

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