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  3. Blade x64

Posts by Blade x64

  • Problem with bullet block

    • Blade x64
    • January 8, 2016 at 11:01 AM

    From what I've found, bullet penetration is based on the surface properties of the texture it penetrates. For props, I believe it's based on the prop_data. When a bullet enters into occupied space, it assumes everything is of the same material type until it reaches the air again.

    So even if you sandwich concrete between two panels of wood, it will treat the entire distance as wood. Though if there's a break of at least 1-2 units, it will properly account for the material change. A bullet loses more damage when penetrating consecutive walls compared to a wall of equal width.

    You can find all of the surface densities in csgo/scripts/surfaceproperties_cs.txt. Had you been able to define custom ones I would have suggested that, but there's no method of doing so.

    In my honest opinion, the space sandwich should be treated as a last-ditch effort as it makes a mess of things. You really should just go about making the walls more thick or placing fitting props to block instead.

  • Problem with bullet block

    • Blade x64
    • January 8, 2016 at 3:39 AM

    That technique is from CSS. CSGO has a different way of determining penetration and I have never seen any methods to stop bullets on thin surfaces in it. You're just going to have to deal with the penetration, obstruct cleverly using props and details, or simply make the walls more thick.

  • [WIP] cs_terminal

    • Blade x64
    • January 6, 2016 at 8:01 PM
    Quote from Bodd Jonar

    Good to hear, you're the guy that made all the night maps btw? If so, I expect great things from you, feel the pressure.

    I hope I can deliver. Haven't played as much with daytime lighting.

    Quote from Michael Greenwood

    As an aside, how do you get textures from L4D to use with CSGO? There are a lot of the models from the mall level Id really like to use. Was the escalator a model or brushwork?

    I extracted them from the L4D VPKs using GCFscape. The escalator is a model from the mall assets.

  • [WIP] cs_terminal

    • Blade x64
    • January 6, 2016 at 1:16 AM
    Quote from Bodd Jonar

    The cements gotta go, looks really depressing TBH, make it light! The carpet where the chairs are looks like something from the 90's, not very modern.

    See the sunlight and the white'ish colours?

    I definitely will do that. I just wanted to get a layout tested before I made new textures. Most of the ones in there I borrowed from L4D.

  • [WIP] cs_terminal

    • Blade x64
    • January 5, 2016 at 9:48 PM

    I started sketching this plans for this map about two years ago, but only got around to completing a playable version a month ago. As the name implies, it's a hostage situation within an airport terminal.

    The hostages are well separated with spawns in the food court, shops, and restrooms. There are two main contact areas that are spacious and varied, so they aren't chokes. The hostage rescue zone is spacious and has three paths leading into it, each from a different direction.

    Workshop Link

    Demo Analyzer

    [Blocked Image: https://i.imgur.com/KjK77iB.jpg]

    [Blocked Image: http://i.imgur.com/Mz8kiu4.jpg]

    T Spawn and Shops

    [Blocked Image: http://i.imgur.com/L8RdK6L.jpg]

    CT spawn and rescue zone

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

    Atrium contact area

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

    Baggage contact area

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

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