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Posts by Nerve

  • Edge Of Tomorrow

    • Nerve
    • December 12, 2013 at 2:56 PM

    Yeah, I'd be more excited if Tom Cruise wasn't in it...

  • Decompiling CS:GO maps

    • Nerve
    • December 12, 2013 at 2:30 PM
    Quote from cincinnati

    counter-strike global offensive/sdk_content/maps


    Didn't realise there were tutorial/example maps included with the SDK, I'll have a look when I get home. Cheers

  • Decompiling CS:GO maps

    • Nerve
    • December 12, 2013 at 2:09 PM
    Quote from PyroGXPilot

    cs:go does come w/valve created example map('s)


    It does? Which ones?

  • Warm Bodies

    • Nerve
    • December 11, 2013 at 9:10 PM
    Quote from knj

    lol at me than


    You should definitely watch it though, it was way better than I expected.


    Plus, Teresa Palmer is hot.

  • Warm Bodies

    • Nerve
    • December 11, 2013 at 9:04 PM
    Quote from knj

    so it's out already ?


    Pretty sure it came out at the start of the year

  • Warm Bodies

    • Nerve
    • December 11, 2013 at 7:25 PM

    This is surprisingly good, worth a watch.

  • Decompiling CS:GO maps

    • Nerve
    • December 11, 2013 at 1:58 PM
    Quote from leplubodeslapin

    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.


    Thanks, as long as it's clear to see brushes and scales then I'll be happy. I'm only really doing it to see other peoples brush work and the scales they use.

  • Decompiling CS:GO maps

    • Nerve
    • December 11, 2013 at 10:29 AM

    So I tried to decompile a couple of maps but opened up the VMF files in Hammer and there were errors/triggers everywhere, I couldn't see anything. It scared me (and it was 2 am) so I closed it.


    I'm guessing this is because of missing textures and stuff? Are there any quick ways to make these decompiled maps 'friendly' so I can look at them properly?

  • Godzilla (2014)

    • Nerve
    • December 10, 2013 at 10:03 PM

    I hope this is as awesome as it looks!

  • Aliens: Colonial Marines - WTF Happened!?!

    • Nerve
    • December 10, 2013 at 6:42 PM

    [Blocked Image: http://static.fjcdn.com/gifs/Fun+Times+in+Aliens+Colonial+Marines.+God+this+game+is_20e248_4430904.gif]

  • Decompiling CS:GO maps

    • Nerve
    • December 10, 2013 at 12:04 PM
    Quote from Squad

    A decompiler just converts BSP files into VMF format, so it doesn't really matter if it's for CS:GO, L4D2, ...


    Right, BSPSource should be fine then. I just wasn't sure if there were decompilers that were considered better than others.


    Cheers


    Quote from Puddy

    This is correct. The real trick is changing the decompiled maps somewhat and adding 2k to the name and then re-releasing them!


  • Decompiling CS:GO maps

    • Nerve
    • December 10, 2013 at 11:24 AM

    I don't feel like my first map is coming together properly, so I'm wanting to decompile some CS:GO maps to get an idea how other designers are building their levels (brushes, scales etc).


    I've looked here: https://developer.valvesoftware.com/wiki/Decompili…s#Getting_Dirty and read about BSPSource, but I can't see any mention of CS:GO support on their site (maybe I'm being blind.)


    What tools do you use for decompiling CS:GO maps? Help appreciated as always.

  • Jupiter Ascending

    • Nerve
    • December 10, 2013 at 10:05 AM

    Mila Kunis, I'm in.

  • MapCore CS:GO Playtesting 3.0

    • Nerve
    • December 8, 2013 at 11:32 PM

    +1

  • WIP in WIP, post your level screenshots!

    • Nerve
    • December 8, 2013 at 10:35 PM

    Thanks Puddy, I'll bear that in mind

  • VGX 2013

    • Nerve
    • December 8, 2013 at 10:05 PM

    Another cringe cut:


    http://www.youtube.com/watch?v=KL4hrg49oTg


  • WIP in WIP, post your level screenshots!

    • Nerve
    • December 8, 2013 at 9:57 PM

    Been doing a bit more work on de_laboratory. This is bombsite B, the door at the top leads back to the main hallway, the lower door leads to underground tunnels for easy rotation and the door on the right is a path from CT spawn.


    [Blocked Image: http://i.imgur.com/6HfynQf.jpg]

  • WIP in WIP, post your level screenshots!

    • Nerve
    • December 8, 2013 at 12:16 AM

    I know this is scrub stuff compared to you guys, but it's the first ever map I've started work on after getting to grips with the fundamentals of Hammer. A laboratory themed map, this will be the main hallway/choke point in the centre. (Ignore the lighting, temporary at the moment so I can launch in-game to test)


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

  • A Crimson Searchlight [Sci-Fi Detective FPS]

    • Nerve
    • December 7, 2013 at 2:05 PM

    How's the test build coming along?

  • Enter here on your own RISK !

    • Nerve
    • December 6, 2013 at 4:01 PM

    ...aaaand I'm fired.

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