why would someone want to upgrade though?
Posts by tomm
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+ gray/white boxed maps tend to perform better and also yield better results simply because you can't really go wrong with the visibility and people like that(at least I do)
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are we going to see hurg as a boss?
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Model appears to be messed up for me too, so I figured this needed some sherlock holmes investigation.
So I opened up the model in HLMV only to see that it's missing materials.
[Blocked Image: http://i.imgur.com/h3yCP32.jpg]
hmmm that's interesting, let's check out gcfscape and see what we have there.
[Blocked Image: http://i.imgur.com/oe1wMi3.jpg]
well.. the much needed materials are gone for whatever reason, seems like someone at valve merged them together and forgot to update the model.. we still have the warehouselightglass_a.vmt though. That material file is looking for warehouseskylightglass.vtf so let's check it out.
[Blocked Image: http://i.imgur.com/VZpVwYA.jpg]
Yup, this is pretty much what we want. So now I decided to decompile the model and assign it that single warehouselightglass_a.vmt and recompile again.
[Blocked Image: http://i.imgur.com/FXFA24J.jpg]
well there we go, case solved!
here you can download the fixed version as a temporary solution warehouseSkyLightGlass_01_fixed.zip. Place it inside csgo\models\props\cs_assault.
Although keep in mind that you have to pack it inside your bsp otherwise other players will get a massive error model instead.
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oh yea, I can totally see those in this map. It's your turn @Single :cool:
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I guess so, but this is the kind of tower I used in my paintover, which I assume is not something you see on rooftops. But what do I know.
[Blocked Image: http://s0.geograph.org.uk/geophotos/02/27/48/2274819_6c2359d2.jpg]
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Also, since the map is so clean looking I think you could make the top of the map a little more interesting and visually busy
lil photoshop
[Blocked Image: http://i.imgur.com/jo7YeTO.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/cs/neutron_paintover.gif]
I know it's kinda dumb to put electric towers on rooftops, but it's just an idea.
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Quote from ruarai
The packing is the most complicated part, since it has to account for nearly every little edgecase within the Source asset pipeline. Currently it works by reading the output BSP and parsing it for any custom content.
How is your content stored in your game directory? Is it just in /csgo/materials, or something like /csgo/custom/materials? It's possible the packer can't find it.
both materials and models have their own folder, so these are the paths I need to be looking at:
csgo/materials/custom/
csgo/materials/models/custom/
csgo/models/custom/
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how exactly does the packing work? I opened the compiled bsp in pakrat and can only see some custom materials packed, but no models.
anyway, loving the tool
good job -
lil photoshop magic
[Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/cs/cityscape.gif]
btw what skybox is that?
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Quote from lebowski
how does the playtest work? becuase my map is confirmed to playtest today and i would like to know if you got a group of 10 people or if you only got 5 and i have to get another 4 people?
also i would like to know when the playtest is starting?
there's enough people most of the time, so don't worry about that.. and all the info is in the first post of this thread.
QuotePlaytesting info:
Playtesting sessions are scheduled on Tuesdays, Thursdays and Sundays at 21:00 CET/CEST. We playtest a maximum of 2 maps per playtest.
Here you can convert your time to CET/CEST
Make sure to join our Playtesting Group on Steam to get notified when a playtest starts!
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Hello,
this might come out a little harsh.. but to me this is just like any other indie 'horror' game, there's nothing we haven't seen before, it's all just too cliché.
I wish people would try and mess with the player in different ways than just darkness and scary sounds/monsters

there's so many options these days with all the awesome tech available.
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I'd stay away from quixel tools, you won't learn much by dragging sliders and pressing buttons.
I think it's just a smart photo manipulation(lot of level adjusting and blending), also notice the difference in values, some planks are dark, others are bright.
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How did that van get there in the 3rd pic? I suggest not using any props for cover at this stage
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Amazing work, love the idea of the volcano erupting and flooding parts of the map.
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Layout feels a bit claustrophobic from the pic but I really like the setting, if executed well, this could be the next thing :v
also, magyar ország! (I'm not hungarian btw)
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[Blocked Image: http://www.huybers.net/maze/maze41.gif]
no, sorry that was a bit rude, but from what I see the layout is extremely complicated, people will get lost very easily.
I think you should start simplifying this.. mid looks very complex, the path at the top right corner feels unnecessary, etc.
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keep in mind that reflections tend to be more visible in the dark.
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isn't it ultimately all about learning?