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  3. tomm

Posts by tomm

  • Windows 10 upgrade

    • tomm
    • July 31, 2015 at 4:32 PM

    why would someone want to upgrade though?

  • MapCore CS:GO Playtesting 4.0

    • tomm
    • July 31, 2015 at 8:58 AM

    + 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)

  • Games W.I.P Thread

    • tomm
    • July 29, 2015 at 3:45 PM

    are we going to see hurg as a boss?

  • Black props

    • tomm
    • July 26, 2015 at 9:12 AM

    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.

  • de_neutron

    • tomm
    • July 22, 2015 at 9:56 PM

    oh yea, I can totally see those in this map. It's your turn @Single :cool:

  • de_neutron

    • tomm
    • July 22, 2015 at 9:44 PM

    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]

  • de_neutron

    • tomm
    • July 22, 2015 at 5:28 PM

    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.

  • -

    • tomm
    • July 19, 2015 at 11:28 AM
    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/

  • -

    • tomm
    • July 18, 2015 at 10:03 AM

    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

  • WIP in WIP, post your level screenshots!

    • tomm
    • July 17, 2015 at 9:36 AM

    lil photoshop magic

    [Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/cs/cityscape.gif]


    btw what skybox is that?

  • Looking for people that are aspiring to work in the game industry

    • tomm
    • July 13, 2015 at 10:46 AM

    Environment Artist

  • MapCore CS:GO Playtesting 4.0

    • tomm
    • July 12, 2015 at 3:08 PM
    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.


    Quote

    Playtesting 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!

  • New italian indie horror THE WARDEN

    • tomm
    • July 11, 2015 at 1:52 PM

    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.

  • Making tiled textures?

    • tomm
    • June 24, 2015 at 8:38 AM

    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.

  • de_station - WIP

    • tomm
    • June 21, 2015 at 9:25 AM

    How did that van get there in the 3rd pic? I suggest not using any props for cover at this stage

  • NEW Unreal Tournament!!!

    • tomm
    • June 15, 2015 at 7:18 PM

    Amazing work, love the idea of the volcano erupting and flooding parts of the map.

  • [WIP] de_alps

    • tomm
    • June 9, 2015 at 9:28 AM

    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)

  • de_veranda [WiP - Alpha v4]

    • tomm
    • June 8, 2015 at 11:54 AM

    [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.

  • [Ignore This]

    • tomm
    • June 4, 2015 at 4:41 PM

    keep in mind that reflections tend to be more visible in the dark.

  • Question

    • tomm
    • June 3, 2015 at 9:48 AM

    isn't it ultimately all about learning?

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