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  3. tomm

Posts by tomm

  • WIP(CS:GO) De_Agri

    • tomm
    • February 9, 2015 at 4:06 PM

    I think it would look really great if you made it worn out a little, like on this pic


    [Blocked Image: http://thumb9.shutterstock.com/display_pic_with_logo/216277/216277,1219433012,2/stock-photo-red-barn-16426576.jpg]


    you could also make use of the 4blend textures to break the red color up, since the majority of the map is red.


    edit: it also appears that you already use color correction, is that true? maybe that's why the red color is so dark/strong.

  • [CS:GO]de_zoo

    • tomm
    • February 5, 2015 at 1:33 PM

    I think it's just a bad placement for a sign, why not just go with a good ol' sprayed letter? could be sprayed over a map of the area or something.

  • Identity game

    • tomm
    • February 1, 2015 at 7:42 PM

    that's how you make money these days.

  • Is there a way to model props for csgo using cinema4d.

    • tomm
    • January 28, 2015 at 9:33 PM

    Although cinema 4D is a fantastic 3d package, I would not recommend using it for game art simply because of its poor support of game formats.. I'm talking from my experience.


    You will have a hard time finding a source exporter for c4d.


    Luckily source does support *.obj format, which is great.. it has its limitations though.. only a single UV set and no bones/animations but it does support smoothing groups, which is really all you need if you want to export a simple mesh.


    Another problem is collisions have to be in an *.smd format, and that's where you'll have troubles with c4d.


    Anway, I would recommend reading through valve's docs https://developer.valvesoftware.com/wiki/Compiling_a_model

  • Advice on flat art style?

    • tomm
    • January 28, 2015 at 2:44 PM
    Quote from Enhex

    I also wonder what kind of skyboxes can be used with such style?


    space, definitely space.


    surfing on asteroids while being chased by some space drones, would be pretty cool.

  • [CS:GO]de_barista

    • tomm
    • January 27, 2015 at 7:02 PM

    Looks good, but I think you should playtest this first before delving further into visuals.


    Quote

    i could prepare the map for playtesting, but i have issues when i try to pack the radar.


    here's a small guide on how to pack radar properly http://imgur.com/a/0mlW0

  • Evolve (Turtle Rock Studio's new baby)

    • tomm
    • January 18, 2015 at 6:40 PM
    Quote from Pampers

    whats new in the beta compared to the alpha?


    from what I know it's just new content(characters/maps) and improved already existing features like matchmaking etc.

  • [CS:GO]de_barista

    • tomm
    • January 17, 2015 at 7:43 PM

    the first screenshot(morning) looks much more alive, stick to it imo.

  • Need help with applying custom textures to already existing models.

    • tomm
    • January 16, 2015 at 5:08 PM

    no problem dude yes you have to pack them to your bsp.


    you can use pakrat https://developer.valvesoftware.com/wiki/Pakrat


    I believe there are some alternatives too

  • Need help with applying custom textures to already existing models.

    • tomm
    • January 16, 2015 at 3:54 PM

    You will need to decompile the model and modifty some stuff here's how I would do it: 1. Download crowbar(model compiler/decompiler) http://steamcommunity.com/groups/Crowbar…43212934593209/and GCFscape to extract the model from the game. http://nemesis.thewavelength.net/?p=26 2. open up GCFscape and load pak01_dir.vpk, which is located somewhere around here "C:Program Files (x86)SteamsteamappscommonCounter-Strike Global Offensivecsgo" 3. Now find your desired model, I went ahead and exported aztec_block.mdl. Export all the stuff associated with it. [Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/cs/halp/gcf.jpg] 4. now open up crowbar and load your extracted *.mdl file and hit the decompile button [Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/cs/halp/crowbar1.jpg] 5. now go to the "decompiled 0.24" folder, and open the 2 highlighted files [Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/cs/halp/files.jpg] 6. in the aztec_block.qc change the model's name and path to whatever you want, I've changed mine from

    Code
    $modelname "props/de_aztec/aztec_block.mdl"

    to

    Code
    $modelname "test/hurg.mdl"

    and save it. 7. now in aztec_block_reference.smd, notice this line "modelspropsde_aztecaztec_block" it's the path to your material, so let's replace those lines(any more decent text editor should be able do to that, I'm using notepad++) I've replaced the lines to "modelstesthurg" and then I saved it. [Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/cs/halp/smd.jpg] 8. go back to crowbar and switch to the "compile" tab, select csgo as a game to compile for, load your *.qc file and finally press the "Compile QC File" button. [Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/cs/halp/crowbar2.jpg] 9. Now you should be able to open and see your model in the model viewer, and as you can see it's pitch black since we haven't created the material yet, so let's do that next. [Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/cs/halp/hmw1.jpg] 10. I'm assuming you know how to create *.vtf and *.vmt files. I've put my texture and material here C:Program Files (x86)SteamsteamappscommonCounter-Strike Global Offensivecsgomaterialsmodelstest and BOOM [Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/cs/halp/hmw2.jpg] it works!

  • Evolve (Turtle Rock Studio's new baby)

    • tomm
    • January 15, 2015 at 8:30 AM

    sweet, beta starts tomorrow for anyone who owns left 4 dead or bioshock infinite

  • [HELP?] Hammer black

    • tomm
    • January 11, 2015 at 4:36 PM

    I believe this is a common problem, although I've never experienced it I know some people who did.. they just restart hammer.


    but what I do when I test my changes is run the map through hammer in a windowed mode.

    just hit F9 or press the compile icon, then go to "Expert..." and create a new compile command.


    mine looks like this

    Code
    -dev -console -sw -w 1280 -h 720 -allowdebug -game $gamedir +fps_max 60 +map $file

    fps_max is there because otherwise my gpu becomes an airplane turbine. you can leave that one out.

  • Game music

    • tomm
    • January 9, 2015 at 8:46 AM

    I have to post this


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    can't find better music for hammering

  • de_smoke (Greybox)

    • tomm
    • December 30, 2014 at 10:13 AM

    what osKo said.


    and playtest it asap so we can give you proper feedback!


    check out this thread to do so.

  • SPAM! Again!

    • tomm
    • December 27, 2014 at 3:03 PM

    where am I going to procrastinate now?


    we want our chat back!

  • The Steam Sale Thread

    • tomm
    • December 25, 2014 at 10:37 PM

    got South Park stick of truth, liking it so far


    Quote

    [Blocked Image: http://cloud-4.steampowered.com/ugc/28477609254333358/ADB4DD64FFFF13497F3BAD4D990FDCEFA3F691A1/]

  • WIP in WIP, post your level screenshots!

    • tomm
    • December 23, 2014 at 8:02 PM

    more color

  • what was your favourite / most inspiring map

    • tomm
    • December 17, 2014 at 11:28 AM

    [Blocked Image: http://static.giantbomb.com/uploads/original/9/93998/2630550-6771968338-Facin.jpg]

  • GTA V

    • tomm
    • December 4, 2014 at 4:13 PM

    https://www.change.org/p/target-withd…-and-kill-women


    oh my

  • Need Team Members

    • tomm
    • December 2, 2014 at 9:34 PM

    this will never work unless you show us some design docs, concept art, prototypes, .. anything

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