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  3. tomm

Posts by tomm

  • Starting modeling for cs:go

    • tomm
    • July 9, 2014 at 7:21 PM
    Quote from Anduriel

    Anyway, I wanted to ask if someone here knows good tutorials for Blender which especially help with creating static props for games like CS:GO?


    I'd go slowly, first learn how to model some basic shapes and what UV mapping is, and then worry about getting it into cs:go

    source engine can be annoying in some aspects, one is definitely importing of custom assets, although I believe 3ds max makes it easy with some tools.


    anyway it's good to do it the hard way(by hand), to see what's going on under the hood and what really is the process of getting it into the game.

  • NEOTOKYO°

    • tomm
    • July 9, 2014 at 12:44 PM

    hope I'm not necroing this thread


    You've probably all seen that neotokyo was released on steam just a few days ago(after being underground for like 5 years)


    servers are full, just a few russian kids here and there.


    let the mapping begin! (maybe?)

  • Starting modeling for cs:go

    • tomm
    • July 3, 2014 at 8:31 PM

    give Blender a try it's free, and if it doesn't click with you then look for some other options, 3ds max, maya, modo

  • Summer 2014 Steam Sale is Live

    • tomm
    • June 20, 2014 at 8:54 AM

    bought both witchers, I heard it's like a good game or something.

  • Evolve (Turtle Rock Studio's new baby)

    • tomm
    • June 10, 2014 at 11:59 AM

    omg cthulhu monster, I'm sold!

  • Watch Dogs

    • tomm
    • June 1, 2014 at 9:18 AM

    What I find shocking is the budget that was over $68 millions, like wtf? I'm not impressed .. seems like a game that was made for the people who jump on every hypetrain.. omg watch dawgz so cool!


    but what do I know, I haven't played it.

  • Watch Dogs

    • tomm
    • May 31, 2014 at 3:54 PM

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  • DE_88mm (working title) WIP thread

    • tomm
    • May 26, 2014 at 10:33 AM

    The party lights in the first shot are weird imo(maybe it looks/feels better in game)


    Also I think the map is way too yellow, I'd crank up the brightness and make it a little less saturated.


    I love debris and old destroyed shit, hope to see more of that in your map.


    looking forward to the playtest!

  • Godzilla (2014)

    • tomm
    • May 19, 2014 at 9:05 AM

    80% of the movie is american army, 20% godzilla

  • Level design tools?

    • tomm
    • May 18, 2014 at 4:29 PM

    I prefer pen and paper


    because, you know.. it's free.

  • HR Giger has passed

    • tomm
    • May 13, 2014 at 10:56 AM

    I was just starting to get more interested in his works and now this, RIP


    I'm gonna rewatch alien today..

  • CGHub is dead. Long live CGHubs!

    • tomm
    • May 10, 2014 at 9:46 AM
    Quote from knj

    https://www.kickstarter.com/projects/kiril…-for-cg-artists


    makes me want to puke.

  • NEW Unreal Tournament!!!

    • tomm
    • May 9, 2014 at 8:52 AM

    but the game is already done, it's called UT99 .. now just to copy it over to ue4


    isn't this what fans have always wanted?

  • Blackthorne, The Lost Vikings and Rock & Roll Racing for free

    • tomm
    • May 5, 2014 at 9:48 AM

    blackthorne is such a badass game, played it not long ago with a gamepad, it's still great.


    old games ftw.

  • [CS:GO] de_villa

    • tomm
    • April 28, 2014 at 5:33 PM

    hey, looks like a really nice blockout


    I just ran through the map with bots and here are a few things I noticed:


    map rotation seems rather slow

    that light-blueish pathway to the right of the overview is too long imo

    mid is not very interesting


    I think it wouldn't hurt if the map was a bit smaller.


    and this one path is totally useless for terrorists

  • [CS:GO] Rails

    • tomm
    • April 22, 2014 at 6:46 PM

    just checked out the map, I like it, seems rather fast paced(and that's good imo)


    dunno what the map looked like before, but I think we need more snow themed maps


    oh and one funny thing


  • How to make glass shatter like in cs_office?

    • tomm
    • April 22, 2014 at 2:24 PM

    Why don't you just use google for these generic questions?


    after typing "valve hammer glass" this was the first result


    https://developer.valvesoftware.com/wiki/Breakable_Glass

  • Material editor for source engine

    • tomm
    • April 21, 2014 at 6:38 PM

    I personally prefer paint.net with this vtf plugin -> clicky!


    and just create vmt by hand, this is source.. be hardcore.


    you can look up some other cs:go material files and just copy what you need.


    also: https://developer.valvesoftware.com/wiki/Creating_a_Material

  • [CS GO] de_medieval (wip)

    • tomm
    • April 17, 2014 at 11:47 PM

    I agree, the last screen seems really annoying, you don't want players to jump than many times


    there should be a rule of jumping max. 2 times to get to some place or something..


    you could make it look 10x better with some improved lighting


    lamps could nicely illuminate the streets for example.

  • Brush with no collision?

    • tomm
    • April 16, 2014 at 9:38 PM

    I believe you are looking for Func_brush


    It is a generic, parent-able replacement for func_wall, func_illusionary and func_wall_toggle.


    https://developer.valvesoftware.com/wiki/Func_brush

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