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  3. tomm

Posts by tomm

  • What are you playing now?

    • tomm
    • April 9, 2016 at 2:42 PM

    I guess it's because of francis's voice lines?

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  • Help me succeed! I want to study 3D-graphics :)

    • tomm
    • April 7, 2016 at 10:50 AM

    noice, maybe you should give the current UT level design contest a try

  • CS:GO modeling (formats and programs)

    • tomm
    • April 1, 2016 at 3:42 PM
    Quote from JSadones

    30 minutes ago, JSadones said: What other ways are there besides WWMT?

    I'm just playing around with blender's source tools now since I've never used them before. I like the fact that it lets you compile the models.. but it still relies on you having created the qc file, which is a shame. I'd expect stuff like this to be handled by those tools.


    Quote from Vorontsov

    4 minutes ago, Vorontsov said: Get Modo and use @tomm's plugin. :D

    shh, I was trying to go slow on him. We have to be subtle with converting blender users to modo.

  • CS:GO modeling (formats and programs)

    • tomm
    • April 1, 2016 at 2:58 PM

    It's 2016 jeez, you shouldn't have to edit text files for every single thing.

    That wall of text could easily discourage anyone, especially beginners.

  • Overwatch

    • tomm
    • March 29, 2016 at 11:32 AM

    ok I won't buy overwatch now that they removed that butt pose.

  • Want Help Building / Upgrading a PC?

    • tomm
    • March 25, 2016 at 11:15 AM

    I'm thinking of getting a new gpu because I'm afraid I won't be able to run some newer titles at more than 30 fps.

    current specs:

    i5-3570k @ 3.40GHz, 8.0 GB ram, GTX 560 Ti

    not sure wat do, any tips? /emoticons/[email protected] 2x" title=":)" width="15">

  • Escape From Tarkov

    • tomm
    • March 18, 2016 at 11:21 PM

    I like how in-depth they go with all the dev stuff, great dev diary

  • de_havana

    • tomm
    • March 14, 2016 at 6:21 PM

    Progress has been slow, but at least I can show you a work in progress mid.

    I know it's still clean and maybe a little bit empty. I'm hoping it will get progressively more detailed/dirtier as we go.

    [Blocked Image: http://i.imgur.com/GCCkhV5.jpg]

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

  • Texture watching tool for CSGO

    • tomm
    • March 11, 2016 at 10:31 PM

    So I thought some of you may find this thing useful, it's a small script to make getting textures into csgo less painful.

    It's easy to get it running, you just drag and drop a directory on the executable, fill in your map name and you're good to go.

    quick example:

    my current directory structure is like so

    Quote
    Code
    +---textures
    |   \---decals
    |       \---wooden_beam_stains.psd

    I drag and drop the textures directory on the executable and after I modify wooden_beam_stains.psd it will get converted to vmt/vtf.

    Script takes into consideration your directory structure, so this example would output into:

    Quote

    C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials\de_havana\decals\wooden_beam_stains.vtf


    Known issues:

    • Saving out a blank psd will count as a change and will automatically be converted to vmt/vtf.
    • Texturing models is tailored to my current bad workflow, meaning it ignores your directory structure and just dumps the textures into your materials\models\de_yourmap\ directory.

    download link

    Use at your own risk though! I won't take responsibility for your pc blowing up :v

    check out the not so beautiful source code if you think I'm trying to hack your computádos. and thanks to @Vorontsov for being my guinea pig.

  • totally random texture thread

    • tomm
    • March 9, 2016 at 11:03 PM
    Quote from duscodick

    Care to share it? This would be a lifesaver.

    sure thing, I'll have to figure out how to distribute it. Otherwise it relies on you having python 2.7 installed + a few external modules, which sucks.

    I'll look into it tomorrow.

  • Doom (4)

    • tomm
    • March 9, 2016 at 7:01 PM

    indeed, the voice is pretty lame

    you forgot

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  • Version control softwares

    • tomm
    • March 7, 2016 at 1:19 PM
    Quote from Sentura

    LFS is a piece of crap to get to work properly. Use P4. If you want a server, assembla.com offers free p4 space.

    nice, I might consider moving my stuff from git over to p4 then, there's over 1gb of stuff in my current repo and it's getting slow :(

  • Version control softwares

    • tomm
    • March 4, 2016 at 7:25 PM

    I'd say git is great for beginners, then there's also Git Large File Storage

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • tomm
    • March 1, 2016 at 9:36 PM

    I suggest you download crowbar, it's probably the safest and easiest way to compile/decompile models

    also $surfaceprop "Radarkugel" is wrong, it's probably not the reason why the compiling doesn't work for you, but still

    quote from my earlier post:

    Quote

    $surfaceprop doesn't refer to the texture file name, the texture file name is already embedded in the smd when you export it, so the compiler only cares about the directory where your materials are.

    $surfaceprop defines the physical properties of your model, you'll get bullet impacts based on that.

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

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • tomm
    • March 1, 2016 at 9:20 PM

    yeah I understand, just thought it could be the cause because when I put paths translated into my os languge(slovak) it won't recognize them.

    you can omit "-nop4" I believe it's used to tell the studiomdl to not use perforce(version control)

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • tomm
    • March 1, 2016 at 9:00 PM
    Quote from Freaky_Banana

    Hey I am currently trying to create a custom model just following your tutorial. Everything went well, until I had to drag and drop the .qc file into the batchfile. When I did that the compiler did pop up, but it told me this: (sorry this is in german guys, my PC is set up in german)

    Do you have any idea how to fix this ? Because I checked the directory path in my batchfile at least five times and it is the correct path to my csgo game folder and my csgo/bin/studiomdl and I do not even refer to my "workfolder" (as you call it) in any file.

    Help is greatly appreciated! Thanks in advance !

    maybe something to do with "Programme (x86)" ? could be an invalid path in cmd.

    tried this and it works:

    Quote

    "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\bin\studiomdl" -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo" -nop4 %1
    pause

  • Paragon (Epic Games)

    • tomm
    • February 28, 2016 at 1:10 PM

    got 3 invites left.

    @TheOnlyDoubleF do you still want one?

  • Interests in a prop database?

    • tomm
    • February 27, 2016 at 3:55 PM

    I had a similar idea for sharing custom made assets, all in one place, nicely categorized and all.

    I'd say go for it.

  • Counter-Strike: Global Offensive

    • tomm
    • February 27, 2016 at 11:47 AM

    I wish you could spawn with the hostage already on your back.

  • totally random texture thread

    • tomm
    • February 24, 2016 at 1:10 PM

    wrote this little script with my limited coding skills to streamline the process of getting textures into source, vidya

    although it's very basic it already saves a ton of time.

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