@Terri whoops, sorry I didnt notice that playtests were only thursday/sunday for my playtest submission. Would it be possible to set the date to July 9? (or whatever the next available slot is?)
Posts by kinggambit
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Latest Build: a1 (July 6, 2017)
Description: Forces fight throughout a traditional Japanese district
Workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=966142947
Started a bit late but decided to give this contest a try! Nothing to show off at the moment. Need a solid layout.
Screens:
Layout (CT top, T bottom)
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edit: ignore comment. dumb question
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Just logged in to post this trailer when I read this thread. I dont even care if the graphics are downgraded. If the game can deliver the dark themes promised in the trailer successfully, looking forward to playing this. PleaseDontSuckPleaseDontSuckPleaseDontSuckExternal Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
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All the scenes are great from my favorite movie, No Country for Old Men, from a few of my favorite directors/DP. Go Deakins and Coens wooh! Masters at visual storytelling. Not a single line needed:
Another Deakins scene from The Assassination of Jesse James. There's a certain shot ~2:00 that sold the movie to me when I saw the trailer:External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy. -
That's a shame still. Not some die hard fan of the original but exploring juicy philosophical themes are the biggest appeal for me regarding sci fi.
Seeing it today!
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Quote from Sprony
6 hours ago, Sprony said: My brain is wired in a weird way that whenever someone says Antarctic research base, it has to look like The Thing otherwise it won't compute.
That's actually what I initially planned but I sucked at designing a layout conducive to csgo (had to wall off a lot of open ground without making it feel constricted)
Ended up going with the south pole's research station. Its elevated base and underground tunnels/dome gave a lot of easy ways to "wall off" routes:
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Still planning on small easter egg references like the coil/petri dish and outpost 31 though

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thought i'd share some wip's for my antarctic research base.
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Quote from Vorontsov
On 1/14/2017 at 4:26 AM, Vorontsov said: Smoothing groups are old stuff! Get on editing the vertex normals of your models
Quote from grapenOn 1/14/2017 at 2:39 PM, grapen said: I finally defeated VRAD. Slightly cheaper than our favourite Source tree, here for scale.
did you edit vertex normals for that? Coincidentally read about them the other day for a maxscript and I had no idea how essential they are [Blocked Image: http://wiki.polycount.com/w/images/5/58/TreeMakerScript_plus_NormalThiefScript.gif]
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Quote from Serialmapper
On 1/8/2017 at 4:10 PM, Serialmapper said: The sun does not shine so high on the sky in the antarctic region, even in the summer :D.
Ah nice catch. Hopefully I can preserve the lighting inside the interior bombsites but will definitely play with the light angles. was even considering the sun dogs for a custom sun sprite but getting ahead of myself:
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Quote from essphoOn 1/8/2017 at 2:24 PM, esspho said: Does the name come from that or is the name of the base itself aurora?
Can you post an overview?
both really. whoops sorry, forgot. added overview.
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Any experienced substance designer users have an idea of how to procedurally apply snow to the lower crevices of the model? I'm planning on adding snow to most of my exterior models.
Ambient Occlusion + Position input -> mask?
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http://steamcommunity.com/sharedfiles/fi…s/?id=781493294
Latest version: de_aurora_a7
Forces fight over an Antarctic research base. Feedback please!
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Not sure if the newer builds changed this area but was it intentional that players had to run all the way to T spawn to get to the B route? Deincentivizing CT's mid flanks? I remembered as a T, if I wanted to change my mind on a mid push, rotations felt a bit long. Other than that, the map was great.
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Also, do you always model every prop out before starting on the texturing? Is it faster or something?
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Good to know!
FYI 3ds max folks, Shawn Olson added FBX support for Wallworm recently! I guess it was more difficult to do without WW pampering us
QuoteQuote When you create a WWMT Helper, select the helper, open the Modify Tab in the command panel and scroll down to the Export QC & Model button. You'll see some checkoxes. Among them is Use FBX (only some mods)[/b]. Check that option and re-export the model. Now it will make a FBX file instead of SMD and it will use that in the QC.Note that I didn't add this to the WWMT main UI, just in the modify tab. If you don't see it, it means you need to update WW.And just so people know who read this: this feature is only available in latest WW AND only works in CS:GO.
edit: some other instructions to get it to work when using 3ds max/wall worm are mentioned in this thread: https://www.wallworm.net/index.php?topic=1972.0
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Quote from Pivac
9 hours ago, Pivac said: These are created in Blender, what are you using? I'd assume principles are similar even if it's different software.
using 3ds max. I dont understand how uv channels work.

Made an example using valve's nuke crates. Would the image below be a correct representation of how a uv shell should be applied in the 2nd uv channel? (because doesnt seem like it is since the 2 other nuclear hazard symbols would be in the same uv shell as well)
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Link to valve's blog post on it: http://blog.counter-strike.net/workshop/maps.php#uv_set
I've attempted to get it to work a few times in the past but no success. I have a basic understanding of uv channels but I've got no idea how the decal textures are being applied to various locations of the mesh for multiple props still.
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does anyone know how to fix this lighting bug for some diagonal surfaces? tried rebuilding it and messing with the alignment orientation but no success.[Blocked Image: https://images-ext-1.discordapp.net/eyJ1cmwiOiJodHRwOi8vaS5pbWd1ci5jb20vMkNDa01vVS5qcGcifQ.9gqAWZHpRg6wP6n56zATcy7JH2I.jpg]
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Quote from catfood
On 7/18/2016 at 10:35 AM, catfood said: Pls don't get me wrong I can handle downvotes Im also pretty sure i can sleep tonite but this is getting out of hand and I just wanted to spread the word.
Meanwhile MRW:
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http://steamcommunity.com/sharedfiles/fi…s/?id=727926171
Full album: http://imgur.com/a/xyKf2
Any feedback would be appreciated!
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Just updated workshop if you want to try it out: http://steamcommunity.com/sharedfiles/fi…s/?id=655062003
Mostly just looking for feedback for the aesthetics. I'm pretty happy with the layout.