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  3. Radix

Posts by Radix

  • Counter-Strike: Global Offensive

    • Radix
    • February 9, 2018 at 7:36 PM

    Pretty good summary of the latest changes:


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  • WIP in WIP, post your level screenshots!

    • Radix
    • October 14, 2017 at 3:18 PM
    Quote from Corvus

    1 hour ago, Corvus said: 1. Yes, you can use it in the game, but you'll have to delight the textures somehow or just use 1 particular side of the mesh.

    Probably not a big deal. What you have made there already looks pretty awesome.

    Quote from Corvus

    1 hour ago, Corvus said: 2. Yeah there's a 30 days trial.

    I hate these limited trials. Pretty good to find out if the investment is worth it, but frustrating when you already know that you can't effort to buy it in the end. :D

  • WIP in WIP, post your level screenshots!

    • Radix
    • October 14, 2017 at 12:50 PM
    Quote from Corvus

    13 hours ago, Corvus said:

    [Blocked Image: https://i.imgur.com/K280Gsa.jpg]

    This looks pretty interesting. So you get a textured 3d mesh after all, that could be used e.g. as a 3d skybox in a game, right?

    Quote from Corvus

    13 hours ago, Corvus said: After all of that you do the usual thing in AgiSoft photoscan.

    But we are talking about a software that cost 3500$ if I actually want to use this feature and not just playing around a little (demo version), or am I wrong?

  • Counter-Strike: Global Offensive

    • Radix
    • October 12, 2017 at 4:18 PM
    Quote from Pivac

    1 hour ago, Pivac said: I've seen many pro players and analysts complain about this and I agree with them.

    Yeah, maybe this should be tweaked a little but it's still an essential idea of the map.

    In my opinion dust2 was never meant to be a map for pro players. It's the map to catch new players and keep them playing.

  • Counter-Strike: Global Offensive

    • Radix
    • October 11, 2017 at 10:02 PM
    Quote from blackdog

    43 minutes ago, blackdog said: Well the first walkthrough I found today by some guys was a continuous “oh wtf” “oh what the shit this is shit” cos couple corners are changed? ?

    Well, it was obvious that this would happen. But it's still just stupid. Unfortunately these guys are usually pretty loud so it's hard to ignore them. But Valve will just have to.

    The gameplay of the map is as close to the previous version as it can be. There are just a few small changes, that are probably intended and absolutely make sense to me.


    The visuals are really amazing, imo it's (by far) the best looking CS:GO map atm.

    But on the other hand it might be frustrating for ambitious community creators, because Valve have raised the bar so high that only a few will come even close to this level when creating custom maps.

    I feel so empty and unmotivated right now. lol

  • Counter-Strike: Global Offensive

    • Radix
    • October 10, 2017 at 11:58 PM

    Well, the first pic was "okay" but this one totally impressed me. Is this really good old Source1 which makes me suffer every day?

    Definitely looks like how it should look like in 2017.

  • Blender: Square UV map for models?

    • Radix
    • October 7, 2017 at 12:03 AM
    Quote from Anduriel

    30 minutes ago, Anduriel said: By the way: Why is the UV unwrap on your picture larger than the texture. Any reason for that?

    This model is from cs_militia (+some other official maps), I just imported it to Blender for learning purposes.

    It doesn't matter if the UV unwrap is larger than the texture. The texture just gets tiled then. But the texture has to be seamless in this case.

    This rock texture is used on a couple of different rock props. For small rocks the UV unwrap will be smaller than the texture, while (like in this case) for bigger rocks it can be larger than the actual texture, just to avoid that it gets blurred/pixelated.

  • Blender: Square UV map for models?

    • Radix
    • October 6, 2017 at 10:19 PM
    Quote from Anduriel

    30 minutes ago, Anduriel said: So I watched that tutorial and it looks amazing what this guy does, but it's hard to follow at some points. I don't know if I can reproduce that with my low skills :D

    Anyway thanks for the help Radix, I think I understand it now. What I need to do is cutting the UV in two halves and then just use blenders built-in texture paint to edit my diffuse map until I got rid of all visible seams. I will try that.

    Yeah, a lot of new stuff if you are a beginner (I'm pretty new to making models as well). So maybe just go step by step and start with something easy. I don't think that your rock props really need to be seamless (pretty much all CS:GO default rock props are NOT).

    Don't forget to switch to smooth shading (screenshot you posted above). ;)

  • Blender: Square UV map for models?

    • Radix
    • October 6, 2017 at 4:35 PM

    I personally used to place the seams where the shape requires them to be to get little distortion and preferably where they are barely visible. Then just hit "unwrap" and scale/rotate/move the unwrapped UV mesh so that it looks fine.

    Something like this: (a rock from cs_militia)

    [Blocked Image: https://i.imgur.com/iUQshal.png]


    For better results (baked normals/AO/spec map/invisible seams) there are some tutorials on youtube. This one is pretty helpful imo:

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    Or do you want something like this? (Will cause too much distortion imo)

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  • (Answered) [HAMMER 2017] How do I INSTALL and USE Propper??

    • Radix
    • September 29, 2017 at 5:03 PM
    Quote from Pancakesandsyrup123

    10 hours ago, Pancakesandsyrup123 said: Thanks, but this seems like such a work-around.. do I really have to install Source SDK with HL2 and everything just for Propper? I've seen people saying that there's an easier way in which you can make props directly using the csgo sdk. I'll try this out if there is no other way though, thanks again.

    EDIT: Nvm I think this will work fine, thanks!

    Yeah, maybe not the easiest way, but it's still simple enough and it works. So what? ;)

  • (Answered) [HAMMER 2017] How do I INSTALL and USE Propper??

    • Radix
    • September 28, 2017 at 9:19 PM
    Quote from Pancakesandsyrup123

    23 minutes ago, Pancakesandsyrup123 said: how to propperly install "Propper"


    http://www.tophattwaffle.com/configuring-propper-for-steampipe/

  • Counter-Strike: Global Offensive

    • Radix
    • September 22, 2017 at 8:37 PM
    Quote from OrnateBaboon

    22 minutes ago, OrnateBaboon said: Does this mean that some of the official maps will be removed from the game forever? From a development standpoint, I suppose this would help Valve, since they won't need to maintain and update a lot of the maps that receive such little playtime.

    Anyone have the playtime's of the official maps?

    Interesting question...

    So if they remove the old maps, the map pool would consist of Mapcore maps only in a few years? (and dust2) :D

  • Counter-Strike: Global Offensive

    • Radix
    • September 22, 2017 at 5:17 PM
    Quote from Squad

    6 hours ago, Squad said: Does anyone have access to the playtime tracking stats? Would like to have a look at it, even it's just a screenshot.

    Found this on the web: http://csgo-mapstats.ga/

    But I have no idea if this uses the correct data. Results seem a bit odd imo...


    Edit: (thanks @OrnateBaboon)

  • [WIP] ARIZONA - Source files available

    • Radix
    • September 15, 2017 at 1:41 PM

    Well, you should do what's right for you. But on the other hand it's sad that another promising project gets canceled.

    We didn't see many good new maps during the last year but a couple of promising projects getting aborted. Probably it's because making a good map has become way too time consuming...

  • [CS:GO] SDK bugs and errors

    • Radix
    • September 13, 2017 at 11:41 AM
    Quote from r.man MMXV

    4 hours ago, r.man MMXV said: Yepp, they've dropped a nice one... again. I hope this gonna be fixed today. :\

    It's fixed.

    Thx Valve.


    Now that annoying lighting bug pls.

  • [CS:GO] SDK bugs and errors

    • Radix
    • September 12, 2017 at 1:28 PM
    Quote from Harry Poster

    37 minutes ago, Harry Poster said: I still able to open small maps but when i'm trying to open bigger maps or decompiled official maps it crashes.

    Same.

    Quote from Harry Poster

    37 minutes ago, Harry Poster said: Also i have a problem with cubemaps, whenever i put command in console it says "Can't load vtex_dll.dll"

    Since one of the last updates you need to launch CS:GO in "-insecure" mode to build cubemaps.

  • [CS:GO] SDK bugs and errors

    • Radix
    • September 12, 2017 at 12:18 PM

    (Do we really have no CS:GO bugs thread?!)

    1. ) Since latest CS:GO - SDK update it says "Fatal error loading pixel shader phong_ps30 (08390140)" when I try to open my map in Hammer. -> Hammer crashes.

    Anyone else with this error?


    2.) Also still having the problem that -staticproplighting causes that props become way to bright if they are effected by a light_spot (https://imgur.com/a/xpi7j). Having this for a half year now (particularly since http://blog.counter-strike.net/index.php/2017/03/18254/). Also noticed this on new compiles of official maps like de_canals, de_inferno etc. So it's probably not just me. But seems like no one cares.


    Maybe I'm just too dumb or I'm getting mad after fighting this engine and it's iterations since 2001...

    Still thankful for ideas/workarounds/fixes.

  • [CS:GO] De_Grind

    • Radix
    • September 9, 2017 at 11:01 PM

    Looks amazing!


    Watch huge truck. It's huuuge. Let's call it hu(r)ge. Even huge garage can't handle it. (It's really huge.) :)

    [Blocked Image: https://i.imgur.com/Wice2pF.jpg]

  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • Radix
    • August 11, 2017 at 2:35 PM

    Great things will come to those who wait...

    Next time it's gonna be:

    Spoiler [Blocked Image: http://i.imgur.com/yMK5l6o.png]

  • de_scepter

    • Radix
    • July 14, 2017 at 11:50 AM
    Quote from grapen

    14 minutes ago, grapen said: Any german to confirm I got text and date format right? :)

    Yeah, looks right. :)

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