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  3. Radix

Posts by Radix

  • [WIP] ARIZONA - Source files available

    • Radix
    • June 30, 2017 at 6:51 PM

    Looks promising!

    Spawns mixed up on the layout?

  • Counter-Strike: Global Offensive

    • Radix
    • May 24, 2017 at 5:06 PM

    Yeah, finally! ("Next Operation" felt like some kind of running gag already ...)

    Congrats to the others!

    A bit sad that concert and waterfall didn't make it, but I'm still happy with the operation maps overall. Especially for me it's a nice reward, because I failed at pretty much everything in the last couple of years. :)

  • Counter-Strike: Global Offensive

    • Radix
    • May 7, 2017 at 3:29 PM
    Quote from Serialmapper

    1 hour ago, Serialmapper said: After the last update when trying to run buildcubemaps i get this message: "Can't load vtex_dll.dll" and no cubemaps are build. I checked the game files integrity and the problem remains. Does anybody else has this problem?

    Just tried it and it doesn't work for me, too.

    Different error though. ("Engine Error: SSE and SSE2 are required.)

  • Counter-Strike: Global Offensive

    • Radix
    • April 3, 2017 at 9:02 PM
    Quote from FMPONE

    1 minute ago, FMPONE said: You could tweak the RGB values on those models to get them looking roughly the same as before (since it appears that all you really want to do is darken them)

    Yeah, I guess I will have to do this. But as soon as I'm done with this, they will probably publish a hotfix.

    Just asking because I wanted to be sure that it's a feature (maybe faster calculation for more fps or something?) and not just a bug...

  • Counter-Strike: Global Offensive

    • Radix
    • April 3, 2017 at 8:52 PM

    Concerning the 'shader rework to provide better lighting' - did they give out any documentation meanwhile?

    Because I'm still having lighting problems. Wanted to update my austria map (some minor fixes/optimization), but (as already mentioned above) it looks 'different' after compiling now, and I won't publish like this.

    example:

    before:

    [Blocked Image: http://i.imgur.com/k95vk57.jpg]

    after:

    [Blocked Image: http://i.imgur.com/w1a8lYz.jpg]

    Some prop lighting changes obviously. Static lighting (per 'light', or 'light_spot' entity) has a different impact on world brushes/displacements in contrast to models. (Look at the curbs or the restaurant window for example.) -> props are much brighter now

    Looks pretty inhomogenous now.

    Any ideas? Maybe my fault?

  • Counter-Strike: Global Offensive

    • Radix
    • March 20, 2017 at 11:12 AM
    Quote from Vaya

    10 minutes ago, Vaya said: Do you have a cubemap in your skybox just now?

    Yea.

    Anyway - removing that (unneeded) $bumpmap entry fixed the problem. So it's fine now. But don't know what's the reason in the other maps...

  • Counter-Strike: Global Offensive

    • Radix
    • March 20, 2017 at 11:03 AM
    Quote from Radix

    13 hours ago, Radix said: [ MAPS ]

    – Shader rework to provide better lighting and support various features.

    Found out a few things:

    - Reducing shader quality to 'low' or 'medium' in options fixed the issues (only tested shipped, lite and austria)

    - on my austria map it was because the skybox prop used a bumpmap (which was actually a mistake on my part).

  • Counter-Strike: Global Offensive

    • Radix
    • March 19, 2017 at 9:48 PM

    "[ MAPS ]

    – Shader rework to provide better lighting and support various features."


    Does anyone know what they have changed exactly?

    Because I noticed some lighting changes on skybox props in my austria map. And I liked it better as it was before. :) Re-compile didn't fix it (added even more unwanted lighting changes)

    Example: Roof of the church tower is much darker now:

    Before:

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

    After:

    [Blocked Image: http://i.imgur.com/H5FmFaL.jpg]


    edit:

    sexy new water in de_shipped

    [Blocked Image: http://i.imgur.com/kE9w7HE.jpg]

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

    • Radix
    • February 12, 2017 at 1:20 PM

    Seems like they just want to provoke Valve. ;)

    Make them think: "People say we are not relevant? Just buy other people's ideas an sell their games? Can't make video games at all?"

    "Ok, let's make HL3, Portal3, L4D3 and TF3. Just to prove them wrong"


    Well, I'm afraid they won't fall for it. But it's worth a try. :D

  • [CS:GO] Grail (AM)

    • Radix
    • February 9, 2017 at 3:42 PM

    Looks pretty nice already.

    Gameplay is pretty simple - because it's 1v1 - so no complaints about that.

    You could tweak the visuals a little to make it look more exciting.

    - maybe add some reflectivity to the floor texture

    - what about some volumetric light at the windows?

    - I think the stairs texture (from de_dust) doesn't fit perfectly. Maybe replace it/make a better one. Also you should modify the horizontal alignment of the texture on every stair so that the stairs don't look exactly the same.

  • WIP in WIP, post your level screenshots!

    • Radix
    • February 9, 2017 at 2:57 PM
    Quote from SirK

    1 hour ago, SirK said: Its actially .25 (its from infernew) - but shrinking it down maybe a good idea :) ill try it thank you :)

    Most of the new inferno materials are meant to be used with 0.125 (some in 0.15) scale.

  • Steam: Security issue

    • Radix
    • February 7, 2017 at 3:58 PM

    According to the following reddit post, there is currently a security issue on Steam. You can get malware by opening profiles or your activity feed.

    I thought I should warn you guys, since some of you are on Steam... So better be careful.

  • [CS:GO][WIP] Trailerpark

    • Radix
    • January 29, 2017 at 9:36 PM

    Looks really nice, very promising! Lighting/architecture/skybox look excellent already. :)

    Quote from OrnateBaboon

    On 20.1.2017 at 1:45 PM, OrnateBaboon said: [...] did a build with trees as well, but they are so dark, I think the only solution to fixing them so they are not almost black is to lighten the texture a lot, and recompile. Turning off shadows etc makes the trees look radioactive.

    Yeah, trees are too dark. Also take care that you modify the distances of the trees (maybe build some clusters), vary the height and perhaps angulate them a little (2-3 degrees), so that it doesn't look too artificial.

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

    • Radix
    • January 17, 2017 at 11:47 PM
  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • Radix
    • January 12, 2017 at 2:41 PM

    Doesn't really surprise me that HL3 is "dead". For some time I'm even afraid that they don't make any new games anymore. This article shows me that this fear is justified.

    Hope that they make at least a new CSGO Operation this year... :|

  • Goals for 2017?

    • Radix
    • December 27, 2016 at 6:45 PM

    - Forget about 2016

  • [CS:GO] DE_LITE

    • Radix
    • November 6, 2016 at 1:21 PM

    Some little things I found: http://imgur.com/a/Uk8Ez

  • [CS:GO] Concert

    • Radix
    • November 6, 2016 at 12:47 PM

    Nodraw here: http://imgur.com/a/42hgz

  • [CS:GO] SHIPPED

    • Radix
    • November 6, 2016 at 12:43 PM

    Some little issues: http://imgur.com/a/SdUsv

    Also looks buggy when you die from falling into the ocean...

  • [CS:GO] Thrill

    • Radix
    • November 5, 2016 at 9:44 PM

    Some little things I found when checking out the last changes:

    http://imgur.com/a/sEGqW

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