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  3. onebit

Posts by onebit

  • [CS:GO] Rails

    • onebit
    • May 28, 2015 at 2:01 PM

    [Blocked Image: http://i.imgur.com/3hUkkAT.jpg]

  • de_port_go (remake of original de_port)

    • onebit
    • May 17, 2015 at 10:38 AM
    Quote from 3Dnj

    (you can use viscluster and hint to clean stupid automatic leaves)

    Just to clear this up: Visclusters don't alter the vis, it just tells the compiler that the containing leaves can see each other, speeding up compile.

  • de_port_go (remake of original de_port)

    • onebit
    • May 15, 2015 at 9:18 PM

    It's a good port

  • [CS:GO SDK] Smoothing groups not working properly?

    • onebit
    • April 29, 2015 at 12:00 AM

    Vertexes meet? Up the lightmap? Full compile?

  • [PORTAL 2] Ray Creation

    • onebit
    • April 7, 2015 at 6:22 PM

    It's pretty good. Challenging and fun. Good use of space.

  • [CS:GO] Rails

    • onebit
    • March 29, 2015 at 1:21 PM
    Quote from jakuza

    I think your texture set works perfectly with the bluish night light, but the greens for me still seem to really clash with the snowy theme. Even the graffiti with greens really distract from the overall color composition imo.

    I like that mix.

  • MapCore CS:GO Playtesting 4.0

    • onebit
    • March 29, 2015 at 1:00 PM

    Filling in with Paciscor

  • Counter-Strike: Global Offensive

    • onebit
    • March 28, 2015 at 8:37 PM

    Could you do this? Plastic breaks easily.

  • [csgo] Problem with water :(

    • onebit
    • March 27, 2015 at 10:57 AM

    Are you building vis?

  • [CS:GO] de_butterfly

    • onebit
    • March 25, 2015 at 12:16 AM

    Does it work if you scale up the whole map?

  • Recruiting for making best map ever

    • onebit
    • March 23, 2015 at 7:57 PM

    My dad is a Pokemon

  • CSGO Mapping Challenge

    • onebit
    • March 19, 2015 at 6:23 PM

    I'm hosting the contest Guni.

  • CSGO Mapping Challenge

    • onebit
    • March 19, 2015 at 10:53 AM

    To be fair I posted this in the WIP thread a few weeks ago, but I guess a thread is more appropriate, thanks!

  • de_pontifici BETA (CS:GO)

    • onebit
    • March 18, 2015 at 12:25 PM

    Seeing as you're two people to finish this in 4 days I suggest one of you do the brushwork and the other does the props, which are easily transferable between files.

  • Testers needed for Private Beta (Transmissions : Element 120)

    • onebit
    • March 17, 2015 at 12:06 PM

    Great flow, great visuals, great mod.

    Quote

    I'd really like to have used the gun in the final boss fight. How about some flying enemies? Those would probably be challenging to shoot with the orbs.

  • [CS:GO]de_acceleration

    • onebit
    • March 11, 2015 at 11:56 AM

    np, keep up the good work!

  • CS_CALM

    • onebit
    • March 10, 2015 at 11:57 AM
    Quote from will2k

    The light rays you mentioned are static props and not much can be done to change the color (prop coloring doesn't have much effect here); they are mainly used to simulate light haze emanating from the windows to add dramtic effect to the dustmotes in the air.

    I meant that the light prop doesn't fit the shadow cast by the sun.

    Quote from will2k

    For the plants/ivy, they are mostly positioned above/below ground level on purpose for a certain desired visual effect (players can't really see them without noclipping)

    players notice minute errors subconsciously and reminds them it isn't real, counteracting the purpose of video games.

  • CS_CALM

    • onebit
    • March 10, 2015 at 11:37 AM

    I would not use the white line on the ingame radar, I would include it on the spec radar though.

    Quote

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

  • de_zoo

    • onebit
    • March 10, 2015 at 2:09 AM

    You could have a deactivated trigger beneath the glass in Truck, which then activates when the glass is shot and makes glass crunching sounds when triggered.

    Quote

    [Blocked Image: http://i.imgur.com/ZAj3ENI.jpg]

    Floaters:

    [Blocked Image: http://i.imgur.com/oSkBl4y.jpg]

    Bomb:

    [Blocked Image: http://i.imgur.com/qR1XCCW.jpg]

  • St. Mary [CS:GO]

    • onebit
    • March 9, 2015 at 7:48 PM

    Console says:

    Material uses an out of range $detailblendmode of 8. Should be in [0,7].

    Give a programmer a repro case, or look at your modified vmt files

    Quote

    [Blocked Image: http://i.imgur.com/wdGyN3V.jpg]

    Add clips:

    [Blocked Image: http://i.imgur.com/Uj6RR0K.jpg]

    Bomb:

    [Blocked Image: http://i.imgur.com/acCfuf6.jpg]

    Floaters:

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

    Display More
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