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  3. Vinneri

Posts by Vinneri

  • WIP(CS:GO) De_Agri

    • Vinneri
    • September 29, 2015 at 4:39 PM
    Quote from Vinneri

    I'm going to try this. Thanks man!

    Good news, I managed to make it work. Bad news, My CS:GO SDK Hammer doesn't open anymore. Weird...

  • WIP(CS:GO) De_Agri

    • Vinneri
    • September 29, 2015 at 3:38 PM
    Quote from El_Exodus

    nope, the written tutorial: http://www.tophattwaffle.com/configuring-propper-for-steampipe/

    I'm going to try this. Thanks man!

  • WIP(CS:GO) De_Agri

    • Vinneri
    • September 29, 2015 at 10:37 AM
    Quote from El_Exodus

    I used Tophattwaffles tutorial for Propper and i got it to work properly. What's your problem with it?

    If you mean this one: https://www.youtube.com/watch?v=nyE4BY5ySUg

    I'm stuck with "info_prop_options" entity, because I cannot find it (I guess there's new entity for that)

  • WIP(CS:GO) De_Agri

    • Vinneri
    • September 28, 2015 at 5:52 PM

    Hey guys!

    Some of you may remember me making this map for some time ago. I think I'm never going to finish my project. Why? Because of this: "Hammer compile: Too many t-junctions to fix up" I've fought with this beast few times but I think I'm done now. I was 6 months off and today I tried again and here I am.

    I know why it pops up, but only real solution is to make some of my brushes to models with Propper. Problem is that there aren't any easy enough guides for Propper with CS:GO. I have tired it two times with failures and I'm screwed. Motivation is down with the map, because of this shit. I'm just too stupid to use Propper, lol. I would want to finish the map, but this brickwall is too thick for me. What can I do?

  • [CSGO] [WIP] de_convention

    • Vinneri
    • March 9, 2015 at 2:59 PM

    [Blocked Image: http://puu.sh/gt6V2/66c55c1826.jpg]


    This is what I mean. Rotation time from A route back to B is not really encouraging you to make fake pushes etc.

  • Games W.I.P Thread

    • Vinneri
    • March 8, 2015 at 7:27 PM
    Quote from HoMaRt

    Small video showing the basic movements of our student project "Revenge of Trishna".

    External Content youtu.be
    Content 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.


    More info about the movements on the devblog


    http://hitsplaytime.fr/revengeoftrish…2/25/movements/


    and our facebook page : https://www.facebook.com/RevengeOfTrishna

    Share the love my friends, and don't forget to comments

    Display More

    I want a game with this movement in first person adventure game like "Tale of two brothers". And or first person speedrun game


    Take my wallet


    [Blocked Image: http://pinkie.mylittlefacewhen.com/media/f/img/mlfw3489-124992_-_animated_pinkie_pie_spongebob_Squarepants_take_my_money_wallet.gif]

  • [CSGO] [WIP] de_convention

    • Vinneri
    • March 8, 2015 at 7:18 PM

    I still don't like that there isn't any connector from ?A? path to middle that T's could use for fast rotation. You should consider that

    Keep up!

  • [CS:GO] [WIP] de_geranium

    • Vinneri
    • March 8, 2015 at 7:15 PM

    Layout feels solid, see you in Mapcore playtest!

  • [CS:GO]de_acceleration

    • Vinneri
    • March 8, 2015 at 12:06 PM

    I just checked this version. It's awesome! You've done everything right from playtest feedback. Gratz for publishing!


    PS. Found this spot


    [Blocked Image: http://puu.sh/gryv3/3a615e8eab.jpg]

  • [CSGO] De_Fracture Release!

    • Vinneri
    • March 3, 2015 at 10:22 PM

    Hey! As people has said, colors are too weird atm I remember this map when we played it long time a go.


    Here some feedback:


    1. Water at B has two reflections, so it's bugged

    2. Stair has some weird clip on it [Blocked Image: http://puu.sh/gldge/3a4790c98a.jpg]

    3. I feel both sites has too many hiding spots still, you could remove these areas:


    [Blocked Image: http://puu.sh/gldmi/398e47accd.jpg][Blocked Image: http://puu.sh/gldpT/edb87f1a08.jpg]


    Also I felt in some areas that it's really hard to notice enemies, but I guess it's because I didn't know where to look for enemies.


    Nice work!

  • Table Top Gaming

    • Vinneri
    • February 18, 2015 at 5:06 PM

    My fav games:

    7 Wonders

    Dixit

    Catan

    Smallworld

    Pandemic

    Battle Sheep (familygame with great depth)

    Once upon a time (if you like stories, try this)


    You can see that I'm not that hardcore gamer. I like to play games with easy to learn rules and short playtime (30-60min)

  • Japanese Themed Map [CS:GO]

    • Vinneri
    • February 12, 2015 at 4:41 PM

    We need to test this one to see, if its better or worse

  • Japanese Themed Map [CS:GO]

    • Vinneri
    • February 12, 2015 at 11:37 AM

    It seems underground connector is out and both bombsites have changed really much. I guess you didn't like that much of those any comments on why you did what? Thanks

  • How to get Valve's props out of package?

    • Vinneri
    • February 11, 2015 at 5:17 PM

    When I try to compile with Crowbar, it says


    Crowbar ERROR: Missing file: C:Program Files (x86)SteamsteamappscommonCounter-Strike Global Offensivebinstudiomdl.exe It obviously missing but..? E: I needed to change setting from Crowbar, so that the path is correct. Now it worked!

  • How to get Valve's props out of package?

    • Vinneri
    • February 11, 2015 at 4:51 PM

    I don't know 3d modeling and I used GCFscape to get those out. Then I think I made mistake. I exported .vtf texture to .tga and customized it. Then I imported it back with new name and new folder etc. I can now find the model in my new folder by hammer, but it still has normal texture. So one part right, something wrong.

  • How to get Valve's props out of package?

    • Vinneri
    • February 11, 2015 at 4:04 PM

    Hey guys! I want to use Valves model tractor01.mdl and I want to give it another texture. I think the only way it's possible to do is to take the whole .mdl and texturefile from Valves packed form and then customize it. Any ideas how to do this? Or any better ways?

  • WIP(CS:GO) De_Agri

    • Vinneri
    • February 10, 2015 at 7:00 PM

    Whole day working with ground texture. Getting it done well is so hard. Want to show you how to get from error to another error and finally (maybe) to the goal.

    [Blocked Image: http://puu.sh/fJ9ob/028baa9f74.jpg][Blocked Image: http://puu.sh/fJtJr/807bd3de74.jpg][Blocked Image: http://puu.sh/fJAcn/f8de64f533.jpg][Blocked Image: http://puu.sh/fJYNL/b527bdec39.jpg]


    Current ref: [Blocked Image: http://puu.sh/fJMMV/92f82d58e1.jpg]


    I liked that first pic too, but couldn't find any good ref to make it look better.

  • St. Mary [CS:GO]

    • Vinneri
    • February 10, 2015 at 11:26 AM

    Your mapping skills are really good so I cannot say anything of it. It's beautiful, so we all want it to be also fun to play

  • What I'm Working On

    • Vinneri
    • February 10, 2015 at 11:21 AM
    Quote from Vaya

    http://www.reddit.com/r/GlobalOffens…s_for_de_cache/


    2 + 3 are good suggestions


    That forklift could have doors, like this one? [Blocked Image: http://www.usedforkliftsphoenix.org/uploads/7/2/0/8/7208448/___________________8199862_orig.jpg]

  • St. Mary [CS:GO]

    • Vinneri
    • February 9, 2015 at 11:44 PM

    Raidix talked about hiding spots on A, I totally agree. Retaking site will be really painful. You could maybe block some areas out like this balcony: [Blocked Image: http://puu.sh/fHSYf/85de109b0a.jpg]


    And if it still is too hard, you could block area under the balcony too. I'm also a bit worried, how many camping corners the whole map has. I would like to see this playtested here Really nice work!

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