So it appears the introduction doc has been updated to be more specific to HL:A. I don't have HL:A and wanted to learn Source 2 Hammer. Correct me if I'm wrong, but I don't believe you can move using SteamVR's tools once in-engine. I've found that CTRL works to crouch and left and right arrow keys will pan your view left and right, but that's it.
Posts by sevin
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@will2k Just curious as I have no experience outside of Source myself, how difficult is it to pick up tools for UE or whatever engine DL uses? Did you find any of your skills learned through the Source engine to be useful, or was it completely new and different?
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I like the idea of a darker, more "depressing" interior design. You have a history of bright, clean maps and I'd love to see something with a grittier tone from you. Then again, ice is pretty reflective...
When does it hit the workshop?

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Just out of curiosity, what environment themes would you distinguish in Portal? I usually just think "old" or "new" Aperture, as those are the two settings the game takes place in. Is "underground" old Aperture?
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Quote from Thurnip
17 hours ago, Thurnip said: how much of the textures and shaders are custom, and how much are like, CSGO default? this is a general question about CSGO maps

We don't do much with shaders on the Source engine. They are picked in the material files for a corresponding texture, but most materials that will be applied on level geometry use a "LightMappedGeneric" shader that accepts lightmap data for lighting and shadows. I would guess a pretty big majority of the textures used here are custom. It's pretty typical of "serious" CS:GO maps to use a bunch of custom content.
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Is the map up on the workshop yet? Would love to run around.
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This is a good way to make arches. Then you'd just slide the end vertices up to the desired height.
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Made a couple little videos on extracting custom content from maps in CS:GO for studying use and organizing your own custom content in the Source engine. Hope they help you!
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Wow, what a gorgeous map. You say you're going to detail how you've done the lighting once you publish the map?
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I posted a version of this over at TF2Maps.net, figured CS:GO deserved one too.[/b]
This is a concise list of things you should address before releasing your next iteration. Some are questions you should only need to ask once per map and not all are necessary to include in your alpha or even beta releases, but you should consider each by the time you are ready to enter your final iterations.[/b]
Pre-compile[/b]
Are all my visgroups checked?[/b]
Is there anything in quick hide?[/b]
Have I checked for errors (alt-p)?[/b]
Did I place cubemaps?[/b]
Have I properly playerclipped stairs and map boundaries where appropriate?[/b]
Have I included soundscapes?[/b]
Did I include areaportals, hints, func_details, and other optimization measures where appropriate?[/b]
Have I included -staticproppolys, -staticproplighting, -textureshadows, and -final in the VRAD parameters?[/b]
Am I compiling with HDR?[/b]
Have I done lightmap optimization?[/b]
[/list]
Post-compile[/b]
Were there any compile errors?[/b]
Did I build cubemaps?[/b]
Did I pack my custom content?[/b]
Did I generate a navigation mesh for bots?[/b]
Did I include a map info txt (loading screen info)?[/b]
Did I include a loading screen image?
Did I script spectator camera positions?[/b]
Have I created and scripted radar images?[/b]
Have I scripted which factions I want the map to use?[/b]
[/list]
In-game checks[/b]
Check that I have properly clipped map boundaries.[/b]
Check that the radar functions properly at all levels (if applicable).[/b]
Check that my ladders function smoothly.[/b]
Check suspicious areas that look like they might eat a bomb.[/b]
Check that soundscapes are functioning and transitioning properly.[/b]
Check that custom content is packed properly.[/b]
[/list]
This list is as much a reminder to myself as to you. Please comment below with anything you think should be added as I'm sure there are things I'm forgetting.[/b]
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That cable system in the 2nd shot looks neat. Is that a stock asset?
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Quote from Shima33
1 hour ago, Shima33 said: Any idea how to make lamp-posts? I'm trying to make lamp-posts with individual lights that you can shoot out for a little bit of extra depth to the map, but when I individually set up each lamp-post it complains about there being too many lights affecting serveral surfaces, or something.
Are the lampposts in the playable space? If not, you can just make them nonsolid so the light can pass through them inside out, as it sounds you want.
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cl_leveloverview should eclipse anything above you when you use the command, so the roof should be hidden if you're underneath it to begin with.
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Quote from wylde
On 5/24/2016 at 7:51 PM, wylde said: In a bad way?
edit: Just realized there was a siege in GO. I was thinking of like 1.3 siege which was pretty ugly. Hopefully you meant the GO version, which I'd be pretty happy with a comparison to
. Maybe I can learn a thing or two from its roofs.The GO version, in a good way.

Siege in 1.3 was mostly underground, IIRC.
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Gives me a Siege vibe.
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Have you started soundscapes yet? I feel like this facility will have some interesting acoustics.