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  3. jackophant

Posts by jackophant

  • What's with all the spam posts recently?

    • jackophant
    • July 28, 2015 at 10:05 AM

    Do we no longer have the comment before making post rule?

    Account creation captcha?

  • CS:GO Workshop: Weapon Finishes

    • jackophant
    • July 28, 2015 at 10:03 AM

    That neither looks copper, or particularly like any Koi I've seen :| The skin looks alright, but colour blind people might disagree!

    You haven't provided any pictures of the patina either?

  • problem with map [Hammer World Editor/ CSGO]

    • jackophant
    • July 27, 2015 at 5:45 PM

    removed all the area_portals?

  • Making my first map - loads of questions

    • jackophant
    • July 27, 2015 at 3:52 PM

    Honestly I'd leave it. Not to put your feelings down about it, but that is a massively trivial detail.

    If you really want to do anything, use a brush you've crafted yourself with a glass texture on it, although it'll probably look worse.

  • [CS:GO] de_dash

    • jackophant
    • July 27, 2015 at 1:36 PM

    If you plan on getting this tested, then I wouldn't detail yet.

    please use "cl_leveloverview x" (x being a height level of your choice, 0 turns it off, and 10 is practically in space) to take overview screenshots, it takes the perspective out of the image and you just have a flat 2D overview.

  • Making my first map - loads of questions

    • jackophant
    • July 27, 2015 at 1:19 PM

    @Aerium88

    1. The outside measurements don't have to match the inside + any wall thickness. You make the walls as thick as they need to be.
    2. It doesn't matter what size the building is, but initially I would work on a 32x32 grid. You can adjust grid size with the square brackets, and find out how large each grid square is by creating a box. At the top of the menu there are 2 options, texture lock "tl" and texture scale "<tl>". Have both of these unchecked so all textures you place use original alignment otherwise they will be all over the place.
    3. Don't worry about the neat numbers, concentrate more on getting a size that works for gameplay: make sure people have enough room to maneuver and allow space for a full jump, unless it's a doorway which is allowed to be lower.
    4. Leave props until later. You can use the odd one to give a sense of place for a particular theme, but concentrate on the brushwork first (and for the love of all things holy in this world make sure you have grid snapping on, toggle it with shift+w). Can't really help you with finding props too big for your rooms, that's just a lack of planning.
    5. The process for a small aim map would be the same for a large, fully featured map: Start with block it all out in some sort of grey texture (I type "meas" and/or "reflect" in the texture browser filter to get the useful ones up. You can type "tool" for tool textures as well). When you're happy with your layout and sightlines, start to work in a bit more brush detail like trims on walls, or holes for windows etc. Then start to apply textures. How you do the cover for your aim map is up to you, but brushwork cover is more reliable imo. props tend to have funny hit boxes which mean you do damage like "124 in 7 hits" with an AK or something silly. Something you should do anyway, but especially for aim maps is use 64 unit tall boxes sparingly.
    6. Most of what makes a map look good is the planning before hand. A large element of it will be your proficiency with hammer, but with the planning you take the thinking out of it. Find some nice reference images and actually copy some of it with brushworks/props. Don't copy layouts though as real world locations might look nice and natural, but rarely play well. Best I can suggest is go through some links I posted here: https://migrationtest.mapcore.org/topic/18911-attn-new-map-makers/
  • [WIP]DE_HighTide

    • jackophant
    • July 27, 2015 at 12:47 PM

    Couldn't think of a more original name?

    I'm not sure how I feel about those pillars either and the road system around them, doesn't feel natural. On the whole it looks quite good, but a lot of areas feel quite bare, just large exposed area of brickwork.

    It also looks like you've used a (white brick) wall texture on the floor which looks wrong, but I can't tell you anymore about the location as I can't place it on the overlay.

    What have used as a reference and what are the timings like? Got an overview with "bot_show_battlefront 1" enabled?

  • problem with map [Hammer World Editor/ CSGO]

    • jackophant
    • July 27, 2015 at 9:49 AM

    This: Interlopers Compile Log Checker

    The issue you may face here is having nodraw, or another tool texture applied to a displacement. Find the offending displacement and change the texture!

    Also, try changing that prop you've got to "prop_physics_multiplayer" as well. Some props don't like to me made static a reason unknown to me. You can edit the flags of it to make it static still.

    The rest of the compile looks ok, but if you want to share it with us in future, find the compile log file it writes in the same folder as the bsp and share that. You'll also require that for the compile checker.

  • ATTN: New Map Makers!

    • jackophant
    • July 26, 2015 at 4:37 PM

    There's more to comment on when it's further along visually. We can see pictures and question use of certain props/colours/textures.

    If you want to talk about gameplay then people need to create better posts WITH a radar view so we can actually see rotation time. When you see the same mistakes happening again and again it gets tiring to have to repeat yourself and a lot of time feedback is ignored. Becoming proficient with hammer is one thing, but when people create maps with roads that are 1000 pixels wide and 4000 long there isn't really much to say other than "have you ever played counter strike before?"

  • [CS GO] DE_KAR

    • jackophant
    • July 26, 2015 at 12:15 PM

    That pakrat guide is fine, you're doing something wrong or have applied what it's said about the radar to whatever else it is you're trying to pack.

    Out of interest, what are you trying to pack? I've not seen anything obviously custom apart from your icon in the video you linked in this maps original post.

  • [WIP] de_Coldrun

    • jackophant
    • July 26, 2015 at 12:12 PM

    You've literally just copied this from your workshop page. I meant tell us about it, what do you want it to be, what are your aims, anything about it. Fine tuning the navmesh is the least of your problems right now.

    When i asked for overview, I meant a radar view. Seeing screenshots is one thing, but seeing how it all pieces together is also important.

  • [WIP] De_icaria Name Changed [Downgrade version stable]

    • jackophant
    • July 24, 2015 at 9:16 PM

    that damn ` or ' in rzls name stops me @ing him :| but fair enough!

    Quote

    That being said, I'd suggest to go back to greyboxing most of the map as it looks to be too early to bother about texturing the areas correctly.

    I concur

  • [WIP] De_icaria Name Changed [Downgrade version stable]

    • jackophant
    • July 24, 2015 at 4:06 PM

    @Iceberg I don't know what feedback has been provided to you yet, but we were unable to test the map last night - After numerous client crashes and an eventual server crash we wrote the map off as broken.

    What I did notice before we switched over was that there were a lot of black textures again. You also need to extend your areaportals on your doorways with glass each side. While that might be a "legal" area_portal, the clipping effect was visible through the glass. I can't say with any certainty, but I think the crashing problems were linked to bombsite B (or whichever bombsite had the servers in it and has the long ramp tunnel leading up to it).

    You also need to be careful with how you name your bombsites, the first bomb_trigger you place is always bombsite A. You radar and map directions do not match each other so when I see that I presume the signs are right and not the radar.

    You need to learn to pack your files into the BSP or learn how to let the workshop do it for you. You aren't packing your radar files (RZL only asks for bsp, nav and kv) which would suggest to me you don't know how to pack the files which is also why we are seeing black textures as you are using something custom that none of us have, so our games simply can't show us what's meant to be there.

  • t-junction issues

    • jackophant
    • July 24, 2015 at 12:47 PM

    What about using more displacements? Even if you just go as far as converting to displacement and not editing the shape?

  • What's going on with your life?

    • jackophant
    • July 24, 2015 at 12:43 PM

    I got the all clear from my online credit check, so I'm all good to apply for a mortgage without any risk of being rejected!

    Now to find somewhere we can afford... (Prices in my area are up by £15k since January alone)

  • t-junction issues

    • jackophant
    • July 24, 2015 at 12:07 PM

    I think props are what you need. I would have modelled those iron frames for the buildings and then filled in with glass. However, you don't have any real visibility blocking on the top layer which isn't good for performance either, and mainly glass buildings for gameplay are just... not great?

    What's your aim for this map exactly?

  • [WIP] de_Coldrun

    • jackophant
    • July 24, 2015 at 10:08 AM

    Didn't fancy putting more effort into the post to tell us anything about it? No overview?

  • Found Logical on valve hammer editor !

    • jackophant
    • July 24, 2015 at 9:48 AM

    not that i'll probably try it anytime soon, but this is really cool! I always imagined if csgo had the custom gamemode workshop that dota2 has, stuff like this would be awesome to see

  • t-junction issues

    • jackophant
    • July 24, 2015 at 12:02 AM

    screenshots?

  • Counter-Strike: Global Offensive

    • jackophant
    • July 23, 2015 at 4:52 PM

    I had an overwatch case where the guy had an obvious wallhack, and a desert eagle only aimbot.

    The aimbot wobbled though, it was like it was predicting where each next shot would be and would adjust his view so that it would land where his crosshair would be pointing (if he wasn't hacking). I don't think he could see the screen shake, it was just an effect we got as a spectator. The worst bit was that when he was moving very slowly or stationary it was almost still, but the faster he moved or jumped then it went into motion sickness inducing overdrive.

    And I've had a spinbotting negever... That was quite hard to watch as well :|

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