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  3. El_Exodus

Posts by El_Exodus

  • [CS:GO] de_slate

    • El_Exodus
    • March 29, 2016 at 3:25 PM

    Consider re-releasing it to maybe get into the Workshop spotlight. Now idea how it plays yet, but looks dope!

  • Counter-Strike: Global Offensive

    • El_Exodus
    • March 29, 2016 at 11:27 AM
    Quote from Squad

    38 minutes ago, Squad said: http://# Reveal hidden contents [Blocked Image: http://i.imgur.com/5MOfBNz.jpg]

    Same picks, except for the NiP-F3 game since pyth had visa issues and is arriving tomorrow and will miss the first game.

  • Counter-Strike: Global Offensive

    • El_Exodus
    • March 21, 2016 at 8:33 PM

    Sometimes i hit shots:

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  • Counter-Strike: Global Offensive

    • El_Exodus
    • March 17, 2016 at 10:33 PM
    Quote from Squad

    2 minutes ago, Squad said: Where did you find out about this? Just wondering, since I can't find it on CSGO blog or the ingame menu.

    Some guy guessed the link and checked it regularily. Valve didn't publish it yet.

  • [CSGO] Multi-level radar problem. (solved)

    • El_Exodus
    • March 16, 2016 at 9:40 PM

    I feel like the Valve csgo team should be aware of this issue. Maybe tweet to the csgo_dev Twitter account.

  • [CS:GO] DE_LITE

    • El_Exodus
    • March 16, 2016 at 7:02 PM
    Quote from cashed

    6 minutes ago, cashed said: I'll be playtesting it a fair amount and tweak the lighting accordingly. Since the walls are fairly light/neutral the siloettes mostly come out fine. But I will be hot spotting more gameplay specific areas

    That's true, but think about the people playing in a bright surrounding(daylight) and/or with a bad monitor. A little higher ambient light value or some fakelights won't hurt the visuals.

  • [CS:GO] DE_LITE

    • El_Exodus
    • March 16, 2016 at 6:14 PM

    I'm a bit worried by the brightness. It feels like there are some dark corners. Not very good for CS. Except for that looking pretty sexy!

  • De_forlorn WIP

    • El_Exodus
    • March 16, 2016 at 5:39 PM

    I request a .bsp. You know... for... science.

  • de_nuke_zoo [New content resource]

    • El_Exodus
    • March 11, 2016 at 12:21 AM

    For anybody who wants to have a look at de_nuke_zoo assets ingame, i uploaded a fast compile (still took quite a long time) for you. There might be poor lighting on some few props due to it though. If you want to compile with different settings on your own, i still heavily suggest you to use the attached .nav file since that one took way longer to create than compiling the map itself.

    https://drive.google.com/open?id=0BxtsN…bkFqbmpZSEFXTDQ

  • How does Valve get func_ladders to work in their maps?

    • El_Exodus
    • March 10, 2016 at 9:52 PM

    I'm not sure, but that's probably just an error when decompiling due to the program being old. Just use the ladder tool texture.

  • Plants props are not showing in game!

    • El_Exodus
    • March 9, 2016 at 9:55 PM
    Quote from Naivi

    Thank you man! Its finally working. I found out that one of problems was that when i Runned map.. via Expert compiling it didnt save,so always when i compiled it it didnt show any effect. So i tried to Compile it via Normal way + i tried props_physics_multiplayer and its working!
    But like you wrote about that prop_static ... when i tried it on these windows there just become black.

    https://migrationtest.mapcore.org/topic/19894-cs…&comment=410536

  • cgtextures skybox cubemaps..

    • El_Exodus
    • March 6, 2016 at 3:15 AM

    No idea if just converting them is possible in Terragen. I doubt it tbh. Would need to rebuild using them as reference. I don't know if i'd be able to recreate a skybox 1:1 :D

  • cgtextures skybox cubemaps..

    • El_Exodus
    • March 5, 2016 at 11:43 PM

    What kind of skybox do you want? I could try my hand at it in ~~1-2 weeks. I'm not a pro in Terragen though. But it's a cool tool to practice.

  • Tinted props aren't properly displayed anymore in the CSGO SDK

    • El_Exodus
    • March 5, 2016 at 1:32 AM
    Quote from Squad

    Are you using 3D shaded textures view? If so, try just normal textures view maybe.

    Didn't think about that one. That was the "problem". :<

    But the shaded view looks soo much better!! :(

  • Tinted props aren't properly displayed anymore in the CSGO SDK

    • El_Exodus
    • March 5, 2016 at 1:12 AM

    A few updates ago tinted props in the CSGO SDK were always displayed in the correct colour in the 3D viewport. But now it seems, that they always show in the default colour no matter how they are actually tinted. Is this some kind of new bug or did i screw up some settings? I am slightly confused and annoyed by it.

  • Counter-Strike: Global Offensive

    • El_Exodus
    • March 4, 2016 at 5:53 PM

    lmao :D

    [Blocked Image: https://i.gyazo.com/56cbb6eeb14553d708bb4a907b7d2aca.jpg]

    https://www.reddit.com/r/GlobalOffens…6_was_actually/

  • [WIP] de_canaveral

    • El_Exodus
    • March 2, 2016 at 10:29 PM

    It's time for a greybox. Basic feedback might be possible by looking at the radar, but for anything else it's not really good anymore. Just do it!

  • Counter-Strike: Global Offensive

    • El_Exodus
    • March 2, 2016 at 11:02 AM
    Quote from Squad

    What makes you think that?

    This thread: https://www.reddit.com/r/GlobalOffens…nd_inside_game/

    and these containers i was talking about in an earlier post. Note the train logo on the container.

    http://imgur.com/a/0bLif


    But who knows. Maybe they are skipping a map with their hints? I could easily imagine Dust 2 being set in Australia while i have trouble imagining Inferno in down under.

  • Counter-Strike: Global Offensive

    • El_Exodus
    • March 2, 2016 at 10:41 AM

    It seems to be pretty much confirmed, that the next map remake by Valve will be Inferno. Alongside the fact, that the new Nuke hints Australia on some decals, it shouldn't be a surprise if Inferno is going to be set there.

  • csgo de-map wip

    • El_Exodus
    • March 1, 2016 at 1:41 AM

    Have to agree with Fredrik, the layout looks super complicated and overdone from the radar picture. Simplify it and make it more accessible.

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