1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. Klems

Posts by Klems

  • CS:GO Blog - Lighting and Shader Improvements

    • Klems
    • February 25, 2016 at 5:43 PM

    It's nice but i'm still troubled at the lack of envmap mipmapping. It would be nice if the roughness factor influenced cubemaps (considering how lights are rendered inside cubemap as well).

    Quote from Vaya

    imagine a map where the spawns are in weather like that!

    I had the exact same idea for some reasons

  • Counter-Strike: Global Offensive

    • Klems
    • February 18, 2016 at 5:50 PM

    Congratulations to my former comrades from the contest, you guys deserve it!

  • [CS:GO] How to make foliage look pretty?

    • Klems
    • February 6, 2016 at 1:02 PM

    Have you compiled in final?

    You can check "Ignore surface normal for computing vertex lighting". Foliages don't really have a "normal", it's just a bunch of leaves going in all direction, so using the normal doesn't really make sense here. You may or may not want to check it for big trees, as the trunk itself needs to be lit according to its normals.

  • De_forlorn WIP

    • Klems
    • February 4, 2016 at 10:55 PM

    Something like that obviously, with the desk, screen and all.

    [Blocked Image: http://hothardware.com/articleimages/Item1908/small_BlackMesa-Old.jpg]

  • [CS:GO] de_waterfall [wip]

    • Klems
    • January 22, 2016 at 10:05 PM

    PIaytesting on mapcore server when?

    Looks nice, though I'm not a huge fan of the textures. The dark green inside is way too dark and visibility might suffer because of it. The cliff texture is too contrasted/dark as well. Also I don't think the plaster texture on the roof is fitting.

  • Complex brushwork?

    • Klems
    • January 20, 2016 at 12:41 PM
    Quote from Vorontsov

    Basically if my arch is going to be 90 degree's and 64x64 (arches with the arch tool should preferably be the same dimensions), then I have to start off by making it 128x128 with the size of 8 units (my preferred thickness) and then scale it down to 64x64. Now you have an ongrid arch with the arch tool.

    I would advise against re-scaling an arch, your second method is much better. There is no guarantee the vertex will still be on grid after the scale, especially if you resize to 1/3 or any arbitrary size. Anyway, if you make sure every vertex in on the grid afterwards (with vertex tool) it won't matter how you resized it.

    In any case the arch would be a func_detail so it doesn't really matter. /rant

  • Complex brushwork?

    • Klems
    • January 20, 2016 at 11:19 AM

    I don't see the problem. You shown us a screen in hammer of an arch. The arch is composed of smaller brushes. It's right here on the screen. That is exactly how it's done. It's not like we have secret tools to do it, it's just a gigantic pain in the ass. You have to lay out triangles around the arch by hand. You can use the vertex and clip tools but these are already explained in numerous tutorials.

    You think this is bad, wait until you have to to make an arch on an angle. http://i.imgur.com/bY8eXS7.jpg

    Personally I wouldn't have even bothered with the arch tool considering how the texture can be used as a guide already.

    EDIT: jeez this topic is old, nevermind that


    As for the militia fan thing it's a tad more annoying to do.

    [Blocked Image: http://i.imgur.com/P0ttqaE.jpg]

    Then the metal bars can be done with the arch tool.

    Keep in mind rotation occur around the center of the object, which is why I had to group both blades. Paste special isn't that helpful either to be honest, it's so annoying to setup right, most of the time it's slower than doing it by hand.

    PS: you can click on solid on the top-right to select individual brushes only.

  • Problem with bullet block

    • Klems
    • January 8, 2016 at 6:47 PM
    Quote from Dosentti

    Okay. Sounds pretty complicated to fix it with anything else than thicker walls. I guess I'll just try to make the walls thicker and change some textures if possible.

    Some surfaceprops are harder than other. For instance you can use "Wood_Solid" instead of "Wood" in the VMT. The penetrationmodifier of Wood is 0.9 while Wood_Solid is 0.8. To be honest it won't change much.

    This goes for metal as well. "metalsolid" is harder, while "metal_sand_barrel" is as hard as blockbullet.

  • [WIP] de_meat [Looking for gameplay feedback]

    • Klems
    • January 3, 2016 at 9:55 PM

    My main gripe is that the map feels too claustrophobic in some places. The choice of textures and color is almost "creepy" sometimes! Maybe it's the theme, a slaughterhouse isn't the most happy setting after all.

    The attention to details is great by the way (skybox, soundscapes, particles, animations), well done!

    feedback album http://imgur.com/a/3on2A

  • WIP in WIP, post your level screenshots!

    • Klems
    • December 31, 2015 at 4:37 PM
    Quote from ics

    It's based on moon surface. In image parts 1 4 and 5 you can see the grey area being surface of it. It has indoor aswell as outdoor areas too with craters and tunnels. I just wanted to share something and see what people would like about a map being based on moon. So far many people are excited to see something like this. Could be because Valve's moon map rd_asteroid has been dev textured over a year now and payload seems to be according to user polls the most favored gamemode in TF2.

    I'm just saying it could use more moon stuff, like a giant glass dome with the earth in the skybox, or a cool rocket ship somewhere. All I can see is yet another grey base TF2 map. But then the screens are fairly small so I dunno ;) We need more!

  • WIP in WIP, post your level screenshots!

    • Klems
    • December 31, 2015 at 12:48 PM
    Quote from ics

    We are going to the moon boys!

    I don't see any moon or moon related thingy.

  • Areaportals Hint and Skip

    • Klems
    • November 26, 2015 at 11:36 AM

    As other people have said there's too much entities in your map. As far as I'm concerned this has little to do with the renderer, areaportals or hints.

    The most probable cause is a particle volume which creates way too many particles. This can be a func_smokevolume, func_precipitation, func_dustmotes, env_bubbles, env_smokestack, etc. These are older entities, nowadays you should use an info_particle_system instead.

    Or you copied and pasted the same physic props a thousands times, who knows. Don't do that.

  • [WIP] de_meat [Looking for gameplay feedback]

    • Klems
    • November 20, 2015 at 11:01 PM

    I like this, too bad I missed the playtest. Swinging meat on a moving func_train when?

  • Favorite map in any game

    • Klems
    • November 19, 2015 at 12:39 PM

    Well (TFC version), Life of the Party, Sacred (Painkiller), dust2, avalanche, crossfire, etc

    Anyone noticed how avalanche is only made on a 90° and 45° grid, but still appears so pretty?

    [Blocked Image: http://3.bp.blogspot.com/-U8FDQGQ5EJw/UH_vHASyY8I/AAAAAAAAAHs/i2fCE_skd9I/s1600/dod_avalanche_ows.jpg]

  • [HELP]CS:GO Displacement is rendering infront of transparent trees

    • Klems
    • November 18, 2015 at 5:24 PM

    I had so much troubles with this on the 3D sky of de_bourg, ffs

    My skydome was a model at first but it showed through the trees. So I changed the skydome for a displacement dome and it fixed some issues. The trees (func_brush) worked fine but the high voltage line (displacement) didn't. So I switched the high voltage displacement with a bunch of func_brush hacked together and it works fine now.

    Use alphatest when you can ($alphatest 1, $translucent 0, don't forget $allowalphatocoverage 1). Alphatested textures have absolutely ZERO problems of Z-ordering and it WILL fix everything. However I wouldn't use alphatest on a tree textures like that, you use it when you need a well defined silhouette (esp behind your fog). Don't use translucent textures on displacement unless you're sure there isn't any alpha textures in front of/behind it. If you have translucent textures on a brush, transform your brush into a func_brush. Changing the origin, the number of func_brush or the brush tied to the entity MIGHT change the rendering order. It's probably best to use a brush cylinder rather than a displacement.

    There isn't any real "solution", the best way would be to convert the 3D skybox into a model and tweak the rendering order inside the model itself. You can't do that in hammer. All you can do is change stuff around until it fix itself, sorry.

  • Are all french people of Mapcore Okay?

    • Klems
    • November 14, 2015 at 3:18 PM
    Quote from Skacky

    I'm fine as I don't live in Paris. All my friends who live there are all safe and sound.

    Same.

  • [CS:GO] surf_greatriver_2015

    • Klems
    • November 5, 2015 at 11:53 AM

    I'm not trying to be mean or anything, but if you're going to post a surf map, the least you can do is to post a video of a run through the map :P

  • Aztec Talk [Suggestions]

    • Klems
    • October 31, 2015 at 11:40 AM

    Aztec is an abomination and you managed to make this version looks even worse. What's the deal with the waist high wall in swamp? Were you high?

    To make the map balanced you'd have to redo both spawns, the middle area and both bombsites. That's for the more aggravating area. The bridge and swamp is fine but the area after the bridge isn't.

    It would be easier to make a new map from scratch. Even if you managed to tweak aztec into a balanced map, the result would be so different you might as well start something new today.

  • heat2

    • Klems
    • October 24, 2015 at 5:32 PM

    Dust theme how it should be done.

  • Quake 3 Shader image missing

    • Klems
    • October 24, 2015 at 3:14 PM

    Have you copied the scripts folder? Don't forget to change the shaderlist.txt file as well, otherwise the shaders won't appear in Radiant.

    Nevertheless, the textures should at least appear in the texture browser.

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Building a Huge Library of Free Images for Everyone

    Eric Matyas
    August 10, 2026 at 1:52 PM
  2. Any of the old guard still around? D:

    Chunks
    August 7, 2026 at 11:08 PM
  3. CS:S | cs_manoir | Map creation process by D'artagnan

    Thrik
    August 3, 2026 at 10:42 AM
  4. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  5. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  6. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  7. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  8. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  9. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  10. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™