http://www.blurbusters.com/how-does-eizo-…z-out-of-120hz/
just to confuse matters further benq have a 240hz monitor that's actually 120hz native.
http://www.blurbusters.com/how-does-eizo-…z-out-of-120hz/
just to confuse matters further benq have a 240hz monitor that's actually 120hz native.
gimp and crazybump mainly. I'm quite new to it though so I'm exploring better workflows..
I think it's an improvement in visibility but the almost-lack-of-shadows is making it very source-eske. Is this a full compile?
seems a little like reinventing the wheel. CTs the push apps would get a lot more info than they currently do too- mid pushes from behind would be much easier for them too.
Thank you for this! Exactly what I was looking for...
Yeah I was planning on using these as rough guides that the optimisation was still heading in the right direction rather than working solely off of them.
Quote from BozocowI suppose in synopsis, what I really want to say is, this layout could be the best you've ever seen or the worst you've ever seen. There's no telling how a map will perform just because it has an unorthodox feature in it. In this map, what I want to see is whether a layout with lots of doors or vents can work in Counter Strike. How am I supposed to tell without playtesting it? How can I learn if I can't see how my ideas actually perform?
Well...the short answer is they never do BUT since you're so set on the layout I think the mods should allow this playtest. It's not like there's a clamor for spaces just now...
3 games of overpass last night.
1 win, 1 draw and 1 absolute loss due to the other team of 4 supremes being boosted by this fud on a 2nd account - http://steamcommunity.com/id/reova (apparently for 'skins')
*sigh*
Look for the dust2 light_enviroment entity in the vmf (it looks like a sun) and copy this over to your map. your map will take the skybox lighting from dust2 (which is a good starting point for most maps)
copy the light_environment entity out of the dust2 .vmf and recompile. If you have a light_environment it most likely has dodgy settings
The only right way to do it is ask the mapmaker if they can provide you the materials.
looks very good apart from the exploded wall and dead model. Please no do this.
yeah was hoping for maybe more loose metrics to work with but ah well ?
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Does anyone use this part of the log to optimize more? not sure what the percentage after the visible clusters is too?
Audibility...Is this something to watch out for in regards to CSGO level design?
are you running the new mobile version of the game?
Maybe delete and recreate the displacements or move your work to a new VMF?
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Think the foliage in the one looks pretty weird due to being so uniform