That's not necessarily the point, if people want their mods to be bought they want them to be high quality, thus work harder? There is still some sort of incentive to work harder to bring good content. I doubt people will pay for shitty stuff
Posts by TheGuma
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I think we would need some sort of regulated system where Valve only allows quality content to be paid, in a similar fashion to CS:GO Operations but at bigger and faster scale.
Also, one of the problems is that plagiated content will be possible to be sold off the bat, so I'm not sure how Valve will deal with that.
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Quote from ashton93
3D skyboxes are fun to make

[Blocked Image: http://i.imgur.com/VqJSrjY.jpg]
[Blocked Image: http://i.imgur.com/Mf9bxOw.jpg]
This is amazing! I'm getting that Skyrim vibe
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Make an animated loop texture with butterflies flying in the air with an transparent background (alpha channel),
then follow this tutorial -
http://www.moddb.com/games/half-lif…nimated-texture
You can also convert an video to a gif, cut down its frames and remove the backdrop (usually white background).
There are lots of looped vids/gifs with butterflies flying in the air around -
http://us.clipdealer.com/video/media/51458
Then, make a nodraw func_brush with no collision on it, texture one face with butterflies and make several brushes like these.
The flies will be 2D, but it will be cost effective (in terms of performance) and good enough for CS:GO engine.
This is a method that Mw3 and Black Ops 2 uses (when you see moths flying in the air).
For max effect you can make many brushes like these and have the butterflies tiny, or, use them sparingly.
You can also try using the texture as a sprite, so it rotates towards you every time (like env_sprites normally do)
However, I'm not sure how those work with animated textures. I've seen animated sprites with dust clouds in Hotel Gellert, it might work.
Good luck!
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Epic BUMP!
I'm posting this here because I feel like it's too early to post it both on a new thread and in WIP thread.
Since everyone who were interested in participating with development of Chateau got sloppy (I'm a guy who works efficiently, so I just couldn't wait for everyone to get time to work on this project and begun working on it myself).
So here's some progress I've done, for now, I'll mainly direct the post to the changes in theme.
Here's a picture of T- Spawn.
[Blocked Image: http://cloud-4.steamusercontent.com/ugc/34117345744261987/55E7480791FC3813663C2E2176E9AB5B40BA8E0B/]
In previous versions, T spawn used to be a swamp in middle of nowhere surrounded by hills. It didn't make sense, because T's spawned in a dead end, and I had no idea how they got there over the hills. So I changed T spawn to entrance into chateau area. Idea is, the place is set in French chateau museum. There will be french signs around, the map will feel more like an modern exposition rather than something set 50 years back.
The back of the T spawn will have some pine trees and a fancy road, I might as well as add the dead guard guy since Nuke is getting a revamp and Train already got one. Miss that guy.
Anyways, for this shot I've used default library models. It looks good, and for a graybox version I don't need to mess with brushes ETC so it's easy to change later.
[Blocked Image: http://cloud-4.steamusercontent.com/ugc/34117345744262613/C16A41C62DE816BB4658E57230A784E2F1A54279/]
This is the area you might remember, first things first, the swampy hill was now removed and replaced with a small shack where tools for cleaning/preserving the chateau will be put. It used to be very easy to get on the hill, however, I've positioned the crates so it is a skill jump just like on Nuke. It will be more rewarding once you get up on the shack.
Here's a different angle shot...
[Blocked Image: http://cloud-4.steamusercontent.com/ugc/34117345744262940/D346F3BE47F351AC7FC5AA6D26E3210203C62AE4/]
Here's the WIP tunnel, got some sweet arches going!
[Blocked Image: http://cloud-4.steamusercontent.com/ugc/34117345744295507/387C7AC6807BEA252B81F507E9E1E99EF01DFDB3/]
And here's the mansion entrance shot!
[Blocked Image: http://cloud-4.steamusercontent.com/ugc/34117345744822821/A2EB518FEC5438EF5A63CAF6C7F87151DE4F9500/]
First of all, in previous Chateau versions the Bombsite A didn't make much sense... Both in terms of design and in terms of gameplay.
The roof in front was HUGE. I don't know what supports for the roof they had to have, but It definitely did not hold up so many tiles.
[Blocked Image: http://vignette2.wikia.nocookie.net/cswikia/images/b/ba/De_chateau_css.jpg/revision/latest?cb=20100225024003]
In the Source version, Chateau reused a lot of Inferno props. Poles, lamps, lights, mostly everything besides the textures. In CS:GO, Inferno was a port at first too, but then Valve updated most of the props to look more up to date (including the poles).
Although I'm using a lot of Inferno props as well, I couldn't find any proper models for a window. Cbble models were castle-look alike, and Inferno did not have many window models that were not as modern. So I decided to port CSS versions Chateau models, not all of them.
First change that I've did was add $detail to the model textures. I did not want to remake the textures completely, as I am not an expert, so I've added that as a band aid. Valve did the same on quite a bunch of ported props.
The texture also had specular maps, but they were sloppy. The specular maps only made the window to be reflective, and it was a sloppy way of doing it.
I've made the WHOLE model use envmap bumpmaps, but on a very very low scale so that the effect does not look obtrusive and unrealistic. I've had to edit the normal maps so that the windows themselves had flat reflections, because the texture was a single file for the window model.
I've changed the window texture too. As for all the other textures, they were yellow, so I toned them down in color and contrast and also made them look white-ish, to fit with the theme.
Hopefully all these neat changes will help the models fit a bit better.
Either way, Chateau is currently my side project but It shouldn't take me long to finish it. Much like cs_max, I've finished cs_max in just one week!
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If you ever visited a castle stairs are usually pretty huge

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Looks very nice! I'd say the tilings don't fit too much on the prop, though.And I'm pretty sure it's fine to update it on both threads. I suggest you update one as people will put more focus on YOUR thread.
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So I wanted to do an epic bump here, the towers you see in my pictures are called the wind towers.
I might add some chime music in them,
but here's some reference photos that I'm using:
[Blocked Image: https://thefotogenius.files.wordpress.com/2014/01/wind-towers.jpg][Blocked Image: http://upload.wikimedia.org/wikipedia/commons/1/1a/Dubai_madinat_jumeirah_wind_towers.jpg]
[Blocked Image: http://i1.trekearth.com/photos/79362/tddubaiwindtowers.jpg]
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Add chickens
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Looks awesome, I don't care if it's a remake!
I suggest you use brighter ambient and lighting settings (white) and set the skybox to anything else than sky_dust.
Maybe add some reflective properties to the textures and It's going to look awesome.
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I think Cashed is right
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Quote from Raidix
But you don't want to make "de_mirage_night" or something like this, do you?
Those maps apparently get more attention than normal custom maps, and people are even asking them to be added to an operation. Seriously? They decompile a map, change the lighting and people think they should get money for it? -
Reddit made me disappoint...
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I have decided that I'll make de_chateau graybox version from scratch instead of using CSS version. This would allow for more creativity and I wouldn't need to deal with porting and changing things.
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Mmm the lighting
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Click Play with friends, then click game settings and on upper tab click Workshop.
There should be a list of workshop maps. Make sure you are subscribed to your own map.
Then click on it and a tab should appear with selection of gamemodes.
From there you can just invite your friends.
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I suggest you just redo the prop. If you look closely you can see that its pretty messy (small meshes inside the brush, off the grid stuff ETC)
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When adding the map to the workshop you can select in which categories the map belongs in (classic, deathmatch, custom ETC).
I don't exactly remember, but you pick all the gamemodes you want your map to work with from there.
You can still do this in the workshop.