Every night - compiling Every day - found some issues and bugs Soon we can play - every night and every day! New radar and some new screens from spawns and bombsite B! [Blocked Image: https://sun9-66.userapi.com/c857028/v857028604/bc566/VEhWwp9s6f4.jpg][Blocked Image: https://sun9-6.userapi.com/c858524/v858524751/bd68a/B6q__2-7dtI.jpg][Blocked Image: https://sun9-26.userapi.com/c858524/v858524751/bd6d0/5YG5Cn37a-Y.jpg][Blocked Image: https://sun9-59.userapi.com/c858524/v858524751/bd69e/sKFfGAIkpLw.jpg]
Posts by morozov
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Quote “Don't be so gentle, take off your shoes and shove your feet in the water! Crocodiles are no longer found here” - Phoenix Connexion
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Quote from fewseb
i think need fix smooth groups. For example remove smooth on wooden planks, and make smooth only on rope. Try to make it

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Quote from JorisCeoen
1 hour ago, JorisCeoen said: Yea, it's quite worrysome. I really don't understand how they've been enforcing proper visibility for so many years, then push this update to even destroy some important visbility on their own maps. I just don't understand it. They must have known this was going to be a problem and then pushed on anyways. Hopefully there will be a fix for this, because I personally don't really see what we can do as a mapper. Almost each color is in at least one of the player models, what are we supposed to do?
one of solution, make a dev_box map...thank valve. i think we can try to make brighter map, rather before, but it is some doesn't work everywhere. Or change color saturation for map.
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Swamp
Recently, there have been quite a few different publications, but no new spaces have been shown. I was focused on modeling and texturing filling objects, specifically vegetation. This is important, since vegetation plays an important role on this map.
What about the gameplay. I try to stick to the original layout. In my opinion, it is quite successful, and now I am only working on the space. On the screenshots, you can see the updated T side, mid and spawn T. The screenshots do not show the final result, but they allow you to understand in which direction I'm moving.
What's left: - Middle, CT side, and hangar (connector between bombsites) - Optimization (now in some places there is a drope fps at bombsite A) - The background - Final refinement of timings
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Quote from JorisCeoen
29 minutes ago, JorisCeoen said: Oh I see. So this is from the UE4 store (or something like that?). In that case it's still likely that this was made with GrowFX. It just looks so much like how that plugin works ? interesting! Hadn't actually heard of people using UE4 for Source before. Great work on those assets man!
Content from unreal for me are a subject of study. So I'm trying to learn from the experience of more professional artists. I do not make a content port, but I create my content based on the result of the study
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new swamp trees set[Blocked Image: https://sun9-17.userapi.com/c858124/v858124973/ddf7f/hATZFN3fKnw.jpg][Blocked Image: https://sun9-33.userapi.com/c858124/v858124973/ddf89/oT1FrYZe53Q.jpg][Blocked Image: https://sun9-28.userapi.com/c857620/v857620749/de2f4/jav6Pqm8Na8.jpg]
new ivy set[Blocked Image: https://sun9-62.userapi.com/c858124/v858124973/ddfe6/tr9IIWxLAHg.jpg][Blocked Image: https://sun3-12.userapi.com/c858124/v858124973/ddff0/lBeaqV7dESs.jpg][Blocked Image: https://sun9-13.userapi.com/c855132/v855132540/157a95/cgIRTdLmwQI.jpg]
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lets start 1. Open or closed? Mb you can open it in inside too?
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2. Try to fix that, it is doesn't matter, but looks strange)
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3. Vehicle, i think need to change to Soviet.
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1. Izh 27151
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2. Izh 2125 Combi
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3. UAZ 452
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4. MAZ 500
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4. Foliage distance
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5. Need fix this light props (remade props)
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6. Miss roofs
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7. Miss wall on build
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hmm thats all. mb not)) not sure) I like some changes, i like Cache before, and i think i want to play again. For me, new visual like Erangel 2.0. Good job)
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Quote from RadixDisplay More
10 hours ago, Radix said: Looks really cool so far! Take care of player visibility!

Seems like you are still the only one who managed to make the autocombine feature work...
I tried it for a while, but it still doesn't do anything. No errors, nothing at all...
- So the *.qc (and the other source files) of your model has to be in "SteamApps/common/content/csgo/", right?
- Anything special about the qc? Is there a chance that you could share an example *.qc file?
- What about the other source files: Which file format? *.smd or *.dmx?
- What compiler do you use to compile the model? (Is "Crowbar" ok? https://steamcommunity.com/groups/CrowbarTool)
- So these are your compile commands for vbsp: -StaticPropCombine -StaticPropCombine_AutoCombine -StaticPropCombine_SuggestRules -KeepSources -StaticPropCombine_ColorInstances -game $gamedir $path\$file
( -StaticPropCombine_AutoCombine makes it ignore your spcombinerules.txt afaik)
- stub qc and spcombinerules.txt as you described above (according to this: https://developer.valvesoftware.com/wiki/Static_Prop_Combine )
- anything else?
If you want, i can told with you in Discord and try to help you with Autocombine, and then you can help me write a tutorial on english))
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Quote from Vintendi
1 hour ago, Vintendi said: Today I spent some time optimising the compile times by trying to reduce the amount of numportals (5h to compile on Full HDR only). I started with 9118 numportals with only major brushes being converted to details. After running around the map and converting a bunch more brushes to details I was able to reduce the numportals down to 5548. Lastly I added an optimised skybox which drastically reduced the numportals to 2145 (3-35min to compile).
Next up I'll be adding more detail to my maps building and reduce the amount of unnecessary brushes used currently.
EDIT: Compile times seem to be ranged. Sometimes it will load super quick and sometimes it will hang at 9.. (no I don't have other applications on hogging CPU usage)
At the very beginning of development, all brushes i converted to func_detail. Because it is doesn't metter for final results, but save you're time. If after compile you have a bad performance on map, you should made simple base brush inside func_detail geometry (i was made it after final visual results.)
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I liked what I saw. I will not say that all my expectations were met, but some of them came true. I think it's worth waiting for the release of the 10th, for a final opinion. But now it feels like a new Erangel 2.0 in PUBG, everything seems beautiful, but a lot of distractions. Even visually adopted similar decorating methods.
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Quote from Radu
On 8/23/2019 at 3:35 PM, Radu said: First impression is that it's clean, but messy to navigate. Clicking on the graphic design and architecture project redirected me to another domain? and some photos also redirected me to some gallery archive with your images. There is also no documentation to go with your projects. The only in-depth thing I found were your blog posts, but they're in russian?

You definitely have enough material to put together a basic portfolio, but the presentation is super lacking atm. I would recommend to explain some of the design decisions for your levels. Also, are you looking to get a job in the industry as a level designer?
I’m still studying work with the site. It is not yet possible to implement the plan. Therefore, yes, I redirect to another domain, the Russian social network. So far, it’s more convenient to work with content. In the future I will implement a normal gallery with a narrative.
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Quote from El_Exodus
13 hours ago, El_Exodus said: What's your process of that if I may ask?
I thought autocombine turned out unusable for us non-Valve plebs. Would be cool to see how it's done properly
Its work for my, only on my content. I was make copy CS:GO folder and rename it to "game" (*//common/game/*) and change source folder for my source .qcs and .fbx files to "content" (*//common/content/*) and full recompile all my props. I think, if you want used original content, you must recompile it. Now i have a 2 copy CS:GO games: 1 - clear for play, 2 - for mapping. Then you need make a "*//common/game/csgo/scripts/hammer/spcombinerules.txt"
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Display More"wood_planks" //name of the combine group, used for the final model name in the level { // this is a stub qc that will be used to generate combined models "qc_template_path" "scripts/hammer/spcombinerules/qc_templates/wood_planks.qc" // max models per cluster using these peers "cluster_limit" 8 // don't cluster models greater than this far apart "distance_limit" 12 // these are models that can combine with each other "peers" { "models/swamp/woods/wood_rail_128.mdl" "" "models/swamp/woods/wood_rail_128_a.mdl" "" "models/swamp/woods/wood_rail_64.mdl" "" "models/swamp/woods/wood_rail_64_a.mdl" "" } }and now you need a stub file in "*//common/game/csgo/scripts/hammer/spcombinerules/qc_templates/example.qc" it eazy file
Quoteand now, need compile a map with Combine settings in VBSP -StaticPropCombine -StaticPropCombine_AutoCombine -StaticPropCombine_SuggestRules -KeepSources (for checking in hammer) -StaticPropCombine_ColorInstances (for checking after compile in game, it add random color for combined props)
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Swamp autocombine of props Hi Mapcore! Today, I want to show you, great stuff! I finally figured out the issue of auto-combination of props_static. I have a many props environment, tree, woods construction and others, and all built on a modular system. And I initially wanted that, as a result, they were clustered. But without the final problems and mistake at release.
QuoteQuote Completed static prop combine. 12 clusters of group "woodwall_planks", average 9.9 models 13 clusters of group "wallframe", average 5.2 models 51 clusters of group "swamp_woodroad", average 4.7 models 25 clusters of group "swamp_cypress_medium", average 5.7 models 27 clusters of group "swamp_cypress_medium_leaves", average 6.1 models 29 clusters of group "swamp_cypress_medium_moss", average 5.8 models 35 clusters of group "swamp_cypress_medium_branches", average 4.3 models Props combined away: 859 Cluster models built: 192
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