Posts by Lizard
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https://www.youtube.com/watch?v=qfALo2FuUDg&feature=youtu.be
Is this what you are trying to achieve? @grapen
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Quote from grapen
9 minutes ago, grapen said: I'm not able to make it work, I copied the settings in your screenshot and tried 'toggle', 'never solid', 'always solid' inputs in the Solidity setting. Is there anything else I'm missing?
what do you mean by "not working" does it render? Like I said before, I only changed the render mode. Also set fx amount to 0 but this should not be the issue.
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Quote from Squad
3 minutes ago, Squad said: Sorry, I meant what setting does the solidity parameter needs to be for it to work?
[Blocked Image: http://i.imgur.com/HXiYshH.jpg]
Ekhm ... I used the default one
So Toggle is fine The only thing I changed was the render mode. -
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I did a small test and a func_brush with "Don't Render" Render mode blocks flashes completely. Grenade and the effect.[Blocked Image: http://i.imgur.com/AYLiKni.png] And its penetrable[Blocked Image: http://i.imgur.com/lqBuiI8.png]
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Hi everyone! I want to say two things. Thanks for hosting such a great contest and good luck for all the contestants

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Quote from (HP)
2 hours ago, (HP) said:
This is either a good joke or someone is really really stupid.
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Quote from Xanthi
7 minutes ago, Xanthi said: The purple and black checkered textures on csgo props should be fixed in our next patch.
@Lizard env_wind should work in Day of Infamy. Though env_wind can be a bit buggy sometimes, when switching from one map to another.
I noticed that some of our custom trees are not acting with wind. Is this possible to be a model issue?
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Is it me or env_wind is not working at all on Day of Infamy?
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Quote from Vaya
1 hour ago, Vaya said: [Blocked Image: http://i.imgur.com/fiAOdEN.png]
Terri made a sign to stop people drowning themselves

Good guy @Terri . You made a world a better place ...
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Quote from OrnateBaboonDisplay More
17 hours ago, OrnateBaboon said: Looking good guys. Couple of things stand out to me.
The paths around the church look a little narrow (especially in the corner). It is almost as if a single person would find it hard to walk on the pavement without having to shimmy up against the wall. The other thing is the two pillars at the edge of the ramp. They don't appear to serve any real world purpose.
Maybe something like this could work better? Excuse crappy PS work please!
Thanks for your feedback @OrnateBaboon Will look into the issues

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Hello once again! For the last 2 weeks we were trying to improve some of the areas of the map visually and gameplay wise. We all agree that the church part of the map could be done better. So here it is Here you have a comparison with an old oneCOMPARISON[Blocked Image: http://i.imgur.com/vpTLxbZ.jpg][Blocked Image: http://i.imgur.com/bpazpb1.jpg][Blocked Image: http://i.imgur.com/DgrdLzC.jpg][Blocked Image: http://i.imgur.com/kdGHyZz.jpg] Also we added a small path behind the church. Regards!
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Quote from will2k
8 hours ago, will2k said: I'm really liking the direction this map is taking and shaping up; props to you guys (no pun intended)

serialmapper has a point though as the environmental lighting direction being the opposite of the sun's position cannot be...unseen

You could change the skybox or the lighting setup, however, one way to deal with this (if you really like this skybox and don't want to change the lighting angles) is to edit the skybox texture itself (photoshop, Gimp...) and repaint the sun in the correct location for your map's settings. You would need to save the skybox texture under a different name but it should be a small price to pay.
Best of luck and looking forward to more progress and beauty shots.
Yeah I noticed the second sun on the screenshots because you are not able to see both of the suns at the same time playing on the map
We will fix it sometime soon. ~~EDIT~~ Map has been updated !http://steamcommunity.com/sharedfiles/fi…tscn=1480892086 -
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Hello everyone ! We are very close to pushing big update today.Changes:[Blocked Image: http://i.imgur.com/VWJZ3Nd.jpg][Blocked Image: http://i.imgur.com/l8LAfMO.jpg] Graveyard:[Blocked Image: http://i.imgur.com/yyiwA17.jpg]
Now some of the newest screenshots:[Blocked Image: http://i.imgur.com/uoxDt2B.jpg]
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[Blocked Image: http://i.imgur.com/Rhnt3Mt.jpg] Our lovely river:
Update coming in ~ 3 hoursExternal Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
~Valve Time TM
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I would like to see a Valve handled competition to remake reverse group maps and then including them into the game. I like gloves, they looks very nice.
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Quote from zastels
54 minutes ago, zastels said: I didn't see you added the top bar at the very bottom of all the pictures. Is it possible the detail controller entity is causing this?
Edit: If these are custom models, do they come with LOD's, and are they set properly?
It was fine before I formatted my PC 3 days ago. ~~EDIT~~ SOLVED[Blocked Image: http://i.imgur.com/zH0GXJE.png]
It was Screen space object culling option exclusive for Insurgency/DoI hammer i guess...
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