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Posts by Lizard

  • [CSGO] Block flashbangs WHILE being 100% penetrable?

    • Lizard
    • January 4, 2017 at 9:23 AM
    Quote from grapen

    1 minute ago, grapen said: No idea, video is unavailable :D

    Check it now. Should work :)

  • [CSGO] Block flashbangs WHILE being 100% penetrable?

    • Lizard
    • January 4, 2017 at 8:41 AM

    https://www.youtube.com/watch?v=qfALo2FuUDg&feature=youtu.be

    Is this what you are trying to achieve? @grapen

  • [CSGO] Block flashbangs WHILE being 100% penetrable?

    • Lizard
    • January 3, 2017 at 11:03 PM
    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.

  • [CSGO] Block flashbangs WHILE being 100% penetrable?

    • Lizard
    • January 3, 2017 at 10:34 PM
    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 :D So Toggle is fine The only thing I changed was the render mode.

  • [CSGO] Block flashbangs WHILE being 100% penetrable?

    • Lizard
    • January 3, 2017 at 10:23 PM
    Quote from Squad

    3 minutes ago, Squad said: Neat. What about the solidity?

    It will block player if that's what you mean.

  • [CSGO] Block flashbangs WHILE being 100% penetrable?

    • Lizard
    • January 3, 2017 at 10:17 PM

    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]

  • Day of Infamy Mapping Contest Discussion

    • Lizard
    • December 23, 2016 at 12:35 AM

    Hi everyone! I want to say two things. Thanks for hosting such a great contest and good luck for all the contestants :)

  • POTUS 2016

    • Lizard
    • December 22, 2016 at 1:44 AM
    Quote from (HP)

    2 hours ago, (HP) said:

    This is either a good joke or someone is really really stupid.

  • Day of Infamy Mapping Contest Discussion

    • Lizard
    • December 21, 2016 at 5:35 PM
    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?

  • Day of Infamy Mapping Contest Discussion

    • Lizard
    • December 21, 2016 at 3:49 PM

    Is it me or env_wind is not working at all on Day of Infamy?

  • Brest

    • Lizard
    • December 19, 2016 at 11:46 PM
    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 ...

  • Brest

    • Lizard
    • December 15, 2016 at 8:50 PM
    Quote from OrnateBaboon

    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!


    Display More

    Thanks for your feedback @OrnateBaboon Will look into the issues :)

  • Brest

    • Lizard
    • December 14, 2016 at 5:37 PM

    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!

  • Brest

    • Lizard
    • December 4, 2016 at 6:29 PM
    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

  • Brest

    • Lizard
    • December 3, 2016 at 11:31 PM
    Quote from Serialmapper

    29 minutes ago, Serialmapper said: Why the light_environment's direction and colour doesn't match the skybox texture? (the most obvious is in the first screenshot)

    Just because :D

  • Brest

    • Lizard
    • December 3, 2016 at 7:51 PM

    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]

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

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

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

    [Blocked Image: http://i.imgur.com/v5jYnDP.jpg]

    [Blocked Image: http://i.imgur.com/Rhnt3Mt.jpg] Our lovely river:

    External Content www.youtube.com
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    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.
    Update coming in ~ 3 hours :) ~

    Valve Time TM

  • Brest

    • Lizard
    • November 30, 2016 at 12:41 PM
    Quote from Vaya

    20 minutes ago, Vaya said: Thanks for the feedback guys. Playable version getting updated this week, honest!

    I can confirm !

  • Counter-Strike: Global Offensive

    • Lizard
    • November 29, 2016 at 2:49 PM

    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.

  • Day of Infamy Mapping Contest Discussion

    • Lizard
    • November 26, 2016 at 1:59 PM
    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...

  • Day of Infamy Mapping Contest Discussion

    • Lizard
    • November 26, 2016 at 1:38 PM
    Quote from zastels

    Just now, zastels said: Radius culling can cause this. The red R at the top of Hammer.

    As you can see its off.

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