Messing around with the idea of a cs_office, might be cool?
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Messing around with the idea of a cs_office, might be cool?
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am_chicken complete, I get it, it's a wip thread but creating an entire thread about this?
http://steamcommunity.com/sharedfiles/fi…s/?id=860768797
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Minus a few shadow bugs I'll have to recompile for, it's done ![]()
Quote from WhatGrenadeWhere14 hours ago, WhatGrenadeWhere said: @Thewhaleman That's one big ass cock of gold, lol. I gotta snag the pic and send it to Eight Thoughts (YouTuber). Looks nice though. And the chicken fish. Hilarious. How's Rooftops coming along?
Thank man, chicken fish was super fun to make to be honest. Also rooftop's Layout is, probably, done. I'm strictly on detailing, so lots of work. Taking a break to work on the chicken map, cause it's nice to take on small projects you can start and finish in less than a month.
Been taking a break from normal stuff to work on something a little more serious.
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It's an am_map I am hoping to release sometime nest week. Still have a few more props to make, and some small tweaks and house keeping, but the main area is basically done.
But does it have chickens? In all seriousness look rad, can't wait to play it ![]()
Quote from Pink Flamingo20 hours ago, Pink Flamingo said: Guys i dont know is this the place but i have some questions about blender and hammer sdk. I have some detailed and textured 3d models in blender and i want to export and use in my cs:go map. But the problem is there is no up-to-dated tutorial for that. I can export to smd file via source plugin in blender. But some guys on forums says " you need to have a texture." Well hey! Its already textured" How can i split uv material from 3d object in blender. If someone knows or did this before, please help me. That would be awesome.
Correct me if I am wrong, but you've texture your model in blender, and now you want to export that? If so you're going to have to learn about baking textures, it's not terribly hard, but I think that's what you're asking.
More models for de_rooftop....Feels like this never ends.
Rainbow plastic bins!
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Also rainbow spray paint cans!
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Boring utility box...
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Cool graffiti utility box.
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just keep swimming, just keep swimming.
Quote from AndyW15 hours ago, AndyW said: Looks good, maybe a bit too clean! I would suggest to add color-drips and color-fadeings (and maybe some half-footprints) to the floors (just next to the painted walls).
Like in this picture:
Theres always a good amount of color dripping/spraying down to the floor
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I was extending the graffiti sprays to the floor but the issue became file size. The amount of graffiti planned is going to take 50mb+. I am also creating a lot of custom props and textures that make the file size pretty big. I decided that needed to reduce map file size, ground effects were one of the things to go. I think when I was trying to calculate with floor "dirt" it goes up to 80mb+ of graffiti files.. I might try to create a generic floor decal that can be repeated, or at least placed in select locations to better sell the effect. That'll have to be towards the end of the map, see how much room I can spare for stuff like that.
Graffiti getting closer to final product........
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V6 is live.
Workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=691608815
Radar
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Outside T spawn
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Garden
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T spawn
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Layout progression.
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ingame
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before texture
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fan.
Csgo has real time reflection, water for example uses it. There is also func_reflective_glass. Not a good idea to use it, and it's overkill. tomm is correct, use phong and nothing else.
De_Rooftop ( Pending Name ) is a map set in Hell's Kitchen, Manhattan atop the rooftops.
Public Version: 5.1
http://steamcommunity.com/sharedfiles/fi…s/?id=691608815
Version 5.1: After several tests with different groups the map layout is finally in a playable state. I will start detailing locations that are not likely to change and looking at refining other places I don't think work well.
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Version 6 Sneak peak:
Spoiler Currently being pushed for development is T spawn, seeing as there is no huge issue in timings I don't see this area changing a lot in the coming updates, so it'll be a huge focus of v6. With v6 I will also be making some changes to mid 2 B, I just don't like it, along with removing some OP angles and fixing up some prop placement v6 will be a good step forward. Feedback on v5.1 would still be highly appreciated. Here is a pretty gif.
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Any Feedback would be awesome.
Quote from VorontsovOn 10/10/2016 at 4:09 PM, Vorontsov said: How do you do that? I can't get my goddamn plastic wrap to work, it's similar to this one. It's been like three months. Spoonfeed me please
I used blenders simulate cloth tool, then tweaked with sculpting stuff. High poly made the bump map while low poly was achieved by using a decimate modifier. As for the plastic material, it mostly relies on Phong and a small bit of reflection, and barely any texture at all.. GLHF
Plastic sheet prop for csgo.
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In the map.
Last playtest went so well I am confident to start really detailing my map, well baby steps atleast. T spawn, with first custom model! [Blocked Image: http://i.imgur.com/r2U8VLv.jpg]
Still need a few more custom props, and some more decal work, but damn it feels good to be making things look pretty!
Trial and error for the most part. Normally I start with good old pen and paper, I just happen to have a tablet so that's what I used. I try to design a cool feature into the map at this point, in my example this is a giant "hole" in mid, since the theme is New York rooftops this works really well to make my map different.[Blocked Image: http://i.imgur.com/ZCcwhdQ.jpg]
At this stage I already know there will be flaws and issues, but the main point is to run around the map, get rough timings for the map, and to better understand the flaws I was mentioning before. I got a mid ( kinda ), connectors, sites, ct and t. I should also mention a good amount of time has been looking into reference material, reference material can be a good resource to draw from when you're thinking about the architecture of your map. From here you start fixing anything you think doesn't work.[Blocked Image: http://i.imgur.com/40XIlIc.jpg]
This is the current version of my map, completely different. You can still see where my original ideas inspired the current version, but everything is different. My best advice is to put something down as fast as you can, either on paper or in the game. By time you finish your map, what you originally put down will be all but forgotten. You will never make a good initial layout, it will never feel good, it will never work. You just gottah' stick with it, and continue to tweak and revise until something starts working. Good luck my friend!
EDIT: clarity.
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More graffiti, waiting to finish off this wall until I know that the door placement and stairs is where going to work or not.
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