Posts by Dosentti
-
-
I worked as a web programmer for a year and a half and during that time I had to set up myself all those environments for the projects. That was pain in the ass but after setting up the environment properly everything is so much easier. I would like to set up the hammer/csgo environment with all the custom textures, models and sounds so that I can keep those in my cloud drive and autopack it when I compile. That way I don't have to worry about deleting my work if I restore my windows or verify csgo gamefiles. (I actually managed to delete about 200h of my work because I hadn't set the environment properly.)
Few years ago when I was actively designing CS:GO maps (I'm not pro though), I tried to set up my custom gamefiles and pack them the way Tophattwaffle instructs in his blogpost Custom Content Without Contamination. I couldn't get it to work. So yesterday I tried again without success. Now I'm looking for a fix to the Tophattwaffle's tutorial or other alternatives of how to set all content in csgo/hammer/cloud drive and autopack it when compiling.
Problem this time was with my commands I guess. I got this kind of error:
My last compile log looks like this:
Spoiler
8 threads reading d:\mega_new\projects\farm2019\raw_content\maps\de_farm2019_layout.bsp reading d:\mega_new\projects\farm2019\raw_content\maps\de_farm2019_layout.prt 364 portalclusters 1033 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 370 visible clusters (0.00%) Total clusters visible: 64634 Average clusters visible: 177 Building PAS... Average clusters audible: 352 visdatasize:34619 compressed from 34944 writing d:\mega_new\projects\farm2019\raw_content\maps\de_farm2019_layout.bsp MSG_FILEWRITE - Filesystem was asked to write to 'd:\mega_new\projects\farm2019\raw_content\maps\de_farm2019_layout.bsp', but we don't own that location. Allowing... 2 seconds elapsed
[Reading texlights from 'lights.rad'] [17 texlights parsed from 'lights.rad']
Loading d:\mega_new\projects\farm2019\raw_content\maps\de_farm2019_layout.bsp 1191 faces 474564 square feet [68337312.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 1191 patches before subdivision 25533 patches after subdivision 9 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 1325183, max 329 transfer lists: 10.1 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(36077, 30540, 25732) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(2551, 2115, 1638) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(203, 166, 117) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(18, 15, 10) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(2, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0036 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10 Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 4/1024 192/49152 ( 0.4%) brushes 157/8192 1884/98304 ( 1.9%) brushsides 1081/81920 8648/655360 ( 1.3%) planes 642/65536 12840/1310720 ( 1.0%) vertexes 1732/65536 20784/786432 ( 2.6%) nodes 732/65536 23424/2097152 ( 1.1%) texinfos 98/12288 7056/884736 ( 0.8%) texdata 4/4096 128/131072 ( 0.1%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 1191/65536 66696/3670016 ( 1.8%) hdr faces 1191/65536 66696/3670016 ( 1.8%) origfaces 567/65536 31752/3670016 ( 0.9%) facebrushes 121/0 242/0 ( 0.0%) facebrushlists 1191/0 4764/0 ( 0.0%) leaves 737/65536 23584/2097152 ( 1.1%) leaffaces 1337/65536 2674/131072 ( 2.0%) leafbrushes 392/65536 784/131072 ( 0.6%) areas 2/1024 16/8192 ( 0.2%) surfedges 7936/512000 31744/2048000 ( 1.5%) edges 4403/256000 17612/1024000 ( 1.7%) LDR worldlights 0/8192 0/819200 ( 0.0%) HDR worldlights 9/8192 900/819200 ( 0.1%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 106/32768 1060/327680 ( 0.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 2022/65536 4044/131072 ( 3.1%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/1024 0/360448 ( 0.0%) LDR lightdata [variable] 0/0 ( 0.0%) HDR lightdata [variable] 787480/0 ( 0.0%) visdata [variable] 34619/16777216 ( 0.2%) entdata [variable] 4384/393216 ( 1.1%) LDR ambient table 737/65536 2948/262144 ( 1.1%) HDR ambient table 737/65536 2948/262144 ( 1.1%) LDR leaf ambient 737/65536 20636/1835008 ( 1.1%) HDR leaf ambient 3402/65536 95256/1835008 ( 5.2%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/446 ( 0.2%) pakfile [variable] 585318/0 ( 0.0%) physics [variable] 64351/4194304 ( 1.5%) physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 7e
Total triangle count: 3276 Writing d:\mega_new\projects\farm2019\raw_content\maps\de_farm2019_layout.bsp MSG_FILEWRITE - Filesystem was asked to write to 'd:\mega_new\projects\farm2019\raw_content\maps\de_farm2019_layout.bsp', but we don't own that location. Allowing... 10 seconds elapsed
In the end it also said:
"Need more parameters:
para[0] = Current output
para[1] = Output file"
But it didn't somehow save it to the logs.
My compiling settings look like this:
Spoiler
$bsp_exe -game $gamedir $path\$file
$vis_exe -game $gamedir $path\$file
$light_exe -textureshadows -hdr -StaticPropLighting -StaticPropPolys -game $gamedir $path\$file
<path_to_BSPZIPWalker.exe> "D:\Mega_new\Projects\Farm2019\Content\" "D:\Mega_new\Projects\Farm2019\Raw_Content\Maps\de_farm2019-filelist.txt"
<path_to_bspzip.exe> -addorupdatelist $path\$file.bsp $path\$file-filelist.txt $path\$file.bsp
Copy File $path\$file.bsp $bspdir\$file.bsp
($game_exe -windowed -w 1920 -h 1080 -toconsole -dev -console +sv_lan 1 -game "D:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo" +map $file)
-
This poll of mine didn't quite get as much answers as I was hoping.
But thanks to Bevielis I realized that I have a big problem with this map:
My detailing skills aren't good enough to polish mediocre layout and my current layout isn't good enough to polish my (below) mediocre detailing.
So I guess I'm going what he suggested (finish the map asap and start new) after this update but I wanted to test these layout fixes that I made.
Spoiler [Blocked Image: http://i.imgur.com/Zpr9Zli.jpg]
A lot of these changes need polishing and I had to delete some details that I had already done. They will be back if this new layout is better than the old one.
Here's imgur album with some reasoning about the changes. This version will be tested on mapcore playtest. Hopefully the demo system is in play already

-
Quote from Bevielis
3 hours ago, Bevielis said: What was it that you disliked about Resort? Visually it was easily above the operation standart for maps, the layout was simple and traditional with it's sharp angles and clean pathing, allowing the player's individual skill to show as opposed to unconventional real life spaghetti layouts that create a temporary fun factor in operation maps. Digging deeper into it, the detailing was textbook clean, so if you're one of those people who is legally blind and needs every texture to be a solid colour to see the enemy, this map suits your needs, furthermore it featured a moving physics ball - what more do you want?
I didn't realize my comment is going to bring up such a strong feelings
Resort was very good looking and I admired some of stuff in it from the level design point of view many times.However I disliked the layout. There was too much long sightlines and odd paths. Layout was simple yes, but it was also boring. I guess it's just that some maps you like and some you don't.
And... fyi I am one of those persons who find it hard to see enemy from some textures. I have been diagnosed to have slow focusing in my eyes (dunno how to say it properly in english) which makes it unbelievable hard to focus on enemy sometimes. But great to hear you mocking me about it

-
Quote from RivFader
2 hours ago, RivFader said: I would still enjoy a "Best of Operation" map rotation, though:
Zoo, Season, Santorini, Resort, Seaside, Agency permanently being available on Valve servers would be amazing.
It would be awesome. But Resort? I didn't like that one. Was that popular among people or is it just that you liked it?
-
I just gotta love new inferno. Especially A apps! I also like that construction is now wall-bangable and not so safe place to save.
Also great that some roofs has been removed (A bombsite and banana).
Of course there's still other stuff that's awesome but those were the top things for me.
However I'm not big fan of those haybales
They are almost as bad as mine
and I just started learning modeling 
-
-
Quote from Pampers
On 10/4/2016 at 3:58 PM, Pampers said: what limitations?
Sorry, I didn't notice your question until now. Umm.. dunno if you are familiar with source engine's textures. I don't know if the texture system is old or is it different than other game engine's texture system too. Anyways.. for example.. there's no height map, there's no roughness map. All reflections are a bit hard to create(at least for me) when you have to guess correct values for the parameters. Everything is named differentely and everything looks a bit second hand.
I generated today two textures with Substance designer 5 and I gotta admit it's pretty damn good tool. It's good for csgo also. At least for creating good diffuse texture. For normal maps it wasn't as easy as I wished, but it was doable.
Spoiler I don't know if this looks any good to you guys
But I was amazed how well it turned out. -
Quote from laminutederire
4 hours ago, laminutederire said: There's that and the fact that an overwatch case with spin bot are kinda obvious, which lead to uninameous and fast verdicts
I heard there are also cheats that can make it impossible for you to get to overwatch. I don't know if they are spin bots or what but that's what I heard. This makes it even more difficult to get banned.
I don't know if this is true but my gut says that there are some serious problems in csgo's security. I mean that things that should be protected aren't safe at all.
-
Playtests come with very little feedback since the demo system is broken so I have to "go wild" and hope someone answers in here.
- The fallen fence in T-spawn: Do you think the clipping is good or should I clip change the clipping or make it non-solid?
- The layout as a whole: Is it too hectic or compact or fast-paced? Is there enough places to relax and regroup? Are bottlenecks working properly?
- Breakable wooden window on B and B corners: Is there still too much corners on B to check? Should I remove the window or modify it?
- Middle area layout: This area is suppose to be hectic because I don't want mid that is too easy to control because otherwise it gives too big advantage to team holding it. Do you think it's anything like it should? After one playtest someone said it's too small. Is this general opinion?
- Something else: Is there something else that feels odd? details that should be removed? buildings that look bad? something to be added?
-
I see Substance Design is pretty HC tool. I gotta try it too. Is it any good with creating textures for csgo since there are so many limitations?
-
People have given me feedback that they cannot come back to game if they go to desktop while playing my map.
First time I heard this I was like "yea, sure.." because I mixed up "shift-tab" (steam overlay) and "alt-tab". So today I located the problem and fixed it.
I thought it would have been with my custom content but it turned out to be default texture blend_dirtleaves_forestfloor_wdetail. This is worldvertextransition texture that uses "%detailtype" parameter. The problem with this detailtype was that it didn't load those "details" it was suppose to. It would probably look better if I got it to work but I read about Detailtype from VDC and I gotta say, I don't feel very comfortable editing those files
Also, if I got it to work it could be too much for older GPUs because map doesn't have so well optimized fps due to so much open areas.Fixed version is not on workshop yet, because I will create more details, fixes and stuff to map before publishing it.
-
Farm II
I wanted to create this own thread for Farm II because Farm thread had a bit confusing starting post because it was about farm(1) and not Farm 2.
Farm 2 is designed to be a competitive csgo map.
Layout
Layout was "inherited" from farm1's layout with a lot of adjustments. Farm1's too compact and narrow spaced areas were expanded a bit and scale of buildings was changed to more realistic.
The layout was tested many times here on Mapcore playtest during last winter.
Spoiler [Blocked Image: http://i.imgur.com/WladgB7.jpg]
References
As a reference I visited my uncles' farm and my aunt's old farm. On those excursions I photographed mostly textures but also some buildings and details.
Still most of the references I have taken from the internet because I have taken too few pictures and I have gotten ideas that wouldn't have been possible to photograph myself.
Spoiler [Blocked Image: http://i.imgur.com/F8N9QO6.jpg]
Models & Textures
The ultimate goal with this project was originally to create all the textures and models myself (to learn stuff). I managed to get to do a piece of this project as a school project. So I worked 350 hours during the summer and got few areas done and learned a lot new stuff. As the project went further I abandoned idea to create everything myself and started using default textures.
Current version
During past week I had some time to spent again on the map and I made some changes based on playtest feedback.
Feedback
If you have anything to say about the map, say it. My biggest struggle with the map has been the lack of feedback so I'm really looking forward to have feedback no matter if it's good or bad.
Thanks to everyone that has helped me by giving feedback already!
-
Quote from MrTwoVideoCards
18 hours ago, MrTwoVideoCards said: There's a ton of stuff for authoring skydomes in UE3/UE4. It's more or less the same workflow.
Well.. if someone doesn't know how to make a custom skybox and he finds this great tutorial that Psyrius has written and his other option is to browse "ton of stuff" about different game engine I would advice going with this tutorial. It might be that skydomes are better/easier way to tweak the sky (and I'll definitely myself try it!) but on the other hand trying to find a proper tutorial is often so hard that it'll be easier to go with this one. That's why I would have wanted you to link a proper tutorial so that people wouldn't have to waste time. Also.. if you know how to do it, it would be even better if you made your own tutorial that applies completely to csgo.
-
Quote from MrTwoVideoCards
8 hours ago, MrTwoVideoCards said: I would highly advise using skydomes instead of editing/authoring skyboxes. Not only is it easier overall, but it also allows you to iterate changes to the sky in the event you need to do so. Being able to quickly paint in additional cloud highlights, sun glare, horizon fog, etc is great for rapid iteration. While it is not impossible with a traditional skybox layout/workflow, adding additional atmospheric layers can become tedious very fast, especially as you might find yourself re-exporting multiple textures, versus one.
Hmm.. It's always great to hear how to do stuff more efficiently etc, but in this case I bet I'm not the only one who could use tutorial. If you know one, please share link. Thanks.

-
Quote from kinggambit
On 2/26/2016 at 6:04 AM, kinggambit said: Just what I needed! Thanks! Does anyone know if there's a free alternative to Terragen? I'm testing out TG's trial and it seems great! Definitely will purchase in the future.
I actually don't know completely free alternative, sorry. But I just wanted to let you know that they just published new policy for student subscriptions. They give terragen 4 for free for students so in case you are one, you can get it for free.
-
Hmm.. I just downloaded de_farm2 latest playtest results and noticed that poll results are bit odd:
- Option 1 = Neutral, selected 9/11 times (81.81%)
- Option 2 = Like, selected 2/11 times (18.18%)
- Option 3 = Dislike, selected 2/11 times (18.18%)
So correct me if I'm wrong but 9+2+2 is 13. Why does it show total votes 11 if there was 13 votes?
I'm just wondering if my map got any likes or dislikes..
-
Quote from RA7
7 hours ago, RA7 said:
Spoiler [Blocked Image: https://i.imgur.com/yxVMYAP.jpg]
The left between the mountain and the field seems a bit empty and bland.
Yes, sorry I didn't remember to write that the map is still WIP. 3D skybox will fill that gap in there and I will create 3D skybox after layout is 100% complete so that I don't have to recreate it many times.
-
After yesterday's playtest I realized I underachieved with the summer when I created a lot of textures and models to this map. So today I sat down and took a look to the map...
I realized that I had changed few "minor" things(mid hay bales, garage routes, ct to A connector...etc) among one bigger thing (mid->dryer route) in layout and those little things messed up a lot. In playtest people opened up my eyes to see those too long sightlines in the map. So I took photoshop and placed latest radar (that got many thanks in playtest xD) in there. I drew all sightlines and tried to make few changes to cut those sightlines and make it more playable.
Here's imgur album of changes I made today. In the album I added some captions to explain what's the deal in each picture.
I also clipped some stairs and fixed some other minor things that came up during playtest. I'll try to make time to create new radar, fix some textures and update the map.
All feedback and bug reporting etc.. is very welcome. Thanks

-
Hello everyone,
as some of you probably remember I had a summer project for school in which I was suppose to finish part of this map (B-bombsite, B-long, Middle and CT-spawn. I had some problems during the summer and even though I worked 40 hours a week for the most of time I couldn't finish it as well as I wanted.
After 350 hours of work I finally got the file size a bit smaller. It was almost 400 MB, now it's 120 MB. So now the file size is doable but there are still two areas and 3D skybox that have to be decorated/built. There are also so much stuff that I would like to add (like smaller models and a ton of decals) but in the future we'll see how much I can add in there. Also don't get mad if I haven't added stuff that you suggested into the map. It's simply because I have prioritized updates (that doesn't affect on gameplay) a bit lower. So they are to come but later.

It would be helpful if someone could help with the file size. It's hard to find more stuff to shrink but I bet there is some.
So things I want to get feedback about[/b]
How to optimize file size even more The feeling: It should be a farm but does it feel like it? improvements: which details need more work? what should it look like? bugs: see black spots? transparent walls? stuck in the displacements You can also comment on layout but I won't change it anymore, it is what it is. Pretty much anything.. [/list]
I hope you'll like it.
Here are some screenshots in imgur album.
Here's the workshop link.