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Posts by Freaky_Banana

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • Freaky_Banana
    • March 2, 2016 at 5:46 AM
    Quote from NihiL

    If everything including crowbar fails then I can really only think of your studiomdl.exe being corrupt or maybe it just doesn't run on your computer at all or something, sorry!

    Okay I'll get this tested by a friend .

    EDIT: Just to ask though, where does crowbar take the model file from (the smd) ? As far as I can see, it is only the qc-file it uses and maybe my error has to do with that ?

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • Freaky_Banana
    • March 1, 2016 at 9:50 PM

    Ok thanks I'll look into that .

    EDIT: So now I know for sure that something must be wrong with the qc file. I have tried compiling with all three methods listed on the Valve developper site and nothing has worked. crowbar got stuck loading didn't react to anything anymore. Same thing when I tried compiling directly by dragging the qc file onto studiomdl in the bin folder. And of course the batchfile doesn't do anything yet either. I have rerwritten the qc file twice and that didn't help either.

    Has anyone got any more ideas ??? I really need them :) .

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • Freaky_Banana
    • March 1, 2016 at 9:21 PM

    Ok, now I understand . Thank you nevertheless even though it didn't solve the problem. One thing I should probably mention though, is that when I tried the english pathing names ("Program Files (x86)") it didn't show me the error of not knowing the paths but simply did nothing at all. I would guess it has to be the code therefore. But I checked that five times plus. So it's hard to believe I missed something. Anyways I'll post it in here:

    $modelname "de_oakwood/Radarkugel.mdl"
    $model "Body" "Radarkugel.smd"

    $staticprop
    $cdmaterials "models/de_oakwood/"
    $surfaceprop "Radarkugel"

    $sequence "idle" "Radarkugel.smd"
    $collisionmodel "Radarkugel.smd" { $concave }

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • Freaky_Banana
    • March 1, 2016 at 9:09 PM
    Quote from tomm

    maybe something to do with "Programme (x86)" ? could be an invalid path in cmd.

    tried this and it works:

    No xD. That's the german name for Program Files (x86) and anyways I have tried both versions already. Both showing the same error.

    What is the "-nop4" you've added into your file there for?

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • Freaky_Banana
    • March 1, 2016 at 7:50 PM

    Hey I am currently trying to create a custom model just following your tutorial. Everything went well, until I had to drag and drop the .qc file into the batchfile. When I did that the compiler did pop up, but it told me this: (sorry this is in german guys, my PC is set up in german)

    The content cannot be displayed because it is no longer available. Do you have any idea how to fix this ? Because I checked the directory path in my batchfile at least five times and it is the correct path to my csgo game folder and my csgo/bin/studiomdl and I do not even refer to my "workfolder" (as you call it) in any file.

    Help is greatly appreciated! Thanks in advance !

  • [WIP] de_canaveral

    • Freaky_Banana
    • February 29, 2016 at 6:01 PM
    Quote from jackophant

    Honestly can't and don't want to say much about a sketch.

    I'd like to reserve judgement and feedback until the greybox is live!

    Well probably this is true here ^^, but I'd yet like to answer Nihil in this case.

    Quote from NihiL

    First of all, thank you very much for the in-depth post @Freaky_Banana, your drawing helped a lot for me to understand your point better. I do see what you're saying but I'm not sure if this problem you're describing isn't also present on other popular maps. Can you for example try and explain how the same scenario would work out on de_cbble?

    Well, I am definitely not an expert on cobble (as well as midless maps so do not take my criticism for super intelligent ) and therefore I can not really explain this. I wouldn't even know where to look for a spot on which my criticism would apply as well .

    Quote from NihiL

    My first issue is that if Ts smoke A main they're just smoking themselves in pretty much? At that point they can only push the smoke (which has them at a big disadvantage) or go through balcony where at least one CT is looking. I see this situation identically on de_cache's A bombsite for example where balcony is squeaky door.

    For this one I think it's a lot about mindgames. Have one guy flashing into B about 5 or 10 seconds after smoking A main and one CT on A will probably start to rotate (this is of course dependant on skilllevel, but I think I am talking for the average GN matchmaking here and the map is supposed to play well for as many players as possible). It is supposedly the one who was looking A main before, since he is closer to B. This will leave one guy still watching actively for an A push from within the site, which should make for an easy time for Terrorists to flash themselves out of A main and get the moment of surprise (one CT has his back turned, the other is watching two entrances at once).

    Quote from NihiL

    As to your second point, the CT rotations post-plant, my logic was that every bombsite has three entrances which can be used for takes and retakes which seems to be the standard when I again think of any other map.

    I guess you are right here, To my disgrace I must admitt that I didn't think about the timings of the B take compared to CT rotations when writing the post...

    Then again I do think it may be hard to retake from lobby, if the way into B main is a stair, since the T in outside will always have a hardcore advantage over you as a CT pushing a (comparatively) narrow stair. But referring to Jackophant here, I guess we will just have to see how the playtest goes here.

    Quote from NihiL

    I don't want to sound defensive and dismiss your criticism, hopefully my post doesn't come across as such, my main problem is really that I don't see how your described problem doesn't take place exactly the same on other popular midless maps! [...]

    Cheers! Working on a greybox now!

    Don't worry you do not dismiss my criticism in any way. Even just taking the time to reply already shows me that you're thinking about it . And if anything then my criticism is extremely aggressive, really pushing strategies to the verge of what could ever happen in a normal game of CSGO .

    Last but not least: Wow I am hyped to see that greybox:dance: !

    Cheers!

  • [WIP] de_canaveral

    • Freaky_Banana
    • February 28, 2016 at 11:24 PM

    The content cannot be displayed because it is no longer available. Ok so here is my concern (just to elaborate the idea; sightlines are in brown for Ts, pink for CTs; standard spots I'd expect brown for Ts and blue for CTs)

    1. Ts smoke off A main (in your standard setup Ts don't even have to do this! a flash ould probably be enough)

    - Option 1: surprise push the smoke with flashes while also pushing balcony

    - Option 2: 2. pull the ramp guy towards dropdown

    3. B guys push while simultaneously balcony pushes as a lurk. He can kill the CTs rotating from A through CT (and they cant really push A main because of the smoke)

    By doing this we have three CTs left in B against 4 Ts with one rotating CT (who wasn't killed by the lurk yet ) caught in a firefight with the lurk on A towards CT. The dropper Ts should be able to kill the one CT (even if that means losing one T) and therefore doing a pinsirs movement onto the two CTs remaining in B (who are fighting against the outside and the B main T). This should allow for Ts to get an easy advantage over the CTs in the site.

    What I am essentially saying here, is that CTs should get intell with a sightline from below balcony into A main- connector-Lobby area to be able to prepare pushes better.These are just my thoughts though and maybe I am just overexaggerating the power of A main/connector as a rotation path to B.

    Anyways, cheers!


    EDIT: Oh and another thing, make the main CT entrance to B so wide, that it is not smokeable with only one smoke, otherwise that's two incredibly strong smokes winning the round for Ts!!)

  • de_contract

    • Freaky_Banana
    • February 28, 2016 at 6:25 PM

    ok. But then I would also block it off entirely.

  • de_contract

    • Freaky_Banana
    • February 28, 2016 at 5:31 PM

    First off, I haven't played the map, but judging from the screenshots, why not make the APC walkable? My only concern here is an awkward headpeak possibility.

    Otherwise the screenshots look really nice!

  • [WIP] de_canaveral

    • Freaky_Banana
    • February 28, 2016 at 5:24 PM

    I already love the layout (I am currently working on a rather similar one myself concerning A) and I bet the style would make for an awesome visual appeal as well.

    My only concern looking at the layout, is that B may be T-sided since you will always have the possibility of a pinsirs movement by Ts from control room. You will have to make the entrances rather narrow and easy to defend for the defending CTs (if its intended to have three CTs there that wouldn't be a problem though). Also the map will probably play very rush-heavy, since the CTs do not really get any intell on what is going on before the Ts all blow into the site. To avoid this problem it will be very important that A main is so open that CTs can gain control of the way from connector to lobby with sniper rifles when they push to right beneath the curved glass wall at A.

    But as I said I love the theme and the layout in general and this is really some very hypothetical nitpicking and these problems are probably easy to avoid. Oh and block the sightline from balcony to CT spawn with something fat on the rocketpad please, so that CTs have a chance to retake from multiple positions.

    Keep up the great work! Cheers!

  • [CS:GO] de_tiger (WIP)

    • Freaky_Banana
    • February 1, 2016 at 7:34 PM
    Quote from Jayslash

    I also changed the scaffolding in mid so that you can no longer walk on it. It really didn't serve any purpose other than filling space:

    Well one thing I noticed there was a rather cool sightline to behind the over-headheight box on CT side mid.

  • [CS:GO] de_tiger (WIP)

    • Freaky_Banana
    • January 28, 2016 at 4:41 PM

    Hey, I like parts of it. Especially the spawns have a good look already. Otherwise, I'd try to make the whole thing less square (some displacements on the floor and some detailing on walls).

    If you are simply looking for gameplay feedback: There are some ledges (i.e. there is one on the left just after exiting T Spawn) which you can not walk on. Actually it's all of those ones which are there to break up the visuals: Make them walkable. It's just extremely irritating. And there is this underpass (not the actual tunnel with the mining lights) with super low entrances which you can only get through right in the middle. Maybe lower the floor a bit further there. Also I wasn't quite sure what purpose the scaffolding in T mid serves after a certain point.

    Overall it looks enjoyable though. Cheers!

  • Problem with bullet block

    • Freaky_Banana
    • January 11, 2016 at 3:37 PM

    As far as I know, even a wall of 17 units cannot be penetrated by the AK or the M4 types. A change of one unit is barely even noticable in game really, so hopefully you won't have problems.

  • de_aqueduct new level in need of feedback BAD!

    • Freaky_Banana
    • December 16, 2015 at 12:47 PM

    No problem :) .

  • de_aqueduct new level in need of feedback BAD!

    • Freaky_Banana
    • December 15, 2015 at 3:02 PM
    Quote from maxlevelboi

    Updated my level with a mayor rework of bombsite B I could use a lot of tips and input on it : -) The graphical glitches and bugs where left there because of the fact that I had to rush this update


    By the way why are some props just SUPER bright?


    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/401182272580932128/AFE2CB503B686EFE51D9826188FC1358276DA1C9/]

    Their lighting origin is probably weird. just set info_lighting entities in a place which has lighting similar to the one you want on the prop (preferably place the entities close to the prop in direct line of sight), name the entity and go into the prop's properties. Select the right name from the dropdown menu at lighting origin. There you go ;), the prop should be properly lit.

    Cheers!

  • Portal 2: Abyss

    • Freaky_Banana
    • December 11, 2015 at 5:41 PM

    Looking great! I noticed a texture clash in the menu_test_02 video. It's high up in the middle of the screen at about 14 seconds, on the metal gate surrounding the entrance. But the rest of the menu looks awesome, so this is nitpicking !

    In the second video, I think I would indicate the way down a bit more. I personally would have never tried that jump, since game developers tend to clip off everything outside the main pathways and the gap doesnt look very wide (your head clipped through the metal at 24 seconds). So maybe you should use a bright color to indicate the way, or not have as much foliage hanging around there. But as I said, it's looking great !

    Cheers!


    ---------edit-------------

    I only now noticed how old this thread was :o . But as I am here, is there any progress, because this looks really promissing!

  • Counter-Strike: Global Offensive

    • Freaky_Banana
    • December 10, 2015 at 6:34 PM
    Quote from LizardPL

    Try using overlay tool

    but I can only place like ... what was it ... 50 or 500 in one level. And isn't the point of these decal_textures to use them as decals ?

  • Counter-Strike: Global Offensive

    • Freaky_Banana
    • December 10, 2015 at 6:16 PM

    guys, I am having a problem with my decals. They just seem to be extremely large!

    The content cannot be displayed because it is no longer available. The content cannot be displayed because it is no longer available.

    This seems to be the same with every texture... can anyone help me ?

    Cheers!

  • de_sawmill

    • Freaky_Banana
    • December 8, 2015 at 5:40 PM
    Quote from Quotingmc

    Thanks! Hoping to make a youtube video out of the progress shots. For now, some more screens:

    Hidden Content

    In the second screenshot I noticed, that the reflections on the metal look off. Have you added cubemaps yet ? If not so, do it it's incredibly easy and fast to do and has a imo big impact.

  • de_sawmill

    • Freaky_Banana
    • December 8, 2015 at 3:15 PM
    Quote from Quotingmc

    A lots has been happening behind the scenes. decided to go with a night-time setting. here is a quick gif of mid so far:

    [Blocked Image: http://i.imgur.com/nlVSq1b.jpg]

    I am totally digging it : 3 .

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