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  3. Vorontsov

Posts by Vorontsov

  • Texture stripes on brush.

    • Vorontsov
    • May 6, 2015 at 12:19 PM
    Quote from Naivi

    Vorontsov: Yeah sorry,i dont like it too when someone must help me with something which is very easy,but i was very stressed,nervous and confused about this for too long.


    Haha don't be sorry man, everyone starts somewhere!

  • Texture stripes on brush.

    • Vorontsov
    • May 5, 2015 at 8:21 PM

    It's amazing how you guys managed to help him out. I don't think I would have had the nerves to go the whole mile for someone who didn't watch every single hammer tutorial, I love this forum, maybe I should increase my good samaritan skills from you <3.

  • [CSGO] De_Urakka

    • Vorontsov
    • May 4, 2015 at 10:24 PM

    Not ugly at all, just very blocky and open

  • Overlay Bug?

    • Vorontsov
    • May 4, 2015 at 9:53 PM
    Quote from DrywallDreams

    That's texture lock, just hit the "tl" button on the top bar in Hammer.


    Isn't it supposed to be on by default? I reinstalled hammer after a new clean install of Windows 8.1 (64-bit)

  • Overlay Bug?

    • Vorontsov
    • May 4, 2015 at 7:20 PM
    Quote from DrywallDreams

    In the overlay's properties (on my phone, might not be totally accurate), set U start to 0, U end to 1, V start to 0, and V end to 1. Or maybe set scale to 1? I can't fully remember how decals surface UV info.


    I discovered that it's not only overlays, for some reason if I put some texture on a brush with an X texture in the middle for example and I move it the left, the X will be locked in the position it originally was an move the rest of the texture accordingly

  • Overlay Bug?

    • Vorontsov
    • May 4, 2015 at 6:26 PM

    Bump, I still have no idea why it tiles upon making it bigger or crops upon making it smaller. Volvo / Volvocore pls fix

  • Overlay Bug?

    • Vorontsov
    • May 4, 2015 at 3:55 PM

    Fixed, texture lock wasn't on natively after a fresh install for some reaosn.


    Shift-L or under the tools tab "texture lock"

  • What's going on with your life?

    • Vorontsov
    • May 2, 2015 at 7:18 PM
    Quote from laminutederire

    Don't worry time flies fast

    Thanks for the comfort hahah

  • What's going on with your life?

    • Vorontsov
    • May 2, 2015 at 1:06 PM

    Being 16 is much scarier yo

  • de_studio [CS:GO WIP]

    • Vorontsov
    • May 2, 2015 at 1:00 PM

    This idea is pretty awesome and original

  • Taking feedback for my map, workshop link in thread

    • Vorontsov
    • May 1, 2015 at 12:21 PM
    Quote from AkatsukiUK

    Ha yea that texture isn't great, but it was not as bright as it looked within the editor. Sketchup was essentially my grey boxing phase.


    Are you good with creating models for the source engine? If so how do you go about it? Sketchup / 3ds max? I'm shit with 3ds max and i would love to git gud but I have learned / applied a good process to get it into source with proper scale aswell

  • Taking feedback for my map, workshop link in thread

    • Vorontsov
    • May 1, 2015 at 10:42 AM
    Quote from AkatsukiUK

    Prototyping


    I liked it a lot but how does it feel to prototype and block out in hammer with such bright textures in the editor? Why not some nice combination of dev textures or having everything in nodraw and blocking out in lightmap grid mode or flat? I know people like to do things differently but those materials in the editor seemed a bit like a strain on the eye that was hard to see what you were blocking / editing

  • Taking feedback for my map, workshop link in thread

    • Vorontsov
    • May 1, 2015 at 10:38 AM
    Quote from Squad

    That being said, judging from the pictures it seems to be an office building. What kind of office building are you making? Modern? Oldfashioned (70's or so)? Any specifics of what Vorontsoff Industries produce/provide?


    I got the inspiration from the clean style of Mirror's Edge, I have in mind that the industries will produce something like biological weapons. I'm not sure how much of the map will be on the inside, I might change a lot.


    What are your thoughts on the CT Spawn so far? Does it look okay?


    Also am I the only one who has to fiddle around with console commands to get all the bump maps and such working perfectly or is there anyone else who went into the map and had no bump maps? If it's only an issue on my end then I know what it is (the autoexec) but for everyone else it's fine right?

  • Taking feedback for my map, workshop link in thread

    • Vorontsov
    • April 30, 2015 at 11:47 PM

    I appreciate that I alredy got two responses from high profile people who make good maps and have experience, thanks. When I uploaded this I had more in mind of "does this look okay, where do I need to change and what do I need to change, is the lighting as shit as I think it is" and so on. Yeah I was originally going to greybox everything but then this happend so I'm just going to finish the ct spawn up and greybox the rest of the map!

  • Taking feedback for my map, workshop link in thread

    • Vorontsov
    • April 30, 2015 at 11:27 PM
    Quote from Squad

    It's not about the map's description at all. You're asking for others to help, so the least you could do is post some pictures here. That's all


    Made the better decision and took some pictures before sleep instead so freedom land can judge it aswell!

    I put myself in a fucked up position because the compile that I took these pictures from aren't very outdated at all but small changes have been made, and the one in the workshop is the more outdated one. Since both of these versions (picture and workshop) I've made changes I guess you can say, but hopefully people can get a rought idea anyways!


    http://imgur.com/a/Vuszl

  • Taking feedback for my map, workshop link in thread

    • Vorontsov
    • April 30, 2015 at 11:17 PM

    Why are everyone obsessed with a useless description at this stage?


    I'll upload some more screens tomorrow but I fear that then people will just judge from the screenshots and make irrelevant statements rather than checking it out live for themselves. Gotta catch some sleep first.

  • Taking feedback for my map, workshop link in thread

    • Vorontsov
    • April 30, 2015 at 10:53 PM
    Quote from TheGuma

    Change the description, add some screenshots. These are my first suggestions before I download the map, mainly because my bandwidth is not that good


    45 mb (with custom material etc) and it's just to give feedback on the ct spawn.. I'm not going to flesh out descriptions and other stuff as of now

  • Taking feedback for my map, workshop link in thread

    • Vorontsov
    • April 30, 2015 at 8:34 PM

    Going to wait until later / tomorrow until someone gives me something to bite.

  • Taking feedback for my map, workshop link in thread

    • Vorontsov
    • April 30, 2015 at 5:39 PM

    5 subscribers still no feedback :<

  • [CS:GO] Shipped

    • Vorontsov
    • April 30, 2015 at 5:25 PM

    Hey catfood, I always get a huge boner from your process of making maps. Have you planned making a mini-tutorial or some explanation on how you go from greyboxing to fleshing out and then texture work and 3d models? Your 3d models also look great and just fit right into the map, but how do you make them perfect scale and such for CS:GO and how do you get them into CS:GO unless you use something like Wallworm in 3ds max. I heard of the .dxf but I'm not sure how to utilize it. Thanks.

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