Posts by Vorontsov
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You use the arch tool. Let's say you have a wall that is 128x128 in lenght and height, width is irrelevant.
Now for this it would be ideal to have the grid size 128x128 also, so you copy the first wall over and put it two squares apart.
Now in the front view or left view (depending on where you can see the wall from eye height like this [] [])
Now you would want this arch to be 128x128 right? So it matches the wall perfectly etc.
What you would do is use the arch tool above the walls so it would go from one to another and thsi is still all done in 128 grid size. So now above the walls you would have a 512x512 block / arch waited to be created. But since hammer is retarded you have to double this amount, so resize it up to 1024x1024 and create the arch with the wall width of 128, degrees 180 and how many thingies is up to you, I go with 16 or 32 usually.
So bam, you create it and THEN you scale it back down to 512x512 above the walls and you have your perfect arch. Hammer is funky with stuff like that so you have to make workarounds to create the perfect arches you want to fit your fence or wall and so on.
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Hey guys sorry if this is supposed to be in the work release but I fugred it's better here since it's not a "work release", I uploaded what I have made so far to the workshop for one specific purpose; to let the lovely people with good eyes here at mapcore help me or give me feedback on certain things.
The only area that you need to pay attention to and give feedback is the CT Spawn to be honest, everything else is irrelevant. I am shit at lighting and I wish hammer had some sort of realtime thing or plugin where you could see what the hell you are doing with the light..
EDIT: I'm retarded and didn't add a workshop link to the steamcornmunity rofl. http://steamcommunity.com/sharedfiles/fi…s/?id=434732472
The feedback I'm looking for is mainly aesthetic I guess, as in "what to add, remove, change" etc. I feel like more than my set of eyes could be healthy. Thanks in advance.
The bumpmapping in these pictures are off for some reason.. well shit. I hope it will do anyways <3<3
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What is it?

EDIT: Still can't figure out what it was. It was an 11MB update for CS:GO SDK, I also got a small one for CS:GO in general.
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Quote from louie
Smoothing groups only work on faces that are connected in a 45 degrees angle or less.
Also how does your geometry look from above? because I tried it out myself like so:
[Blocked Image: http://i.imgur.com/QvviP7Z.png]
obviously with smoothing groups on all the rounded corners, but I ran into another problem when I made the top left corner as you can see here:
Quote[Blocked Image: http://i.imgur.com/2Ubmbld.png]
the solution i found is pretty impractical and weird but the corner you can see in the lower left corner is working correctly, as you can see here:
Quote[Blocked Image: http://i.imgur.com/yyodUNw.png]
I had to completely re-fit and readjust the textures and set the luxels to 4, I have yet to compile to see if it works properly but every luxel and so is now properly aligned atleast.
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As I was going to send you guys a vmf in a seperate file something weird happend, when I pasted into a whole new "project" just the walls for you the lightmaps changed themselves to ALMOST perfectly aligned. Maybe a weird glitch? I will look into this further first and if nothing helps I'll try sending you a .vmf.
Quote from esspho[Blocked Image: http://i.imgur.com/6wnSBdV.png]
You can clearly see that your textures are not aligned in horizontal direction. The alt+rightclick
method works like a charm on this. Simply highlight one segment and alt / rightclick the one next to it ... and so on.
Quote from essphoYou can clearly see that your textures are not aligned in horizontal direction. The alt+rightclick
method works like a charm on this. Simply highlight one segment and alt / rightclick the one next to it ... and so on.
Yes that's the point, the textures are perfectly aligned that's what I've been saying the whole thread but for some reason the lightmaps are not. Will try to fix this in several methods first and then maybe upload a vmf here if nothing works. Cheers.
Also, should I smooth corners like these together?
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The lightmap mode works if you texture in any other mode as you said, I went into lightmap mode after I had aligned everything and lowered the lightmaps a bit and for some reason they still weren't align, I'll try remaking the wall later and see if I get a different result. It's also indeed the CS:GO SDK.
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Textures are perfectly aligned (both upper and lower part) and I lowered the lightmap grid to 8, but the lightmaps are not aligned for some reason? Wat do
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Yeah I know my texturing, appreaciate it though. I will try lowering the lightmap grid in that case. Cheers.
Edit: Shit sounds cocky, what I mean is I'm intermediate / advanced with hammer, I just run into issues like these occasionaly
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I applied a smoothing group to this whole rounded corner
[smoothing Group 3]
This one aswell
[smoothing Group 2]
This one seems to work except for where the smoothing group ends, it's noticeable in the image. Halp pls?
[smoothing Group 1]
Imgur album incase you can't view:
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Are laggers with a shitty laptop welcome? I'm trying my best to do with what I have both in mapmaking & csgo.
I was MGE-DMG and then just completely stopped playing competitive ever since december 2014 and just focused on other things including learn how to make maps

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Well it's still a sort of feedback to be honest, to try and complete a map fully because you will get so much experience from that struggle. Don't do the mistake I'm sure a lot of us do / did and start something new. You must figure out how to change something in your map for the best instead of making a new one.
With that said, this layout looks simple but still very maze-y because of all the connectors.
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You are awesome for doing this, so mad love to you, don't really know what I would do otherwise, just a shame that I'm the only one asking questions
.Either way, what is the difference between $bumpmap and $normalmap?
One would assume that you should use $normalmap for your normalmaps, but everyone seems to use $bumpmap. What's the difference?
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Illegal immegrant for the 9th year now, I can't go back to Russia because I can't write in it, I can't cite the alphabet and I can only talk with words that I remember when I was 5 fucking years old. Also it's a shithole that hates minorities like my dad. Y u do dis Sweden, I'm Swedish in all ways a guy who doesn't come from Sweden can be. Except for ethnical, didn't have the luck to be born here..

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Quote from Vaya
can you upload the VMF here and I'll have a look at it tonight? It's probably your brushwork.
I really like when people do this and sometimes I would love to try and give someone else my project to help me but what is stopping someone from taking the .vmf and keeping it / using it as their own / publishing it etc? Is there some sort of protection against it on Mapcore or is it just based on moral and trust?

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Bump so it gets more visibility today
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Alright thanks fixed my normals, but how do I know the specular in it's alpha channel is being used? Do note that everything now is set up 100% correctly and should work, I just want to know for a fact that the speculars work too. Mat_specular 0 / 1 are not avaible commands in CSGO. Maybe some other command to check it?
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I hope people can clearly see what is wrong with this system, if not at that point you're just being a hipster going against "what's mainstream". This system is shit and no I'm actually very for people being able to charge for their mods, it should have been done differently though. A donate button maybe or a 90% cut to the fucker who worked his ass off to create the mod? If not for the modding community Skyrim would have died out within a year, and I'm not joking. It just wouldn't be fun anymore would it?



