If a modder wants to be payed for his work there is nothing stopping him. Currenly he only gets 25% on steam from the content he fucking made rofl, and it's given to you through steam I believe, not any actual real life compensation. Also there are people uploading other people's mods alredy, and now people have an incentive to pump out mods just for cash instead of passion.
Posts by Vorontsov
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How do you properly activate a normalmapalphaenvmapmask?
"$normalmapalphaenvmapmask" 1
or
"$normalmapalphaenvmapmask" "1"
I'm not even sure if my normal map + specular map are on.
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Yeah title is supposed to be .VMT and .VTF. Thanks for the tip, will try this as I can't even get a basic normal map working.
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I'm not sure if there is one so I guess I'll start one where people can come and go and ask questions / anwser them.
My question: in VTFEdit when you create a .VMT file there are no obvious options, atleast not how I understand them. I have a diffuse texture, normal map, specular map and a displacement map. I do not know how to implement these properly in the .VMT creator. There are also confusing options like there being "Bump Map 1" and "Bump Map 2" as well as "Normal Map", so if I wanted to add the normal map to my texture which option should be chosen? And how do I implement all my maps into one texture?
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[LINK REMOVED]
Pick 2012 or 2015 / Latest one.
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3ds max is very expensive, but very good. If you do get the paid version and learn it inside out you won't regret it, but if you want to try it out / can't buy it nobody will blame you for pirating it either. The easiest way that I know of is using 3ds max and using a plugin called Wallworm that is specifically made for the Source engine pipeline (I think that's how you call it). So you can model and texture inside there and export it to Source with this godlike plugin.
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Quote from spence
I think this is the same issue as your other thread, the normals are flipped so you are seeing them on the 'back' of the arch instead.
The shell modifier will add extra faces and if you are doing this to fix the problem you are at least doubling your tri count for no good reason

You can select all of the polys and flip the normals like HP suggested in the other thread, this way you will only be using the tris that you need...it seems like the player won't see the 'back' of the arch, so there is no reason to have any geometry there!
Will do when I remake the model. Thanks for the tip.
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Quote from Logo
Fix do what he is doing in his video time 4:54
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.You need to add a shell modifier on your object
It worked, spasibo!

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Hey all, I hope I'm not bothering anyone with threads like these but I ran into something that hasn't happend before. I will explain how I created my model first if it's any help:
1) Exported a .vmf archway from Hammer to 3ds Max.
2) Converted to polygons and cleaned the model up, uv mapped and textured.
3) Exported to CS:GO SDK / Hammer through the Wallworm plugin in 3ds Max, it works flawlessly and I don't think that's the problem.
So here is my problem, as you can see my textures are all fine in 3ds Max
[Blocked Image: http://i.imgur.com/tzbnknS.png]
[Blocked Image: http://i.imgur.com/9uXlcOX.png]
But when I got them into CS:GO SDK the textures were inverted, they were supposed to be only seen on the inside of the arch but instead they are seen outside of the arch and the inside is invisible as you can see in these following images.
[Blocked Image: http://i.imgur.com/J2zdLsJ.png]
[Blocked Image: http://i.imgur.com/rVNU0dh.png]
[Blocked Image: http://i.imgur.com/rXYRAsZ.png]
Thank you in advance. Please tell me if I am breaking any rules, I have been lurking this forum but registered recently. I really like this community and I have gotten help with other technical issues alredy.
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Quote from (HP)Display More
Each polygon has a normal.
Normals are the direction of which the face is pointed at, right now your geometry has the normals facing inwards, and you have backface cull turned on.
http://knowledge.autodesk.com/support/3ds-ma…216EA1-htm.html
You can flip the normals of a face, here's how:
[Blocked Image: http://i.imgur.com/cObdoqz.jpg]
(You can also use the Normal modifier, and tick Flip Normals on)
Also, if you right click the object, and go to it's properties, turning off backface cull can actually help, since it'll show any faces that are flipped as a black face. I have this turned on by default in Max's settings, this doesn't really do anything to the object, it just changes how you view faces normals.
Thank you so much!!! <3<3
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I got the basics down of 3ds max etc but that's not what this is about
I think I accidentally pressed some hotkey that made all my polygons hollow/see-through and I don't know how to revert it. It happend about a month back aswell and I had to reset my whole 3ds max to get rid of it. Any help?
Pic Related
[Blocked Image: http://i.imgur.com/5x2b1v8.png]
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Hello everyone, these are all my maps that I have worked on (from first map to latest map), none of them are complete however. You can use them for any purpose really, even upload it to the workshop. There is just one small thing I ask for though: credits. You can probably tell what my first map was, it was the aim map which is why it's kinda shit. The more I kept making the better and better I became. De_infernal is my latest one which is why it has SIGNIFICANTLY improved in quality.
The reason I'm doing this is because I feel like I won't get around to completing any of these so I'm going to start a new big project from scratch. Thanks, have fun with it!