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  3. Harry Godden

Posts by Harry Godden

  • Day of Infamy Mapping Contest Discussion

    • Harry Godden
    • January 22, 2017 at 5:27 PM

    :D Cheers for hosting this contest, its been a great experience and will be great for a portfolio piece.

    Congrats to everyone else.


    Any chance we could see the points for each category on the maps?, like a raw points breakdown that the contest was judged on.

  • MapCore CS:GO Playtesting 5.0

    • Harry Godden
    • January 20, 2017 at 5:14 PM
    Quote from MinorThreat

    Just now, MinorThreat said: On the submission form it says, "Please take more time iterating your level before submitting again". Could you please explain what you mean by this? I've addressed pretty much everything that was raised during the last playtest.

    We generally request you wait at least two weeks before resubmitting. As well as this, after checking the map I concluded that there was not enough change on the level's layout to require additional play testing at this point in time.

  • MapCore CS:GO Playtesting 5.0

    • Harry Godden
    • January 16, 2017 at 11:34 PM
    Quote from jd40

    1 hour ago, jd40 said: @Terri, @Vaya I gotta ask about those heatmaps. Are they entirely auto generated or do you make a custom radar for it? Because the heatmap I got had a much better radar image than the one I packed into the map.

    I wrote the program so that it would convert it to grey scale, and decrease contrast to get the best view of the heatmaps :)

    This was just the first one that got unpacked from the bsp and then flattened in this way

    Added a flowmap to your folder but its offset, maybe this is an old radar that's still packed?

  • MapCore CS:GO Playtesting 5.0

    • Harry Godden
    • January 12, 2017 at 7:29 PM

    Hello, back again already!

    I've worked on a feature to generate flowmaps of the playtest. Heres an example on the map De_Aviv

    [Blocked Image: http://i.imgur.com/7j7cy8L.png]

    The intention is to help in the ability to see very clearly the common paths across the map, and high traffic areas such as chokepoints.

    I will be refactoring the code shortly to show off paths direction (colour fading along line), to increase readability!


    This is not available publicly anywhere else, so if you would like one of a previous playtest from the mapcore server, please contact me!

  • MapCore CS:GO Playtesting 5.0

    • Harry Godden
    • January 11, 2017 at 9:03 PM

    Hey everyone, small little update; I spent a little while putting together a bot for the discord server ( https://discord.gg/QndSg4f )

    The function of it keeps a live view of the maps that are going to be played, and posts announcements when play-testing is near. You will see this in the # announcements text channel

    Examples:

    Spoiler [Blocked Image: http://i.imgur.com/gjGzqgL.png]

    [Blocked Image: http://i.imgur.com/D3hUy2V.png]

    Hopefully this adds a bit of convenience :D

  • MapCore CS:GO Playtesting 5.0

    • Harry Godden
    • January 10, 2017 at 4:45 PM
    Quote from WhatGrenadeWhere

    7 hours ago, WhatGrenadeWhere said: @Terri Are your play tests for finished maps or a vast array of maps in progress? Would I get a 400+ ping from the US, West Coast?

    The map can be in any state as long as it functions, and has an acceptable visual quality (greyboxing is fine). US West coast would probably have an undesirable ping, I don't know much exactly. Server is located in Sweden.

  • [CS:GO][WIP] Tel Aviv

    • Harry Godden
    • January 7, 2017 at 3:44 PM

    When doing these kind of models I usually set these parameters:

    [Blocked Image: http://i.imgur.com/CS2xLN8.png]

    I'm not sure if Disable Shadows will make a difference or not, but Disable Self-Shadowing definitely does.

  • MapCore CS:GO Playtesting 5.0

    • Harry Godden
    • January 5, 2017 at 5:33 PM
    Quote from VIOLATION

    25 minutes ago, VIOLATION said: Just wondering, are the playtests still being recorded/feedback uploaded? It seems in the feedback folder there hasn't been anything uploaded since the 15th of last month so I'm just curious if this has been discontinued or missed or if you just have to specifically request this now.

    There was a large gap over the end of December for playtesting. Demos (hopefully working), feedback and heatmaps will all be uploaded for today's and last Sundays test.

  • Goals for 2017?

    • Harry Godden
    • December 27, 2016 at 11:38 PM

    - Build a good portfolio

    - Finish GCSE's and go to college

    - Start making a small game (after cs:go maps done :P)

    dats about it really

  • Can you use Source SDK as the most current engines?

    • Harry Godden
    • December 24, 2016 at 4:52 PM

    Hehe, I tried doing this at one point, as voro said it doesn't work, and for me hardly at all :P

    And as well as bad lighting, you will get a whole new set of errors.

    Valve's de_nuke is a very good example of the brush to model ratio that should be used for best results :)

  • Day of Infamy Mapping Contest Discussion

    • Harry Godden
    • December 23, 2016 at 12:18 AM

    Good luck everyone who submitted!!!

    Time to take a nice break.

    :D

  • Brest

    • Harry Godden
    • December 22, 2016 at 4:10 PM

    A video of Brest from start to finish :)

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  • Radar issues

    • Harry Godden
    • December 22, 2016 at 11:23 AM

    Needs to be VTF DXT 1, its not the same as CSGO.

    The radar VTF + VMT should be in materials/overviews/


    Edit your resource/overviews/Operation_Harbor.txt to look like this:

    "operation_harbor"{ "material" "overviews/Operation_Harbor" "pos_x" "-14001" "pos_y" "8135" "scale" "13.00"

    grid_divisions 10 // number grid rows and columns grid_dark 1 // use dark grid}


    Your VMT for the radar should also look like this:

    UnlitGeneric { $basetexture "overviews/Operation_Harbor"

    $translucent 1

    $vertexalpha 1 $ignorez 1 $no_fullbright 1 }

  • Brest

    • Harry Godden
    • December 11, 2016 at 12:17 PM
    Quote from will2k

    2 minutes ago, will2k said: Looks great

    Just make sure to have it as cheap as possible (textures/polys/...) otherwise it might start to affect your fps if it's too detailed or there are several parts like this one in the 3D sky.

    Yeah its around 2 - 3 thousand faces, but i'm hoping having it as an unlit material will make up for the performance loss

  • Brest

    • Harry Godden
    • December 9, 2016 at 10:00 PM

    Today I did a pretty huge change to the 3D skybox, I'm now very satisfied with how it looks. As it's all mesh now, I baked all the lighting information from a cycles render (256 samples) into these textures and it looks fairly realistic :)

    [Blocked Image: http://i.imgur.com/SJvrXQ9.png]

    Previously rushed version looked like:

    Spoiler [Blocked Image: http://i.imgur.com/e6ILJro.jpg]

  • MapCore CS:GO Playtesting 5.0

    • Harry Godden
    • December 9, 2016 at 5:25 PM
    Quote from Gooby

    2 minutes ago, Gooby said: I can't watch the demo... it keeps spamming "Update delta not found." and the demo gets stuck in the first 10 seconds. :( help

    Damn, this was a problem before and I thought I fixed the issue with the server, I'm really not sure what causes it and as far as I know there is no way to actually play demos like this.

    Sorry for this, hopefully you can get enough info on your map with the feedback that was left in the text documents. I will have to look again into this issue

  • Reskinning Valve models

    • Harry Godden
    • November 30, 2016 at 6:46 PM

    This is probably down to the reference .smd linking the wrong texture name.

    Try opening urban_tree_giant01_autumn_reference.smd and replace the original .vtf files with the new texture file you have.

    You can see it here in an smd I have:

    [Blocked Image: http://i.imgur.com/CbYtfW6.png]

    (Notepad++)

    Try replace the old texture name and see if that works. + Make sure the .vmt is VertexLitGeneric!

  • Reskinning Valve models

    • Harry Godden
    • November 30, 2016 at 4:46 PM
    Quote from Utzel

    3 hours ago, Utzel said: $CDMaterials ""[/i]

    Open up "urban_tree_giant01_autumn.qc"  Your going to want to change this line:

    $CDMaterials ""

    to:

    $CDMaterials "props_foliage"


    And then in the same file change this line to whatever you want your model to be called, you don't need to copy the already existing files around, when you compile it will make them for you. You shouldn't need to rename any model files, just change this line and it will change the model name :)

    $ModelName "props_foliage/urban_tree_giant01.mdl"


    You should then just be able to compile like so:

    [Blocked Image: http://i.imgur.com/UxnBioL.png]

  • Counter-Strike: Global Offensive

    • Harry Godden
    • November 29, 2016 at 6:52 AM

    Paha valve actually made glove skins, CSGO becoming tf2 more and more every day :P

    But I do think some of these look awesome

    [Blocked Image: http://i.imgur.com/qFvPeOx.png]

  • Reskinning Valve models

    • Harry Godden
    • November 28, 2016 at 11:07 PM

    First of I am going to assume you have knowledge of how models and textures in source work :P

    - How I would go about it:

    I would recommend downloading GCFScape from Nem's tools, you can find it here: http://nemesis.thewavelength.net/?p=26

    Then you can open pak01_dir.vpk in C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\pak01_dir.vpk

    This is where all the packed texture files and model files are stored.

    [Blocked Image: http://i.imgur.com/swJg5xA.png]

    You will be able to drag these out into a folder and edit them after you convert them to a png / tga with VTFEdit.

    From there you should use crowbar to decompile the model, make sure you get the .mdl, .phy, .vvd and .vtx files into one folder in order to decompile

    [Blocked Image: http://i.imgur.com/gjTiBL3.png]

    this will give you necessary SMD's (in the decompiled0.24 folder it makes) which you can import into you're modelling software if you wish to make changes that way, and a necessary .QC file to quickly recompile the model again using crowbar.

    [Blocked Image: http://i.imgur.com/OGSpk27.png]

    Make sure you edit the QC in a way where it will match your new texture file locations and change the model path to something new :)


    I don't know if this is the best way but certainly the way I would do it. Also as far as I'm concerned I don't think valve mind if you do this, just as long as it stays in cs:go (I think). I don't see why there would be a reason against it.

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