Terri#21784
not that anyone cares tho
Terri#21784
not that anyone cares tho
Quote from Vaya5 hours ago, Vaya said: Cool idea but I'm sure it'll get bogged down quickly with unimportant issues
I think so too, first "bug" I looked at is a pipe with no collision? Pretty sure that is intended to make the level smoother to move around, so you don't get stuck on every little pebble around the map. As far as these graphical glitches go, I've never noticed some of them, I think it will take a lot of needless time + a lot of client updates to update and fix these as the list goes on (heavy for what they are at that).
Its probably best to submit stuff to the devs directly if anyone has some kindof-important bugs like bombstuck spots / those funny killzones.
Seems well made tho, and doing it for your own map in progress is a great idea, since there could be some very broken stuff before you publish like the Hogwarts glitch from mirage ![]()
"Its not a bug its a feature"
Name: Harry Godden
Nick Name: Terri
Map Name: DM-Ravine
Download: https://dl.dropboxusercontent.com/u/187567742/UT…t/dm-ravine.rar
“I agree that this content constitutes a Submission under the Unreal Engine EULA (https://www.unrealengine.com/eula ).”[/i]
It's not like moving Inferno to the reserves group is going to stop people playing it, I wouldn't really say they were 'forcing' people onto Nuke... I think its more for the next major tbh.
If your looking to buy substance painter anyone, painter 2 just came out and dropped all those with the first version a 50 percent discount on it, the steam sales by themselves only usually do a 30% discount on substance products.
I don't have a need to buy the second one since I cant see much that has changed, if anyone's interested just add me on steam /id/Terri00
[Blocked Image: http://i.imgur.com/GaV0RYv.png]
(15 day trade holds on my account offers, be quick if you want it!
/emoticons/[email protected] 2x" title=":)" width="15"> )
Quote from ShibouDisplay MoreIf you like to model, how about creating some of those for your church:
https://www.google.de/search?q=wasse…UY9AOMQ_AUIBigB
Another potential great asset that allready amazing church could be one of these great round windows above the front entrance. A very complex one like at notre dame would be overdoing it for a relatively small church, but there are simple ones:
http://www.schottlandreise.org/abbeys/stmagnus/stmagnus.html
Please hurry finishing the map, I cant await seeing the final result
I totally agree with this, the gargoyles would bring the church to the next level in terms of small detail, however would be pretty time consuming.
When I remake the church, again (going to work on it diagonally this time, instead of making the whole thing then rotating it creating horrible brush intersections everywhere), Ill set out with including a giant window on the front, steering towards a more arched design, like this one:
Quote[Blocked Image: http://www.schottlandreise.org/abbeys/stmagnus/05220100.jpg]
Thanks for your ideas! As for time, finishing this map is still quite a way yet ![]()
Quote from Bodd JonarName please?
Quotesky_csgo_night02
The skybox on the coop map actually switches itself automatically between 3 skyboxes and environment settings (skybox_swapper entity + fog_controller and stuff), probably based on some spawn flags from the lobby.
It uses:
sky_csgo_night02 (Early in the morning)
sky_csgo_night02b (Not sure, apparently clear)
sky_csgo_cloudy01 (Stormy)
** Do note, these sky boxes are edited versions of preexisting ones already in the game. sky_csgo_night02 is a dimmed version of the baggage sky, for example.
To do this, yes you can just paint the spots out in an alpha channel, or you can just erase the parts from the main texture, and leave a transparent background.
[Blocked Image: http://i.imgur.com/mN6OVw4.png]
I'm assuming by "not working", the material just seems to be incorrectly / not displaying the transparency in game, if this is the case, you can follow this little guide.
QuoteDisplay More1) Export your texture as a .png (it doesn't have to be png, anything that supports transparency.)
2) Using VTFEdit, import the texture using these parameters:
[Blocked Image: http://i.imgur.com/bgSMXDk.png]
3) Once you have created the VTF and VMT through VTFEdit, add "translucent" 1 to the vmt
[Blocked Image: http://i.imgur.com/BGUgKJq.png]
$translucent can cause some issues, and if the material doesn't fade from solid, to partially transparent to transparent, you should use $alphatest instead. This works well where materials have clean cut holes into them, like the image you posted from nuke.
[Blocked Image: http://i.imgur.com/r2SbXLR.png]
And here is an image from VDC explaining the problems with translucent
[Blocked Image: https://developer.valvesoftware.com/w/images/3/3a/Translucent2p.png]
Hope this helps!
Something is very wrong with the smokes, played a few games in matchmaking, appears that smokes are randomely showing up and disapearing for different players. Anyone else experienced this yet?
Playing royal wherever I threw my smoke it just diddnt show up.
Seriously, how does this stuff slip through!?!?
Quote from clankill3rDo faces with a nodraw texture add up to the brushsides?
Nope
QuoteInvisible brushes like triggers and even hint brushes count toward the limit. Faces like NODRAW do not count toward the limit. Faces textured with nodraw are removed during compile so ONLY it's collisions, boundings, and place in the world exist.
Quote from boomixNice, custom texture seemed to help. Now I have second problem, some kind of other bug with transparency.
Here small gif of the bug https://gfycat.com/PopularDistantGannet
hmm, looks like your still recoloring it with the FX color options.
I meant custom textures as in, you make the texture red itself, then you wont need to change it in hammer, unless this is a entity that will change color over time / triggers? Kind of confused on what your going for here.
Are you trying to change the texture colour?, for that your going to need to make your own textures, unfortunately. Source probably wont be able to handle this very well, and im sure the 'FX' options are in place purposefully for objects that will use transparency at some point.
Quote from poLeminI feel like the height of the clock tower is in weird proportion to it's width. I'd suggest to make it higher or thinner. Other than that, the progress looks very promising so far!
Thanks ![]()
Yeah, I see, I have some stuff planned for it. Here is the reference I have been working from (Its the church in the village of Redu, Belgium which I visited whilst on vacation)
[Blocked Image: http://i.imgur.com/A685fa4.jpg]
||| I will model these small windows
||| + ||| I am going to make these large liquid stains to fill where there is little to no detail
||| modify the window models to have the corner stones poking out, a bit like the building set (The bottom left windows) from the prior screenshots I posted
Also, I will be modifying the textures to match this image, as well as extending the clock tower slightly. I think it lacks height from my map's version where the spire is a bit taller and eight sided.
Hey, its been a while. I have some screenshots of some still WIP areas of my map:
I deleted most of the grey box buildings, they were getting in the way. Most of my time recently has been making these models and textures while learning my way around substance.
An old car (originally the Packard OneTwenty) 5K faces, 2048x textures
[Blocked Image: http://i.imgur.com/hcJugHS.jpg]
Having some trouble with Phong lighting in this one:
[Blocked Image: http://i.imgur.com/8eINLtY.jpg]
There is some broken shadows at the top where I forgot to remove the cast shadows tag. These were all substance textured then minor details added in photoshop.
[Blocked Image: http://i.imgur.com/ualTbJj.jpg]
Church, detail is pretty unbalanced, working on some sketches to fill the top of the bell tower and the trim areas around the roof. Bandstand went through a couple revisions before going to this form
[Blocked Image: http://i.imgur.com/56ZETtU.jpg]
Thanks for taking a look everyone :D, Hopefully I can get this project complete faster than what its progressing at now (I don't want to rush it either). Originally I intended the map to be finished November last year. :L
-Terri
In Hammer: Map > Load Portal File, go to that area and see if there is some crazy blue boxes going on, I don't know what might cause the black skybox, but anything that looks problematic (small / crazy shaped VISleafs) is likely to be it.
Try running the map without VIS, just to see if its an optimization problem, if the but is still there without VIS turned on, its not something to do with how the level is optimized, and then I have no clue.
Looks pretty cool, interested to see the final result of this!, did you make these assets yourself? (the rocks, and the blue crates etc)?
And also do you have an overview you can show us? ![]()