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  3. Psyrius

Posts by Psyrius

  • Forest [Custom Gamemode] [WIP]

    • Psyrius
    • December 24, 2015 at 7:09 PM

    As some of you may know, I want to take an education in 3D-graphics. The school I want to take education in have pretty high standards since they have a close relationship with some game developers here in Sweden and there's a high chance to get a job after the education. So they want to make sure the students they accept are persons suited for this. They suggested me to have something I've made to show them when I send in the application form to increase my chances getting accepted.

    So therefor I began working on a little forest scene. While working on it, I felt it would be a shame if I don't upload it to the workshop when I'm done. Maybe someone want to take a little walk in my forest. Who knows? And then I felt that would be kind of boring... Put in spawns for deathmatch? Too simple... Make my own gamemode? Hmm...

    So I've also been working on a crate spawning system which contains weapons. And I want some kind of system in the middle of the map that awards the player/team. I've been working on a system that add points to the player/team, however it needs more work. So my idea is to have the crates containing weapons spawn in the forest. And in the middle you'll get points or something. But you can't stay in the middle forever, because you're gonna need another gun pretty soon :)

    I made a quick 10 second video sliding through a part of the scene, because I'm gonna remove alot of it. I'm gonna try to make my own tree and rock models which isn't too demanding on the system. The trees I use now each have each over 14000 polygons. Not exactly well optimized.

    Posting Workshop link some other day.

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  • CS:GO custom gamemode

    • Psyrius
    • December 23, 2015 at 3:07 PM
    Quote from TooProForYahoo

    You need a sourcemod plugin now to change the weapon clip/ammo sizes, sadly.

    That's sad, but ok. Almost went insane from trying to get this to work. So thank you for telling me.

  • [CSGO] de_richu

    • Psyrius
    • December 23, 2015 at 9:50 AM

    I like the lighting :) Good job so far.

  • CS:GO custom gamemode

    • Psyrius
    • December 23, 2015 at 12:06 AM

    Update on the ammo: I've edited the weapons in csgo/scripts folder, but it doesn't seem to work. Here's an example of the AK47 https://gyazo.com/a199a21e0882c13a65febeb695e59de0

    From what @TooProForYahoo are saying and also this site https://developer.valvesoftware.com/wiki/Changing_clip_sizes This should work, but it's not.

    What happens for me is that every weapon spawn with a full clip and you can see down to your right in the HUD that you have 1 extra bullet. Whenever you reload, you get a full clip of bullets and 60 extra bullets (if we take the AK47 as an example).

  • CS:GO custom gamemode

    • Psyrius
    • December 22, 2015 at 11:34 AM

    Thanks guys. I've got it working now! My crate spawning system looks really cool and works really well now :) And you will spawn with armor+helmet.

    There's a few thing I need to fix before I'm satisfied though with the system.

    First I need to find a way to make a zone which will add points to the player standing there automatically over time. I have an idea at the moment which includes a "func_movelinear". But if someone know if there's a better way, let me know. Also, the "game_score" entity works by adding kills to the player. I'd rather want it to add score. I have no idea how to change this though.

    Also, I havn't got the ammo working as I want. I've been adding the "game_weapon_manager" for each weapon and changed the ammo modifier there. If I put in "1" in the ammo modifier, the weapon will have a full clip and 1 extra bullet. But whenever you reload, you get alot of extra bullets. So that's broken, I guess.

    I want this gamemode to be balanced, so I can't have weapons with alot of bullets, I need to tweak it. So if someone knows how, please let me know :)

  • CS:GO custom gamemode

    • Psyrius
    • December 21, 2015 at 12:17 AM

    I've been able to make so players spawn without weapons, but how can I make them spawn with armor?

    And how do I make it so that players respawn like in deathmatch?

  • CS:GO custom gamemode

    • Psyrius
    • December 20, 2015 at 10:05 AM
    Quote from TooProForYahoo

    go to <Steam Dir> /csgo/scripts/

    find your weapon_name.text <Make a backup to restore once done>

    change clip size to whatever needed

    I did this, but this just change the amount of bullets in 1 clip. There's still alot of spare ammo.

  • CS:GO custom gamemode

    • Psyrius
    • December 19, 2015 at 11:01 PM

    Ok, how? :)

  • CS:GO custom gamemode

    • Psyrius
    • December 19, 2015 at 7:36 PM

    I'm working on a custom gamemode which will spawn crates with a random weapon around the map and I also want a "king of the hill" system in the middle of the map which works by adding points to the player standing in the zone.

    I've been able to make the crates so far. I have one problem with them though. I want to specify how much ammo each of the weapon will have by disabling "SmartEdit" and adding a line which you can see in red in this picture: https://gyazo.com/6afc850a5880f28204e42539645932d2 however, this didn't seem to work in-game.

    And how would I proceed by adding this custom point system. Do anyone know?

  • Help me succeed! I want to study 3D-graphics :)

    • Psyrius
    • December 16, 2015 at 11:49 AM

    Thank you for your reply.

    What I'm thinking about the video presentation is that I should have some footage from scenes I've created with sounds to get the full atmospheric effect :) Like a little showreel to show my dedication in a artistic and creative way. I'm feeling pretty confident about this in Hammer. But the other tools will be a challenge.

  • Level Design Help Files

    • Psyrius
    • December 16, 2015 at 12:23 AM

    If someone could add my skybox tutorial to the first page, that would be cool :)

  • Help me succeed! I want to study 3D-graphics :)

    • Psyrius
    • December 15, 2015 at 11:17 AM

    I have never in my life gotten to a point where I feel I'm sure what I want to work with until now. There's this 2 year 3D graphics education (with focus on games) here in Sweden that I want to take. There is however around 400 people sending in applications for every term. And only about 25 of them gets accepted. I called them to ask what they look for and what I can do to increase my chances to get accepted and they told me:

    • Start working on a portfolio
    • Basic/Intermediate knowledge in Unreal Engine/Editor, Unity, Maya, ZBrush and drawing skills is meritable
    • Video application instead of tons of text to read

    There's probably a line for both knowing too little and knowing too much.

    I have no clue how I should design, what I should include or how I even make a portfolio. I don't really understand what they're looking for when it comes to Unreal Engine/Editor. Do they want to see an environment I've created in it? Same with Unity. I have a tiny bit above average drawing skills. But if you think about it, that's not much. Most people draw as rakes.

    I'd greatly appreciate any tips/pointers/suggestions you guys have. If you know any tutorial for something above that's great.

    At the same time working on all of this above, I have to study up my high-school grades. Starting in january. I wasn't really attending to school back then. Ugh... such a pain. But I'm feeling very motivated right now. There is a slight chance I could get accepted for the term that starts in September 2016. But the deadline for applications for it is in April. And my high school grades isn't done yet at that time. But they've told me they've done exceptions before. I guess this is mostly why I ask for help. It's more likely I'll get accepted in 2017. But damn, I don't want to wait that long...

  • [CS:GO] de_proxy [WIP]

    • Psyrius
    • December 9, 2015 at 1:56 PM

    A basic shell of the new layout is done. Expect a few or alot of changes before the first playtest. I havn't payed much attention to cover and stuff yet. But my next plan for the map is to add cover, fill the whole map with stuff and make the bombsites interesting.


    New minimap:

    [Blocked Image: http://i.imgur.com/mK3MtLY.png]

    Overview from T spawn:

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

  • New CG Textures alternative, Episcura

    • Psyrius
    • December 8, 2015 at 10:17 AM

    It seems that many of the seamless textures isn't square dimensions?

  • [CS:GO] de_proxy [WIP]

    • Psyrius
    • December 3, 2015 at 2:55 PM

    I've completed FO4 now. And I'm finally in the mood again to continue on my map. To start of I've touched my hallway again - just for fun. Also, I got alot of inspiration from FO4 which I can bring to this map :)

    [Blocked Image: http://i.imgur.com/VAZpq7B.jpg]

    Now too the boring stuff. I have alot to do with the layout. My original idea wasn't really working as I wanted. You can expect too see alot of changes to the layout! ;)

  • Need help with 3ds Max, Wall Worm and exporting a model with $phong

    • Psyrius
    • December 2, 2015 at 11:41 PM
    Quote from leplubodeslapin

    That's because you have a limited amount of lights that can be taken into account for the phong shader. I remember one time where it only accepted 1 but it should work with 3 or 4 light entities.

    I find it abit weird though, cause if you look on these, it kind of works from one side, but not if you face the other way.

    https://gyazo.com/d6e7eda3bad8d413ce4c6f569a50961f

    https://gyazo.com/f3640647d644d5b5ef10e5326e73b3db

    https://gyazo.com/c9a3f83c19f52ed8ece3c04a2aa7348f

    But you recon that has to do with the amount of lights?

  • Need help with 3ds Max, Wall Worm and exporting a model with $phong

    • Psyrius
    • December 2, 2015 at 11:24 PM

    Any idea why this would be working on one side: https://gyazo.com/be75dba206c68afce52870e0f6b018a9

    But not on another: https://gyazo.com/077bc04e94acb3e26c490a0122f8788d

    The reflection kind of cuts off at certain points.

  • Need help with 3ds Max, Wall Worm and exporting a model with $phong

    • Psyrius
    • December 2, 2015 at 8:48 PM

    Do I need to add something to my .VMT for the phong to use the specular map?

  • Need help with 3ds Max, Wall Worm and exporting a model with $phong

    • Psyrius
    • December 2, 2015 at 6:23 PM
    Quote from Pivac

    And I was recompiling every single time... FailFish

    I think these should work. If not, you can use specular map to control the amount of reflection. For this you have to either bake it in 3ds max or paint it manually in Photoshop. It is stored in normal map's alpha channel, a simple way to make reflections look better and it's easy to tweak.

    Does this mean I can just edit my bumpmap texture?

    Edit: Hmm, maybe not. I found this tutorial: https://www.youtube.com/watch?time_continue=97&v=Jdivyau7RlI Maybe that will help me... I'll try my best :P

  • Need help with 3ds Max, Wall Worm and exporting a model with $phong

    • Psyrius
    • December 2, 2015 at 5:41 PM

    $phongMaskContrastBrightness

    $phongAmount

    These doesn't seem to work for models? What a shame... Because I think it was those parameters that helped me get a nice result before without the model. A normal brush surface being hit by the env_light.

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