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  3. Psyrius

Posts by Psyrius

  • Making my first map - loads of questions

    • Psyrius
    • July 30, 2015 at 4:17 PM

    Starting to look like something now... I guess I can do without any skybox light.

    Quote

    [Blocked Image: http://i.imgur.com/Z0ZKOqr.jpg]

    Quote

    [Blocked Image: http://i.imgur.com/9wEHG9C.jpg]

  • Making my first map - loads of questions

    • Psyrius
    • July 30, 2015 at 12:12 PM

    And now I've noticed that the ambient light in my "light_environment" entity only affect props (I guess it's because my 3D skybox is fake? In other words, just a sky camera in a box with fog and dark textures)

    omg, I'm gonna cry soon...

  • Making my first map - loads of questions

    • Psyrius
    • July 30, 2015 at 11:19 AM

    omg this is driving me insane... this is why I quit csgo mapping the last time. I sat the whole day yesterday just trying to get my skybox look okay. But I really want to learn how to get a custom skybox working. And today I've already sat hours with it :(

  • Making my first map - loads of questions

    • Psyrius
    • July 30, 2015 at 10:44 AM

    My sky looks okay now with the help of a 3D skybox with dark concrete walls and dark fog :P lol... The only thing I don't like with this is that the light from the skybox isn't rendered into my map. I'd like some subtle moonlight through the windows. But I'm just so lost right now... I managed to get a basic understanding of VTFEdit, so that's cool. But I didn't get my custom skybox texture to work eventough I put in the correct location in the .vmt file.

    Quote

    "UnlitGeneric"
    {
    // Original shader: BaseTexture
    "$basetexture" "skybox\Sky56\sky56bk"
    "$nofog" 1
    $ignorez 1
    }

    Display More

    The version of the .vmt files is 7.5, so that shouldn't be the problem. However, none of the boxes are checked in the Image -> Flags. Should any boxes be checked before it can work?

  • Making my first map - loads of questions

    • Psyrius
    • July 29, 2015 at 1:13 PM
    Quote from biXen

    You can use dusk and make the light_environment a bit darker. I don't think you really should have it that much darker if you have an outside area, as it will likely be unbelievable light sources when you light up areas enough outside of that.

    For skyboxes, I am making a custom one myself, but I bought the one to use. There are plenty of sites that offer them to buy, there are also free ones, if you search for sIBL you will get a set of them.

    To use them in game you have to do some conversions because CSGO uses a different format than they come in. If you aren't using HDR skybox you can use "cube the sphere" (Google) to create the 6 images CSGO takes as input. If you use HDR you need to use a different program to avoid losing lighting information when you convert the images.

    It's a pretty complicated process if you haven't used HDR's before at all. The other thing you need to do is to cut the images when you create them for CSGO, this is all described in the Valve documentation though, just search for Source skybox and you'll find links to most of this.

    I am thinking of creating a tutorial for all the processes I find to be a bit complicated with the whole Source/Hammer thing, but no promises, as I have way too little time already for the contest

    Do you mean "Dust"? For this map that I'm making, it's just an indoor area. That's why I wanna test to have some nice lighting inside, but also windows that you can look through to see that it's night outside. I'm trying to understand what you're saying with sIBL, cube the sphere and all that. But I feel it's getting abit too complicated for me ^^ Why the heck isn't there just a tutorial somewhere to make a nice looking night map in CS:GO?! I've seen alot of them and Valve has also included alot of different night maps in their "operations".

    *siiiigh*

  • Making my first map - loads of questions

    • Psyrius
    • July 29, 2015 at 11:18 AM

    My next question is how I should proceed to make a night skybox? I want the ambience in my map to be dark, but everything will be lit up by lamps.

    I've played around with "light_environment", but the skybox is still too bright. "cs_baggage_skybox_" seems to be the darkest one available for me...?

    My guess is you need a custom skybox? But how do I add one? And where can I find some nice ones? I've been googling my ass off this morning, but I can't find anything good.

  • Making my first map - loads of questions

    • Psyrius
    • July 29, 2015 at 11:14 AM
    Quote from TooProForYahoo

    Make sure they aren't clipped into anything, usually that is the problem.

    In other words, make sure the beams aren't in the roof or inside of a wall

    Okay, thank you :) It looks like that was the problem. But it's weird because if I drag the walls away 1 unit from the beam, it gets a tiny space between the beam and the wall. Oh well, I guess I'll find another solution.

  • Making my first map - loads of questions

    • Psyrius
    • July 28, 2015 at 10:33 AM

    The beams in my roof is acting strange. The lighting seems fine when they're very distant from you, but the closer you get to them, they turn black. What's causing this and is there a fix?

    Quote

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

    Quote

    [Blocked Image: http://i.imgur.com/ZlJx4T3.png]

  • Making my first map - loads of questions

    • Psyrius
    • July 28, 2015 at 7:19 AM

    Okay Jackophant, I'll leave it :) Thank you.

  • [CS:GO][WIP] de_yard

    • Psyrius
    • July 28, 2015 at 7:18 AM

    Looks interesting :)

  • Making my first map - loads of questions

    • Psyrius
    • July 27, 2015 at 3:08 PM

    I have roof windows in my warehouse which consists of a frame prop and a glass/window prop.

    I have set the sun direction from the skybox in a manner which I like, but I do not like the shadows the glass/windows cast.

    Can I change so that the windows do not cast any shadows? So that it's just the frame that does?

    I tried to go into the properties of the glass/window prop and change "Disable Shadows" from No to Yes, but it didn't work out the way I wanted.

    Sorry for the weird slice up top, but you get the picture :) Here is my roof windows:

    Quote

    [Blocked Image: http://i.imgur.com/qAtdq6b.jpg]

    The left one is "Disable Shadows" No - The right one is "Disable Shadows" Yes.

    Quote

    [Blocked Image: http://i.imgur.com/JQ5KuQV.png]

    This is the result I want, but I achieved this by just removing the glass/window prop - which I don't want to do.

    Quote

    [Blocked Image: http://i.imgur.com/UyFRY3y.jpg]

  • Making my first map - loads of questions

    • Psyrius
    • July 27, 2015 at 2:44 PM

    Thanks alot to both of you :) I'll add more questions here when they come up.

  • Making my first map - loads of questions

    • Psyrius
    • July 27, 2015 at 11:06 AM

    I've been into some mapping before, but mostly at beginners level. Nothing very spectacular. But I love it. But I feel I get stuck every time since there's so many questions that keep coming up.

    The map I'm making now is an aim map. A year ago I was going big and was thinking I would make a competative map and I read about principles and what I should think about etc. But it ended up being to hard the moment I felt everything was a mess.


    I don't want my map to look shit and I want everything to be in proportion.


    Problems/questions:

    1. If I'm making a room that's 512x512 and 128 in height and there's a second floor with the same size - is it correct that the outside of that building's height should be 288 if the walls and floor/roof is 16?

    2. Since the outside of that building is in a "odd" number, I usually step into texturing problems later.

    3. Should I always try to make the inside of buildings - like hallways, rooms, platforms etc. be in any of these numbers 128, 256, 512 and so on... to make it look natural?

    4. What I've done is that I started making floors, walls, rooms, stairs etc with the block tool and started importing props. Sometimes I find a prop that I really like that I want in a specific place but it doesn't fit because the room is too big/small. And it's kind of frustrating since I have to erase and move alot of things to make it work... I guess you learn with time - but if you were in the same situation, would you make something with the block tool that looks like that prop? I want to make some beams in the roof of my little warehouse looking map, but I'm afraid to use too much blocks to make the map run badly?

    5. If you would make a small "aim map", how would your workflow look like? Would you start with the block tool to make floors, walls, rooms, stairs etc? And then texturing? And then lighting? And then props? Or do you kind of do everything all at once?

    6. Do anyone know of a tutorial which shows how to make a nice looking map from start to finish?


    Can't think of more questions right now, but they just keep coming up all the time. If someone would allow me to spam you with questions, I could even pay you a small fee for the trouble through paypal :)

  • Black props

    • Psyrius
    • July 26, 2015 at 7:48 PM
    Quote from Vaya

    https://developer.valvesoftware.com/wiki/Pakrat is the standard way

    Thank you, I'll look into it when the map is getting ready to be released :)

  • Black props

    • Psyrius
    • July 26, 2015 at 9:22 AM

    Thanks alot, that's awesome!

    "Although keep in mind that you have to pack it inside your bsp otherwise other players will get a massive error model instead."

    How do I do that though?

  • Black props

    • Psyrius
    • July 26, 2015 at 8:55 AM

    Can someone please help? :)

  • Black props

    • Psyrius
    • July 26, 2015 at 5:57 AM
    Quote from laminutederire

    if these are valve props, try to verify the cache, these textures may appear or the model could be re-downloaded.

    Ignore my previous post, I personnally had the same issue buy when I was creating my own props, so that unrelated, sorry.

    I've tried to verify the cache. It's still black :/

  • Black props

    • Psyrius
    • July 25, 2015 at 8:16 PM

    These are the ones:

    1: http://i.imgur.com/XKclRlR.png (working fine)

    2: http://i.imgur.com/r3bGCOW.png (error)

    I've also noticed more props have the same issue.

  • Black props

    • Psyrius
    • July 25, 2015 at 8:13 PM
    Quote from LATTEH

    Those look like the default roof windows for csgo. typically black models mean that the material is point to the wrong texture in the material.

    And what does that exactly mean? And is there a way to fix it? I havn't downloaded any props/textures or anything. I found these windows from the "assault" package if I'm not mistaken.

  • Black props

    • Psyrius
    • July 25, 2015 at 7:03 PM

    Sorry, I don't know how to do that? Do you mean to just rotate the glass 180 degrees?

    Btw, the windows/glass and the window frame consist of 2 props. One is just the frame - the other one is the glass - and it is the glass that have this problem.


    I think it's kind of weird, because I can also see the same issue in the model browser as well.

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