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Posts by NihiL

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • NihiL
    • February 22, 2016 at 6:21 PM

    Thanks. I actually don't know anything about non-standard CSGO maps. I might look into it but I have a couple topics to cover first! Cheers.

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • NihiL
    • February 16, 2016 at 6:33 PM

    I stand corrected! You're right, I only tested a one-dimensional displacement.

    EDIT: Wow, I meant one-sided. Need. more. sleep. :)

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • NihiL
    • February 16, 2016 at 5:40 PM
    Quote from Squad

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    Interesting. I hadn't heard of that method. Horrible tutorial (silent, huge scale, calls brushes rectangles) but very unique method. Problem with it, and correct me if I'm wrong here, is that flashbangs in CSGO aren't blocked by displacements. So I *think* (without testing) that you would get flashes even behind a pillar. Take a look at the Dust 2 Long T-side wall problem that pops up on Reddit almost every week (there was a thread just now in fact about it again) where you can throw flashes behind the wall and still get fully flashed.

    I'm also not quite sure what the point is to make cylinders this way when you can just use props or cylinder brushes, both of which work perfectly fine even with flashbangs. Is it for further deformation? Or texture alpha painting?


    EDIT: Yep, just tested it. Displacements do not block flashbang flashes. So I would not use them in CSGO for anything that is cover or vertical in any way that you can get behind. Not sure if there's a way with invisible brushes to block flashbang flashes that can be used in addition to the displacement to rectify the issue..?

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • NihiL
    • February 16, 2016 at 2:05 PM
    Quote from capslock

    @NihiL sorry for late respond.
    http://steamcommunity.com/sharedfiles/fi…s/?id=623098704
    I made this map to learn how to apply custom config to any map in cs:go
    But ı could not do that. There is 4 spawn in this map. 2t 2ct.
    what ı want in this map. I wanna change the warmup time and round time. and earn money amount when the map is loaded.
    sorry for my bad english, ı hope u understand what ı mean.

    I actually have no idea how to set game vars from a map. I think it is possible (although in a lot of cases there's server settings/plugins running with custom game modes that make the changes) but I honestly only have experience with standard defuse/hostage maps.

    Quote from Radiofanat

    Hi, I saw on de_santorini FMPONE made some columns with displacements, can you show how to do that?

    Hey, sounds interesting. Can you tell/show me which columns you mean exactly? There's a lot on the map! :P

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • NihiL
    • February 13, 2016 at 3:58 PM

    @capslock I'm not sure what you mean with custom config? Can you elaborate?

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • NihiL
    • February 10, 2016 at 11:46 PM
    Quote from FMPONE

    Keep it up dude!

    Thank you very much, FMPONE, means a lot to me! :)

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • NihiL
    • February 10, 2016 at 8:41 PM

    @clankill3r: That's a very nice offer but for new I'd rather push the videos out as quickly as possible (it's taking me long enough as is without dedicated 'testing') and as long as I don't make serious mistakes anywhere I feel like it's okay with the current process! I might come back to the offer later on though!

    Next episodes is out! This is the third installment in the custom assets series and, after explaining how to make custom textures, then custom props, goes into detail about how to pack all your assets into your BSP file using the free VIDE software:

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    As always I hope this helps! That's a pretty big 45 minute tutorial series on custom assets done that everybody independent of favorite image editor and 3D modeling suite can use with only fully free software! Yay!


    Hope this helps, I'm already thinking about what topic to cover next! Ideas (in addition to the stuff that's been mentioned already in the thread) are always welcome!

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • NihiL
    • February 5, 2016 at 3:33 PM

    Congratulations @clankill3r! Good job!

    About the issues:

    #1: The Normal/Specularmap: you're right! I didn't want to go through all the possible parameters you can have in a VMT and left that for the viewer to discover pretty much. Might make a good follow-up video at some point though. Yes, the alpha channel of the normal map is used as the specular map and my normal map is 3-channels so that could be improved hehe. I just didn't have a specular map for the texture and was too lazy to make one.

    #2: The engine path: interesting. The guide I was following said it should be "Counter-Strike Global Offensive/csgo" and I did indeed not notice at the time that the textbox in Blender turned red. Doesn't seem to make a difference when exporting SMDs though, as you said! Phew!


    Thanks for the feedback @clankill3r, that's very useful and good to know - for me and everybody else following along!

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • NihiL
    • February 4, 2016 at 12:12 PM

    Thank you very much @Skybex, great to have a well-known mapper in this thread haha!

    Crowbar sounds great! I've personally used Wallworm before for 3DS MAX which I also liked. Essentially I based the tutorial on a steam guide that someone linked and requested a video tutorial of.

    The qscript filename doesn't matter of course but you're right, it's a model-specific file so corrosive_crate.qc would've made more sense!

    Thank you for the kind words, it means a lot to me and is very motivating! :)

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • NihiL
    • February 3, 2016 at 9:45 PM

    Cheers @clankill3r! Nice trick there, I have no idea about using Blender so that's good to know!

    I haven't tried bump/normalmaps on props yet but to my understanding you won't need to do anything in Blender OR in your QC script file. Just make sure that the material name in Blender is the same as the VMT text file in your materials/models/[mapname]/[propname]/ folder. Then use that VMT file to put in your bump/normal filename and parameters (like I did in the first part of the tutorial series where I talked about custom materials). That should work in theory!

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • NihiL
    • February 3, 2016 at 7:34 PM

    Thank you @biXen!

    @tomm: You are absolutely right of course. Funny enough that I did talk about $surfaceprop and explained it correctly in my previous video on custom textures. Looks like wherever I got that idea from (the guide that was linked? not sure, still looking) had it wrong. Putting in a notification into the video right now. Thank you very much, good catch!

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • NihiL
    • February 3, 2016 at 6:46 PM

    Alright, the next episode is up.

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    I explain how to bring your models from ANY 3D modelling tool (through Blender) into your maps!

    Hopefully this is helpful to you (SINCE YOU ASKED FOR IT HEHE), cheers!

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • NihiL
    • January 28, 2016 at 8:36 PM

    Next episode is up, it explains how to get custom materials/textures working in your CSGO map:

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    So I've decided to make this a three-parter: custom materials/textures first, then custom models/props and then how to pack it all into the BSP for 'shipping' your map to other people! I think that's a pretty good plan!

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • NihiL
    • January 27, 2016 at 2:13 PM
    Quote from Dosentti

    You should definitely do that! 3Ds max is free at least for students. But if you think it's not worth it then blender is free and pretty popular so I guess you could do that with blender if not with 3Ds max. I think that would be awesome tutorial. Some other subjects could be for example

    - advanced optimizing (like for big open maps).
    - texture creation (like for example vmt options, explaining all terms like alpha texture, bumpmap etc..)
    - skybox creation (from start to finish.. that's major job and I haven't found good tutorial)
    - advanced lighting (it could be based on leplubodeslapin's source lighting articles. Articles are great but they are more theoretical and thereby a bit hard to understand how those lights work in practice)
    - proper workflow (which steps you should take while creating map... like draw layout, make greybox, test, test, test, tweak and test more..)
    - Storytelling in csgo maps (this is probably hard one, but not many maps have good story behind them)

    It could be a series about creating map that has been made correctly from start to finish and with (at least some of ) your own custom props and textures. Because mapmakers should be encouraged to use custom content imo.

    Also.. one suggestion I have for tutorials that you make in future: It would be great if the example map was a bit bigger. At least I find it hard to figure out the scale and everything when there's only 2 walls or one corridor.

    I hope some of these inspire you!

    Hey, thanks for the ideas, definitely inspiring!

    - I'm not sure what you can do to really optimize a large open map in Source (apart from horrible render distance plus fog) so not sure on this one

    - custom textures definitely need a tutorial, agreed

    - yeah, a good 3d skybox tutorial is also a nice idea, especially since it's not just a simple how-to-thing (those exist plenty) but how to actually work with a 3d skybox throughout a project requires some pretty smart workflows (with de_spice I didn't do that and had tons of issues with trying to change the 3d skybox later on)

    - not sure what I can teach about advanced lighting but I haven't really studied the article yet, will do that and decide then. I don't want to teach the 'art' side of things because I don't think that can be tought but if there's theory or methods or anything (beyond instancing light sources which I've already mentioned in the instancing episode) I will do that

    - yeah a whole overall workflow guide would be nice but requires me to make a full map or at least take a part of a map through the full process which is very time intensive, we'll see!

    - hmm, storytelling is an interesting idea, I'll give you that, not sure I could turn that into a video (apart from just running through maps and pointing out things)

    About your suggestion: the issue is really just my lack of time, that's why I generally use little map segments as I don't have time to make a large/full-scale map just to show off a certain feature, sorry :(

    Thanks again for the feedback and the ideas, definitely some good stuff in there!

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • NihiL
    • January 26, 2016 at 3:04 PM

    Thanks @capslock!

    @clankill3r: Interesting, I didn't know there was a pipeline for Blender. Unfortunately I only know 3DS MAX and Maya and not Blender so I'd have to learn that first most likely. Maybe I'll make my model for the tutorial in 3D MAX and import it into Blender and tell people they can use whatever they want and then see how I can get that into the engine using the guide you posted. Cool stuff anyways, thanks for posting that suggestion!

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • NihiL
    • January 24, 2016 at 6:15 PM

    Hey @Tomato, thanks. That little 'niche' is exactly what I'm trying to fill so that's awesome to hear.

    Yeah, how to make models for Hammer/Source is often requested. And I CAN do it (have done it in the past in de_spice) but it's a very lengthy and difficult process. Plus it requires 3DS MAX which is very expensive and I don't think a lot of people have access to it... Hmmm, not sure. Other opinions? Would it be worth it to make an episode on that anyways? Other ideas?

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • NihiL
    • January 24, 2016 at 5:40 PM

    I'm back baby! Here's the fifth installment in my Advanced Hammer Tutorial series:

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    This time I talk about instancing in Hammer, how it can be very useful for keeping everything nice and tidy but how it also adds overhead when used for an entire map. I show how to use func_instances in a little tutorial map setting and even show that you can put instances in instances. Instanception, yay!

    Let me know if this is of use to you and cheers!

  • [WIP] de_slate (withdrawn)

    • NihiL
    • July 15, 2015 at 2:53 PM

    Ah okay, you're going for the whole ratio thing. I'll be very interested to see if/how that works for you when it comes to detailing as I've had bad experiences even if you stick to 1:2, 1:3 ratios etc with detailing and prop placements. Good luck!

  • [WIP] de_slate (withdrawn)

    • NihiL
    • July 13, 2015 at 11:26 AM
    Quote from laminutederire

    why couldn't he tie off the grid geometry to func_detail ? He just have to select brushes and here you go. I do this all the time, and there is absolutely no issues with that excepting for the compiling time which is a little bit higher, a matter of a few seconds.

    For props he can explain you his technique for placing them correctly but it will probably involve placing them on the 1 unit grid then adjusting off the grid. I'll let him answer that one though.

    I wasn't talking about issues with tying off-grid brushes to func_details, I meant placing the brushes properly in the first place. Here's what I mean:

    [Blocked Image: http://i.imgur.com/OBlvLB3.jpg]


    Imagine the top brush in both cases is a world brush. The first is on-grid and so it's easy to add a little extrusion detail brush to it. But the second version is not on-grid and it becomes impossible to properly/cleanly place the same detail brush.

    I was asking how the maker of de_slate achieves this. I mentioned func_instances because you can use them to create off-grid 'prefabs' on-grid and then rotate them off-grid in the final map.

  • [WIP] de_slate (withdrawn)

    • NihiL
    • July 13, 2015 at 4:53 AM
    Quote from laminutederire

    I think he does not keep geometry on the grid, which is probably an obligation as soon as you create something not square-ish. At least that's what I understood when he said he was keeping it off the grid geometry (in his first post).

    I'm pretty sure he meant that his layout is non-square and more organic when he said that, but you need your stuff to sort of be on grid still in Hammer - otherwise how are you going to put in func_details and props? Hence my question how he does it!

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