Thanks for the help that's pretty much what I was after ![]()
Posts by Serberuss
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Quote from tomm
13 minutes ago, tomm said: for more precision you can hold down alt and rotate the object, which ignores the grid snapping and 15 degree rotation.
Thanks that's certainly got me a lot closer to be how I want it. It very nearly lines up with the grid but is a tiny bit out, does that really matter?
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Hey guys,
I have a bit of a noob question related to working in VHE. When creating a slope how do you go about positioning an object onto the sloped surface? Take something simple like a crate for example how do you approach making it line up correctly with the grid? Are there any tutorials that you're aware of that talks about this? I've searched for a while but haven't found anything so far.
Thanks for any help.
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Interesting, it seems we all do things a bit different.
I think I might start adopting an approach where I try to do a bit more geometric detailing without texturing and see how I get on with it. So kind of 50% of the way there perhaps so I get a better idea of how it will look when I come to playtest it. I think I'm also a bit of a sucker for focusing way too much on one area of the map and I don't tend to flesh out the rest of it quickly enough. This can cause issues when later on I realise my map layout isn't going to work at all because CT rotations are way too short for example.
Quote from SkybexOnce I get the floor plan done, I check all the lines of sight and see where any problem areas might be. What can be solved by simple cover vs what is flawed at in the layout and take steps to fix it. Then play with bots to find any problem areas.
Do you not run into issues of not really understanding where your lines of sight are since you don't have any walls yet?
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I'm interested to hear a bit about your process when you start a new map, especially since I think this is a bit of a weak area of mine. In particular I'd like to know how you block in your maps and how much you do it.
Currently my process is kind of get a bit of an idea, draw it down and see if I like it top down (often not the whole map), open the editor and do some extremely rough blocking in with huge blocks and everything basic (pretty much no shape just cubes), get an area done such as a bombsite and then detail it and move on.
When you block in do you add detail to the geometry? I'm not talking lighting and texting I mean creating the actual shape. So say if you were blocking in a part where a building will go will you create how the roof and roof supports will look, windows and doors and steps etc or just keep it very basic until you come to detail the map with texturing? Also do you do a section at a time or do you block the whole map at the start?
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Thanks for taking the time to reply.
Looks like I really do have a model that's way too big, it's about 50k and it's just a railing lol. I'll find another use for it then I guess.
I just have one other question: is it generally best to keep custom props and the like to a minimum if you can? As in is there such thing as too many custom models for players to have to download/extract or can you just go nuts and put in as much as you want as long as the engine can handle it? A lot of the time when building a map I feel like a lot of my maps feel too similar to existing CS maps and tend to think props are a big part of what makes the map unique, so I was just wondering what the general thought is on adding a lot of custom props vs using existing ones
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Hello, first post on this forum so I hope I'm in the right place.
I've venturing into the realms of custom props for the first time in Source and I just have a few questions about it since I've not done it before. From initial trial yesterday it seemed kind of tricky but I almost managed it. Anyway what I'd like to know is:
1. What is the recommended polygon count per prop in CS:GO? I got a model which was around 50k poly count and was told that is way too big for Source.
2. Do you typically create your own models or do you get them from another resource? If you don't create your own models where do you like to get your models from?
3. What's the process for packaging and deploying the models with your map? Are they built into the map or is there a specific directory that you have to follow when you release the map?
4. Finally, possibly a bit of an odd question but, if the model doesn't use a texture file but instead uses a colour material (let's say black) will that colour be shown in Source since it doesn't have a texture file?
Thanks in advance