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  3. Geno

Posts by Geno

  • [CS:GO] Dharma (Bomb/Defuse)

    • Geno
    • February 20, 2022 at 3:14 AM

    Hi everyone, I hope all of you are doing good and everyone around you is healthy. Squeezit and I are releasing the beta version of our map Dharma (which we originally intended to build for Exotic Places Mapping Contest LOL).

    The map is based on an old town along the ghats of Ganges in India. It's layout is a little different than the usual setup where CT spawn lies somewhere between both the sites. We decided to do it more like Cobblestone or Overpass, where the CTs are spawned on one of the sites, thus pushing the battle area a bit ahead.

    Steam Workshop: https://steamcommunity.com/sharedfiles/fi…/?id=2758621609

    Screenshots:

    Spoiler


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    A few things are currently pending:

    • Accurate radar (uses radar from the greybox build)
    • Optimization
    • Custom soundscape
    • Tertiary level details and visual enhancements (little things here and there)

    Looking forward to the valuable feedback. Hopefully we'll release the final version soon.

  • WIP in WIP, post your level screenshots!

    • Geno
    • October 3, 2021 at 5:35 AM

    Progressing slowly :)

  • WIP in WIP, post your level screenshots!

    • Geno
    • July 4, 2021 at 5:09 PM

    Have been working at a snail's pace on this. Discarded 2 different layouts. 3rd time's a charm. Playtested it a few times (Thanks to tophattwaffle's discord) and now doing the first art pass.@squeezitand I have been working on this for 2 years now, on and off. Hoping to get it completed soon. :) Will update when we make a bit of more progress with the details.

  • [Help] Compile pal fails to connect to steam and build cubemaps/nav file.

    • Geno
    • September 16, 2020 at 11:53 AM
    Quote from JorisCeoen

    On 9/10/2020 at 1:34 PM, JorisCeoen said: Well... can't you just manually run the game and open up the map? I always have the console open on launch by default, then just type map de_nameofyourmap and that works just fine. You get used to it very quickly.

    I have been doing that all these years :D, I have recently discovered compile pal and one of the USPs was that I could compile with it and it will also pack all the custom content after compiling, thus eliminating the use of vide/pakrat. but since you can't pack before building cubemaps, I have no reason to use compile pal over the traditional ways.

  • [Help] Compile pal fails to connect to steam and build cubemaps/nav file.

    • Geno
    • September 9, 2020 at 4:44 PM

    That is w

    Quote from JorisCeoen

    3 hours ago, JorisCeoen said: You have to launch CS:GO in -insecure mode to build cubemaps, otherwise it just won't work (assuming this is for CS:GO, of course, you can set this in the launch properties before launching the game).

    Tried it, didn't work. It is not about compile pal not being able to build cubemap, it is about compile pal failing to launch the game itself. Even -game compile parameter fails to work and gives the same error.

  • [Help] Compile pal fails to connect to steam and build cubemaps/nav file.

    • Geno
    • September 7, 2020 at 10:41 AM

    Whenever I try to build Cubemaps or Nav File, the program fails to launch the game as soon as it comes to building cubemaps/nav file.

    • says that steam needs update. The steam is updated though.
    • When you close the error, the compile process completes and the map runs, but without cubemaps/nav file.
    • The logs still capture it as "Cubemaps built successfully".

    I've used versions 27 and 27.11. Debug log [Blocked Image: https://preview.redd.it/y43f21kffol51.png?width=1012&format=png&auto=webp&s=d8ecc9abd306c1508f8091b3f28b6158aa46db35] Anything I could do to fix this?

  • [WIP] Ganga (Bomb/Defusal)

    • Geno
    • July 12, 2019 at 10:11 AM
    Quote from Interfearance

    On 7/11/2019 at 7:15 AM, Interfearance said: Well lemme tell you:

    • The rotates are WAY too short. Especially given that the short rotate gives two areas to enter B. I think you did this to make the Ct's spawn on the left, but it does more harm than good.

    Thanks for the feedback, although with the overview, we can't take into consideration the verticality. We are also doing some basic timing tests to make it better. I'll definitely keep it in mind in the coming iterations :)

  • [WIP] Ganga (Bomb/Defusal)

    • Geno
    • July 10, 2019 at 9:27 PM

    This is the rough layout. Timings are a bit off for A long and mid right now. A lot of changes to be made.

  • [CS:GO] Rainbow prop bug?

    • Geno
    • July 4, 2019 at 4:02 PM

    That truck ?

  • [WIP] Ganga (Bomb/Defusal)

    • Geno
    • July 3, 2019 at 12:26 PM

    Set in a town along Ganges in North India, this map will be heavily inspired by the streets and ghats (coasts) of Varanasi and Haridwar. I'll be uploading photos as we make progress. Right now, we are just finalizing the basic layout.Co-Author: Squeezit

  • de_Vice

    • Geno
    • June 24, 2019 at 7:18 PM

    Reminds me of Tommy Vercetti.

  • Mustang (formerly Everest)

    • Geno
    • June 24, 2019 at 6:51 PM

    https://imgur.com/gallery/E1Yr0 I clicked these while I was in Himachal pradesh, India.

  • Collision mesh for source models in blender

    • Geno
    • May 3, 2019 at 5:46 PM
    Quote from leplubodeslapin

    On 5/3/2019 at 12:33 PM, leplubodeslapin said: Most of the time, I think it's just about the amount of elements I use in my collision meshes. By using multiple you can create concave geometry but you'll quickly hit the limit amount of elements (don't remember how high this limit is but it's pretty low)

    Making collisions of concave models or hitting the limit isn't my issue. The limit issue can be resolved by increasing the threshold, there is a QC class for that. The limit is 40 convex hulls for CSGO and you can use $maxconvexpieces <int> to increase it. The problem is, deleting the extra edges manually, which is tedious as compared to the wall worms plugin's work in 3ds max.[Blocked Image: https://i.imgur.com/Z6Oine6.png]

    This is the model I am working on.

    Edit: I guess for costly convex hulls, you can apply decimate modifier. That helps a bit.

  • Collision mesh for source models in blender

    • Geno
    • May 3, 2019 at 7:41 AM
    Quote from neptune

    12 hours ago, neptune said: You can find this link how to make collision mesh with each 3D modelling program for Source Engine.

    Collision mesh wiki page

    Yes, those are the basics, I know about that. I have been making models in max for my maps, I was just looking for a better approach if there is any. Thank you anyway :)

  • Collision mesh for source models in blender

    • Geno
    • May 2, 2019 at 5:24 PM

    Hey, I have recently started using blender. In 3ds Max, Wallworm did the job just fine. Is there anything in blender that could help me create collision mesh? I know you can start off with a cube and make it envelop the mesh etc. but for complex mesh, it isn't always possible to do that while keeping the mesh convex.

    I also know about "Convex hull" in edit mode that can be found in the search menu, but it doesn't eliminate unnecessary details. The image below is just a small example, it's a lot of tedious work for the whole model.

    So is there anything else that I could try?

  • Joker (Joaquin Phoenix)

    • Geno
    • April 18, 2019 at 5:59 AM
    Quote from blackdog

    On 4/17/2019 at 12:45 AM, blackdog said: Yeah the released info says there’s no Batman in it. I think the idea is kinda Gotham’s, where Joaquin is the “first” Joker, Bruce Wayne is a child or maybe not even born, and then other Jokers come along afterwards.

    This “origin story” is pretty much the one portrayed in The Killing Joke novel.

    But even that story is unconfirmed about where it all begin and the joker says in the The Killing Joke that he chooses to have multiple choices when it comes to his past.

  • Source engine envmapmask doesn't work if $basealphaenvmapmask is used. Any solutions?

    • Geno
    • April 9, 2019 at 5:17 PM
    Quote from +Rusty+

    55 minutes ago, +Rusty+ said: Within your test vmt your using $basemapalphaenvmapmask instead of $basealphaenvmapmask. here's also a lil list of some vm param stuff:https://forum.tsgk.com/viewtopic.php?t=4965

    http://# Hide contents Valves vtfedit texture formats.pdf

    I must be blind to leave that unnoticed. Thank you so much :). Correcting that resolved the issue.

  • Source engine envmapmask doesn't work if $basealphaenvmapmask is used. Any solutions?

    • Geno
    • April 9, 2019 at 2:27 AM
    Quote from esspho

    6 hours ago, esspho said: try using $basealphaenvmapmask

    I am using that itself in the test files. I wrote it "$basealphaenvmask" in this thread in a haste. In the files however, the correct thing is used.

  • Source engine envmapmask doesn't work if $basealphaenvmapmask is used. Any solutions?

    • Geno
    • April 8, 2019 at 7:57 PM

    Objective: To create a texture for my model, such that different parts have different amount of reflectivity. (Uses $envmapmask) Also, I am aiming at using 1 single VTF file as the material doesn't have any bump map.Methods that can be used

    1. use a grayscale texture and $envmapmask command in vmt. This will need 2 vtf files, 1 will be base/diffuse and second will be grayscale specular map. 2. If the material has a bump map, we can use its alpha channel as specular mask. This will again require 2 vtf files. 1 will be diffuse/base texture and the other will be normal map. Uses $normalmapalphaenvmapmask. 3. We can use base texture's alpha channel as specular mask, and this will need only 1 VTF file. This uses $basealphaenvmapmask. (This also works inversely, black is reflective, white is matte.)Problem

    For some reason, 3rd method isn't working. It gives me 100% reflectivity all all surfaces. (Check attachments) Also, I wanna ask if there's any guide for all the flags and compression formats used by VTF.

    test.zip

  • What have you watched recently?

    • Geno
    • April 8, 2019 at 7:38 PM

    Daniel Sloss Live Shows (Netflix) Specifically 2nd Episode (Jigsaw) He apparently caused more than 31000 couples to break up after watching the show. but everything he says makes sense.

    https://www.netflix.com/in/title/80223685

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