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  3. grapen

Posts by grapen

  • WIP in WIP, post your level screenshots!

    • grapen
    • May 28, 2017 at 8:35 PM
    Quote from Corvus

    8 minutes ago, Corvus said: Nice terrain, did you made it in world machine ?

    Yep! Only 2k texture though, wish I could use the 8k in source :D

    I will make a UT level soon enough with a sick terrain :)

  • WIP in WIP, post your level screenshots!

    • grapen
    • May 28, 2017 at 8:13 PM

    Update to my skybox from earlier. I think the atmospheric scattering is just right at last (sorry about the image qual, I seem to have hit my monthly(?) quota for uploads :D).

    The content cannot be displayed because it is no longer available.

  • Counter-Strike: Global Offensive

    • grapen
    • May 27, 2017 at 3:50 PM
    Quote from Serialmapper

    4 minutes ago, Serialmapper said: grapen

    I have that problem too

    Ah good to know I'm not alone and that the issue seem to be on Valve. It just seems incredibly random in where it happens.

  • Counter-Strike: Global Offensive

    • grapen
    • May 27, 2017 at 3:40 PM
    Quote from text_fish

    34 minutes ago, text_fish said: Yeah I've seen that on one of my displacements too. I remade the brush and it disappeared, though that may just be incidental as I wasn't actively trying to fix it. I've also been seeing dark blue/purple shadows cast on props by the env_sun, in related news.

    Oh god :( now that you mention it, I saw a random purple shadow the other day too!

  • Counter-Strike: Global Offensive

    • grapen
    • May 27, 2017 at 2:58 PM

    Has anyone else experienced weird shadows on worldvertextransition displacements after the update? Never seen this before:

    The content cannot be displayed because it is no longer available.

    It randomly happened on a select few faces across the map. I haven't done any changes to the materials or areas in which it happened. Lightmaps are the same and smooth groups does nothing.

  • Far Cry 5

    • grapen
    • May 26, 2017 at 4:31 PM
    Quote from WD

    51 minutes ago, WD said: I hope this time it has a true co-op where you can play the whole game with a buddy.

    If they do that, I'll consider getting it. If not it's a 100% skip for me.

  • Mapcore's CS:GO Mapping Contest 2017

    • grapen
    • May 24, 2017 at 12:26 PM
    Quote from text_fish

    5 minutes ago, text_fish said: There's always going to be various people at various different stages of various different projects, so it's impossible to come up with a set of rules that caters to everyone. If people want to be secretive about their work for the sake of upcoming competitions then I guess that's their call to make and I'm sure they'll burn in the deepest pits of hell if they decide to do so, but some level of "cheating" is unavoidable in any competition. I think the rules this year are the fairest possible option as they recognize that the art pass is the lengthiest part of a map's creation, and in the last contest a lot of people felt intimidated by near-complete entries such as Gallioliolioiwior or whatever it was called.

    It shouldn't need to be pointed out, but it's also worth noting that the rules don't exclude anybody from entering (aside from staffers, obviously), so anyone who wants to take part in a fun competition can still do so, they'll just need to start a new project if they don't already have one in an early enough stage of development to qualify.

    I don't necessarily agree, I don't see how anyone could "cheat" in the last contest? It was open to all projects and people (exception being previous operation contributors). Given the number of entries, I don't think people were discouraged, at least I weren't. But if people were outspoken about that then yeah, perhaps.

    Anyhow, may the best map win, regardless how it was conceived.

  • Mapcore's CS:GO Mapping Contest 2017

    • grapen
    • May 24, 2017 at 12:18 PM
    Quote from FMPONE

    11 minutes ago, FMPONE said: This is obviously a concern.

    The alternative that we pursued before was that we allowed any non-Operation maps to enter. Predictably, maps that had been around for a while were the ones that ended up winning. Now, I'm not against that necessarily, but we did get a lot of push-back. So consider this rules format an experiment to try in the other direction. The fact that some maps will be ineligible because they released publicly is a downside, but the fact that the playing field is more even is the upside.

    Yeah I can recollect the arguments of the two camps from the last contest, though in the end I believe you said it best, that giving exposure to the most promising maps is what is really important. At least I think you said something to that extent, please correct me if I'm wrong. :D

    If I were to bet, the winners of this contest will likely be teams of two or more who already have a layout and/or art ready to ship. Might be a dark horse out there, like @jakuza who I believe started from scratch last time? So basically more or less like last time. Not that I think that's bad, just backwards for reasons already stated. But I'll be following this with great interest, and stand ready to eat my words should I have to.

  • Mapcore's CS:GO Mapping Contest 2017

    • grapen
    • May 24, 2017 at 11:47 AM
    Quote from Vaya

    9 minutes ago, Vaya said: I'm in the same boat. I thought I would be okay as the artpass on the map was 'temp' but these things happen

    Yep, my biggest concern here is that the rules promote a secretive environment, where hiding your stuff from the community is beneficial to you, which in itself is very counter productive for a community. It's been hinted that we'll see another UT contest further down the road, should I just hide what I'm doing with UT, and then drop it when the time is right? I'm sure we'll see exactly that for this contest, but it's not against the rules, just somehow not unfair unlike the designers who like to show their stuff regularly, for feedback and other purposes.

    But like I said, I'm not here to stir things, I love Mapcore, the users and initatives happening here. Just some food for thought.

  • Mapcore's CS:GO Mapping Contest 2017

    • grapen
    • May 24, 2017 at 10:13 AM

    Unfortunate. Got very excited at first since the last released version is far from complete in the sense it's been worded. But I'll leave it at that, c'est la vie.

  • Mapcore's CS:GO Mapping Contest 2017

    • grapen
    • May 24, 2017 at 10:02 AM
    Quote from FMPONE

    39 minutes ago, FMPONE said: PM me with your map that you're wondering about, or post more info here?

    http://steamcommunity.com/sharedfiles/fi…s/?id=498176163

    This would be the last uploaded WIP version.

  • Mapcore's CS:GO Mapping Contest 2017

    • grapen
    • May 24, 2017 at 9:20 AM
    Quote from FMPONE

    2 hours ago, FMPONE said: People should err on the side of caution.

    My apologies, I'm not a native speaker so I'm not sure what this means practially. Since I will be finishing my map regardless wheter it's eligible for the contest or not, should I enter it and await judgement on eligibility?

  • Counter-Strike: Global Offensive

    • grapen
    • May 24, 2017 at 7:47 AM

    Congrats all OP contributors!

    Looks like they used Shipped as art for the OP @catfood :D

  • Mapcore's CS:GO Mapping Contest 2017

    • grapen
    • May 24, 2017 at 7:40 AM
    Quote from FMPONE

    34 minutes ago, FMPONE said: Right.

    Not just a few obvious placeholder pieces of art, we're talking about enough art that it's unfair to new participants.

    I see. I'm trying to figure out where that leaves me, considering the workshop version of my map has not been updated since the last contest, and it had some custom textures that I've since replaced and not published. It was left in a WIP state ever since. Frankly, the current version doesn't look anything like it does in the workshop version. Does this disqualify me? I'm not trying to stir things up or poke holes, but it made me curious on what happened, since last time the rules were more flexible, and it was all about getting the best maps out there. A contest like this can truly never be fair for a multitude of reasons :)

  • Mapcore's CS:GO Mapping Contest 2017

    • grapen
    • May 24, 2017 at 7:06 AM
    Quote from FMPONE

    5 hours ago, FMPONE said: that map wouldn't be eligible because it has art in an already released version.

    So there's a clear cut line that previously released, unfinished maps can only contain dev textures, otherwise it's disqualified? Because the rules state that you can't have released a "complete map version (layout and art)". I'm pretty sure @catfood has not released a complete version in any of these aspects (though I might be wrong)? Some clarification on what constitutes as complete would be great :)

  • Mapcore's CS:GO Mapping Contest 2017

    • grapen
    • May 23, 2017 at 10:57 PM

    Sweet! Good luck eveyone :)

  • The random model thread!

    • grapen
    • May 23, 2017 at 9:57 AM
    Quote from RAD

    11 hours ago, RAD said: What is the best software for CS:GO modelling i havent worked much in 3D modelling softwares so i am quite begginer?

    There's really no best software, any of the big brands work, they're just tools. What really matters is the skill of the artist. Premium packages like Maya and Max have the advantage of being popular in an already niche hobby/profession, which means more documentation. Blender on the other hand is free.

  • The random model thread!

    • grapen
    • May 23, 2017 at 6:27 AM
    Quote from PogoP

    7 hours ago, PogoP said: Nice man! The cards ont he right tree look a little odd though. Have you tried averaging the normals across the mesh?

    Yep, the leaf normals are perfectly dome shaped, so I don't think it's that. I softened the diffuse a bit and that helped, though subtletly. I'm thinking it might be that it's just very low poly, or the fact that it's source lighting (it's easier to blame something else :D)

    The content cannot be displayed because it is no longer available.

  • The random model thread!

    • grapen
    • May 22, 2017 at 9:34 PM

    The past few days I've been diving deeper into the dark, undocumented waters of Blender, to find a workflow that allows me to quickly whip up various trees. I'm pretty happy with the refinement I've made (right side), though I could possibly ramp up the tri count a bit in the lower pruned parts of it.

    The content cannot be displayed because it is no longer available.

  • What's going on with your life?

    • grapen
    • May 22, 2017 at 1:56 PM
    Quote from Bastion

    3 minutes ago, Bastion said: that got the pc running again.

    so as a final damage report

    • broken power supply
    • broken GPU
    • also my keyboard broke

    at least i can cheaply replace my keyboard, and that I also had a backup power supply.

    just got to worry about the gpu replacement, good excuse to upgrade though!

    (also, using the on screen keyboard is a nightmare)

    Where are you buying your hardware? So that I can avoid the place :D

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