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  3. grapen

Posts by grapen

  • The random model thread!

    • grapen
    • January 20, 2017 at 8:24 PM
    Quote from Dillon Beard

    1 hour ago, Dillon Beard said: damn i made a tree a long time ago and i chalked it up to me being inadequate, is there a good tutorial on editing normals? ive never actually seen that before.

    There's probably lots of them depending on what software you use. In the case of my tree, in Blender I just enabled Auto Smooth in the mesh properties, then added a Normal Edit Modifier, set it to Radial and turned down Mix Factor a bit.

  • FINAL FANTASY XV

    • grapen
    • January 20, 2017 at 11:03 AM

    DLC roadmap is out since December, but I first saw it now.

    Mariachi outfit for Noctis. Arth though jesting? Great use of artist resources right there.

    Even worse, a piece of story DLC will be coming that lets us know what happens to Gladio when he suddenly disappears and reappears with a scar. Spoiler: he fights Gilgamesh. Fan service is fun and all, but are you telling me that the story in FF15 was made INCREDIBLY short only to sell the missing pieces after release?

    Can't say I like the direction this franchise is heading.

  • The random model thread!

    • grapen
    • January 19, 2017 at 11:24 AM
    Quote from kinggambit

    1 hour ago, kinggambit said:

    did you edit vertex normals for that? Coincidentally read about them the other day for a maxscript and I had no idea how essential they are [Blocked Image: http://wiki.polycount.com/w/images/5/58/TreeMakerScript_plus_NormalThiefScript.gif]

    Yep. Without edited normals it looks pretty much like that gif. You can enable "ignore surface normals" on the prop in hammer, but that makes it look flat instead.

  • [CS:GO][WIP] de_arizona (Motel) - Source files available

    • grapen
    • January 18, 2017 at 9:24 AM

    Really curious about that skybox mesh you guys borrowed from Black Mesa. How many tris is that? Sorry for being sort of off topic, I'm working on something similar and still undecided as to what level of detail I want.

  • The random model thread!

    • grapen
    • January 14, 2017 at 10:39 PM

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

    I finally defeated VRAD. Slightly cheaper than our favourite Source tree, here for scale.

  • The random model thread!

    • grapen
    • January 14, 2017 at 12:54 PM
    Quote from Vorontsov

    21 minutes ago, Vorontsov said: Smoothing groups are old stuff! Get on editing the vertex normals of your models :)

    Yeah smoothing tends to fuck over shading on props sometimes in Source. It has frustrated me quite a deal.

  • [Source] What am I doing wrong with my tree?

    • grapen
    • January 14, 2017 at 12:46 PM

    Issue has been resolved.

    @Yanzl recompiled my model in Max/Maya(?) and got it to work. I had a look at his qc and found that he was using smd instead of dmx. I've been using dmx all this time thinking it was the newer, superior format. Tried to compile again using smd, still didn't work. Fak.

    Had a look at my rad file again and changed the backslash to a slash in my material path. It worked. What the fuck. I'm using backslashes in all my materials and qc's and that is working fine. Not in rad files apparently.

    So yeah, smd and slashes are required for forcetextureshadow. If any mod wants to rename the title of this thead to make it more Google-friendly, go ahead. I'd suggest [SOLVED] forcetextureshadow not working on custom prop, or something to that extent. None of the other results have an actual solution.

  • [Source] What am I doing wrong with my tree?

    • grapen
    • January 13, 2017 at 5:58 PM

    Neither worked unfortunately, I'm at a total loss.

  • [Source] What am I doing wrong with my tree?

    • grapen
    • January 13, 2017 at 3:49 PM
    Quote from Yanzl

    44 minutes ago, Yanzl said: What's your tree model path, vmt path and vtf path? Seems like everything should be working, so there's either a typo somewhere or something very weird going on.

    Dirs:

    ...\csgo\models\de_scepter\scep_tree01.mdl ...\csgo\materials\models\de_scepter\scep_tree01branch.vtf ...\csgo\materials\models\de_scepter\scep_tree01branch.vmt

    .rad file:

    forcetextureshadow de_scepter\scep_tree01.mdl de_scepter\scep_windowglass01b 252 239 209 100 de_scepter\scep_windowglass01c 143 183 230 100 noshadow models\de_scepter\scep_grate01

    Line 2, 3 and 4 are working just fine. So the rad file is being read, but the compiler refuse to ray-trace the alpha. The vtf is 1024, DXT5, eight bit alpha, so no funny stuff there I don't think?

    I found this thread with the same problem, but it didn't lead anywhere: https://tf2maps.net/threads/textur…orrectly.26297/

    Another thread that lead nowhere: https://tf2maps.net/threads/proble…eshadows.24736/

    Checked the poly count to make sure it wouldn't be that, but my tree is cheaper than Valve's urban tree..

    Made a new model featuring just ONE branch, problem persist, definitely not polycount related, but could still be model related. Or material. Either of those probably.

  • Overwatch

    • grapen
    • January 13, 2017 at 10:08 AM

    I very rarely experience toxicity at Master. At GE in CS:GO however...

  • Dark Souls 3

    • grapen
    • January 13, 2017 at 7:25 AM
    Quote from Puddy

    11 hours ago, Puddy said: Okay, thanks for the replies guys, I added DS1 to my list!

    Man, Darkest Dungeon really sparked my interest in masochism.

    Let us know how angry you were before finally beating the (intended) second boss :D

  • [Source] What am I doing wrong with my tree?

    • grapen
    • January 13, 2017 at 7:06 AM

    In my test map I have my tree and Valve's urban tree. In the console shot below we can see that Valve's alpha is being loaded, but not mine?

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

    My .rad command is:

    forcetextureshadow de_scepter\scep_tree01.mdl

    I might also add that the other lines in scepter.rad is being read and working as intended, it's just this line that doesn't seem to work. I've also tried backslash instead of slash for the path but that didn't matter at all.

  • [Source] What am I doing wrong with my tree?

    • grapen
    • January 13, 2017 at 6:16 AM
    Quote from Yanzl

    4 hours ago, Yanzl said: Make sure you compile with -textureshadows and add your model to lights.rad with forcetextureshadow.

    Yep done that to no effect :(

    Quote from wylde

    6 hours ago, wylde said: I don't have an answer but I am interested in the solution. A map I am working on has many trees and plants and I can't seem to figure out the best model settings. What're the best practices?

    Do I disable per-vertex lighting? Disable self-shadowing? Both?

    Valve foliage typically requires "Ignore Surface Normals" set to YES since they don't have custom normals on the model itself. The rest of the settings can be default for the most part.

  • [Source] What am I doing wrong with my tree?

    • grapen
    • January 12, 2017 at 11:18 PM

    Here's a shot of my WIP tree:

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

    From the left:

    Shadows ON and ignore surface normals OFF Shadows ON and ignore surface normals ON Shadows OFF and ignore surface normals OFF

    I've edited my surface normals (radial in blender), so the tree on the left is looking more realistic in terms of lighting. However as you can see, the shadows are just too thick. The tree trunk is literally black. The same shadow problem is happening on the ground, where it looks to be casting double shadows?! One that outlines the transparent branches/leaves and one large blurry mess that follows the edges. If I disable shadows, the blurry messy shadow disappears (see tree on the right), but that also makes the tree look flat. The interesting thing is Valve's trees are NOT doing this despite shadows turned ON.

    I've tried making sure I do exactly as Valve, but I'm obviously missing something critical. Here are the steps I've taken:

    • Make sure my VMT use exactly the same parameters as Valve
      • $alphatest "1" $alphatestreference "0.3" $nocull "1" (and some tree sway)
    • Make sure my prop_statics have exactly the same settings
    • Make sure I have forcetextureshadows on my model in my custom .rad (and that the path is correct)
    • Check the console so that the .rad file gets read (it does)

    Any pointers? Is it the surface normals that are wrong?

    EDIT: Ok I managed to reduce the shadows on the actual tree by reducing the normal editing mix effect, however the blurry ground shadow remains a problem.

  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • grapen
    • January 12, 2017 at 6:32 PM
    Quote from text_fish

    7 minutes ago, text_fish said: Vortigaunts were good guys, but headcrabs weren't! There's still plenty of scope for dangerous Xen creatures, not just due to continued slavery but basic survival, or some other completely outlandish motive.

    Maybe, could be that the headcrabs and their mother just take Gordon for Combine. I mean the only difference in appearance is that Gordon is orange :D

    Quote from (HP)

    11 minutes ago, (HP) said: Article about a game company that doesn't make games anymore concludes said company is not going to make a game anymore.

    Sure, but it was interesting reading how that came to be. HL3 as an RTS or quick event shitshow.. Oh god..

  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • grapen
    • January 12, 2017 at 6:16 PM

    But the Xen creatures were good guys chased by the Combine :(

    I guess slavery could be a thing though.

  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • grapen
    • January 12, 2017 at 4:39 PM
    Quote from Sprony

    13 minutes ago, Sprony said: You believers and Source guys should come together and as theraphy, make an unofficial Half-Life 3 or less ambitous, Episode 3. There's enough leaked stuff to give you an idea on where to go. Hell, I would even throw in a separate forum and hosting, just to see where things might go :)

    Was thinking the same, that would be really cool. I would totally play an unofficial take on what happens to Freeman.

  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • grapen
    • January 12, 2017 at 10:47 AM
    Quote from Sprony

    46 minutes ago, Sprony said: Time for some closure guys:

    http://www.gameinformer.com/b/features/arc…alf-life-3.aspx

    Excellent article and it confirms what many of us had already decided long ago. Half-Life is dead.

    It's really unfortunate that the attemps at continuing the franchise were never good enough, but I get what he's saying that too much time has passed. The brand means little to the new generation of gamers.

  • Overwatch

    • grapen
    • January 11, 2017 at 10:11 PM
    Quote from AlexM

    1 hour ago, AlexM said: yeah one of the best things about her was she is a great counter to reinhart.


    Also it looks like they adjusted roadhogs hook so you can't dance around a tree to break free. The era is over before it even began.

    Praise it! Onwards to GM with the hog :D

  • totally random texture thread

    • grapen
    • January 11, 2017 at 8:47 AM

    Spent the past two evenings trying to make this bark for my tree. I swear this material will give me gray hair. I just can't make it look the way I want it. I was going for european white elm, but ehh yeah not even close. I need to figure out how to do the smaller "flaky" parts.

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

    Update: messed around a bit during lunch. Might be getting somewhere now.

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

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