1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. grapen

Posts by grapen

  • CS:GO Shader Detail - Texturing Issues.

    • grapen
    • January 10, 2017 at 7:18 PM
    Quote from CaptainR3sPawN

    45 minutes ago, CaptainR3sPawN said:

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    it was fixed here tho?? :(

    You're not suffering from the same issue, their material was broken somehow while yours is working as expected. If you want to add detail to the black parts of your diffuse, you have to paint it :)

  • CS:GO Shader Detail - Texturing Issues.

    • grapen
    • January 10, 2017 at 6:31 PM

    No env maps or normal maps on low. If your diffuse is black, that is what you will get.

  • Overwatch

    • grapen
    • January 10, 2017 at 4:38 PM
    Quote from 3Dnj

    29 minutes ago, 3Dnj said: Well like this, Roadhog will probably work as his main purpose : being a tank and not a dps that can easily OS most of character.


    As a Roadhog hater, I can't wait !

    He's not a tank though, there's nothing in his kit that makes him a tank. The label in game doesn't change that IMO. Roadhog will be nothing but a self-healing ultimate battery for the opposing team, so we won't see him until the next tweak. At least that is my take as someone who plays a lot of RH.

    Quote from AlexM

    28 minutes ago, AlexM said: Dva already had pretty low damage. Interested to see how the overall change feels in game.

    -200 armor +200 health is big. Soldier melts her. RIP.

  • Dark Souls 3

    • grapen
    • January 10, 2017 at 1:20 PM
    Quote from Puddy

    2 hours ago, Puddy said: Bump!

    I've been thinking about picking up one Dark Souls game. I'm wondering which one you guys would recommend? For a newcomer that is. I imagine later entries have lots of quality of life improvements but who knows if one of the earlier ones is just better in different ways?

    There are definitely different strengths to each entry in the series. The first one rules supreme in terms of level and character design. If you don't mind the dated visuals I would start out with 1. It will also give you a lot of backstory (as long as you're looking for it). Second best I would say is 3, as the level design is pretty solid and the gameplay has been refined. If you're playing 1 and don't have a controller, you need DSFix for M+KB to work.

    Either way, I love the entire series. They remind me of the great games of the 90's, in that they let your imagination fill in the blanks. There are no maps. No UI/quest log telling you were to go. Plenty of obscure secrets that you might never figure out on your own.

  • Overwatch

    • grapen
    • January 10, 2017 at 10:52 AM
    Quote from AlexM

    8 hours ago, AlexM said: Someone else just sent me that gif. That's pure gold.

    Still though my question is in relation to the cases where you have a successful pull and a buckshot from the face can partially miss.

    Yep it feels good when it reels. Puts those slippery supports right in the center. I admit Hook 1.0 is a bit too strong, but the constant LoS check are tough to work with. I'll probably go back to Zarya for my tank flex as she will be a more reliable damage output.

    I look forward to playing Soldier though with the nerfs to RH and Dva.

  • Overwatch

    • grapen
    • January 9, 2017 at 8:07 PM
    Quote from AlexM

    1 minute ago, AlexM said: I heard that there's less of a chance of the hook screwing up and supports being able to get away. Anyone noticed any difference?

  • Overwatch

    • grapen
    • January 6, 2017 at 10:14 PM

    Hook 2.0 feels so bad man. People hiding behind lamp posts and shit, and I can't get to them without overextending. It's going to get worse as more people catch on.

    And you can't even hook people on high ground from low ground?!?

    Incoming "Where were you when hog was kill?"

  • [CS:GO][WIP] Tel Aviv

    • grapen
    • January 6, 2017 at 8:49 PM
    Quote from tchick

    8 minutes ago, tchick said: Oh ok thank you for your answer... I did reconnect to a MM match ... I hope I wont be kicked again :(

    You should probably just try to play Valve DM to see if the error persists, before going into MM again :)

  • [CS:GO][WIP] Tel Aviv

    • grapen
    • January 6, 2017 at 8:19 PM
    Quote from tchick

    28 minutes ago, tchick said: Hey! Sorry to post it here, I was working all day on those models and now I started a Matchmaking game and after about 6 rounds, the game disconects me and I get a VAC error Oo Something is blocking VAC on my computer ... It redirects me on this page :https://support.steampowered.com/kb_article.php?ref=2117-ILZV-2837 They tell me to remove all custom textures and skins .... I have been changing the mdl and vtf files all day and I'm on windows 8 (the worst one) Did you guys had anything similar? I'm affraid I don't want to lose my account, I just make maps and models, I don't even play the game that much...

    That's a common issue and has nothing to do with your custom content, unless they are directly modifying the official game files. You won't lose your account, it has happened to pros, at lans. The underlying issue can be one of very many, so it's hard to troubleshoot. When I had the error it was due to my antivirus not liking VAC.

  • Counter-Strike: Global Offensive

    • grapen
    • January 4, 2017 at 12:38 PM

    CS is still great and everything, but I have a toddler and another baby on the way, so there's basically no time for me to sit down and play a competitive match when they could last an entire hour. Operations are a fresh, casual way of enjoying the game for people in my situation. I haven't touched CS for other reasons than mapping during the past six months.

  • [CSGO] Block flashbangs WHILE being 100% penetrable?

    • grapen
    • January 4, 2017 at 9:34 AM
    Quote from Lizard

    5 minutes ago, Lizard said: Check it now. Should work :)

    Well, almost, the func_brushes block a lot of damage in the video. The effect diminishes with a thinner brush, though that would be the same as the 0.1 unit func_detail nodraw. Either way works as long as it's thin as hell.

  • [CSGO] Block flashbangs WHILE being 100% penetrable?

    • grapen
    • January 4, 2017 at 9:22 AM
    Quote from Lizard

    40 minutes ago, Lizard said: https://www.youtube.com/watch?v=qfALo2FuUDg&feature=youtu.be

    Is this what you are trying to achieve? @grapen

    No idea, video is unavailable :D

  • [CSGO] Block flashbangs WHILE being 100% penetrable?

    • grapen
    • January 4, 2017 at 6:44 AM
    Quote from Lizard

    8 hours ago, Lizard said: what do you mean by "not working" does it render? Like I said before, I only changed the render mode. Also set fx amount to 0 but this should not be the issue.

    Blocks bullets, let's flashbang effect through:

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

    Quote from MadMax

    3 hours ago, MadMax said: Away from my PC right now so I can't check, but func_blocklight used to block the flashbang effect. Might still, give it a shot!

    I think I've tried it before, but I'll have to do it again.

  • [CSGO] Block flashbangs WHILE being 100% penetrable?

    • grapen
    • January 3, 2017 at 10:52 PM
    Quote from Lizard

    28 minutes ago, Lizard said: I did a small test and a func_brush with "Don't Render" Render mode blocks flashes completely. Grenade and the effect.

    I'm not able to make it work, I copied the settings in your screenshot and tried 'toggle', 'never solid', 'always solid' inputs in the Solidity setting. Is there anything else I'm missing?

  • [CSGO] Block flashbangs WHILE being 100% penetrable?

    • grapen
    • January 3, 2017 at 8:39 PM

    Yep, it's pretty much concluded at this point that there has to be bullet collision for the blinding effect to be blocked.

    Best and only solution is a 0.1 unit thick func_detail nodraw brush. It blocks bullets but let's all the damage through.

  • [CS:GO][WIP] cs_gulch

    • grapen
    • December 31, 2016 at 1:38 PM

    Forgot to add:

    Quote from tchick

    14 hours ago, tchick said: For now it looks a bit like TF2, but I really want to try to paint the texture like the guys who did Newk and Infernew (30% cartoon, 60% realistic something like that)

    Your palette is leaning heavily towards cartoony as of right now, with lots of yellow and orange in there:

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

  • [CSGO] Block flashbangs WHILE being 100% penetrable?

    • grapen
    • December 31, 2016 at 1:08 PM
    Quote from Squad

    1 hour ago, Squad said: A chain link fence. Can you think of a scenario where it should block flashbangs and there is no alternative way to set it up?

    Fair point! Had not considered a fence like that. My issue is likely unique to foliage. The 0.1 unit nodraw is good enough, though a bit finicky to work with when adding many of them. A tooltex would be cool but unlikely to ever happen.

    EDIT: I just finished compiling, the 0.1 unit nodraw was culled by hammer (warning came when I reopened the map) and didn't work when rotated 45 degrees. Will need to do some more testing. Definitely finicky :P

  • [CS:GO][WIP] cs_gulch

    • grapen
    • December 31, 2016 at 12:02 AM

    Looks like a fun project! There's always the risk of players easily getting lost in a homogeneous environement like that, so that's a tough nut to crack. The less corridors the better I always say, especially true in this case, it needs (imo) a few really distinct medium to large areas. Perhaps something to do with oil pumps/pipes/refinery? I'm thinking 'There Will Be Blood'.

  • [CSGO] Block flashbangs WHILE being 100% penetrable?

    • grapen
    • December 30, 2016 at 11:44 PM

    Its purpose is to bounce grenades physics, unlike clip that only blocks players and the bomb, so it's working as intended. Though I'd consider it reasonable if it blocked flashbangs as well considering how niché it is. There might be a scenario where this would be bad but I can't think of any.

  • [CSGO] Block flashbangs WHILE being 100% penetrable?

    • grapen
    • December 30, 2016 at 9:36 PM
    Quote from blackdog

    2 hours ago, blackdog said: So I don't have the chance to try this and never got to this refinement phase in a map… but reading the tools texture wiki, you would think you should achieve this creating a

    grenade_clip brush

    +

    clip or player_clip

    does this not work? (Why?)

    Clips won't block the blind effect of flashbangs. For regular clip this is reasonable, considering they are everywhere. Grenadeclip however is so niché that I'd say it would be reasonable for it to block flashes. But it just doesn't.

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™