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  3. grapen

Posts by grapen

  • Fatal error loading vertex shader water_vs20 (00000005) HELP! [SOLVED]

    • grapen
    • September 20, 2017 at 10:54 AM

    Any maps that have vmt's with conflictig prameters have been broken, yep. As long as your vmt's are problem free, your map should be future proof.

  • Fatal error loading vertex shader water_vs20 (00000005) HELP! [SOLVED]

    • grapen
    • September 20, 2017 at 6:47 AM

    You have an error in a vmt that uses the specific shader in the error message. Post your water vmt(s) and let's have a look. I want to point out that since the last update, any shader can cause your map to crash even if it's something minor such as declaring both $envmapmask and $basealphaenvmapmask in the same material.

    If anyone else is having a similar issue but don't know where to look for the busted material, just cordon tool on fast until you find it.

  • [WIP] ARIZONA - Source files available

    • grapen
    • September 13, 2017 at 11:13 PM

    Take care of yourself, your family, and do what you love doing. We should all spend our time wisely. :)

  • [CS:GO] De_Grind

    • grapen
    • September 9, 2017 at 6:12 PM

    Congrats guys, looking mighty fine!

  • The portfolio section´s info

    • grapen
    • September 6, 2017 at 12:53 PM
    Quote from Chimeray

    Just now, Chimeray said: Wordpress.org or Wordpress.com? Started looking into it a bit more and the difference is doing my head in. I'm guessing you use.org since you have no footer?

    Yeah I use a local installation of Wordpress on my hosting service, so its .org. If you're going down that route, basically all of the major hosts here in Sweden have a "one click wordpress install" feature. If you want to, you can PM me for details.

  • The portfolio section´s info

    • grapen
    • September 6, 2017 at 12:44 PM

    Yep I use WP with Semplice which is super customizable out of the box, though I also used a little bit of custom css to get it just how I wanted. The hosting is a yearly cost obviously, and Semplice is a one time license cost. I value time over anything else and got my site up and running the same evening. Adding a new project to it takes me a minute, the only real time factor is taking screenshots and writing the documentation.

  • Fredric Grapensparr - Level Designer

    • grapen
    • August 23, 2017 at 6:15 PM
    Quote from Alf-Life

    On 8/20/2017 at 11:01 AM, Alf-Life said: It's a bit odd that the box to the right is grey (at least for me). Seems like you've only done 1 map and so I would put that front and centre and not even have people click it until you have more.

    Quote from grapen

    On 7/10/2017 at 11:21 PM, grapen said: The gray image is there purely to show the grid to you guys (as I only have one project to show right now).

    ;)

    Won't be sending it to recruiters for a while, it's like you say, needs more projects up there.

  • [WIP] De_Glace

    • grapen
    • August 23, 2017 at 7:22 AM
    Quote from NikiOo

    10 hours ago, NikiOo said: Does that effect actually translate to Source?

    Yep yep!

  • [WIP] De_Glace

    • grapen
    • August 22, 2017 at 7:26 PM
    Quote from NikiOo

    3 hours ago, NikiOo said: Been working on the truck. Added some more detail. It will make it's return to the map once I actually texture it:

    http://# Hide contents

    Hope I haven't reached the poly limit.

    Here is a weird ass tire:

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

    Look in the upper middle part of Blender to see your scene tri count, select pieces to see their individual tri count. Go into your mesh properties, check auto smooth and start smoothing those curved surfaces/declare hard edges.

  • de_scepter

    • grapen
    • August 19, 2017 at 8:20 AM
    Quote from Pancakesandsyrup123

    14 hours ago, Pancakesandsyrup123 said: This is amazing work, especially for it to be your first map in cs:go, or actually in any source game ever. I sincerely wish the best of luck to you, hope you win, or atleast get to top5!! :)

    Thanks! This map is not eligible to join the contest, instead I'm working on another map (unless that is what you meant) :)

  • de_berth

    • grapen
    • August 12, 2017 at 7:21 AM
    Quote from Squad

    4 hours ago, Squad said: Not a lot we can see yet, but what is there looks promising! Also interesting sky choice :) Subject to change?

    Yep we'll see about the sky, I made it before I realized we can't have diffuse shadows. Derp. The clouds are moving but I could still paint a hole in the mask where the sun is lol. But yeah, anything but clear blue Nuke sky should be good :D

  • de_berth

    • grapen
    • August 11, 2017 at 11:54 PM

    The overall mood and gameplay for this area has been nailed down. What you see is CT spawn, and the tracks cut through the entire map on a highrise platform. In the second art phase I'll revisit this part to work on finer details and final lighting. For now I'm moving on to work on the area to the right of this shot.

    [Blocked Image: http://i.imgur.com/GYZxX6q.jpg]

  • [DOI] El Guettar

    • grapen
    • August 4, 2017 at 12:16 PM

    I don't know anything about DOI, but I like your compositions so far.

  • de_berth

    • grapen
    • August 4, 2017 at 11:03 AM

    I continue setting up my scenes, starting with the larger assets.

    [Blocked Image: http://imgur.com/pDB3gyS.jpg]

  • de_berth

    • grapen
    • July 31, 2017 at 10:55 PM

    Heya, throwing my hat into the ring with de_berth by grapen.

    The map is set in and around a fictional dry berth in Sweden.

    Graybox is done and dusted. Below is the first day of env art to give you a general idea of where I'm taking this. No overview created yet.

    [Blocked Image: http://i.imgur.com/GXVgEZs.jpg]

  • [CSGO] de_subject (WIP)

    • grapen
    • July 27, 2017 at 11:00 AM
    Quote from FizzyPhysics

    17 minutes ago, FizzyPhysics said: Except for Aztec! It was incredibly popular in 1.6 and was almost as popular as dust2 at one point (From what I've read)

    I don't mean to derail your topic, but since I played on the highest level in the Swedish 1.6 scene at one point, I can share what I recall on this topic.

    Almost every pro and semi pro hated Aztec. :)

    Rushing A was practically impossible since HE grenades were so powerful and they would rain on the single choke point at the start of every round. Rushing B was terrifying due to how exposed you were, and the fact that the CT holding bridge could tap lightly on crouch to get a lot of info from a safe position. Furthermore, the colt had 120 bullets so you could wallbang silently the entire round. If the teams were evenly skilled, you had to win pistol as T which was unlikely, in part due to the distances and the disparity in powerlevel of the USP vs Glock, but also since you could see through smokes in 1.6.

    There were really no tactical options, you had to brute force the chokes and hope to get a lucky flash off, or double/triple peek the underpass, that was your best bet.

    Aztec fell off from leagues and tournaments by the time we got new maps such as Strike (now known as Mirage), Mill and Fire.

    Anyways, work hard and good luck with your map. :)

  • Dunkirk

    • grapen
    • July 27, 2017 at 10:20 AM

    How could the Editor in Chief of USA Today let that one slip through? Unbelievable. Is this publication known for desperate publicity stunts?

  • Mapcore Discord

    • grapen
    • July 25, 2017 at 8:32 AM
    Quote from [HP]

    2 hours ago, [HP] said: How crazy is it that IRC is coming back. Love it.

    We use Slack at work, everyones praising it like it's some grand invention. Dude, it's IRC with a giphy bot, we had this shit 20 years ago.

  • Counter-Strike: Global Offensive

    • grapen
    • July 21, 2017 at 11:13 PM
    Quote from blackdog

    19 minutes ago, blackdog said: It is a bit different: pixel walk or looking through textures in inaccessible areas can only be performed to abuse the game, while jump is basic movement and you can use it for simply landing silently (which I don't see as a problem) or to peek.

    I'm not sure what kind of referee system is in place, but I think to penalize these behaviors, CS scoring should be changed radically, made more abstract and not just internal to the game (eg, rounds won/lost are important and referee can remove rounds for penalty or remove some money from a team).

    But you're peeking fully knowing the opponent won't be able to see you, the pros are well aware of the difference between a regular jump and a bugged crouch jump. The outcome is the same as standing behind a one-way nodraw, you know it's not fair play or the intended design.

  • Counter-Strike: Global Offensive

    • grapen
    • July 21, 2017 at 2:17 PM

    Edit: I realized my post came off condescending, that wasn't my intention. What I'm saying is that while Valve ought to fix it, organizers have some responsibility in maintaining fair play, and the bug is game breaking, being able to peek unseen. That is huge. Instead of gentlemans agreements, just ban the use of it. I don't see it as any different than the overpass pixelwalk.

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