Makes me think of crouch running in goldsrc. Just ban it, what's the problem?
Posts by grapen
-
-
Quote from Sigma
5 hours ago, Sigma said: Feeling down though about the 3D side of things for me. Just can't seem to make some sense of a model and it's demotivating me on other 3D fronts. I'm tempted to abandon it but don't want to at the same time. Damn sci-fi weapon that is nonsensical!
I'm sure everyone gets stuck sometimes, even the old (traditional) masters did. Surely there's more stuff to work on for your portfolio while you marinate the problematic model?

-
Quote from laminutederire
44 minutes ago, laminutederire said: how can one find it after 7 hours of menial work and 2 hours of transportation every day?
On a typical day I get up at 06, dress and feed my kids, go to work, back home at around 17, feed and hang out with kids until 21, hang out with wife, then squeeze in an hour into Hammer.
I guess grinding to get a job that let's me do what I enjoy doing is what motivates me

-
Ooh a souvenir!
Field-tested Walnut Nova ?
-
-
Quote from Oskmos
7 hours ago, Oskmos said: Working on assets for a new CSGO map (Insertion2 basically). So this is just to test the assets, its not the actual map:
Looks like Norrland
what's the setting this time? -
Quote from grapen
On 2017-07-14 at 8:55 AM, grapen said: 1.1 should hit the workshop today:
- Fixed several clipping issues - Removed pillar in rotator to A from CT Spawn - Improved interior lighting - Improved shaders on gold-like materials - Gameplay adjustments on B - Fixed overly transparent glass on low shaders in mid - Fixed stairs leading to nowhere on A - Display case is now breakable in T Spawn - Added story elements to CT Spawn, mid and A for further clarification on the map scenario - Added efflorescence stains to overly dark backgrounds - Added a modest amount of grime - Fixed rare bug on window materials - Slightly shortened some headshot-height walls - Fixed a powerful self-boost
As for the rare bug people were having, I'm pretty sure it's because selfillum can't be used with basealphaenvmapmask.
Update is now live on the workshop with the aforementioned patch notes.
-
Quote from catfood
20 minutes ago, catfood said: A bit late but congratz on the release! Just ran around the map and it feels great to navigate through and I also like the cosmetics especially the indoor ceilings
btw why did you decide to remove the green roofing? I remember the castle had this in earlier builds right?. I thought it looked kinda cool
[Blocked Image: https://i.imgur.com/25z00s5.jpg] Oh and sucks to hear about those downvotes. Maybe someone could write a bot script that spams MapCore maps to the top?
fight fire with fireOh god, that color scheme
I think at one point I saw a picture of Hohenzollern and was blown away by it. That made me start again from scratch. I think patinated copper looks cool (though that old material is horrible), but it should probably not be used for an entire castle 
-
Any german to confirm I got text and date format right?

[Blocked Image: http://i.imgur.com/3sLdGBP.jpg]
-
1.1 should hit the workshop today:
- Fixed several clipping issues - Removed pillar in rotator to A from CT Spawn - Improved interior lighting - Improved shaders on gold-like materials - Gameplay adjustments on B - Fixed overly transparent glass on low shaders in mid - Fixed stairs leading to nowhere on A - Display case is now breakable in T Spawn - Added story elements to CT Spawn, mid and A for further clarification on the map scenario - Added efflorescence stains to overly dark backgrounds - Added a modest amount of grime - Fixed rare bug on window materials - Slightly shortened some headshot-height walls - Fixed a powerful self-boost
As for the rare bug people were having, I'm pretty sure it's because selfillum can't be used with basealphaenvmapmask.
-
I add _radar after the map name in the txt, and it works. A _spectate radar is not necessary.
-
-
Quote from blackdog
4 hours ago, blackdog said: Also I didn't realize straight away there was a glass in the window that from mid allows to go toward A... at first I thought the model had weird clipping and wasn't allowing me to fit in. Maybe should be more opaque or another glass texture?
Coming in a patch this week along some bug/clip fixes and gameplay enhancements

-
Quote from Fnugz
27 minutes ago, Fnugz said: Good job on the map, looks really nice! I got some feedback, mostly clipping issues.
Thanks guys, that's some detective work right there

-
Quote
2 hours ago, 'RZL said: Ran around the map, its pretty fun and good looking, good job! A little bit of snarky feedback: https://imgur.com/a/dcJvs
1. Whoops, been meaning to add a door there. 1.1

3. You used to be able to, tricky balancing act. Might revise depending, but for now it's a double peek opportunity and afterplant position.
4. Save area as well as nade opportunity through windows above.
5. Yeah I guess

-
Quote from Roald
12 minutes ago, Roald said: Great job Grapen I love it! Finally you released it, I waited so long

Besides the 20 pages long list of the things I love, there are a few minor things I noticed while walking arround:
The breakable glass window is really hard to see. I jumped trough the window and bumped my head there. From T spawn walking to B, the brown room feels a litle too dark. When a CT pushed it was hard to see him. Also pushing further to B where the paths split to the bombsite and those sniper windows, that area feels a litle too dark. It was abit hard to see the CT's there. Just some minor things u could consider for a futuring update
Thanks! I need to buy a new monitor, mine is so old and overbright it's hard to get lighting right
will defo check these out! -
Quote from dimes2dope
2 minutes ago, dimes2dope said: also, maybe im wrong but why are you using $basealphaenvmapmask 1
You don't have an $envmap set for the material - so there are no reflections for the Envmapmask:
Yeah the $basealphaenvmapmask 1 is just there so that the $selfillum won't affect the metal

Must have forgotten to add an envmap though!
-
Quote from dimes2dope
1 minute ago, dimes2dope said: I'm assuming you have quotes on this line:
$basetexture de_scepter\scep_windowglass01b
It may not matter but doesn't hurt to be safe!
I made a habit of not doing quotes unless VTFEdit were being cranky about. Won't hurt to check if that could be it. Thanks!
-
The good news this morning is that the map has stabilized on the front page of the workshop, thanks everyone who made that happen!
The bad news is that I've had reports from two different people that a specific material is causing issues. Here's a screenshot from one of the guys:
[Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/836957960628799770/EE0F88559BE0230C7577BAC5D42295B0DF74EEE6/]
And here's the material:
LightmappedGeneric { $basetexture de_scepter\scep_windowglass01b $surfaceprop glass $selfillum 1 $basealphaenvmapmask 1 }
I'm not able to reproduce the issue with any of the settings, and the selfillum is working fine with the diffuse alpha. Has anyone seen this before?
-
Quote from [HP]
On 7/10/2017 at 1:34 AM, [HP] said: Some of his work looks incredibly coozy, yet epic in scale, still baffled on how he manages to do that.
Yes! This is exactly what I felt seeing this for the first time. It's the same feeling I get when looking at Studio Ghibli's work, though the scale of things are grander here. Cozy and eerily familiar.