Posts by Shibou
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@Steppenwolf I tried it yesterday night too, but same problem like @Vorontsov
I dont get any error messages, just dont see thumbnails in the list.
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After some experimenting with substance designer and the help of some nice tutorials i've been able to generate a first simple texture of worn and old tiles (simply sticked to a tutorial so nothing could go wrong
)Creating custom textures for de_oakwood just became so much easier and faster, i realy love this tool!

[Blocked Image: http://i.imgur.com/870RgE6.jpg]
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Quote from Steppenwolf
On 19.6.2016 at 9:06 PM, Steppenwolf said: Watch the tutorials on the Allegorithmic youtube channel. After that the Gnomon tutorial by Rogelio Olguin is the best starting point if you want to get serious about it. https://www.thegnomonworkshop.com/tutorials/substance-designer
Quote from spenceOn 19.6.2016 at 11:17 PM, spence said: Josh Lynch also has some good tutorials (a couple of which are free) https://gumroad.com/artofjoshlynch
I started of with the official ones from Allegorithmic, but they are a bit complicated. I found an easier one for n00bs like me: https://www.youtube.com/channel/UC3rgNHnHdwBBrpG_WHOS-Xw
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Excitement confirmed!

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Full compile is used for a final version of a map that is going to be published. It deliveres the best quality yet takes the longes time to calculate lighting and so on.
Fast is, as the name says a faster version, yet not to accurate. But in terms of developing your map its good enough.
CompilePal is just an external program or a 3rd party compiling tool with easier configuration of the compiling parameters.
Besides that the time need for compiling your map isnt only effected by its complexity but more over by its level of optimization (skybox, etc...) this over all is a too big topic to be answered in a short way. I suggest reading the articles by @will2k
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I like this truck, yet its a bit too glossy. In a havana I'd expect it to be a bit more dirty and rusty...
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Quote
On 18.6.2016 at 2:07 PM, 'RZL said: @Skybex and I work on a map called cs_concert set in an amphitheater. We've recently added a wall of fame and still need a good amount of pics. If you want a chance to be part of it just PM me some of your pics extravaganza.
The current wall of fame with lots of placeholder pics that wait to be replaced:
PS: It would be best if you looked like a musician (with some sort of instrument), group photos are also welcome.
To bad I dont look like a musician - more like a mad scientist (on heavy drugs ofc) ...
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Quote from cashed
5 hours ago, cashed said: @'RZL havent decided on a CC and lighting it feels a bit too brown now with textures being more in that hue. So im going to tweak the colours
Started branding ideas
[Blocked Image: http://i.imgur.com/mt5SFXg.jpg][Blocked Image: http://i.imgur.com/pxeKNyw.jpg]
Sans serifes looks nice, yet the theme of the map itself doesnt seem to fit a modern company logo...
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finaly some map where I can shoot terrorist that are trying to escape skiers
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excelent brush work what i've seen so far. I like the bridges which give the scene something iconic.
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Where is the Colloseum you promised in the title?

I think Bombsite B and T spawn are to close to each other. CTs can hardly arrive before Ts. Besides the direct straight lines and paths stil appear a bit to simplistic to me. The ruins in the center of the map are interesting imo. keep it up!
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I'd like to see an updated overview if you made some changes to the layout.
If you are confident the changes you implemented are beneficial ones, another playtest would be the next logical step to give you a huge amount of feedback and input on the direction your map is going right now.
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Looks nice so far, but what happened to the other map?

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Quote from JSadones
25 minutes ago, JSadones said: [Blocked Image: http://i.imgur.com/4T8PCfI.png]
Taking a break from mapping and trying to focus on learning modelling/texturing.
Gone a long way, if you see what I made a few months ago....
Going to try to make a high poly and bake it on a low poly tomorrow.http://# Reveal hidden contents [Blocked Image: http://images.akamai.steamusercontent.com/ugc/3831627067…A01A2CD1804045/]
i like the chair. This crate apears a bit ... huge

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Quote from RedHawk
55 minutes ago, RedHawk said: Maybe the compile settings are different and may be causing the problem.
The problem isnt compiling. If he openes the *.vmf file (which works fine in my editor, and that i am able to compile without problems) his editor shows entities in a strange way. After compiling the entities are gone for him...
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Judging form the screenshots posted in the Workshop I see some very longs sightlines there.