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  3. RealaxFourX

Posts by RealaxFourX

  • [CS:GO] [WIP] Free content from Waterfall

    • RealaxFourX
    • April 9, 2017 at 10:14 PM

    Wonderful! :)

  • [CS:GO] (W.I.P) de_arpegio

    • RealaxFourX
    • March 1, 2017 at 5:22 AM

    Is it in the workshop? Looks very interesting, would be awesome to subscribe. :)

  • MapCore CS:GO Playtesting 4.0

    • RealaxFourX
    • October 27, 2016 at 7:59 PM

    I updated cs_market v0.15 to v0.16, fixed many things which were wrong on previous playtest. Would it be possible to restart the server and add the new one? There isn't any custom content, radar is working properly.

  • How to delete steam workshop thread comments?

    • RealaxFourX
    • October 25, 2016 at 8:50 PM

    How to delete my a comment which was posten on my workshop upload thread? I am literally the owner of that workshop iteam and I can't delete any comment, which wasn't made by me... There isn't any trash bin appearing on the comments, just share button or quete.

  • cs_corp [an experimentation from my part on cs_ maps]

    • RealaxFourX
    • October 25, 2016 at 2:38 PM

    Hey. Did you release your work?

  • I want to release a short video about my map (stil greybox), any tips to get players interested?

    • RealaxFourX
    • October 19, 2016 at 11:51 PM

    Hello.


    I am making a map (soon I will post it or update the old thread :D) and I want to make a video which would make more people interested in this project and help me gather enough high ranked playtesters to do comp testings. So I wanted to ask, to what should I concentrate if my map is in greybox stage (Has different shades of grey, looks clean with some small colour textures to give a better feeling). The length of the video I am planning to do is appr. 5 minutes.

    Should I start from showing my map and then talk or should I introduce myself, from where i got the inspiration (do almost like a build-up) and only after that show my level?

  • CS:GO cubemaps problem

    • RealaxFourX
    • October 16, 2016 at 8:19 PM

    Hello everyone.

    I just spent an hour on this puzzle and still can't solve it. Why if I manage to do a nice reflection from one angle it becomes way too unrealistic from a distance? And nothing helps, even marking distant cubemaps specifically on that ramp face, it still doesn't effect anything. Does anyone have experience on the best way to deal with it? (Not even mentioning, how it managed to reflect the sky light through the arch... VALVE, pls add real-time reflections...)

  • MapCore CS:GO Playtesting 4.0

    • RealaxFourX
    • October 9, 2016 at 2:10 PM
    Quote from Terri

    On 10/9/2016 at 3:38 AM, Terri said: It won't matter how the hill is made, just as long as it is smooth to play around and doesn't look too messy visually all should be fine.

    Okay, thanks!

  • MapCore CS:GO Playtesting 4.0

    • RealaxFourX
    • October 8, 2016 at 11:57 PM

    If I am still in graybox stage and one part of my map is on a hill and I want my map to be accepted for mapcore playtesting, should I make it simple from normal brushes or do I have to use displacements (even though I will later on try to do them with 3d modelling program)?

  • [CS:GO][WIP] Tel Aviv

    • RealaxFourX
    • September 18, 2016 at 11:09 PM
    Quote from Pink Flamingo

    On 8/31/2016 at 1:55 AM, Pink Flamingo said: another black hawk down? mayday mayday we're going down!!

    CS:CZ deleted scenes in cs:go dream

  • (CS:GO) How to make correctly an arch in hammer with different height at the start and the end?

    • RealaxFourX
    • September 18, 2016 at 4:58 PM
    Quote from UNREA1

    On 9/18/2016 at 4:50 PM, UNREA1 said: Do not rotate or carve! Assuming this is our front view, what you wanna do is either make every line horizontal, and then move one of the ends up or down using the vertex manipulation tool, like so.


    Now if you were to do this on an angle from the top view, you'd probably have to use an instance, but I don't think its the case.

    Thanks for your helpful tip. Now everything works like a charm. :)

  • (CS:GO) How to make correctly an arch in hammer with different height at the start and the end?

    • RealaxFourX
    • September 18, 2016 at 1:30 PM

    Hello.

    I can't find any tutorials with the thing I need to do here. So I want to ask Is there a way to make a proper arch while it's on different height? I made an arch, lined it up with the grid, extended and I have used vertex tool to move the end of it a bit higher. I ended up with a nice looking arch, but having distortions. Any better way to do it in hammer?

  • Can't decide - maya or 3da max?

    • RealaxFourX
    • September 14, 2016 at 2:31 PM
    Quote from JSadones

    On 9/14/2016 at 1:31 PM, JSadones said: The student licenses are always for non-commercial work. If you want to be able to commercialize (aka Valve use your map), then I think Blender will be better for it. However I'm not sure if they can tell if your models are made with a student license (I thought the actual model files have a student signature added to it, but when exporting to SMD & MDL I'm not sure it's visible).

    So that means if I want my map to reach valve, I will need to make models with fully payed version of maya or 3ds max? Being stuck with gimp and blender sounds awfully, but it seems I won't have any other option. Unless, I could try to use student's licence and when I will learn to fully use the program, I could buy MAYA LT and remake all the models with that program in one month so it would be all legit. Do you think it would work?

    Quote from Vaya

    On 9/14/2016 at 4:23 PM, Vaya said: Valve wouldn't take map checking to that level I'm pretty sure. You might want to learn blender and gimp anyway if you have the choice.

    So you're saying one of the biggest gaming company won't check how an amateur made those models or textures more in depth to avoid getting sued?

  • Can't decide - maya or 3da max?

    • RealaxFourX
    • September 14, 2016 at 11:27 AM
    Quote from Radix

    9 minutes ago, Radix said: Since you don't have the money to buy a license, you will have to use free software.

    Blender is an excellent program for 3d modeling.

    Gimp for the textures.

    And if I will make all models for my level with student's license modeling program, will valve be able to add my level to the next operation (a.k.a. buy the map from me)?

  • Can't decide - maya or 3da max?

    • RealaxFourX
    • September 14, 2016 at 9:29 AM

    Hello.

    I am currently working on a competitive cs:go map and soon i will start detailling. What modeling program should I learn - maya, 3ds max or blender? Hardest things I will make is sculptures, vehicles and a helicopter. Maybe animated 3d skybox model. I will do some video editing and work later on with cryengine 5 or unreal Engine 4. I am planning to study architecture or design.And is it possible for valve to see if the models were made by a pirated version of 3ds max or maya? After I will finish school, I win't have enough money to pay for the "legal" version of 3ds max or maya. What texture creation program is the best? Photoshop?

    Also, i have a limited time to learn the program, about 7 months.

    I am thinking to go with maya, but I want to hear what pros would recommend. I am working alone, if it changes anything.

  • De_forlorn WIP

    • RealaxFourX
    • May 19, 2016 at 12:50 AM

    Hey.

    Would it be possible to have a better look at de_forlorn? I can't find this level in workshop. When are you planning to upload it?

  • [CS:GO]

    • RealaxFourX
    • May 13, 2016 at 2:35 PM
    Quote from Michael Greenwood

    Just now, Michael Greenwood said: Sorry, I meant that I'm not disagreeing with you, I just don't think it is necessary at this point as I am doing the initial round of layout fine tuning at the moment. Once I have fixed the glaring problems with sightlines, OP spots, etc, then I will start on the styling, lighting etc.

    Even though I agree, that it doesn't help you in finding layout mistakes, but it should be noted that light_env gives a good idea how your level will look like and it gives a real life touch, plus it only takes 20-40 seconds to add it. So why not?

  • [CS:GO]

    • RealaxFourX
    • May 13, 2016 at 2:25 PM
    Quote from Michael Greenwood

    11 minutes ago, Michael Greenwood said: There is a light env in the map (otherwise there wouldn't be any light at all), it is just the default one because it really doesn't matter yet. The skybox also really isn't something one should be committing to within the greybox stage so it is also set to the default.

    Mine is default also, the only thing I changed is it's ambient and glowing colour and everything works perfectly. In your level it looks as it would be very cloudy and at evening.

  • [CS:GO]

    • RealaxFourX
    • May 13, 2016 at 1:26 AM
    Quote from Klassic

    On 5/11/2016 at 2:37 PM, Klassic said: It's very dark in the map, please change this...

    Adding light_environment will fix it. Also, I would suggest changing the dust2 skybox, as it looks very dull and overused.

  • [CS:GO] DE_LITE

    • RealaxFourX
    • May 11, 2016 at 10:02 PM
    Quote from cashed

    5 hours ago, cashed said: thx @El_Exodus

    I gave it a look, sadly I didn't see the part I was interested the most, it didn't have those fancy textures, models .


    I had a run on your map and I have noticed, that there are many places, there is a huge fps drop. Usually on official competitive matches I manage to get 30-35 as average in your map I had from 120 to 22 fps. You should optimise this areas the most:


    And why is there a huge playable space under your level? Seal it off as I doubt it would have any purposes.

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