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Showing content with the highest reputation on 03/02/2016 in all areas

  1. 7 points
    jackophant

    de_stupa

    Version C13 Overview: Screenshots: Full Album: DE_STUPA_C13 This is just a repeat of the OP update.
  2. 4 points
    Beck

    Counter-Strike: Global Offensive

    IEM Katowice starts today. First games in about 1 hour 20 from this post. Fnatic vs NaVi which should be a good match to kick off with! http://www.hltv.org/news/17223-iem-katowice-viewers-guide No pick 'em challenge this time around?
  3. 4 points
    cashed

    [CS:GO] DE_LITE

    Crazy how much CC changes things as well
  4. 4 points
    jakuza

    The random model thread!

    Nearly finished my first car. Feels good. I would still appreciate crits though. ~8000 tris, 1024x1024
  5. 4 points
    R.I.P 3.0

    [CS:GO] de_waterfall [wip]

    Just some screens of the new update
  6. 3 points
    Squad

    Counter-Strike: Global Offensive

    I believe that's only for Valve-sponsored events.
  7. 2 points
    ng.aniki

    Hitman - World Of Assassination

    A new trailer of Hitman is out:
  8. 2 points
    jackophant

    The random model thread!

    Not that I'm at all experienced with 3D modelling, but wouldn't you want that grill over the rear wheel to be flat and add impression of detail with bump mapping? Could save quite a few tris.
  9. 2 points
    Squad

    The random model thread!

    The recently added 2nd UV support for decals could help you out with mirroring the UV, but still have unique sides.
  10. 2 points
    NihiL

    [WIP] de_canaveral

    Thank you @Lykrast! Okay I've sorta put your two points together @baem123 and @Freaky_Banana and came up with version 2 of the layout. I agree that previously having only one way from CT spawn to A and B just wasn't cutting it and absolutely agree that it's boring to have to go B from exhibition hall. So here it is: CTs can now go to B from Control Room or the left flank. And Ts can now go from the Exhibition Hall to A if they make it through instead of B. Is this better? Any further thoughts/ideas/concerns?
  11. 2 points
    Corwin

    What's going on with your life?

    Got promoted to Senior LD last week, woot!
  12. 2 points
    New screens, will start a thread soon now the layout is almost done. Playtested for 3-ish hours with friends yesterday, seems to play well.
  13. 2 points
    jackophant

    The Walking Dead

    Just watched episode 9...
  14. 2 points
    Endritv

    Mapcore Introductions Thread

    Time to introduce myself! I'm Endrit and I have been lurcking on mapcore for a while now! I am a workshop artist, who has worked on both Dota 2 and CS:GO. I just recently started to learn hammer and research level design. My goal is to have a map into an operation, and I'm ready and willing to dedicate a good chunk of my time into reaching that goal. Hope to see you guys around!
  15. 1 point
    The new Nuke On February 18, 2016, Valve released the new revamped de_nuke. Alongside the map came several visual improvements to CSGO as well as a bunch of high resolution textures and models. The map is heavily detailed both with brushes and props and Valve managed to pull a pretty decent optimization job on it. Despite the hi-res content that includes materials with 2 normal maps, specular maps, detail maps and phong, Valve made cheap versions of the textures as well as low poly models of the props to be used for distant places in the unplayable parts of the maps. This fact coupled with Valve using hint brushes, areaportals, func_detail and nodraw made the map run decently on a modern gaming rig. However, the open skybox and the huge amount of details around the map were working against it on the fps side. Many people were complaining across forums that their fps took a big hit when playing the new Nuke. Driven by scientific curiosity, I wanted to check whether the complaints were valid: did Valve pull a sloppy job when optimizing Nuke or is it down to the players’ computers being low to mid-range and not coping with the new map/CSGO changes? The revised optimization system Since I know “nothing” about optimization , I decided to take a look at the map. I deleted all the hint brushes placed by Valve and rebuilt my own hint system from scratch consisting of vertical, horizontal, and corner hints (Valve did not include corner hints). Valve did not add any outdoor areaportal and their system consisted mostly of indoor ones that separated the inside of the plant from the outside. I added a skybox brush atop the big central dome to allow for outdoor areaportal systems to be viable across the map. A new outdoor areaportal system was added. Finally, I added occluders in several places in the outside yard (Valve did not include any occluder). It was a basic optimization job (not fully tweaked) that took around 6 hours (3 hours on Sunday afternoon and 3 on Monday evening) just to test the grounds. Due to the sheer size and complexity of the map and the recent changes in the CSGO Hammer compiling tools (vrad), compiling on full final settings was out of the question. I compiled on fast vis and fast rad with “dirty” lighting; the map won’t be as refined as a full-compile one, but it should be enough to give me an idea on the efficiency of the new optimization system versus the stock one of Valve. Vbsp = 32 sec, vvis (fast) = 2 sec, vrad (fast, dirty light) = 3 hours and 13 min . Vrad on final would have probably taken half a day and vvis on full would have pushed for a full day (I tried full vis for the sake of it and quit after 4 hours where vis was still immobile at portalflow 4). Here are the results of the “impromptu” study: on the left is the screenshot showcasing the stock Valve de_Nuke (shipped with the game and certainly compiled on full) while on the right is my own version, de_nuke_will2k, compiled on fast vis and fast rad. Please excuse the black shadow patches in my version as a result of dirty fast lighting from vrad (click for full resolution screenshots). CT spawn 1 CT spawn 2 CT-mid Bombsite A Bombsite B T-mid T spawn 1 T spawn 2 Below is a recap of the above figures; I also added the test system specs with CSGO graphic settings. The localized fps increase ranged between 5 and 20 fps depending on the problematic map location. To get a rounded average of the fps of almost all the locations in the map, I used the time demo technique (refer to my paper Optimization Testing in Source Engine). For stock Nuke, the average fps was 162 while for my version, the number was 168. Conclusion Valve did a good job optimizing Nuke albeit not a perfect one. Optimization can still be improved as I demonstrated above and fps can still be increased…but not in big increments as someone would wish for. Remember that my version is done in fast vis (basic and rough visibility calculation) and is only more or less a basic optimization job; if I spend more time tweaking the system and adding some more areaportals, hints, and occluders in more strategical places, changing the props fade distance to more aggressive values, and then compile on full, then I would predict another 5-15 average fps increase on top of the 6 above (only a prediction that needs testing to confirm). Nuke is the beginning and I suspect all future Valve maps (new or refurbished) will be following the same trend set by the new Nuke: hi-res content, ridiculous amount of details to render at once, open skybox with big sight lines, … If you have a low to mid-range PC and you are struggling with Nuke’s fps, my revised optimization system will help a bit but unfortunately, it will not magically increase the fps by 100. I believe it’s about time to consider switching to a better PC; things are going to get worse from now on with newer content (assuming CSGO will remain on the current Source engine). Cheers Will2k Edit 1 (February 29): I'm appending one of my detailed replies from below to clear up some misconceptions and confusion many people were having after reading the study. This basically deals with full vis vs fast vis. Full vis Vs fast vis Hey buddy What you suggest will be unneeded, useless, and a total waste of time; too much confusion in the comments posted in this thread, and these are common misconceptions that will probably need me to write an article by itself. I’m going to let you in on a little secret (and the viewers too); let’s call it “optimization 601 – masters degree level class” If your map is tightly and well optimized (and I mean REALLY, REALLY well), then there is not much of a difference between full vis and fast vis. The gap in fps will be non-existing at all, you will get the same fps. If by any chance the fps will differ, then this difference will be extremely marginal. That’s not to say that everyone should use fast vis; If you are a beginner or intermediate level in Source optimization, then never use fast vis because chances are your map in not fully optimized and the fps will take a dip with fast vis (the PVS and the content rendered will be exaggerated). However, if you are an expert in optimization and very intimate with visleaves and PVS, then fast vis is as good as full vis when it comes to testing your optimization system. Please check my 2 detailed and in-depth articles on (visleaves) Demystifying Source Engine Visleaves and (PVS) Source Engine PVS - A Closer Look The PVS in the fast vis version will be slightly looser than the one in the full vis edition and I emphasize on slightly; we are talking here about some 4-5 additional visleaves at best, and when you took extra care to optimize your map and kept your visleaves in check, then these extra visleaves in the PVS won’t affect your fps in any considerable way. Most of the times, the fps will be the exact same between fast and full or slightly lower in some rare cases (single digit difference at best). I personally do not need vvis while building my optimization systems. Vbsp creating the visleaves properly is more than enough; I can calculate the visibility myself and predict the PVS on the fly by using mat_leafvis, mat_wireframe and r_lockpvs, in addition to the portal file in Hammer. A full vis or fast vis will be the same for me once my optimization system is airtight. Now if this new found knowledge shook the optimization grounds beneath your feet , then allow me to ease your mind with some solid screenshots and figures to showcase and verify what I just explained. I will use my CSGO map cs_calm to demonstrate this effect, and we will need 3 versions of it: the workshop version (March 2015) that is basically a final compile (full vis, full rad), a test version compiled with fast vis and fast rad, and a second test version compiled with fast vis but with full, final rad. These versions are exactly identical, the only difference being the compile parameters. In this first screenshot, on the left is the full compile version while on the right is the fast compile. The fps are the same in both versions. Let’s check the wireframe shot to get an idea on the PVS and what’s being rendered. You can see that the content rendered is the same. The only small difference in the PVS is the area behind the ladder (center of screenshot) where an additional 5 small visleaves are rendered in the fast version. Since my map is fully optimized and these additional visleaves have proper “hallway-end” areaportals, corner hints, no draw, as well as an aggressive props fade distance, the content to be rendered inside them is greatly reduced to just a couple of textured walls that have no impact on the fps. Here is another screenshot between the full version and the second test map with fast vis but this time with full, final rad. Again, the fps is the same (no surprise here if you understood the concept). The wireframe shot follows. Again the PVS and content rendered is basically the same with the additional 5 visleaves for the fast vis; the fps is still the same. As I said before, when your map is tightly optimized (as in “will2k’s seal of approval” optimization ), then it doesn’t matter between full or fast vis, you will get pretty much the same fps results and can compare freely. If your map is not 100% optimized, then DO NOT use fast vis at all. My study on Nuke is 100% valid even if I did it with fast vis; now you can see why. Hope the above cleared things up for you and for people viewing this thread I might be tempted to write an new article about the above. Cheers Note: For all the folks that are confused and have so many misconceptions about vvis, optimization, etc, please read my technical papers and articles about Source optimization in chronological order as they appear in my signature below. (For the guys confused about hints and fast vis in the posts, vvis has nothing to do with implementing your optimization setup, that's vbsp's job - vvis simply calculates the visibility between your leaves and creates the PVS. vbsp is the one responsible for translating your hints, areaportals, nodraw, func_detail etc into visleaves cuts during the compile). Again, read my papers and all this is explained in great details EDIT 2 (April 22): Adding a link to my latest article titled Source FPS Cost of Cheap and Expensive Assets. It should shed some more light on the effect of expensive assets on Source optimization and highlight the effect on frame rate drop that was evident in the new de_nuke (high amount of expensive props/textures in the playable area).
  16. 1 point
    rockdude86

    Dm-Grale UT4

    updated version can now be found here update notes:- map should no longer time out.- changed bloom intensity in caves- toned down orange lighting cast from lava- added detail textures to brickwork- lots of small mesh fixes, texture seams, tiny holes etc... more fixes to come.left to do:- fix the pathfinding for the bots Finally released stil have some problems with bots killing themselves on the lava (navmesh horror) have another topic about the map on the ut forum, hope I can get this up on some servers and have some fun
  17. 1 point
    baem123

    [WIP] de_canaveral

    hes doing it already
  18. 1 point
    El_Exodus

    [WIP] de_canaveral

    It's time for a greybox. Basic feedback might be possible by looking at the radar, but for anything else it's not really good anymore. Just do it!
  19. 1 point
    Hm ok I will try another model . That's right, why didn't I think of that ? Thanks for the tip ! EDIT: Welp no this was not it. I tried to do the most standard of blender models, the cube spawned when opening Blender and it didn't work. So either it's my studiomdl.exe being corrupted or the weirdest bug I've ever heard of... I'll further edit this post after validating my sdk. PROMISED EDIT: So I let Steam validate the game and the SDK. It found one corrupt file for the game and none for the SDK. I tried again to run my qcfile in crowbar but it still didn't work. So I guess I have some random a** bug and no idea how to fix it ...
  20. 1 point
    Have you tried a different model? Maybe there's something really, really wrong with your "Radarkugel"? That or a corrupt studiomdl.exe is what remains because you're using QC scripts that work for other people.
  21. 1 point
    jackophant

    Counter-Strike: Global Offensive

    Do you mean Austria? Not AustrALia?
  22. 1 point
    El_Exodus

    Counter-Strike: Global Offensive

    This thread: https://www.reddit.com/r/GlobalOffensive/comments/48jlru/inferno_remake_files_found_inside_game/ and these containers i was talking about in an earlier post. Note the train logo on the container. http://imgur.com/a/0bLif But who knows. Maybe they are skipping a map with their hints? I could easily imagine Dust 2 being set in Australia while i have trouble imagining Inferno in down under.
  23. 1 point
    Fa GuAn

    [CS:GO] DE_LITE

    Loving this ! Secondly just lookin at it with the barge door bankin a smoke to edge of site for short guy to do a fast edge plant then with heaven door making a secondary line of sight above the smoke executes are gonna be sick on this map.. And the tube if it doesn't fit i liked it green made a fallout and a tad bit of diversity if it fits with ur scheme of course. And just lookin at the site say player comes out on short or upper door ct plate is such a flat horizon aim duel I suggest placing a valve pipe right at the bend of the railing riding site for ct cover and splitting the site maybe?
  24. 1 point
    Lykrast

    Mapcore Introductions Thread

    Hello, I am a french student who is trying to get into CS:GO mapping. I'm currently working on my first competitive-ish map and came here thanks to some guy on reddit while looking for people to play it (I'll do the proper survey thing once I'm done with the post and the screenshots).
  25. 1 point
    El_Exodus

    csgo de-map wip

    Have to agree with Fredrik, the layout looks super complicated and overdone from the radar picture. Simplify it and make it more accessible.
  26. 1 point
    JustFredrik

    csgo de-map wip

    I ran around the map and I liked the feel of it, with the train track running along the map. But theres just so many paths. I don't think it will work well in a 5v5 situation. I really recommend simplifying the layout and decrease the amount of paths. I made a quick picture to show what I mean with simplifying and removing paths. I hope this feedback will help, Keep it up!
  27. 1 point
    cashed

    [CS:GO] DE_LITE

  28. 1 point
    pB.

    WIP in WIP, post your level screenshots!

    There is no spoon
  29. 1 point
    Stairwell with railing and real bad lighting
  30. 1 point
  31. 1 point
    cashed

    [CS:GO] DE_LITE

    Uggghh Realized how long this has been kinda hanging. hehe well here's some progress. Working with Substance Designer to make fresh materials for some things
  32. 1 point
    spa

    Mapcore Introductions Thread

    Hi everyone! My name is Søren Andersen and im here to get and give feedback on CSGO maps. I've worked on small and large titles as both level designer and environment artist.
  33. 1 point
    Vorontsov

    The random model thread!

    Just wanted to share my shinto
  34. 1 point
    FMPONE

    [UT4] CTF-CarnageKeep (WIP)

    Lookin nice, dude! You notice some obvious tiling on the towers which could be helped by decals tho
  35. 1 point
    I've seen some great games and levels, real nostalgia trips... BUT! Does anyone remember this beaut? Some parts were very linear, but I just loved this so much Such an eclectic mix of environments! I was probably too young to really know if this was a "good" game, but it has dinosaurs, robots, cow boys and space! Sadly I can't find any good "signature" images. EDIT: It's Gunman Chronicles if anyone needs reminding
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