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Showing content with the highest reputation on 01/02/2017 in all areas

  1. 9 points
    K

    WIP in WIP, post your level screenshots!

    Some new ideas, (old theme) docks. I'll try to finish this map using only original content,...maybe some blend textures.
  2. 6 points
    K

    WIP in WIP, post your level screenshots!

    @Bevielis These were my only references,...and will be a hostage rescue map
  3. 3 points
    text_fish

    Counter-Strike: Global Offensive

    Since the format of operations changed (what you're actually paying for now is the missions rather than the maps) they seem to steadily have got fewer and farther between, presumably due to the extra work Valve have to put in to them. On top of all the big updates in 2016 (sound, map refurbs, gloves, graffiti etc.) I guess the CS:GO team was too stretched, and who knows what else they're working on? If they're porting CS:GO over to Source 2 as was rumoured for so long I imagine that's where most of their resources would be directed, and given the rise of Overwatch it would make good business sense to do something major like that to keep the game relevant. I would like a new operation sooner rather than later though please Valve.
  4. 3 points
    dux

    Going to the gym is like a korean MMORPG

    So I threatened to post my picture on here a while ago. Time is now I guess. I took this after my first gym session this year to track my progress, etc. Need to work on my forearms and hit some more PB's.
  5. 2 points
    jd40

    [CS:GO][WIP] de_sanchez

    Post playtest changelog: -Blocked off some annoying angles -Removed minecart on B site -B short is now detailed and it's a lot more open (gotta add a lamp or something for visibility) -Fixed most bugs I remembered (fade distance on some props, broken displacements, ...) -Experimenting with some blend textures (new detailed area above) TODO: all interiors, some minor stuff around CT spawn, further optimization, 3d skybox, visibility tweaks. Hopefully get this done by the end of 2017 lol. I've added some hints now so performance should be a bit better. It's on workshop. Would be great if someone who had performance problems on the last playtest could check how it runs now.
  6. 2 points
    K

    The random model thread!

    Some new props for a future csgo map (wip) Nothing special...just part of study.
  7. 2 points
    dux

    What's going on with your life?

    Starting off 2017 with a big bang. Got a new gym partner, went to a new gym, smashed it. Haven't gone at it that hard for a while, was good. Hit some new PB's.
  8. 2 points
    I think this is the first time I post something in this topic The scene itself is nothing too special, quite some newferno/infernew stuff in it.
  9. 2 points
    Radu

    What are you playing now?

    I finally get to play this game - appropriate music https://www.youtube.com/watch?v=I7JTXxyqIeA
  10. 2 points
    dux

    Im so lost right now. Need advice!

    Is this turning into some weird 4chan troll thread? Everyone here has given really good advice on how to deal with what you've described but you're ignoring said advice and continuing to do what everyone has told you not to do. You carry on digging your hole mate.
  11. 2 points
    Vorontsov

    The random model thread!

    Last prop I posted was kind of underwhelming to showcase, so here we go again. As always here is the artstation link which has a live marmoset view & way more images.
  12. 2 points
    El Moroes

    Random Photo Thread

    Last week I took photo during my lunchtime, not sure if it's good (not in my habits this kind of subject) but I like it Under the bridges.
  13. 2 points
    Sigma

    The random model thread!

    Working on this for an art test. This is the highpoly blockout before I take it into zBrush for sculpting.
  14. 1 point
    An open map? Source engine, which is funnily a Quake engine on steroids (a bit of exaggeration but still), inherited the same limitations of its parents in terms of visibility calculations: BSP and PVS. This fact makes Source, as was Quake engine before, more suitable to rooms and hallways separated by portals where the BSP shines in all its glory. Inheritably, Source does not like large open maps where the PVS is of considerable size and the over-rendering is a real issue. If you work with Source engine, then you already know the importance of optimization in a large, detailed map. Optimization becomes even more imperative when the said map is open. What’s an open map? Good question. The word “open” is an umbrella term to denote any map that does not have traditional hallways and corridors that connect indoors to outdoors. The map is mostly large, outdoors with an unbroken skyline; in other words, the same stuff that source engine nightmares are made of in terms of PVS and BSP. In a traditional “hallway’d” map with twisted corridors leading to open areas followed by other hallways, and even if you “forgot” to place hints and areaportals, the geometry itself allows the engine to cut visleaves and limit visibility; granted the visleaves’ cuts will be subpar and messy and the PVS will be in excess, but still, the visibility and fps will be relatively under control. A twisted hallway is a remedy to long sight lines after all. In an open map, and without hallways and enough geometry to help the engine, the PVS risks to be huge and the whole map could be rendered at once from any point (over-rendering). We are talking here about a severe fps killer and a potential slideshow on a medium to low range computer. Source does not like over-rendering; I repeat, Source does not like over-rendering. I believe a screenshot should be welcome at this stage to illustrate an open map. I’ve chosen a nice medium-size map from CSGO to showcase the issue: de_stmarc. The shot is taken in Hammer obviously, and you can immediately see that the skybox is one big unbroken body from one edge of the map to the opposite one. This is the classic definition of open map. Let’s see this map in 2D view from the side. I have highlighted the skybox in blue so you could see the continuous sky body all over the map. Please note that an open map can have varying skybox shapes but I’ve chosen the simple and classic one to showcase my point where it is easier to see and visualize the concept of open map. In contrast, a “traditional” map will have several skyboxes, often not connected directly but rather through a system of indoor rooms or hallways, varying in size and shape. I will have my map de_forlorn as example here. I have also highlighted the skybox in blue and you can easily notice several skyboxes for CT spawn, T spawn, and Mid/bombsites. These skyboxes are not directly connected to each other but the areas related to them are linked on the lower levels through various indoor locations, some vast (like garage, tunnels…) and some small (like lab hallway…). If you are not that comfortable with source optimization or feel that certain terms are alien to you, then please read my previous optimization papers and articles before proceeding further in this article (Previous papers can be found here Source Engine Optimization roadmap). The necessary tools I’m not revealing a secret when I tell you that the same tools used to optimize any map in Source are exactly the same ones used for optimizing an open map. If you were expecting some magical additional tools, I’m sorry to bust your bubble. Since the tools are the same (nodraw, func_detail, props, hints, areaportals, occluders…), it is more about how to use them in open maps that makes all the difference. So, how to properly optimize an open map? Well, you could always pay me to do so for you (joking…not…maybe…I dunno!!) If the above option is off the table, then read on the rest of this article . Horizontal hints While in a traditional map one might get away without using horizontal hints, it is virtually impossible to skip them (pun intended) in an open map unless you want to witness single digit fps burning your eyes on the screen. They are of utmost importance to negate the "tall visleaves across the map" issue. In a traditional map, even if you bypass adding horizontal hints, the damage in fps will mostly be local since the skyboxes are not connected and areas are mostly autonomous in terms of PVS. In case of my map “Forlorn” and referring to the 2D diagram above, if I remove horizontal hints from CT spawn, then only this area will suffer from tall visleaves and over-rendering. Obviously, this is not cool in terms of optimization, but at least the effect will be somehow restricted to this area only. In the case of “Stmarc”, you can certainly see that not including horizontal hints will have tall visleaves seen from across the map as the skybox is one unit. The PVS will grow exponentially and the over-rendering will take its toll on the engine. Let’s move on to some screenshots and diagrams, shall we. This is our glorious open map in side view. The blue lines denote the skybox, the dark grey one is the ground, and the green rectangles represent solid regular world brushes such as building bases for example. The red starfish little-man-with-arms-wide-open is the player. The orange hollow rectangles denote the various visleaves that the engine would probably create in the map (most go from ground level to skybox level and this is what I refer to as “tall visleaf”). If you know your optimization, then you certainly remember that BSP relies on “visibility from a region” approach (for a refresher, please consult my papers Demystifying Source Engine Visleaves and Source Engine PVS - A Closer Look. This simply translates to the following: the player is in visleaf A and visleaf A has direct line of sight to visleaves B, C, D, E, F, and G. The PVS for A in this case would be stored as BCDEFG. Once the engine recognizes that the player is in A, and regardless of the exact position in A, it will proceed to render the whole PVS content. Everything in visleaves BCDEFG will be rendered even though the player is at the extreme end of A and has no line of sight to most of this content. You can immediately notice the extent of damage you will inflict on your open map if you neglect adding horizontal hints: excess PVS with additional useless content to be rendered at all times. Now that we established the importance of these horizontal hints in open maps, the question remains: where shall I put these hints? In the diagram above, the most logical places would be on top of the 3 green rectangles. We added 3 horizontal hints (H1, H2, H3) on top of the 3 regular brushes in our map (the hint face neatly resting on the top of the regular brush while other faces are textured with “skip”). This will create more visleaves as can be clearly seen in the above diagram, and vvis will take more time to calculate visibility due to the increased number of leaves and portals but this is done for the greater good of humanity your map’s fps. Now the player is in visleaf A1 and the PVS is reduced to (sit tight in your chair) A2, A3, A4, B1, B2, C3, C4, D1, E4, F3. On top of the nice result of a greatly reduced PVS (and therefore content to render), keep in mind that leaves A4, B2, C4, D1, E4, and F3 are mostly empty since they are way up touching the skybox. Some folks will start complaining and whining: what the hell dude, I don’t have 3 green rectangles in my map; where would I put my hints?? My answer would be: deal with it!! Joking aside, open maps will greatly differ in size, shape, geometry, and layout. What you need to do is choose 1 to 5 common height locations in your map where you would implement these hints. Medium maps with mostly uniform building heights can get away with 1 horizontal hint, while complex, large maps with various building heights can do with 4-5 hints. If your map has a hill made of displacements that separates 2 parts of the map, then it is also a candidate for horizontal hints. You just need to insert a nodraw regular world brush inside the displacement to be used as support for the horizontal hint (the same technique can be used if you have a big non-enterable hollow building made mostly of func_detail/props/displacements). Vertical/corner hints These might not come into play as much as their horizontal siblings, however they could see a growing potential use depending on the map’s layout, geometry tightness versus openness. I cannot go through all combinations of open maps obviously to show you how to lay vertical and corner hints; what I will do is choose one diagram representing a typical open map scenario with some scattered houses, streets, and surrounding fields. Once you see how I proceed with these hints, it will become a lot easier for you to implement them in your own map regardless of the differing geometry and layout. Here’s our typical map viewed from top with grey lines being map borders, green rectangles being houses (solid world brushes), and our tiny red player at the rightmost part of the map. The map has a main street that goes in the middle between houses but the player is not restricted to this path only. The diagram below shows how I would proceed with my hints for such setup. This is basically what you get when you give a 5-year-old some crayons. Seriously though, I just gave each hint a different color so you could discern them on the spot, otherwise it would be hard to tell where each one starts and ends. Most of these hints go from one side of the map to the other while going from ground level to skybox top; don’t be afraid of having big hints that cross your entire map. Notice that we have both straight vertical hints (shown from above in the diagram obviously) and corner hints; what I did is that I compartmentalized the map so wherever the player is, chances are they will have the least amount of leaves to render in the PVS (this is just a basic hint system and more fine tuning and additions could be done but you get the gist of it). To get more details on hint placement, please refer to my paper Hints about Hints - Practical guide on hint brushes placement Areaportals If your map has enterable buildings, then it is imperative to separate indoors from outdoors using areaportals; this is top priority. Make sure to slap an areaportal on each door, doorway, cellar door, window, roof opening, chimney, etc. that leads inside the house in question. What about outdoor areaportals? Good call. In an open map without much regular world brushes to maneuver, it could get very tricky to set up an outdoor areaportal system to separate areas. However, you should always strive to have one, even if it is one or two areaportals across the map. The reason is very simple: the view frustum culling effect, which, coupled with hints, will yield the best results in cutting visibility around the map. Continuing with our previous diagram, a simple outdoor areaportal system setup could be as follows (top view). This setup will make sure that the map is split into 4 areas and whenever you are in one of them as player, the view frustum culling effect will kick in to cull as much detail as possible from the other areas. Let me show you the setup from a side view to make it easier to visualize. This is the same areaportal that was closest to the player in the top down view diagram but this time viewed from the side. Unlike hints where it’s fine to have one big hint going across the map, for areaportals, it is best to have several smaller ones that tightly follow the contour of the geometry eventually forming one big areaportal system. Another possibility for outdoor areaportal system is to have a combination of vertical and horizontal (yes horizontal) areaportals. If your map is a village for example with a highly detailed central square where most of the action takes place, a potential system could be made of several vertical areaportals that sit in every entrance to the square from adjacent streets, and a horizontal areaportal that “seals” the area and works as a “roof”. For a practical guide on areaportals placement, please check out my article Practical guide on areaportals placement Props fade distance This is a really, really important tool when optimizing large open maps. In case you got distracted while I was making the announcement, I’ll go again: props fading is definitely vital when tackling open maps optimization. What you need to do is to set an aggressive fade distance for all trivial props that do not contribute to gameplay. Players will look closely at how detailed your map is when they check it out solo on the first run; however, when the action starts and the round is underway, adrenaline, focus, and tunnel vision kick in, and all the details become a blur. During an intense firefight, players will not notice small props and details up close, let alone at a distance. We need to use this to our advantage to fade props thus releasing engine overhead; a faded prop is not rendered anymore and engine resources will be freed and allocated elsewhere. Your map geometry will dictate the proper fade distances, but as a rough guideline, small props could have a fade distance anywhere from 800 to 1200 units (flower pot on a window sill, small bucket at the back door, a bottle on the sidewalk…), while medium props could do with 1400-1800 range (a shrub, a power box on the wall, an antenna on the roof, wood plank, gutter pipe, fire hydrant…). Be very careful though not to prematurely fade critical props used for cover or game tactics (car in the middle of the street, sandbags, stack of crates, dumpster on the sidewalk…). Cheap assets Many people forget about this technique which is more than needed when it comes to open maps that tend to have larger average PVS than traditional maps. I showcased in a previous article of mine the fps cost of cheap and expensive assets (Source FPS Cost of Cheap and Expensive Assets). Get in the habit of using the low-poly model version as well as the cheap texture version in the distant non-playable areas and the high unreachable areas where players won’t have much of close contact with the environment. Potential candidates could include a distant field, the unreachable opposite bank of a river, a garden behind hedges/walls, high rooftops, the 3D sky…). Fog/Far-z clip plane This technique, when correctly used, can provide a big boost to your frame rate as parts of the world beyond the opaque fog won’t be rendered at all. For this technique to work properly, your map should have a foggy/rainy/stormy/dusty/hazy/night setting (use as applicable) where a fully opaque fog won’t appear out of place. Obviously, if your map takes place in a sunny and clear day, this technique won’t work much and it will look inappropriate. Using this is simple: For example, if your map is set in a rainy and foggy day, you just need to set the fog end distance while having its density set to 1. You will then set the far-z clip plane to something slightly higher than the maximum fog distance (if the fog end distance is 8000 units for example, the far-z could be set to 8200). 3D skybox This is another good technique to reduce engine overhead and the cost of rendering. It is true that the 3D sky is used to expand the limits of your level and decorate its surrounding, however, since it is built at 1/16 scale (and expanded in-game), it is also a nice way to decrease rendering costs. Use this to your own advantage and relocate assets in the non-playable areas with limited player interaction to the 3D sky. One thing to keep in mind though, the 3D sky’s visleaf is rendered at all times on top of the PVS in the playable area. Do not go overboard and make an extra complex, highly expensive 3D sky or you would be defeating the purpose of this optimization technique. Occluders You thought I forgot about occluders? Not a chance as these are the big guns when it comes to large open maps with little world brushes to use for other optimization techniques. Let’s clear one thing first; if your map is made mostly of brushwork and displacements with little to no props, then there is absolutely no need to resort to occluders as they’d be totally useless in this case. Only when the map is loaded with models and props in an open setup with little regular world brushes that occluders come to play in force. To place occluders, you would search for areas where these occluders could make the most impact (low fps, high traffic, props abundance) since they run in real time and are expensive, otherwise their cost would outweigh their benefit in terms of frame rate variation. Remember that occluders rely on the player’s position and field of view relative to the occluder to calculate what gets culled. You need to place them in a way to maximize the number of props to be culled behind them when the player stands in front of these occluders. Let’s see some examples. We go back to our famous top down diagram; the occluder is dark blue placed on the left wall of the large house while the little black stars represent various props and models. The 2 diagonal black lines denote the player’s FOV relative to the occluder. Anything behind the occluder and within the view frustum will be culled. That’s nice; we are able to cull 4 props but is it enough? It is not optimal as we can still do better. What if we move the occluder to the right wall of the house? Much better if you ask me. 5 additional props were added to the culling process meaning less overhead and fewer resources to render for the engine. That is why I said earlier it is all about maximizing the impact of the occluder by placing it in a way relative to the player’s position that maximizes the number of culled models. Here’s another example (still top down view). The player has moved to the middle of the central street, and beyond that L-shaped house is an open field with a lot of props scattered around. One way to implement occluders is as showcased in the above diagram. Notice how I arranged 2 perpendicular occluders along the walls for the maximum occlusion effect as all of these props in the field are not rendered from that player location. Another way to arrange occluders in this case would be diagonally across the L-shaped house (split into 2 or 3 occluders if needed to accommodate the nearby geometry; they can be floating without the need to seal an area). If you’re feeling brave enough (you should be after reaching this far in this article), you could also add an extra occluder along the wall of the house to the left of the L-shaped house to further enhance the view frustum occlusion effect and cover more props in the field. The most common places to add occluders in open maps include a displacement hill that separates parts of the map, a hedge that stands between a street and a field full of props, a floating wall between a house garden and the street, the walls of a large house, the walls of a tall building, a ceiling when it separates multiple levels… To read more about occluders placement and cost, please consult my article Practical guide on occluders placement In conclusion The foundation of optimization in Source engine will be the same whether it is a traditional map or an open one. You will heavily rely on func_detail, nodraw, displacement, props… to achieve your goals but it is the way you use these tools in an open map that makes all the difference. One might get away with being a bit sloppy with optimization in a traditional map, however, make no mistake that an open map won’t be any forgiving if you decide to skip a beat in your optimization system. Talking about different open maps and formulating varying optimization systems for them could fill articles; I hope this article has shed enough light on the open maps optimization approach to let you easily design a system for your own map.
  15. 1 point
    tchick

    [CS:GO][WIP] cs_gulch

    Workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=831791642 Hi! I didn't touch hammer for almost a year, I was missing fooling arround with it so I decided to do some 3D stuff and experiment new things with displacements and texture blends. I was happy with what I was doing so I decided to make an hostage map. It's located somwhere in the desert in the US (Arizona / Monument Valley / New Mexico?) Inspired by some american tv shows and beautiful national parks. A group of meth traficants are holding hostages in their lab located in the middle of nowhere and of course the local police forces will raid them. My todays progression: Displacements + models The displacementss in hammer are a pain in the ass to work with but I really wanted to make a map almost entirely made with them... we'll see how it will go... I managed to make the texture blending work. The "layout" is a little bit inspired by "cs_cruise" (map by Skybex). As I was stuck with "de_stars" for more than a year because I was stupid and narrow minded and started detailing too soon (even if I knew that it was a bad idea!), I wont make the mistake again. I want something clean, simple and a little bit minimalistic. I finished a layout I like! which is a big deal for me haha! The CTs will have a choice between 2 paths, they can run buy the top floor (canyon/ desert/ rocks... western wibe) or by the underground (old gold mine opening to a cliff side which will lead them to an underground meth lab near the T spawn) The cliff side (you can see the entrance to the mine at the bottom right near the hostage) For now it looks a bit like TF2, but I really want to try to paint the texture like the guys who did Newk and Infernew (30% cartoon, 60% realistic something like that) INSPIRATION : Monnument Valley in Arizona, Breaking Bad, especially the part from the last season where there is a meth lab in the desert in a tank truck underground and where the woman (lydia?) who supplied methylamine is rescued by Mike and she comes out from a hatch ... I couldnt find screenshots, but I like the idea of a Tank Truck / meth lab. And of course : Yo Mister White ! If I never finish the map, I will definitely make a small aim_map with this RV ! some people will probably enjoy running arround! Please let me know what you think, is it a good idea? Is it complete crap? Thank you! P.S.: It's my "fun personnal project", I'm currently working with Quoting and Violation on de_aviv but if someone here wants to make me some 3D player models of meths cooks in yellow jump suits with gas masks, I will definitely add them to the map!
  16. 1 point
    blackdog

    Counter-Strike: Global Offensive

    In the meantime, someone wants to go back in time as for the operation quite annoying for community mappers, but is to be said Valve has no obligation. I see operations good to boost player base, gauge reception and shop new maps. Maybe if a sign of much bigger things to come for CS?
  17. 1 point
    I posted a version of this over at TF2Maps.net, figured CS:GO deserved one too. This is a concise list of things you should address before releasing your next iteration. Some are questions you should only need to ask once per map and not all are necessary to include in your alpha or even beta releases, but you should consider each by the time you are ready to enter your final iterations. Pre-compile Are all my visgroups checked? Is there anything in quick hide? Have I checked for errors (alt-p)? Did I place cubemaps? Have I properly playerclipped stairs and map boundaries where appropriate? Have I included soundscapes? Did I include areaportals, hints, func_details, and other optimization measures where appropriate? Have I included -staticproppolys, -staticproplighting, -textureshadows, and -final in the VRAD parameters? Am I compiling with HDR? Have I done lightmap optimization? Post-compile Were there any compile errors? Did I build cubemaps? Did I pack my custom content? Did I generate a navigation mesh for bots? Did I include a map info txt (loading screen info)? Did I include a loading screen image? Did I script spectator camera positions? Have I created and scripted radar images? Have I scripted which factions I want the map to use? In-game checks Check that I have properly clipped map boundaries. Check that the radar functions properly at all levels (if applicable). Check that my ladders function smoothly. Check suspicious areas that look like they might eat a bomb. Check that soundscapes are functioning and transitioning properly. Check that custom content is packed properly. This list is as much a reminder to myself as to you. Please comment below with anything you think should be added as I'm sure there are things I'm forgetting.
  18. 1 point
    Don't forget to hit alt-p (check for errors)
  19. 1 point
    Pretty sure custom particles aren't recognized either.
  20. 1 point
    dux

    What music have you listened to recently?

    Constant repeat for gym time atm
  21. 1 point
    El Moroes

    Random Photo Thread

    Taken a few days ago by a cold morning "Balade hivernale"
  22. 1 point
    Radu

    What are you playing now?

    @blackdog It's an official screenshot used for advertisement. Here's one taken by me: It's such a fun game to play. Though, I think I enjoyed Far Cry 3's environment more. I really like exotic foliage.
  23. 1 point
    Sentura

    What are you playing now?

    Finished the new Deus Ex, was enjoyable despite the camera issue. Gameplay felt great in the main areas and the side missions. Wasn't too much of a fan of some of the main missions, but those were in the minority. I didn't feel the whole story was comprehensive, and the ending was a bit meh since there were so many loose ends that weren't tied up. Also in some places I didn't feel the level design was the best because guards were able to see me despite me being far past their patrol areas. Oh and the loading times between levels was way above what it should be. Anyway. nothing gamebreaking. Overall a nice experience that took me back to the original game and even had some of the original thief influence in the design. Playing the new Doom now. So far I'm liking it, combat doesn't seem to cause too much fatigue because you can do the glory kills and it's refreshing not having to sit behind cover waiting your turn since every demon is a health kit smuggler. My one negative is that it seems to require a LOT of processing power in some areas. Some places drops me down to 5-10 fps while it seems for the remainder I'm hovering around 45 (which is entirely manageable). Oh and I kinda wish the story wouldn't take itself so seriously.
  24. 1 point
    RaVaGe

    Goals for 2017?

    - Stop watching porn. - Stop drinking alcool. (Not alcoholic at all, just want to try to drink softs when I could drink alcool) - Launch my company, hopefully it's for April 1st. - Read at least one book per week. - Be more flexible while dealing with people.
  25. 1 point
    El Moroes

    Happy new year!

    Guys, I wish you a happy new year 2017 ! Cheers !
  26. 1 point
    K

    Goals for 2017?

    Study more and more about game development. Improve my modeling skills (studying blender, for now). Learn UE4. Finish some maps. Improve my english. Get married (my girlfriend is almost killing me) Play HL3, L4D3 and Dod3 ...
  27. 1 point
    Squad

    Goals for 2017?

    - Learn modelling and skinning - Travel as much as I did in 2016 - Get better at making this kind of lists
  28. 1 point
    the0rthopaedicsurgeon

    Mercury

    Thanks for the feedback @Bevielis. I definitely agree that the map feels pretty small - the original, unfinished Ham and Jam version was designed for 24 players and although I made it bigger, while still trying to keep it tighter than the stock maps, it could turn out that it's still too small. Depending on further feedback, I already have ideas for changes, and opening up more buildings to help disperse the players more. Also, I haven't touched Hammer in about 2 years, so I actually really enjoyed just mapping again. Even if this map didn't get a single download, I loved making this little world and putting all the details and life into it. I got really sick of mapping after finishing my L4D2 campaign but now I have tons of ideas again for DOI.
  29. 1 point
    grapen

    [CS:GO][WIP] cs_gulch

    Forgot to add: Your palette is leaning heavily towards cartoony as of right now, with lots of yellow and orange in there:
  30. 1 point
    Pampers

    Im so lost right now. Need advice!

    have a wank before your next move
  31. 1 point
    grapen

    The random model thread!

    Thanks for the input! I agree that it's not the greatest I've seen, but I think it'll have to do for now as I'm strapped for time and have so many other props to make. I'll consider your technique if I ever redo the model or make more foliage! Here's an environment shot for scale, I think the leaf size works, I've seen all kinds of sizes out there on Google EDIT: Here's a comparison with Valve's hedge that I think utlize the technique you mention, but seems to suffer from its own problems
  32. 1 point
    neverender

    de_Codewise

    Hi All, Some of you maybe remember "Codewise" a hostage map that I've submited for the mapcore contest 2 months ago( https://www.mapcore.org/topic/19476-wip-codewise/ ) Yesterday I've uploaded a bomb defusal variation of this map and it's called "de_Codewise" --> http://steamcommunity.com/sharedfiles/filedetails/?id=549033715 Because of the different gameplay that goes along with bomb defusal mode I decided to change a lot in the architecture. Some of the rooms are now more open and I've added new places like basement, vent system or the possibility to walk around the palace. The map still needs some polishing, specially some of the models and their "light info" If you wan't you can playtest the map on our server: 62.67.42.166:27035 Let me know what you think! Thanks for any support/like. Cheers!
  33. 1 point
    Plat

    WIP in WIP, post your level screenshots!

    A small scene I've been working on to help me get back into mapping. Huge thanks to @grapen for helping me with my compile issue.
  34. 1 point
    El Moroes

    Random Photo Thread

    Some of my last photo (more nature this time) : "Sporophyte" "The last one" "Starring in the light" "Houseboat"
  35. 1 point
    A small thing a made for tf2.
  36. 1 point
    Graffiti looks really nice. Would be cool to see it maybe incorporated a bit more into the geometry in some places as well. A few of examples of what I mean.
  37. 1 point
    Vorontsov

    The random model thread!

    If you want to view the live Marmoset here is the link.
  38. 1 point
    will2k

    dm_forlorn [Black Mesa]

    Black Mesa vs CSGO fps I had an interesting observation while working on the Black Mesa remake of Forlorn. The fps in the BM version is significantly lower than the CSGO version even though the BM map version has an enhanced optimization system compared to the CSGO one. I was able to make a crude comparison since I now have both versions up and running. I chose a random location for this quick study and recorded the fps The fps is 133. Please note that all settings are on high/very high, with anisotropic filtering and anti-aliasing, running in full HD 1920x1080. Now the same spot in CSGO with basically the same settings. The fps is 223. That’s a full 90 fps difference, a very significant one. BM ran originally on an updated and customized orange box version of Source engine, recently switching to Source 2013 version, while CSGO has its own “proprietary” version of Source that Valve does not license to others as far as I know. I started a quick investigation into the BM version to try and narrow down the reasons for this fps variation. I had a hunch that I should start my inquiry with the CSM (cascade shadow maps) system. When BM was released, it did not have CSM since this is not a feature in Source (Only CSGO has CSM and Valve does not license this engine branch nor does it share its code) The guys at BM decided recently to code their own in-house CSM system; they did a tremendous job and this turned out to be a beautiful system where you can even have named/switchable lights (something that is not feasible in CSGO’s CSM system). However, the coder himself admits that the system still needs tweaking and work. Based on this knowledge, I decided to turn off the CSM system in BM and test again. The fps is now 200; that’s a huge increase of 67 fps just by reverting back to the old, “ugly” lightmapped shadows. In CSGO, there is no menu option to turn off CSM but one can do so using a console command that kills off the CSM entity. The fps is now 241; a mere 18 fps increase when CSM is disabled. The CSGO CSM system appears to be more efficient and less taxing on the engine resources and subsequent frame rate. A second area of investigation was static props. I hid all static props from the map in-game. The fps is now 181, a 48 fps increase from the initial version with static props rendered on screen. This is still a noteworthy variation. I tried the same approach in CSGO where all static props are hidden. The fps is 252, a 29 fps increase from the full map with static props present. This number is still notable but it is lower than the 48 fps variation recorded earlier in the BM version. This observation also leads me to think that CSGO handles static props slightly better than BM in terms of frame rate and engine overhead. Finally, I tried hiding func_detail and displacement in both versions, however, results were very similar on this front where the increase was limited to 10-15 fps in both versions. In conclusion, we can safely say that more or less the same map in BM has considerably fewer fps than its CSGO counterpart; 2 main culprits in this fps decrease could be attributed to the CSM system and prop statics rendering. In another conclusion that probably ascertains a 100 similar conclusions before it, Source is really OLD and OUTDATED.
  39. 1 point
    Sigma

    The random model thread!

    This is the high poly sculpt. I am not certain how I feel about it. Given this was my first time doing a sculpt in zBrush, I don't think it turned out bad. But - I don't know that it turned out well either.
  40. 1 point
  41. 1 point
    Okay so i updadet the map quite a bit, adding new features and routes. I hope i've fixed the bug where it crashes clients to desktop. (Sorry for crashes your stream, Xanthi) Here's the update notes from the workshop page + images of the new featurs
  42. 1 point
    KOLARI

    The random model thread!

  43. 1 point
    jd40

    [CS:GO][WIP] de_sanchez

    Here's some compiled pics
  44. 1 point
    Thewhaleman

    The random model thread!

    ingame before texture fan.
  45. 1 point
    CWardee

    WIP in WIP, post your level screenshots!

    Been trying to improve my modelling+texturing
  46. 1 point
    Thrik

    Uncharted 4

    This game is absolutely god damned spendid. I'm glad that I chose to take it slowly and savour it an hour or two at a time, which I've been doing since it came out. It feels more epic to me than just burning through it in a few days. I've also been really enjoying taking my time going through the environments and capturing nice screenshots using the photo feature. Like in real life, it can be a really good way of appreciating what's there by thinking about what'd capture the essence of the scene best in pictorial form. The action is just total crazy awesomeness too, but I love that this game has more quiet moments inbetween to break things up. It feels like the game has more exploration and puzzles than its predecessors. I also really like the pirate lore story, being a fan of all things pirates. Here are some of my 'photos'.
  47. 1 point
    Logan Mac

    WIP in WIP, post your level screenshots!

    My humble garden
  48. 1 point
    Going round trying to first pass the trailers, or at least get the basic shape in. About 13 more to go! Not totally sure about the purple, but it was colour picked from a real trailer. The back one in the reference image. Trying to have every trailer a different colour for easy callouts.
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