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clankill3r

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  1. Source 2!

    I have a vive at work and I thought it would be interesting to see the map i'm working on in virtual reality. I couldn't get VR to work in HL2 or TF2. It could be because I only have 4gig ram at work. It could also be the lack of support from valve. Anyway, SteamVR has also home environments, it's like your "home" from where you can launch games. Chat with friends etc. Those home environments run on the source2 engine. So I thought let's port my map to that. Well opening the map in source2 hammer is easy but all your textures are lost. Also things like func_detail are gone. They show up but it's not an entity anymore. This is because maps for source 2 are more like models. Hence the editor has now edge loops, splitting, bevel and stuff like that. Which I think is really great. Also the editor is way faster. I always found hammer to be really sloooow. Even on a quite small map, dragging stuff around never felt smooth. Now it runs close to 90fps and when I drag stuff around it goes to 60. I have to say my map is quite small but still it's so much smoother. And I have to say, this is with a really nice lightning preview! Also, you don't have to make a skybox around your map, so having leaks is also gone. For me it's not that big of a deal but it's sure something I embrace. The icons in the editor are quite horrible. They are really grey-ish and therefor they look all quite similar. This seems to be a trend in icon design in general which I really dislike. They eye works so well in perceiving color. Here 2 images for comparison (and note that hammer2 has a lot more icons, I only show the side bar here). Note that in certain parts they do have icons with really good distinguish colors! You can also map really well from only using the 3d viewport. This is really nice. I only go to a side view to place a model precisely on the floor for example. And the lightning in the viewport is really nice, including shadows. With the hold hammer I really disliked the contrast, I always hoped they would add ambient occlusion or something. Anyway, my point was to see my map with VR. And this is really nice. It's only a small part I have with no textures but it's so nice to walk in your own map. To feel the scale. I made a car out of brushes for example based on the scale of the car you see in de_nuke. Now with VR I really felt how the car was to big. Which is nice cause i'm making a parking garage. And large areas don't do well in csgo, and now I have the cars like 0.9 times smaller I can make a lot of the map smaller too. Maybe I post more thoughts later.
  2. Games W.I.P Thread

    Looks great. I think some green glass on the scope would look nice.
  3. CS:GO radar not showing up

    Yeah but the _radar is never specified in the text file. There is always a _radar_spectate as well.
  4. CS:GO radar not showing up

    I try to get a radar showing up for my map but I can't get it done. I think my dds file is correct, but for the sake of safety I try to use the one of train right now. My map is called de_metro_rm_06 I have a file de_metro_rm_06.txt in the overview folder. This is the content: I also don't see a radar image when I fly around with noclip. It should at least show an image when loading the map. Anyone an idea?
  5. I think 1 topic to post the wip screenshots is better then opening 109 tabs So feel free to post here your WIP's. I will start with my so far unnamed map.
  6. [WIP] de_Turismo

    What I mean is people don't like clicking to see images. (Correct me if i'm wrong). It's better to include them in a post. Less friction.
  7. [WIP] de_Turismo

    No pics no clicks
  8. [CS:GO] surf_galaxy (Surf Galaxy)

    Well you made a great map, so don't beat yourself to hard over it.
  9. I just made a video of the map, as you requested ;)

     

  10. I have made this pure white image in photoshop (the skills on me...). I want to bring it to csgo / hammer but it's a bit glitched. There it looks like: This are the options I used in VTFEdit: (I just noticed it's on animated texture, but I doubt that is the problem, but I will try later when I'm at home). Do I have a setting wrong? And could someone try it with the same png? I used the newest photoshop. Then another thing. Now I have this for the vmt file: And I make it give light using lights.rad. In game it looks like this. So it does give light. But I would like for the texture to light up as well. How can that be accomplished?
  11. [CS:GO] surf_galaxy (Surf Galaxy)

    Please post a video
  12. using >> -lights [file] << keeps crashing

    Putting it before game fixed it, thx!
  13. using >> -lights [file] << keeps crashing

    Source Engine. I tried: -game $gamedir $path\$file -lights de_metro -game $gamedir $path\$file -lights de_metro.rad -game $gamedir $path\$file -lights D:\mapping\maps\de_metro\other\de_metro -game $gamedir $path\$file -lights D:\mapping\maps\de_metro\other\de_metro.rad I made a file in both D:\mapping\maps\de_metro\other\de_metro.rad and C:\My Programs\Steam\steamapps\common\Counter-Strike Global Offensive\csgo (there is where lights.rad). I prefer to have it on another dir then the cs dir for backup purposes. But for now, getting it to work would already be great. Is there someone that can get it to work? And if so any idea what I do wrong?
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