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clankill3r

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  1. Like
    clankill3r reacted to Mocherad in De_Dust 2 in low poly style   
    This level was created for PolyStrike, more you can check here - https://www.mocherad.com/polystrike



     
    Ohh 5 mb file limit, other screenshots you can find on my AT submitted work - Artstation
  2. Like
    clankill3r reacted to Brightness in WIP in WIP, post your level screenshots!   
    Another UE4 scene
    Inspired by Season 1 of True Detective.

  3. Like
    clankill3r reacted to Brightness in WIP in WIP, post your level screenshots!   
    1987
    https://www.artstation.com/artwork/balOxE

  4. Like
    clankill3r got a reaction from blackdog in Poliigon textures   
    I think this is a really great resource for textures:
    https://www.poliigon.com/
    It's by Andrew Price, a well known and respected member of the blender community.
    What really really really great is about it is that the textures come with a diffuse, gloss, normal and reflection map as well!
    It also offer HDR skies now!
  5. Like
    clankill3r got a reaction from Tisky in So I have some spare games...   
    @Tisky Check out the map Bridges of Druzhina. That map is so great to play on (after a few times...).
  6. Like
    clankill3r reacted to FMPONE in Contest Finalists have been declared!   
    Meet Your Contest Finalists...

    Mapcore's Mission:
    Mapcore contests earn mappers thousands of dollars, promote their work, and provide a well-deserved platform for their excellent levels. Teaming up with FACEIT, we've offered contestants the biggest mapping contest in Counter-Strike history!
    Thanks to FACEIT and to all participants. Your combined efforts are part of a long journey of growth and practice. At Mapcore, we intend to hold more contests and continue being a positive, engaging, helpful environment for all members seeking to improve and grow.
    What's Next?
    In one month, 4 of these 10 maps will be selected as Grand Finalists by our Mapcore Judges and Guest Experts! We look forward to seeing all of the community feedback, iteration, and improvements awaiting these brilliant maps.

    Rules:
    Click here to read full Contest rules. Reminder: Grand Finalist maps receive exciting prizes and will be officially featured on FACEIT. 
     
    TOP 10 FINALISTS:
    *In Alphabetical Order
    Abbey by Lizard, thewhaleman   https://steamcommunity.com/sharedfiles/filedetails/?id=1215935299   Apollo by Vaya, CrTech, Vorontsov, JSadones   https://steamcommunity.com/sharedfiles/filedetails/?id=1206809088   Asylum by Libertines   https://steamcommunity.com/sharedfiles/filedetails/?id=864761519   Biome by Jd40    https://steamcommunity.com/sharedfiles/filedetails/?id=1224923995   Berth by grapen   https://steamcommunity.com/sharedfiles/filedetails/?id=1216945465   Kaizen  by Andre Valera   https://steamcommunity.com/sharedfiles/filedetails/?id=1216362919   Offtime by Squad   http://steamcommunity.com/sharedfiles/filedetails/?id=1216276542&searchtext=   Sirius by Exodus   https://steamcommunity.com/sharedfiles/filedetails/?id=1217279476   Studio by ZelZStorm, TanookiSuit3, Hollandje   https://steamcommunity.com/sharedfiles/filedetails/?id=1204635926   Tangerine by Harry Poster   https://steamcommunity.com/sharedfiles/filedetails/?id=1202481627       CONGRATULATIONS, FINALISTS!
  7. Like
    clankill3r got a reaction from blackdog in Counter-Strike: Global Offensive   
    I still don't like the long house of the new dust.
    I was really good at rushing long as a T in both eco and buy rounds.
    Now it's so much harder in eco rounds to get long control.
    If I play as CT and I hold long with the AWP I often just keep looking when I get flashed. Often by the time they are at the door the flash effect is over. The risk that this goes wrong is little to none so far.
  8. Sad
    clankill3r got a reaction from Zarsky in EA just killed Visceral   
    Electronic Arts buys Respawn for more than $400 million
    http://www.pcgamer.com/electronic-arts-buys-respawn-for-more-than-400-million-new-titanfall-in-the-works/
    I wonder where that ship is going
  9. Sad
    clankill3r got a reaction from [HP] in EA just killed Visceral   
    https://kotaku.com/an-updated-list-of-studios-ea-has-bought-and-then-shut-1689498614
     
  10. Sad
    clankill3r got a reaction from Beck in EA just killed Visceral   
    https://kotaku.com/an-updated-list-of-studios-ea-has-bought-and-then-shut-1689498614
     
  11. Like
    clankill3r reacted to TanookiSuit3 in [RELEASED] - Studio   
    Studio is back again with our every-other week update.
    The deadline's getting closer and Studio is almost finished. There isn't a whole lot left to complete now and things are shaping up nicely. We've been making refinements to the parts of the map we feel are close to being finished, such as lighting modifications and better prop placement. We also started completing pieces of the map that weren't given as much attention before.
    I've attached some images for you all to check out. Let me know what you think so far.

    The full imgur album can be found here: https://imgur.com/a/2yr6q.
    Thanks for reading.
  12. LOL
    clankill3r got a reaction from Fnugz in TF2 Jungle Inferno Update   
  13. Awesome
    clankill3r got a reaction from El Moroes in TF2 Jungle Inferno Update   
  14. LOL
    clankill3r got a reaction from Beck in TF2 Jungle Inferno Update   
  15. Like
    clankill3r reacted to AlexM in EA just killed Visceral   
    Jeez. Glad I didnt take that job
  16. Like
    clankill3r reacted to RaVaGe in TF2 Jungle Inferno Update   
    http://www.teamfortress.com/jungleinferno/
     
    My map koth_brazil is in it, go check it out guys
  17. Like
    clankill3r reacted to text_fish in Counter-Strike: Global Offensive   
    That's like, one of the most iconic parts of dust 2? The mid doors allow T's to try and ascertain how many CT's are going B and it allows CT to cover suicide so that T's can't rush mid. It's a near perfect bit of map balancing.
  18. Like
    clankill3r got a reaction from Pericolos0 in Source 2!   
    At the moment I'm interested in photogrammetry. It's a technique where you take photos from multiple angles and turn it into a 3d model with magic... I mean with software.

    I made around 550 photos of the lab I work in, but more on that later.
    Anyway, for me to get the lab into source2 I needed to get a model in source2. Getting a model in source has always been a pain, even in goldsrc (in my opinion!). Unity for example is way more easy, it can even import blender files for example.
    And I like to use blender, not that it is the best but it is free and it has really great add-ons, and the development of it is really great.
    Some of you might have used the "Source Engine Export" plugin for blender before. Well long trial and error story short, you don't need that anymore. You can export to fbx, which is a pretty common format. And then with the tools from valve turn it into a model. Also setting up textures is a lot easier. And I believe it supports .tga now but I need to test that proper. I did have a problem with textures, and I really miss a console in the application telling me what is wrong.
    Anyway now the reason of this post. Once you have your model the workflow is great. If I make a change in blender and export to fbx again I'm done! It instants updates in the hammer editor. And even better, it EVEN UPDATES IN THE GAME WITHOUT THE NEED OF A RECOMPILE OF THE MAP OR THE MODEL!
    More later!
     
  19. Like
    clankill3r got a reaction from Zarsky in Source 2!   
    At the moment I'm interested in photogrammetry. It's a technique where you take photos from multiple angles and turn it into a 3d model with magic... I mean with software.

    I made around 550 photos of the lab I work in, but more on that later.
    Anyway, for me to get the lab into source2 I needed to get a model in source2. Getting a model in source has always been a pain, even in goldsrc (in my opinion!). Unity for example is way more easy, it can even import blender files for example.
    And I like to use blender, not that it is the best but it is free and it has really great add-ons, and the development of it is really great.
    Some of you might have used the "Source Engine Export" plugin for blender before. Well long trial and error story short, you don't need that anymore. You can export to fbx, which is a pretty common format. And then with the tools from valve turn it into a model. Also setting up textures is a lot easier. And I believe it supports .tga now but I need to test that proper. I did have a problem with textures, and I really miss a console in the application telling me what is wrong.
    Anyway now the reason of this post. Once you have your model the workflow is great. If I make a change in blender and export to fbx again I'm done! It instants updates in the hammer editor. And even better, it EVEN UPDATES IN THE GAME WITHOUT THE NEED OF A RECOMPILE OF THE MAP OR THE MODEL!
    More later!
     
  20. Like
    clankill3r got a reaction from Squad in Source 2!   
    At the moment I'm interested in photogrammetry. It's a technique where you take photos from multiple angles and turn it into a 3d model with magic... I mean with software.

    I made around 550 photos of the lab I work in, but more on that later.
    Anyway, for me to get the lab into source2 I needed to get a model in source2. Getting a model in source has always been a pain, even in goldsrc (in my opinion!). Unity for example is way more easy, it can even import blender files for example.
    And I like to use blender, not that it is the best but it is free and it has really great add-ons, and the development of it is really great.
    Some of you might have used the "Source Engine Export" plugin for blender before. Well long trial and error story short, you don't need that anymore. You can export to fbx, which is a pretty common format. And then with the tools from valve turn it into a model. Also setting up textures is a lot easier. And I believe it supports .tga now but I need to test that proper. I did have a problem with textures, and I really miss a console in the application telling me what is wrong.
    Anyway now the reason of this post. Once you have your model the workflow is great. If I make a change in blender and export to fbx again I'm done! It instants updates in the hammer editor. And even better, it EVEN UPDATES IN THE GAME WITHOUT THE NEED OF A RECOMPILE OF THE MAP OR THE MODEL!
    More later!
     
  21. Like
    clankill3r got a reaction from FMPONE in The Half-Life 3 thread of closure and memorium   
  22. Like
    clankill3r got a reaction from leplubodeslapin in Source 2!   
    At the moment I'm interested in photogrammetry. It's a technique where you take photos from multiple angles and turn it into a 3d model with magic... I mean with software.

    I made around 550 photos of the lab I work in, but more on that later.
    Anyway, for me to get the lab into source2 I needed to get a model in source2. Getting a model in source has always been a pain, even in goldsrc (in my opinion!). Unity for example is way more easy, it can even import blender files for example.
    And I like to use blender, not that it is the best but it is free and it has really great add-ons, and the development of it is really great.
    Some of you might have used the "Source Engine Export" plugin for blender before. Well long trial and error story short, you don't need that anymore. You can export to fbx, which is a pretty common format. And then with the tools from valve turn it into a model. Also setting up textures is a lot easier. And I believe it supports .tga now but I need to test that proper. I did have a problem with textures, and I really miss a console in the application telling me what is wrong.
    Anyway now the reason of this post. Once you have your model the workflow is great. If I make a change in blender and export to fbx again I'm done! It instants updates in the hammer editor. And even better, it EVEN UPDATES IN THE GAME WITHOUT THE NEED OF A RECOMPILE OF THE MAP OR THE MODEL!
    More later!
     
  23. Like
    clankill3r got a reaction from Radix in Source 2!   
    At the moment I'm interested in photogrammetry. It's a technique where you take photos from multiple angles and turn it into a 3d model with magic... I mean with software.

    I made around 550 photos of the lab I work in, but more on that later.
    Anyway, for me to get the lab into source2 I needed to get a model in source2. Getting a model in source has always been a pain, even in goldsrc (in my opinion!). Unity for example is way more easy, it can even import blender files for example.
    And I like to use blender, not that it is the best but it is free and it has really great add-ons, and the development of it is really great.
    Some of you might have used the "Source Engine Export" plugin for blender before. Well long trial and error story short, you don't need that anymore. You can export to fbx, which is a pretty common format. And then with the tools from valve turn it into a model. Also setting up textures is a lot easier. And I believe it supports .tga now but I need to test that proper. I did have a problem with textures, and I really miss a console in the application telling me what is wrong.
    Anyway now the reason of this post. Once you have your model the workflow is great. If I make a change in blender and export to fbx again I'm done! It instants updates in the hammer editor. And even better, it EVEN UPDATES IN THE GAME WITHOUT THE NEED OF A RECOMPILE OF THE MAP OR THE MODEL!
    More later!
     
  24. Like
    clankill3r got a reaction from Beck in Source 2!   
    At the moment I'm interested in photogrammetry. It's a technique where you take photos from multiple angles and turn it into a 3d model with magic... I mean with software.

    I made around 550 photos of the lab I work in, but more on that later.
    Anyway, for me to get the lab into source2 I needed to get a model in source2. Getting a model in source has always been a pain, even in goldsrc (in my opinion!). Unity for example is way more easy, it can even import blender files for example.
    And I like to use blender, not that it is the best but it is free and it has really great add-ons, and the development of it is really great.
    Some of you might have used the "Source Engine Export" plugin for blender before. Well long trial and error story short, you don't need that anymore. You can export to fbx, which is a pretty common format. And then with the tools from valve turn it into a model. Also setting up textures is a lot easier. And I believe it supports .tga now but I need to test that proper. I did have a problem with textures, and I really miss a console in the application telling me what is wrong.
    Anyway now the reason of this post. Once you have your model the workflow is great. If I make a change in blender and export to fbx again I'm done! It instants updates in the hammer editor. And even better, it EVEN UPDATES IN THE GAME WITHOUT THE NEED OF A RECOMPILE OF THE MAP OR THE MODEL!
    More later!
     
  25. Like
    clankill3r got a reaction from SotaPoika in 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.
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