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spence

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Everything posted by spence

  1. Blender must have some way to instance the keys so when you edit one it edits them all, right?
  2. To answer your second question; if you make a selection and a lot of things become shaded or highlighted, it's likely that they are brushes/primitives tied to a single entity (probably a func_detail). When you select models in Hammer, they don't become shaded/highlighted but instead just display their bounding box in yellow, whereas brush selection is shaded in red. You can get some more information about what you have selected by looking at the bottom of the editor window, near the grid snap display, where by default it says 'no selection'. Another trick for identifying textures is to display only the used textures in the texture browser; click the 'browse' button on the texture panel on the right toolbar (unless you rearranged your panel layout) then at the bottom left of the browser window, tick 'only used textures' to filter by what is being used in the map you have open.
  3. There are two objective-based gameplay modes in the beta (the video above shows what is essentially the standard TDM) but I haven't tried them so far so I can't speak to that extent. I would assume there are more game modes coming with the full game?
  4. The benefits for escaping? You escape with your life and avoid humiliation I figured it was just like the humiliation round in TF2 where you can boast that you survived and that the other team wasn't smart/fast enough to catch you. Of course if the enemy team destroys the dropship, then they have the last laugh.
  5. The beta is a blast, so far. Shame I have to use Origin...blech. I'm playing on an almost five year old laptop and it is certainly playable OT, but I don't understand all the Chrome-hate. I have pals that swear by Firefox and absolutely despise Chrome, and I don't get why. It works and it works well.
  6. Here are a handful of older material images from my archives. Weathered metal panel wall Worn old pipe from a factory and wet, rain-soaked pipes from an abandoned quarry Glossy paint spec/reflection Shiny metal sheet panels (somewhat warped) Marble, glossy Space shuttle fabric(?) panels Cracked rubber (tire)
  7. I've edited my post to include thumbnails and will follow this method from now on! I hope this speeds up the thread loading for everyone
  8. spence

    Callie (CSGO)

    I have to agree regarding detail; I looked at the images the other day and returning to them now I still feel the same; some areas feel a bit barren and could use a little more life (let me know if you want particulars). Also maybe it is just me but some of the props feel a little out of place; in particular the big air conditioning units and the utility cabinets. They don't seem to match the theme of the rest of the environment IMO. The broad structure of the map looks nice though and I think with a little more detail it would be complete.
  9. Nice idea for a thread...can never have too much reference material! I posted my texture repository in the reference thread recently, but I have a huge backlog of hundreds of images to sort out from a visit to an airplane salvage yard last year. Here's a few to share for now. These are full resolution images so they may take a little while to load! Crane hook (raw metal with gashes, dents and damage) Crackly and damaged paintwork Thick mud splatters Peeling canvas/rubber/foam/adhesive Aluminium with rust and wear Dust and sand/grit accumulation Mucky plastic paneling and cracking painted foam Peeling window coating Shredded aircraft skin, some sort of painted fabric canvas or aluminium These ones are from a building that was undergoing demolition, which offered some interesting surfaces: Concrete floor, covered in floor tile adhesive Footprints in ink splatter Hose spigot Plaster/concrete wall Shiny, warped door plates Foul grease and food waste accumulation underneath a grill/deep fryer
  10. Heh, I've been having the same debate over a similar airport/hijack scenario for CSGO...significantly smaller than 747 though. I paused quite early along on it for the same reasoning but picked it back up rather recently. It's nowhere near as far along as your map though. nthing that you should finish it, controversy be damned; it looks fantastic. The mountainbase map for ND looked really pretty too, Jeroen, I was really looking forward to it from the screenshots. I may have to check out the vmf
  11. You'd be correct in that the web infrastructure in the states is a bit of a mess. You can certainly have access to fast speeds and fibre (where it is available anyway, mostly in newer developments where the infrastructure is easy to install) but the pricing is absolutely ludicrous, and it doesn't help that your choice of ISPs is extremely limited and essentially non-competitive. Hopefully enough people will get annoyed and get interested in net neutrality as a result but I'm not really sure that will happen until the ISPs start charging extra for everyone to access their favorite services, at which point it will be somewhat ingrained into their business models, at least with the big name providers. If this means a bunch of smaller, competitive ISPs form and signals the death of the dominant corporate ones, I certainly wouldn't complain.
  12. The green ones are; the yellow and red 'autumn' ones are reskins of the de_inferno big tree models.
  13. http://www.texturehunt.com/ Contributing my little collection of texture/reference images, if it might help anyone. The site needs some work, I know
  14. The settings for the Phong shading make a lot of difference when trying to get normal maps to pop in Source, I find. A lot of things just don't need extra maps when similar effects can be accomplished with less (or maybe more polygons, but this doesn't really matter in CSGO anyway; look at the budget when a bunch of expensive player models are on screen for example). As Steppen mentions, translucency overdraw is the big performance killer more than anything else. You shouldn't have to fight the battle of performance vs graphical fidelity unless you're slapping normal maps on everything and using huge materials and expecting this to make everything look great, in which case you should probably rethink how you are using the assets and whether they really warrant the extra maps (or resolution) in the first place. You can get into a little trial-and-error when it comes to optimizing levels and visibility, but managing performance based on the assets you are using should be pretty straightforward. If you really run into performance issues and you have a lot of materials that require normal maps consider using Source's self-shadowing bump maps which are slightly cheaper and sometimes provide a more suitable effect.
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