Jump to content

Dalannar

Members
  • Posts

    16
  • Joined

  • Last visited

About Dalannar

  • Birthday 02/09/1995

Profile Information

  • Job
    Student
  • Location
    Portugal

Recent Profile Visitors

1,859 profile views
  1. Scratch that, apparently this only works some of the time. The rest of the time hammer just does has it pleases. I actually found a wall that had black spots on the inside and outside faces. The whole deleting and getting everything back in fixed one of the sides, but not the other. It's really frustrating, if someone has any idea I'd love to hear it. EDIT: And other times it actually creates completely new black spots. It's just completely random, I can't find any pattern to what is happening.
  2. Well, this post proved to be unnecessary as I seem to have found a fix for this, but maybe someone else benefits from it if they're having the same problem. This is the most frustration I think hammer as ever provided me with as the fix is rather weird. All I needed to do was to delete the entire map and save. After that ctrl-z and save it again. And it's fixed. I have no idea why it was causing the error, or why this fix even works because I'm basically deleting everything from the vmf and pasting it back in but I guess hammer is old and I have to just put up with it. If anyone feels adventurous and wants to investigate this I'd still love to understand what was happening.
  3. I've come across a "glitch" I've never seen before and I was hoping someone would know what this is all about as I can't even find any info about it online. I'm making a map for HL2ep2 and after compiling my map I get very strange black spots in certain brushes. These spots are completely black, and don't react to lighting of any kind, be it light entities or the player's flashlight. What's even stranger to me is that these black spots don't take up the whole brush, only a subsection of it. In the image below, the brush with the black spot on the right actually extends all the way into the door. I would imagine this problem as something to do with the fact that that area is a func_instance collapsed into the main map but I can't figure out how to fix this. If someone could help me figure out what is happening that would be greatly appreciated. Thanks.
  4. I'm having some trouble watching the demo from the playtest session. This is what the console outputs: WARNING: demo network protocol 13491 differs, engine version is 13492 Playing demo from auto-20150630-2142-de_fishery_a2.dem. WARNING: Server demo version 13491, client version 13492. ####################################### Map de_fishery_a2 missing stringtable dictionary, don't ship this way!!! Run with -stringtables on the command line or convar stringtable_alwaysrebuilddictionaries enabled to build the string table ####################################### SignalXWriteOpportunity(3) 'RZL connected. WARNING: demo network protocol 13491 differs, engine version is 13492 Host_EndGame: Error reading demo message data. I have no idea why it's having a problem. I tried running the game with the demo_watch "beta" version, but nothing changes (As I suspected but I had no other ideas). Anyone knows what's up ?
  5. Could you add the demo recording from de_fishery_a2 to the demos folder ? (chat and feedback as well if those are not automatically added). Thank you.
  6. Bloody hell. I didn't realize I hadn't updated pakrat in forever, so I think that's what was causing the packaging to not go through, even though pakrat was saying it had the files. Either that or I'm just dumb and don't know what I'm doing. Probably the latter. Anyway here is an hopefully correctly packed version of my map : https://drive.google.com/filed/0B0hcW1xxeYk4Y2YxWFFoelJhakU/view?usp=sharing I deleted the radar and .nav files from the CSGO directory and it was working in-game for me so I'm going to kick myself if it's not working on your end. I also changed the version to de_fishery_a2. Didn't change much since _a1 but it was easier for me to get this working and not confuse myself with the names. I'm sorry about all this nonsense.
  7. Here is the updated link for de_fishery: https://drive.google.com/file/d/0B0hcW1xxeYk4SVpmb0pBc29xUHM/view?usp=sharing As with NihiL everything should be packed into the BSP correctly this time. Sorry about the problems before. Also since it's quite some time until the playtest day I assume it's okay to continue working on my map and update the link again a day or two before ?
  8. Thanks. Those shelves are pretty bad for that location I feel, due to all the gaps, I'm hoping to create my own after I finalize the layout. Until then though, those are the only stock models that sort of fit. I've been working on T spawn today, giving it some actual visual appeal and defining the aesthetic theme for the map. I'll post some screenshots later tonight if I can finish it in time.
  9. Hello mapcore community. I've been around the forums for some time but only now am I sharing some of my work for the first time. I am officially entering the reddit + mapcore csgo mapping competition. Here is the steam workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=460754571 The workshop item has all the screenshots, but here is a link to the full album as well: http://imgur.com/a/Q3CfC Latest update: I was going to update this post last evening but then the Nintendo worlds championships happened xD, so I'm updating now. There is not much to update on but I feel it's rather important both of the changes. First of all, I've updated the radar. Besides now working in-game it's much clearer, even though it's not professional looking: (Again, I should have added it, but T spawn is bottom right, CT top left, A site leftmost and B site rightmost) I've also updated T spawn with some eye candy. It allowed me to more or less establish the visual theme for the rest of the map and I feel it came out pretty well. Again, it's not much but it gives an idea of what I'm going for I think (more screenshots in the workshop or imgur link): The lighting is not quite right yet. I was trying to go for a sunset feel, which was looking acceptable with fast renders, but then the 'final' compile messed it up with HDR and I haven't tried fixing it yet. The workshop link is updated so you can go in and check it out if you feel like it. Older screenshots: Stuff: The map takes place in and around a small fish processing plant. It was inspired by a location in the game Sleeping Dogs. I came up with the layout about a year ago and started working on a similar map, but I eventually gave up on it. Now I came back to it, and redesigned the layout to be more viable and fun to play. There are some layout decisions I think will probably need to be changed, such as the amount of windows in the office area, or adding a way for CT's to counter T's going through squeaky to A site, but I want to have it playtested before I decide to change those. Although the map is playable already I don't want to submit it to playtesting just yet, there are still a few things I want to iron out. Even though I haven't scheduled a playtest session yet, I'd love to hear your feedback if you have any. I doubt anyone would be interested but if you can do 3D and/or texture work and would like to help me actually make the map look nice I'd be more that glad to arrange something with you. The original plan was to create a sort of Hong Kong like aesthetic, similar to what is found in Sleeping Dogs, but without the help of an actual 3D artist I doubt I could make it close to that. Apart from that I don't think there is much more to say. Thank you for taking a look at the map and any feedback you might decide to drop in, and I will keep this post updated as time goes on.
  10. I wasn't able to find anything about this so I decided to ask it here. I very much enjoy watching/listening to level design streams while I'm working on my own projects. Unfortunately, the few streamers I know of don't stream very often. Does anyone have any suggestions ? Doesn't really need to be a 'good' stream, if it's level design (or similar) it's enough.
  11. Would it be possible to export the blended texture out and create a normal texture out of that ?
  12. I haven't played the map, and probably won't since I don't play CS:GO all that often, so I can't really comment on the gameplay, but looking at the screenshots there is one thing that completely draws me away from the map. Everything seems to be very bulky and blocky, especially around doors and windows. I know it's in beta, but even so, the initial impressions of a map are important, and will create a mindset in the player. Whether this is a good thing or a bad thing is up to the person playing it, but I would imagine not many people find it very appealing.
  13. I would recommend both World of Level design and tophattwaffle. They both do great beginner tutorials. But you should try to learn the tools you have available and then find out how to use them on your own. That's how I learned most of what I know, just trying out stuff over the years I've been using hammer. But above all else, if you do feel you need help, DO NOT watch 3kliksphilip on youtube. Many beginners are drawn to him. And yes, his videos are quite good and he is very good at communicating and expressing his ideas, but what he teaches people in his videos is god damn awful most of the time. As for not having the textures you want or need that's quite normal, since they were made to suit valve's needs, not your's. You'll have to be quite creative with how you use them, mixing and matching them to get the desired effect, or taking the time to make your own and get that extra bit of satisfaction once everything is finished.
  14. It's fixed now. I didn't have any displacements in my map, but when you said to compile the map without them I thought I'd compile only the bsp geometry and point entities and sure enough it compiled alright. I tried finding what was causing the problem and found out it was some func_breakable_surf's I had made earlier. Except I had since deleted them, and for some weird reason the vmf still kept their information. Going directly to the vmf file and deleting the entities manually fixed the problem and it works fine now. And I'm guessing the "app already running" error is what Spherix said. Thanks for the help.
  15. The areas look great but the orange light in the first screenshot seems way too strong.
×
×
  • Create New...