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text_fish got a reaction from El_Exodus in [CS:GO] Exotic Places Contest TOP 4 WINNERS
I god I shouldn't have got you started again.
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text_fish reacted to dmu in Valorant
To me it seems that all the hype around Valorant has quickly died out. It seems like a lot of the esports orgs that had planned to play the game competitively are starting to pull out. It's really weird that this is happening, as so many people were confident this would be the cs killer. Even crossfire was able to maintain a large playerbase longer than Valorant. Obviously it is way too early to declare the game to be dead, but it is clear that the initial launch was a big fuck up. My personal theory is the game was too focused on being balanced and competitive. The game quickly grew stale because there weren't any fun strategies players could abuse. By making a game that removes any unnecessary and buggy aspects of CS, Valorant doesn't leave space for people to take risks and have fun with the game.
For example: In Valorant smokes are a solid ball that can be easily lined up from a distance. This means almost every smoke through will be perfect, blocking out any possible sightlines. This discourages players on the other side of the smoke from taking the risk of pushing through or finding a sneaky angle on the side. Meanwhile with the buggy sprite smokes of CS, you can never be confident in your smoke which encourages players to use silly risky tactics.
With every ability having a firm rigid 'competitive' use, players quickly get bored of the game simply because every round becomes a repeat of the last.
A similar problem is created by the starting walls. They make sure that all timings are always the same and predictable and balanced. But when every round is always the same and predictable and balanced, there is no reason to keep playing the game.
Thank you for coming to my TED talk
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text_fish got a reaction from FMPONE in System Shock 3
I like the boxiness. It's very utilitarian, so it reinforces that "tin can floating in space" vibe that will contribute so much to the fear.
I do agree that it doesn't seem like they've been making a lot of progress, though.
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text_fish reacted to youmenow1 in WIP in WIP, post your level screenshots!
Some screenies of a level I've been working on for HL:Alyx. Assembling this scene would've taken a year in Source 1.
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text_fish reacted to dmu in Doom Eternal
I think they announced on reddit that the newest pach will remove Denuvo @dux
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text_fish reacted to leplubodeslapin in [TUTORIAL] Import a model and its material
Hello,
Quickly writting that tutorial from my experiments but a more official tutorial on the wiki should definitely replace this.
First, gather the source files. We will consider a material with a standard PBR shader. All the folders are relative path, so find this location on your pc :
Half-Life Alyx\content\hlvr_addons\your_addon\
And then place the files over there :
The model itself : \models\folder\mesh.fbx The collision if you have one : \models\folder\includes\mesh_physbox.fbx The diffuse (must end with _color) : \materials\models\folder\mesh_color.png The normalmap (must end with _normal) : \materials\models\folder\mesh_normal.png The Roughness (must end with _rough) : \materials\models\folder\mesh_rough.png Note : You can use PNG, but also TGA, JPG or even PSD
Note 2 : The normalmap doesn't have its vertical values inverted like it was the case on Source 1. If you import a normalmap from Source 1, don't forget to invert the green channel !
In my case, it's a vehicle that I'll name "vehicle_sherpa", so here are my files :
The model : \models\vehicle\vehicle_sherpa.fbx The collision : \models\vehicle\includes\vehicle_sherpa_physbox.fbx The diffuse : \materials\models\vehicle\vehicle_sherpa_color.png The normalmap : \materials\models\vehicle\vehicle_sherpa_normal.png The Roughness : \materials\models\vehicle\vehicle_sherpa_rough.png The AO : \materials\models\vehicle\vehicle_sherpa_ao.png
Then, we'll start by creating the material. On the asset Browser window, find the Material Editor and open it.
File → New
And then immediately save (File → Save or CTRL + S) to define a location of your vmat.
In my case, it will go along with with the textures I just imported : \materials\models\vehicle\vehicle_sherpa.vmat
Note : once the files are compiled, you'll get the same hierarchy over the game folder than the content folder. Once the vmat will be compiled, it will become vmat_c (compiled material) and will have vtex_c with it (combined texture).
We will keep the Vr Simple shader
And you can start importing the textures by clicking on the folder icon next to each field. It will only look for files ending with the right suffix, hence the importance of naming your files to make your work easier afterwards.
In my case, I have an AO texture so I'll check "Ambiant Occlusion Texture" on the left but it's optionnal. In the end, it should look like this :
Feel free to use more complex shaders and to tweak things better. My model should definitely use a metalness texture but it's fine for this demonstration.
Ok now save and you can quit the material editor.
Back on the Asset Browser, find the ModelDoc Editor
Same thing, start by saving your model. In my case it will go there : \models\vehicle\vehicle_sherpa.vmdl
Start by selecting an archetype, for this we will do a simple Static Prop Model.
And then, import your mesh by using that cute little star button :
Once your mesh added, it will feel like nothing is happening. Try pressing the compile button on the right.
That's right, you need to press that compile button to make sure to compile stuff. It wasn't the case for the material editor, everything was being compiled automatically.
Your model should be a ref wireframe because it doesn't have any material assigned to it, so let's start with that.
On the left pannel, check "Show Empty Categories", it will show you "categories" for which you can configure stuff (i'm vague because ... i don't know most of these stuff for now).
Right clic on the category "MaterialGroupList" → Add DefaultMaterialGroup
And then, if the item "DefaultMaterialGroup" is selected, in the Node Editor pannel you'll be able to assign a material. I assume you can manage with this category the multiple materials you might need for your model. For my simple example, there's only one material so I will stick with 1 group.
Compile your model and it should start to look like something !
You can move like in Hammer (hold RMB/press Z and move with WASD) or you can rotate around the mesh by holding ALT + LMB.
Cool !
Now let's add a collision. Right clic on the category PhysicsShapeList and you'll notice multiple options to add collision
I assume it's there because you might be able to add shapes (box, capsules and spheres) by hand or you can decide to generate a collision from ModelDoc. By in my case I have a mesh, so I'll pick "Add PhysicsMeshFile" and gives the physbox FBX I imported earlier.
It should look like this in your 3D view
Compile your model and you can try to place your model in hammer !
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text_fish got a reaction from Mildly Anxious in Submerged
Nice progress. I think the lilac colour looks kind of ick though. A pastel green could work there, maybe in a slightly darker shade to offset those spotlights.
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text_fish reacted to will2k in ASSAULT ON WAREHOUSE 72: A tribute to the iconic cs_assault [Dying Light WIP]
Almost there
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text_fish reacted to Mildly Anxious in Submerged
Here are some of the changes we've been doing over last month, we're also texturing the models rn, but we still don't feel confident enough to show them.
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text_fish got a reaction from Squad in Corona Virus
So why not just look at some non-random ass crime level stats? It's easy, thanks to this new-fangled gizmotron they call the World Wide Cyber-Highway.
The UK's ONS (Office For National Statistics) reports 726 homicides in the year ending March 2018. That works out at 12 offences per million population.
Whilst in the US, the FBI estimate 16,214 in 2018. That's about 50 offences per million population. Both websites provide a similar enough definition of Homicide to make them a useful comparison.
Blackdog's video above was a bit of fun and I'm sure that household is exceptional, but the person who bought those automatic rifles definitely has very unhealthy fantasies about unloading a shit-ton of bullets in to an intruder some day, and I don't think that particular mind-set is as exceptional as it should be.
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text_fish got a reaction from blackdog in Corona Virus
So why not just look at some non-random ass crime level stats? It's easy, thanks to this new-fangled gizmotron they call the World Wide Cyber-Highway.
The UK's ONS (Office For National Statistics) reports 726 homicides in the year ending March 2018. That works out at 12 offences per million population.
Whilst in the US, the FBI estimate 16,214 in 2018. That's about 50 offences per million population. Both websites provide a similar enough definition of Homicide to make them a useful comparison.
Blackdog's video above was a bit of fun and I'm sure that household is exceptional, but the person who bought those automatic rifles definitely has very unhealthy fantasies about unloading a shit-ton of bullets in to an intruder some day, and I don't think that particular mind-set is as exceptional as it should be.
