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JorisCeoen

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Everything posted by JorisCeoen

  1. For some godly reason, since I came back from vacation an update happened to CS:GO. Apparantly a smoke bug was caught and patched about a week ago, I had no idea about this. However, as a mapper I recently came across a problem when compiling a map: Fatal error loading vertex shader water_vs20 (00000005) So the map compiles as normal, like I did countless times before, no huge changes. I launch the map through console, almost instantaneously CS:GO crashes to desktop with the above error. I tried everything, literally everything everyone has suggested me and what I found on the forums or reddit: Verified game cache integrity (+ restarting PC afterwards didn't help) Removed the shader files and verified integrity of game cache (+ restarting PC afterwards didn't help) Deinstalled CS:GO and reinstalled (+ restarting PC afterwards didn't help) One by one removing parts of the map to locate the problem. Only helped when I removed EVERYTHING except displacements and the skybox. This is ridicilous. Drivers are up-to-date, Windows 7 is up-to-date so it can't be related to those. I'm using the AMD HD5870, which runs CS:GO just fine. I truly need more help here, since this cannot be a normal incident. The person whom I'm making the map for (a revised version of Surf xDream) can load the map just fine. When I load older, unaltered versions from before the update it will crash my map too. It will even crash CS:GO when I load the ORIGINAL xDream! Just for clarification, unlike the posts I found about this error where all the original posters had their CS:GO crash upon launch, my issue is that CS:GO launches and runs fine, but on most older maps it will just crash. It simply won't allow to load maps that feature that particular shader (water_vs20). Valve changed something about this shader, and something in my computer is hating this. PC specs are below: Summary Operating System Windows 7 Home Premium 64-bit SP1 CPU Intel Core i7 860 @ 2.80GHz 55 °C Lynnfield 45nm Technology RAM 8,00GB Dual-Channel DDR3 @ 666MHz (9-9-9-24) Motherboard Gigabyte Technology Co. Ltd. P55A-UD3 (Socket 1156) 45 °C Graphics Philips FTV (1920x1080@60Hz) SMB2230H (1920x1080@60Hz) 1024MB ATI AMD Radeon HD 5800 Series (ATI) 80 °C Storage 931GB SAMSUNG HD103SJ ATA Device (SATA) 30 °C 1863GB Western Digital WDC WD20EARS-00MVWB0 ATA Device (SATA) 30 °C 931GB SAMSUNG HD103SJ ATA Device (SATA) 31 °C 2794GB Western Digital WDC WD30EFRX-68EUZN0 ATA Device (SATA) 30 °C 4657GB Seagate BUP SL USB Device (USB (SATA)) 38 °C Optical Drives HL-DT-ST BDDVDRW GBC-H20N ATA Device PSDI 5Q7SXAVG9 SCSI CdRom Device UDINC MN4XA3OXMJCT SCSI CdRom Device HL-DT-ST DVDRAM GH22NS50 ATA Device UDINC MN4XA3OXMJCT SCSI CdRom Device Audio ASUS Xonar D2 Audio Device Would anyone have a clue? I'm clueless at this point. I tried everything.
  2. That looks like a leak problem. Make sure you don't have leaks. It creates the same render-mashup thing when you have a leak in the map and the skybox renders empty and starts overdrawing tons of stuff. Check for any leaks in your map and make sure the map is completely sealed.
  3. I am retiring from the contest, because I haven't had the time to start anything. Being at the point of having finished my master's degree, too many changes required all my time that I had rather spent into mapping. I haven't opened Hammer/3DS Max for a month now. I wish all the contestants a lot of strength and hope they are able to realise their dreams in level design
  4. I have to agree with leplubodeslapin on the skybox. I strongly feel that the darker skybox seriously contrasts with the scenery in an unnatural way, but it's inevitable that the line between the matter of the map and the skybox becomes more apparant with a bigger contrast. A snowy, icy area with a sky that suggest summertime just feels a bit strange to me. But, gameplay takes huge priority over overall artistic feeling, at which point this argument becomes irrelevant at the quality roof of the map. I'm not sure if it would be possible to make the skybox make more sense to the wheather portrayed in the map, but if it's not possible, leave it be
  5. me: wants to build a map >>> sees mapcore fmpone thread <<< me: can someone show me the door please?
  6. The port to CS:S is now live and tested: http://gamebanana.com/maps/196425I hope people will enjoy it. It's identical to the CS:GO version as I ported it straight from the original .vmf from inside 3DS Max.
  7. func_breakable_surf only works with the intended materials from Valve, sadly. Try not to use different textures on it, or parenting it to anything. Good thing you were able to solve it!
  8. You shouldn't be bothered about the preview thumbnail, but another thing you should be bothered about is the fact that you still import v7.2 textures in CS:GO when their engine's version is 7.5. Might just fix your issue!
  9. Wow, thank you for your kind words... it means a lot to me Well, wherever I could I tried to use brushes, since they are less taxing than static props when people are standing on them. Any specific geometry you're referring to?
  10. I just made a video of the map, as you requested ;)

     

  11. I added a trailer for those interested to take a quick look into the map in-game:
  12. I've seen over a hundred [WIP] threads on the forums of projects that already have months, even years of development time (even if they were paused) behind them. That's the reason why I ask about it. But if it's not allowed, I'll find something else I'll wait for a representative of the contest to reply. EDIT: Yea, that's basically what it would be, just using the same theme, but having an entirely different layout. It's not allowed, I just read the contest rules again, I must have missed nr.3 of the rules. My bad. Ok, I'll come up with something entirely different
  13. Am I allowed to use an older project, completely overhaul it gameplay-wise (so the layout would be entirely different) and submit it for this contest? It would be drastically different in every aspect. In other words, I would take it back from 0 and rebuild it in another, more updated way.
  14. That's not the problem. I am in insecure mode, all of the above that I said in my thread was done in insecure mode. The issue is not that I can't build cubemaps, I definitly can. The problem is that I don't know the exact order of what to do first (as in, packing first, or building cubemaps first etc). The only way I could properly keep cubemaps in my map without having default ones from Vertigo is by first building cubemaps, then packing, then REBUILDING cubemaps, but what it does is it builds the cubemaps with the reflections of vertigo in them. In other words I'm building cubemaps of textures that already have cubemaps on them. You cannot disable specular reflections in CS:GO which is part of the problem (because if I could, this wouldn't be a problem). So I'm looking for either 2 things: Someone who can tell me how to disable specular reflections in CS:GO (mat_specular doesn't exist anymore), or someone who can tell me how I can avoid having to build cubemaps before packing for it to work.
  15. The workshop has just been updated with the latest version, a ton of changes! Hope people will be able to play it and give some feedback! To list all the updates (because I can't remove posts), here is what has changed right now: Improved readability of teleports at bottom (labels are now flat on the floor so you can see them from any POV). Improved readability of jail buttons. Jail buttons are now also shootable, even through the glass! (now a single person can open them from outside if he's fast enough). Improved readability of all weapons in the level. They have a blue neon-like effect under them, giving a sound and nice animation when picking up. Improved spawnloop ramps by extending the bottom a bit to allow more comfortable surfing. The boost of those have also been lowered a bit to balance comfort. Improved radar. Added radar icons on the loading screen. Added custom playermodel and custom playerarms. CT's play as blue astronauts, T's as red. Added an admin room with KILL ALL, KILL CT and KILL T buttons. In the future more functionality will be added. Added additional ramps in between spawnloop ramps and middle centrifuge to encourage easier aircombat. All speedboosts have now sounds to them. Both middle and top platforms have had their boosts cut off slightly before reaching the end of the slopes to avoid sudden stops. All glass textures on the ramps have had their shadows disabled. It improved readabilty and removed akward shadowing on the models. Bottom corckscrew ramps have been overall improved, albeit these will probably be replaced in the future, because I feel like they might not work out, period. Cubemaps have now been 'properly' installed. No default cubemaps anymore. There are some other very minor changes, and the removal of some gaps that were barely noticeable. To test out all these changes, you can visit the workshop page to subscribe!
  16. I'm in a desperate need of someone able to properly tell me, the exact process, word for word, on how to build cubemaps for CS:GO. I tried everything, to deleting the 'Texture' files before building them (which always messes up the BSP with Pakrat), to building them after packing, but that doesn't work because almost 95% will not show the actual cubemaps... what do we do first, packing or building cubemaps? Please, someone take me out of my misery. The best result I could find so far is the rebuild the cubemaps after I already built them first before packing. After I packed all my stuff, the default cubemaps (from Vertigo I think) returned. So I can rebuild again, but what it does it rebuils the cubemaps WITH the vertigo reflections. I don't want that, I don't want gibberish programming-bug visuals in my map. And, mat_specular dissappeared forever now apparantly...
  17. A big update will be released tomorrow, adding the following: Improved overall gameplay by extending the spawnramps slightly (so more surfing surface is available), in addition to added sideramps on the mid-area Improved visibility for teleports and weapon pickups. Weapon pickups now have a clear effect under them so it's easy to see where they are while surfing Improved jail functionality by allowing buttons to be shot. A sprite will also indicate wheter a button is still activated or not Added custom playermodels (astronauts) to fit the theme, as well as custom gloves Added additional weapons to allow more variety Added sounds and minor graphical improvements (such as cubemapping glitches removed) Updated radar There's more to the list, but at least those are the most important ones. As of that version, no bugs should be present (as in the currently available workshop version). The GB page and all of its screenshots now match the latest version. Hope you'll enjoy it! A video will also come soon to showcase the map.
  18. This looks pretty darng cool!
  19. The latest update fixed the inverted boosters (workshop version for now). A future update, which will soon be released, contains extended ramps from spawn and the loops, improve a bottom surfing ramps, and added ramps on the middle grounds. And, overall improvements of smoothness and gameplay (jail buttons will be shootable, increased teleport visibility, snapping angles when teleporting etc). I'll update here when it goes live
  20. Wow, thank you very much! ?
  21. The last update for Galaxy includes a radar, added side platforms and better teleport visibility at the bottom spawn. All boosters where tweaked a bit more. if there's still anything, let me know!
  22. Yesterday the map received an update that fixed 2 important issues: fixing fall damage + smoothing out bottom ramps. A final update will improve some minor gameplay elements, optimization, and additional detailing with some texture improvements. A radar will be included as well! ill update here when it does
  23. Ahah, thank you very much! In fact, I'm not sure if Shawn is yet aware of this project. I sent him the links, but he hasn't responded yet ?.
  24. The workshop link is now also live: https://steamcommunity.com/sharedfiles/filedetails/?id=951672581
  25. SURF GALAXY Surf galaxy aims to innovate the overall genre a little bit by trying out multiple layers in between the base ones, including some dynamic elements which is almost never seen in other maps, and giving it some thematic material that could fit in the surf world. If you have any suggestions, tips... let me know, all are very welcome! A HUGE thanks to Shawn Olson, for the Wall Worm Model Tools! In the mean time, ENJOY! Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=951672581 GameBanana link: http://gamebanana.com/maps/195847 A trailer for those interested to a have a quick look at the map in-game!
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