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Everything posted by Radix
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Yeah, a lot of new stuff if you are a beginner (I'm pretty new to making models as well). So maybe just go step by step and start with something easy. I don't think that your rock props really need to be seamless (pretty much all CS:GO default rock props are NOT). Don't forget to switch to smooth shading (screenshot you posted above).
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I personally used to place the seams where the shape requires them to be to get little distortion and preferably where they are barely visible. Then just hit "unwrap" and scale/rotate/move the unwrapped UV mesh so that it looks fine. Something like this: (a rock from cs_militia) For better results (baked normals/AO/spec map/invisible seams) there are some tutorials on youtube. This one is pretty helpful imo: Or do you want something like this? (Will cause too much distortion imo)
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Interesting question... So if they remove the old maps, the map pool would consist of Mapcore maps only in a few years? (and dust2)
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Found this on the web: http://csgo-mapstats.ga/ But I have no idea if this uses the correct data. Results seem a bit odd imo... Edit: (thanks @OrnateBaboon)
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Well, you should do what's right for you. But on the other hand it's sad that another promising project gets canceled. We didn't see many good new maps during the last year but a couple of promising projects getting aborted. Probably it's because making a good map has become way too time consuming...
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It's fixed. Thx Valve. Now that annoying lighting bug pls.
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Same. Since one of the last updates you need to launch CS:GO in "-insecure" mode to build cubemaps.
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(Do we really have no CS:GO bugs thread?!) 1. ) Since latest CS:GO - SDK update it says "Fatal error loading pixel shader phong_ps30 (08390140)" when I try to open my map in Hammer. -> Hammer crashes. Anyone else with this error? 2.) Also still having the problem that -staticproplighting causes that props become way to bright if they are effected by a light_spot (https://imgur.com/a/xpi7j). Having this for a half year now (particularly since http://blog.counter-strike.net/index.php/2017/03/18254/). Also noticed this on new compiles of official maps like de_canals, de_inferno etc. So it's probably not just me. But seems like no one cares. Maybe I'm just too dumb or I'm getting mad after fighting this engine and it's iterations since 2001... Still thankful for ideas/workarounds/fixes.
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Looks amazing! Watch huge truck. It's huuuge. Let's call it hu(r)ge. Even huge garage can't handle it. (It's really huge.)
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Looks promising! Spawns mixed up on the layout?
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Yeah, finally! ("Next Operation" felt like some kind of running gag already ...) Congrats to the others! A bit sad that concert and waterfall didn't make it, but I'm still happy with the operation maps overall. Especially for me it's a nice reward, because I failed at pretty much everything in the last couple of years.
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Just tried it and it doesn't work for me, too. Different error though. ("Engine Error: SSE and SSE2 are required.)
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Yeah, I guess I will have to do this. But as soon as I'm done with this, they will probably publish a hotfix. Just asking because I wanted to be sure that it's a feature (maybe faster calculation for more fps or something?) and not just a bug...
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Concerning the 'shader rework to provide better lighting' - did they give out any documentation meanwhile? Because I'm still having lighting problems. Wanted to update my austria map (some minor fixes/optimization), but (as already mentioned above) it looks 'different' after compiling now, and I won't publish like this. example: before: after: Some prop lighting changes obviously. Static lighting (per 'light', or 'light_spot' entity) has a different impact on world brushes/displacements in contrast to models. (Look at the curbs or the restaurant window for example.) -> props are much brighter now Looks pretty inhomogenous now. Any ideas? Maybe my fault?
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Yea. Anyway - removing that (unneeded) $bumpmap entry fixed the problem. So it's fine now. But don't know what's the reason in the other maps...
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Found out a few things: - Reducing shader quality to 'low' or 'medium' in options fixed the issues (only tested shipped, lite and austria) - on my austria map it was because the skybox prop used a bumpmap (which was actually a mistake on my part).
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"[ MAPS ] – Shader rework to provide better lighting and support various features." Does anyone know what they have changed exactly? Because I noticed some lighting changes on skybox props in my austria map. And I liked it better as it was before. Re-compile didn't fix it (added even more unwanted lighting changes) Example: Roof of the church tower is much darker now: Before: After: edit: sexy new water in de_shipped
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Seems like they just want to provoke Valve. Make them think: "People say we are not relevant? Just buy other people's ideas an sell their games? Can't make video games at all?" "Ok, let's make HL3, Portal3, L4D3 and TF3. Just to prove them wrong" Well, I'm afraid they won't fall for it. But it's worth a try.
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Looks pretty nice already. Gameplay is pretty simple - because it's 1v1 - so no complaints about that. You could tweak the visuals a little to make it look more exciting. - maybe add some reflectivity to the floor texture - what about some volumetric light at the windows? - I think the stairs texture (from de_dust) doesn't fit perfectly. Maybe replace it/make a better one. Also you should modify the horizontal alignment of the texture on every stair so that the stairs don't look exactly the same.
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Most of the new inferno materials are meant to be used with 0.125 (some in 0.15) scale.
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According to the following reddit post, there is currently a security issue on Steam. You can get malware by opening profiles or your activity feed. I thought I should warn you guys, since some of you are on Steam... So better be careful.
