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Posts posted by Radix
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10 hours ago, Pancakesandsyrup123 said:
Thanks, but this seems like such a work-around.. do I really have to install Source SDK with HL2 and everything just for Propper? I've seen people saying that there's an easier way in which you can make props directly using the csgo sdk. I'll try this out if there is no other way though, thanks again.
EDIT: Nvm I think this will work fine, thanks!
Yeah, maybe not the easiest way, but it's still simple enough and it works. So what?

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23 minutes ago, Pancakesandsyrup123 said:
how to propperly install "Propper"

http://www.tophattwaffle.com/configuring-propper-for-steampipe/
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22 minutes ago, OrnateBaboon said:
Does this mean that some of the official maps will be removed from the game forever? From a development standpoint, I suppose this would help Valve, since they won't need to maintain and update a lot of the maps that receive such little playtime.
Anyone have the playtime's of the official maps?
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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6 hours ago, Squad said:
Does anyone have access to the playtime tracking stats? Would like to have a look at it, even it's just a screenshot.
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)
- Vaya, OrnateBaboon and FMPONE
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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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4 hours ago, r.man MMXV said:
Yepp, they've dropped a nice one... again. I hope this gonna be fixed today. :\
It's fixed.
Thx Valve.
Now that annoying lighting bug pls.
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37 minutes ago, Harry Poster said:
I still able to open small maps but when i'm trying to open bigger maps or decompiled official maps it crashes.
Same.
37 minutes ago, Harry Poster said:Also i have a problem with cubemaps, whenever i put command in console it says "Can't load vtex_dll.dll"
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 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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1 hour ago, Serialmapper said:
After the last update when trying to run buildcubemaps i get this message: "Can't load vtex_dll.dll" and no cubemaps are build. I checked the game files integrity and the problem remains. Does anybody else has this problem?
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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1 minute ago, FMPONE said:
You could tweak the RGB values on those models to get them looking roughly the same as before (since it appears that all you really want to do is darken them)
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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13 hours ago, Radix said:
[ MAPS ]
– Shader rework to provide better lighting and support various features.
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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1 hour ago, SirK said:
Its actially .25 (its from infernew) - but shrinking it down maybe a good idea
ill try it thank you 
Most of the new inferno materials are meant to be used with 0.125 (some in 0.15) scale.

- leplubodeslapin, Bastion and SirK
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Looks really nice, very promising! Lighting/architecture/skybox look excellent already.
On 20.1.2017 at 1:45 PM, OrnateBaboon said:Yeah, trees are too dark. Also take care that you modify the distances of the trees (maybe build some clusters), vary the height and perhaps angulate them a little (2-3 degrees), so that it doesn't look too artificial.

- Squad and OrnateBaboon
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Blender: Square UV map for models?
in Level Design
Posted · Edited by Radix
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)