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Radix

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Posts posted by Radix

  1. 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)

    iUQshal.png

     

    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)

     

  2. 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? ;)

  3. 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) :D

    :hurg:

  4. 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.

  5. (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.

     

  6. 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.)

  7. 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. :v

    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...

     

  8. 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:

    k95vk57.jpg

    after:

    w1a8lYz.jpg

    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?

  9. 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).

  10. "[ 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:

    LwYEJNN.jpg

    After:

    H5FmFaL.jpg

     

    edit:

    sexy new water in de_shipped

    kE9w7HE.jpg

  11. 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.

  12. Looks really nice, very promising! Lighting/architecture/skybox look excellent already. :)

    On 20.1.2017 at 1:45 PM, OrnateBaboon said:

    [...] did a build with trees as well, but they are so dark, I think the only solution to fixing them so they are not almost black is to lighten the texture a lot, and recompile. Turning off shadows etc makes the trees look radioactive.

    24.jpg

    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. :eng101:

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