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sevin

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About sevin

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  • Real Name
    Seth
  • Location
    North Carolina, USA

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  1. So it appears the introduction doc has been updated to be more specific to HL:A. I don't have HL:A and wanted to learn Source 2 Hammer. Correct me if I'm wrong, but I don't believe you can move using SteamVR's tools once in-engine. I've found that CTRL works to crouch and left and right arrow keys will pan your view left and right, but that's it.
  2. @will2k Just curious as I have no experience outside of Source myself, how difficult is it to pick up tools for UE or whatever engine DL uses? Did you find any of your skills learned through the Source engine to be useful, or was it completely new and different?
  3. sevin

    What I'm Working On

    vcollide_wireframe 1, assuming the models have their collision meshes enabled (and when he puts the map on the workshop).
  4. sevin

    What I'm Working On

    I like the idea of a darker, more "depressing" interior design. You have a history of bright, clean maps and I'd love to see something with a grittier tone from you. Then again, ice is pretty reflective... When does it hit the workshop?
  5. Just out of curiosity, what environment themes would you distinguish in Portal? I usually just think "old" or "new" Aperture, as those are the two settings the game takes place in. Is "underground" old Aperture?
  6. Yeah I guess there aren't many particles in CS:GO anyway. Updated.
  7. Been watching TopHattWaffle's new series on YouTube and apparently CS:GO does not use LDR lighting at all; I guess HDR is forced, which is not how it was in TF2/CS:S. Updated the post to reflect that.
  8. We don't do much with shaders on the Source engine. They are picked in the material files for a corresponding texture, but most materials that will be applied on level geometry use a "LightMappedGeneric" shader that accepts lightmap data for lighting and shadows. I would guess a pretty big majority of the textures used here are custom. It's pretty typical of "serious" CS:GO maps to use a bunch of custom content.
  9. sevin

    [CS:GO][WIP] Tel Aviv

    Is the map up on the workshop yet? Would love to run around.
  10. This is a good way to make arches. Then you'd just slide the end vertices up to the desired height.
  11. Made a couple little videos on extracting custom content from maps in CS:GO for studying use and organizing your own custom content in the Source engine. Hope they help you!
  12. Many people will be buying the game just now for the competition. Don't let that discourage you! Unless you're just not interested in the theme.
  13. I doubt it, if anything there's probably a higher size limit for maps since they are based on warzones, so they will likely be more sprawling.
  14. Wow, what a gorgeous map. You say you're going to detail how you've done the lighting once you publish the map?
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