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Everything posted by jackophant
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You've got a K model cpu so that can be overclocked if you have a Z type chipset and sufficient cooling. It would give you a little more power. RAM is fine, but you'd probably want to upgrade your GPU. Nvidia are about to release their next generation cards which are set to be a huge improvement so I would hold off until they do that, regardless of whether you go AMD or nvidia.
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I think you should review how dense the tree canopy is outside because it also looks very dark in those areas. Lighting is definitely too green. If it looks OK for you in game then it says more about your settings than anything else. Maybe boost the light brightness values for primary and ancient lighting a bit, make it more of a very pale orange than greeny, and make it more diffuse. The lighting doesn't look very natural because if it's color and the fact that you are plunged into darkness with shadows and a very hard edge. Softer shadow edges would help lighten it up a bit too. It would be easier to look at the sky list for csgo to see how other maps have done it and tweak the values of one that comes closest to what you are aiming for.
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Nice we doing to get a sneaky headcrab noise as well?
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It all looks really nice, but one thing I would say is that a lot of areas look too dark due to shadows? Also, I personally dislike the birds flapping around as they cast shadows and are quite distracting at times. Easily mistakable for grenades. And one final thing: Using "mat_postprocess_enable 0" will get rid of the vignette in your screenshots (but also any colour correction)
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This looks like the same map but with a previously unseen bombsite B. This elevator would be replacing the stairs up and round for Ts. Even though the map was good like... 10 iterations ago, I guess @tr0nic doesn't feel the same Could you not use some sort of logic for after bomb has been planted to prevent the moving of the ramp? And further to that, prevent the bomb being planted while the lift was moving? Like a temporary disable.
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Looks like a pretty easy smoke to make. And then the CTs can ride the one way ride to the top and have a very strong position. This obviously depends on what the timing is like, but I would look to deny the Ts that opportunity every single time.
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Because we're different communities? They are them and we are us. We're not going to publicise the mapcore TS so anyone can take a tourist visit to try and spot some operation mappers. If people are interested in mapping and want to take part in the voice comms it's easily found. It's not a large server and can't afford to be obviously public. It already has enough problems with spammers.
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I can assure you that you MUST use the AMD brackets, they don't make an entirely different set for fun. If they don't fit you aren't attaching them properly. It is also imperative that you remove any old thermal paste (white spirit on a cotton bud is a good approach) to make sure that the CPU/Heat sync contact is solid. Until you do this you risk irreparably damaging your processor.
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Maybe make the lift always work, but it makes a noise and also allow teams to boost on it, so it gives some tactical advantage that you could sneak a whole team on to the lift and move them up, or send one person up on it and then 4 round the other side. The way I see it right now is that CTs are just going to activate the lift and force Ts to boost every single time.
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Getting it built so we can see it. A lot of people are doing this atm, building overly intricate radars and asking for feedback. Yes, some stuff can be obvious, but this is like looking at the schematics for a car: you can plan as much as you want, but until you've got a production prototype you can't tweak it to be better. You've got what looks like a fairly solid radar so let's see you make it.
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A feels too Wolfenstein, B is the re-envisioning of a classic we deserve!
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Define safe? If you have lots of Windows sensitive programs it might require a bit more research, but I've been running Win10 across multiple machines since before/after official release and I've had no issues at all.
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you sure you used the right mounting bracket? Or scrubbed all the old thermal paste off and reapplied enough new paste?
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I do love me some video game dunkey. Love his skyrim video
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Just a couple of observations. You have a few very steep ramps, particularly the A connectorThese don't play very well as people can vary altitude rapidly and use them for head peeksYou have a lot of long angles AWPy angles you should really tighten up with staggering of paths or more substantial cover
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They'll never get a donation from me using Comic Sans on the donate button. Physically impossible for me to click it.
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looks like you've already been moved to the 10th already. You'll only be humiliated if you think your map is perfect
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Hey! Welcome, you should find lots of answers to your mapping research here
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As Aston said above you might want to make the main brush a displacement as well, or it could be fixed with a more thorough compile. As covered by valve in the recent lighting update, historically there has been disparity between how displacements and brushes have been lit.
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hahaha, I'm a delight
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Not that I'm at all experienced with 3D modelling, but wouldn't you want that grill over the rear wheel to be flat and add impression of detail with bump mapping? Could save quite a few tris.
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I felt really indifferent to this film... I wouldn't ever say it was bad, but it just missed the mark for me! I am getting quite tired of the convenience of "happening upon someone in the entire American wilderness" Maybe I'm just too hard to please
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Do you mean Austria? Not AustrALia?
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Version C13 Overview: Screenshots: Full Album: DE_STUPA_C13 This is just a repeat of the OP update.
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The best convars I can find regarding kill rewards are: mp_startmoney "800" // amount of money each player gets when they reset mp_afterroundmoney "0" // amount of money awared to every player after each round mp_maxmoney "16000" // maximum amount of money allowed in a players account mp_playercashawards "1" // Players can earn money by performing in-game actions mp_teamcashawards "1" // Teams can earn money by performing in-game actions I realise none of these directly answer your question, but you could maybe get a combination of these working to that effect, otherwise you might need to look at modding. VScript may hold the answers you desire, or maybe even loading a modified weapon reward file? I'm not sure how it all works... just spitballing You could also use a series of the following convars to control what guns bots have and when: bot_knives_only // Restricts the bots to only using knives bot_loadout "0" // bots are given these items at round start bot_pistols_only // Restricts the bots to only using pistols bot_quota "10" // Determines the total number of bots in the game. bot_randombuy "0" // should bots ignore their prefered weapons and just buy weapons at random bot_snipers_only // Restricts the bots to only using sniper rifles
