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Everything posted by Klems
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I made a game in a week for a Shadertoy contest. You can shoot things in it! Everything is made in a pixel shader (game logic, assets, etc), it was fun to write. Click the screen to play!
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Just made this
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Technically it's illegal to ship contents from CSS with your mod (Valve doesn't seem to care tho so don't worry). You can set the gameinfo.txt to mount content from CSS directly without having to export it manually, however you (and your players) will need CSS installed to play your mod. https://developer.valvesoftware.com/wiki/Gameinfo.txt Unless you're going to use like ALL THE ASSETS from CSS it's probably best to just export the models you need.
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Players don't like elevators in multiplayer game because they're laggy, feels unresponsive and are often barely implemented. In particular the source engine is pretty bad when it comes to players on moving things (worse than HL1 for some reasons, but that was way before CSGO so I dunno now). There's a reasons they switched from elevators to jump pads/teleporters from Quake 2 to Quake 3: jump pads and teleporters can be predicted, elevators can't. TBH I think any movements in a multiplayer FPS that can't be predicted is a big NO. Others things that are predicted includes ladders, water, trigger_gravity and trigger_push. Unless you know you can make it works PERFECTLY I suggest you drop it. It will probably be fine if the elevator only moves up/down tho, especially if it can't be moved for the rest of the round. Anyway, why would you bother with an elevator if you can use a boost instead?
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It's nice but i'm still troubled at the lack of envmap mipmapping. It would be nice if the roughness factor influenced cubemaps (considering how lights are rendered inside cubemap as well). I had the exact same idea for some reasons
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Congratulations to my former comrades from the contest, you guys deserve it!
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Have you compiled in final? You can check "Ignore surface normal for computing vertex lighting". Foliages don't really have a "normal", it's just a bunch of leaves going in all direction, so using the normal doesn't really make sense here. You may or may not want to check it for big trees, as the trunk itself needs to be lit according to its normals.
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Something like that obviously, with the desk, screen and all.
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PIaytesting on mapcore server when? Looks nice, though I'm not a huge fan of the textures. The dark green inside is way too dark and visibility might suffer because of it. The cliff texture is too contrasted/dark as well. Also I don't think the plaster texture on the roof is fitting.
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I would advise against re-scaling an arch, your second method is much better. There is no guarantee the vertex will still be on grid after the scale, especially if you resize to 1/3 or any arbitrary size. Anyway, if you make sure every vertex in on the grid afterwards (with vertex tool) it won't matter how you resized it. In any case the arch would be a func_detail so it doesn't really matter. /rant
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I don't see the problem. You shown us a screen in hammer of an arch. The arch is composed of smaller brushes. It's right here on the screen. That is exactly how it's done. It's not like we have secret tools to do it, it's just a gigantic pain in the ass. You have to lay out triangles around the arch by hand. You can use the vertex and clip tools but these are already explained in numerous tutorials. You think this is bad, wait until you have to to make an arch on an angle. http://i.imgur.com/bY8eXS7.jpg Personally I wouldn't have even bothered with the arch tool considering how the texture can be used as a guide already. EDIT: jeez this topic is old, nevermind that As for the militia fan thing it's a tad more annoying to do. Then the metal bars can be done with the arch tool. Keep in mind rotation occur around the center of the object, which is why I had to group both blades. Paste special isn't that helpful either to be honest, it's so annoying to setup right, most of the time it's slower than doing it by hand. PS: you can click on solid on the top-right to select individual brushes only.
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Some surfaceprops are harder than other. For instance you can use "Wood_Solid" instead of "Wood" in the VMT. The penetrationmodifier of Wood is 0.9 while Wood_Solid is 0.8. To be honest it won't change much. This goes for metal as well. "metalsolid" is harder, while "metal_sand_barrel" is as hard as blockbullet.
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My main gripe is that the map feels too claustrophobic in some places. The choice of textures and color is almost "creepy" sometimes! Maybe it's the theme, a slaughterhouse isn't the most happy setting after all. The attention to details is great by the way (skybox, soundscapes, particles, animations), well done! feedback album http://imgur.com/a/3on2A
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I'm just saying it could use more moon stuff, like a giant glass dome with the earth in the skybox, or a cool rocket ship somewhere. All I can see is yet another grey base TF2 map. But then the screens are fairly small so I dunno We need more!
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I don't see any moon or moon related thingy.
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As other people have said there's too much entities in your map. As far as I'm concerned this has little to do with the renderer, areaportals or hints. The most probable cause is a particle volume which creates way too many particles. This can be a func_smokevolume, func_precipitation, func_dustmotes, env_bubbles, env_smokestack, etc. These are older entities, nowadays you should use an info_particle_system instead. Or you copied and pasted the same physic props a thousands times, who knows. Don't do that.
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I like this, too bad I missed the playtest. Swinging meat on a moving func_train when?
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Well (TFC version), Life of the Party, Sacred (Painkiller), dust2, avalanche, crossfire, etc Anyone noticed how avalanche is only made on a 90° and 45° grid, but still appears so pretty?
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[HELP]CS:GO Displacement is rendering infront of transparent trees
Klems replied to besprutad's topic in Level Design
I had so much troubles with this on the 3D sky of de_bourg, ffs My skydome was a model at first but it showed through the trees. So I changed the skydome for a displacement dome and it fixed some issues. The trees (func_brush) worked fine but the high voltage line (displacement) didn't. So I switched the high voltage displacement with a bunch of func_brush hacked together and it works fine now. Use alphatest when you can ($alphatest 1, $translucent 0, don't forget $allowalphatocoverage 1). Alphatested textures have absolutely ZERO problems of Z-ordering and it WILL fix everything. However I wouldn't use alphatest on a tree textures like that, you use it when you need a well defined silhouette (esp behind your fog). Don't use translucent textures on displacement unless you're sure there isn't any alpha textures in front of/behind it. If you have translucent textures on a brush, transform your brush into a func_brush. Changing the origin, the number of func_brush or the brush tied to the entity MIGHT change the rendering order. It's probably best to use a brush cylinder rather than a displacement. There isn't any real "solution", the best way would be to convert the 3D skybox into a model and tweak the rendering order inside the model itself. You can't do that in hammer. All you can do is change stuff around until it fix itself, sorry. -
Same.
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I'm not trying to be mean or anything, but if you're going to post a surf map, the least you can do is to post a video of a run through the map
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Aztec is an abomination and you managed to make this version looks even worse. What's the deal with the waist high wall in swamp? Were you high? To make the map balanced you'd have to redo both spawns, the middle area and both bombsites. That's for the more aggravating area. The bridge and swamp is fine but the area after the bridge isn't. It would be easier to make a new map from scratch. Even if you managed to tweak aztec into a balanced map, the result would be so different you might as well start something new today.
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Have you copied the scripts folder? Don't forget to change the shaderlist.txt file as well, otherwise the shaders won't appear in Radiant. Nevertheless, the textures should at least appear in the texture browser.
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2/3 of the map isn't playable, in fact the most visually interesting areas are walled off. There's way too much clip everywhere around the map, this make it extremely frustrating to play. There's lots of very interesting architecture but none of it is used in the layout/between sightlines/at chokepoints, essentialy it's just 3 hallways. Is there a playtest planned?
