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Vaya

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Vaya last won the day on July 16

Vaya had the most liked content!

About Vaya

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  • Birthday 12/23/1988

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    steamcommunity.com/id/vaya/
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    https://twitter.com/VayaCorp

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  • Real Name
    David S
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    IT Manager
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    Edinburgh, Scotland

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  1. Hi there, my name is Roald and I have a strong desire to create things in any sense of the word. I love to draw, paint, photograph, write, create spaces, develop ideas and think about solutions. Hope this helps
  2. https://developer.valvesoftware.com/wiki/Static_Prop_Combine you need the source filesfor the models + qcs. not sure if crowbar works.
  3. good stuff for them to churn through though! I still think the biggest issue on this map is way too much glass on core contact points.
  4. Vaya

    [CSGO] de_ruby

    I didn't say you should optimise his map. I said you should try finishing a map of this quality. See the optimisation stage for yourself.
  5. Vaya

    [CSGO] de_ruby

    Holy shit dude yes. This is also a creative community so if you think you can offer feedback that will improve a project you should do so. Do it as feedback though not a 'man this guy doesn't know what he's doing at all!' type deal. Giving locations of issues is enough. (what way you are looking et al) That is a subjective opinion really. Again just give locations. Up to the mapper what they do from there. vertices are quite cheap in source, drawcalls are not. where did I say that optimisation should be ignored? I said step down with the rude subjectiveness and give some actual details. Trying to stop you making a total arse out of yourself. Failing.
  6. Vaya

    [CSGO] de_ruby

    maybe come back once you've tried optimizing a finished map like this yourself. There is no need to get rude here, optimising in source is very difficult at times- Catfood knows what he's doing here! Tell him WHERE you have issues and he could potentially fix.
  7. Vaya

    [CSGO] de_ruby

    calling the mapper ignorant isn't insulting? ok
  8. Vaya

    [CSGO] de_ruby

    It's possible to get your point across without being abjectly rude. Also 'high res textures' do very little CPU cost wise.
  9. old version. We had a playtest and are reworking the map just now
  10. normally you would do the blockout in the engine you are using. Scales be different etc and stuff will be lost/changed in the port. you do you though.
  11. I wouldn't suggest mapping from the sdk_content folder. Not sure if that's the issue or not though
  12. terri is making rocks. I think they are nice.
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