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untor

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untor last won the day on October 2

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About untor

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    MOROZOV
  • Birthday 12/11/1994

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    http://steamcommunity.com/id/untor
  • Twitter URL
    https://twitter.com/untor_morozov

Profile Information

  • Real Name
    Sergey Morozov
  • Job
    Level Disign
  • Location
    Izhevsk - Russia, Udmurt Republic

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  1. untor

    DE_CACHE (new version)

    lets start 1. Open or closed? Mb you can open it in inside too? 2. Try to fix that, it is doesn't matter, but looks strange) 3. Vehicle, i think need to change to Soviet. 4. Foliage distance 5. Need fix this light props (remade props) 6. Miss roofs 7. Miss wall on build hmm thats all. mb not)) not sure) I like some changes, i like Cache before, and i think i want to play again. For me, new visual like Erangel 2.0. Good job)
  2. If you want, i can told with you in Discord and try to help you with Autocombine, and then you can help me write a tutorial on english))
  3. At the very beginning of development, all brushes i converted to func_detail. Because it is doesn't metter for final results, but save you're time. If after compile you have a bad performance on map, you should made simple base brush inside func_detail geometry (i was made it after final visual results.)
  4. I liked what I saw. I will not say that all my expectations were met, but some of them came true. I think it's worth waiting for the release of the 10th, for a final opinion. But now it feels like a new Erangel 2.0 in PUBG, everything seems beautiful, but a lot of distractions. Even visually adopted similar decorating methods.
  5. I feel, you can made this layout without bottom path. Look my idea, about youre layout - it is simple layout where Defence have a 5 path, and attak side have a 3 main path with faster rotation to middle. My ide is not good, but simple rather youre
  6. I’m still studying work with the site. It is not yet possible to implement the plan. Therefore, yes, I redirect to another domain, the Russian social network. So far, it’s more convenient to work with content. In the future I will implement a normal gallery with a narrative.
  7. Its work for my, only on my content. I was make copy CS:GO folder and rename it to "game" (*//common/game/*) and change source folder for my source .qcs and .fbx files to "content" (*//common/content/*) and full recompile all my props. I think, if you want used original content, you must recompile it. Now i have a 2 copy CS:GO games: 1 - clear for play, 2 - for mapping. Then you need make a "*//common/game/csgo/scripts/hammer/spcombinerules.txt" and now you need a stub file in "*//common/game/csgo/scripts/hammer/spcombinerules/qc_templates/example.qc" it eazy file and now, need compile a map with Combine settings in VBSP -StaticPropCombine -StaticPropCombine_AutoCombine -StaticPropCombine_SuggestRules -KeepSources (for checking in hammer) -StaticPropCombine_ColorInstances (for checking after compile in game, it add random color for combined props)
  8. Swamp autocombine of props Hi Mapcore! Today, I want to show you, great stuff! I finally figured out the issue of auto-combination of props_static. I have a many props environment, tree, woods construction and others, and all built on a modular system. And I initially wanted that, as a result, they were clustered. But without the final problems and mistake at release.
  9. I heard that in the swamps people often disappear. I will be excited if you disappear in my swamp. A lot of work and a lot of things I want to do, before the first public playtest.
  10. I usually use Keyshot. But when it comes directly to the content for the game, there is nothing better than to show it in the game engine. So you can not fool the viewer. From situation to situation. For each model in different ways. UV models are designed to use one of the standard textures from the game. In case if I will be limit, I’ll just change the path from my textures to the textures from the developers. I used 2 layers. Base layer - it is water, similar material like the aztec map. And second layer above a first - it is a blend texture with alpha.
  11. Modular system for the Swamp project. Every day, we inspect hundreds of photos, think over ideas and implement them in 3d. The modular system is one of the principles of convenient use of content in large projects. And that first props.
  12. What is not prohibited is allowed. Yes, I am currently using content from the game L4D2, but in truth, I am currently working on content that will replace it. As a result, I will have my own set of trees, bushes and other attributes of the visual component of the map.
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