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untor

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Everything posted by untor

  1. You can change a binds \steamapps\common\Half-Life Alyx\game\core\tools\keybindings\hammer_key_bindings.txt
  2. Hotkeys do not work if you used a different keyboard language. (For example Russian). It's funny, but in other software everything works well. Solution, change the language to English on you're keyboard
  3. We will soon released a hotfix. Probably it makes no sense to write about the latest changes on the map. I will say one thing, they carried a polishing character. I was lucky to work with Michael, because he understood of idea for a water and was able to help realize it, and in the future, protect our interests by explaining the idea to community. We had a great time these half a year, it was fun sleepless nights. Thanks to the organizers. Thanks to the community. Thanks Michael @BubkeZ Hull.
  4. i think, that problem inside Source engine (not in the map)
  5. The second deadline is drawing near. And it's time to tell you about what we did, and what we failed to do. What have we done: - A community work was done with the community, a lot of demo records and streams were watched. -Improved overall visual quality. -Improved performance. -Improved balance and perception. What we will do: - Performance. At the time of building the basic geometry, we noticed that open spaces are detrimental to performance. We wanted to preserve the unique layout and unique gameplay tools and do everything to make the map work better. What now does not allow to make optimization better. In fact, the game engine itself. We have a bug in which the Areaportal lowered into the water does not work correctly. Namely, at the moment of passing through it, the sound of immersion in water is made and it seems that the character is floating. Thus, we cannot cut off part of the geometry on the T side from the bombsite A. Because all cutline placed inside the water. What tools are now helping the map work. We use tradition optimization tools (hint/skip; areaportals; skyboxes) and newer system of auto-combination of static props. This reduced the number of draw calls. We used simple materials and more props used similar material. We are still working on productivity and really hope that we will succeed. But now we have quite good results in comparison with the first release. At the moment, the performance of the map at a low graphics setting is not much different from other maps, with the exception of special cases described earlier. The map performance at high graphics settings gives a good visual elaboration, but also takes a little more system resources than other maps. Thank you for understanding and support. With the community, we make the Swamp better.
  6. I think it's silly to sort things out. You can spend a bunch of hours and more discussing the top 11. What I think - I have always been taught - it is important to be able to present yourself and your creativity. And no matter what brilliant thing I would create, nothing matters if it is not done accurately and presentably. At the university, I was deprived of a scholarship, from just one small spot, on white paper. It was a shame, but I save it for me, and think it was important to do accurately and on time. I think this quality is not enough for many artists. Regarding the layouts and their similarity. If we start to beat everyone who uses the basic layout of clover and their similar ones, most likely we will have to make maps for RTS or Open space games like PUBG. And even then, we run into the idea of clover. Why is that? We will analyze any map into parts. And we will understand that it is ideal for each point to have a triangular shape. And adding up the mechanics of 2 key points, we get the shape of a clover. The reader can give a comment, you are wrong, you can come up with a 5-sided shape and so on. But in truth, no. Having made 5 exits to the key point, 2 of them will always be empty or will refer to the remaining 3. And since they are superfluous and will not be used, why are they? Let's look at DotA 2. Game 5 vs 5, 3 lines used, same clover? - Yes. Is it convenient to play? - Yes. How did valve diversify the map? They changed the candy wrapper, but did not change the candy, not because they could not, but because the balance can disturbed. Now back to the discussion, the gameplay is important and how important the visualization is. Part of the gaming experience is the environment. And it is the environment that shapes the situation. even, for example, top 11. We see how much the environment affects the feeling, already on the familiar composition of the maps. And now, those who disagree with me, try to come up with a chair. New, unique chair. Believe my experience - this is a real challenge. With one way or another, you will come across a generally accepted basic composition, because it is the only correct one, and the only thing you can do is change the visual form. (in Russian it song is cool, not sure about understandable in English) I Glad too see great maps in top 11. Congratz!
  7. 10 days have passed, we had feedback, thank you all. What will be in the next update? - Many fixes for overlaps, gapes, and more. - Update timing for CT Side, and changes spawn position. - Add some new details for navigation voice tag. - Replace old displacement waterplant blending to prop overlay - New boat for T side and A bombsite (yes, re-model from canals boat)
  8. Thanks for feedback everyone, we will now fix that, will come in next update!
  9. 1. you map will be in ...csgo/maps folder - done? 2.are you used -lowmemworkshop launch command (note - if not, try it, but you must include all youre file, like .nav .kv .dds .txt because thats command will not included all file)? 3. try uploaded with other source internet (if you used home internet, try to used mobile internet, or go to near cafe and used public wi-fi)
  10. Welcome to the outskirts of Louisiana! A bomb defusal map set in a swamp where the wood industry once glowed with enthusiasm and joy but then was forgotten by man. The sound of machines and humans silenced just as quickly as the water rose, the greenery grew and the animals took over. However, passing boats have recently heard the sound of man again and large shipments of goods appear to be coming to the old sawmill. Housing near the swamp has been in contact with the police... what looked like a routine mission became a struggle to survive, they were not equipped and ready for a fight against terrorists and the forces of nature. SUBSCRIBE AND PLAY! Screens under spoiler
  11. You can walk (not running) on water. You can not make a noise (at step).
  12. Every night - compiling Every day - found some issues and bugs Soon we can play - every night and every day! New radar and some new screens from spawns and bombsite B!
  13. i think need fix smooth groups. For example remove smooth on wooden planks, and make smooth only on rope. Try to make it :)
  14. im not sure. Or, if Agents models only for teammate and casual mode
  15. one of solution, make a dev_box map...thank valve. i think we can try to make brighter map, rather before, but it is some doesn't work everywhere. Or change color saturation for map.
  16. Swamp Recently, there have been quite a few different publications, but no new spaces have been shown. I was focused on modeling and texturing filling objects, specifically vegetation. This is important, since vegetation plays an important role on this map. What about the gameplay. I try to stick to the original layout. In my opinion, it is quite successful, and now I am only working on the space. On the screenshots, you can see the updated T side, mid and spawn T. The screenshots do not show the final result, but they allow you to understand in which direction I'm moving. What's left: - Middle, CT side, and hangar (connector between bombsites) - Optimization (now in some places there is a drope fps at bombsite A) - The background - Final refinement of timings
  17. Content from unreal for me are a subject of study. So I'm trying to learn from the experience of more professional artists. I do not make a content port, but I create my content based on the result of the study
  18. Not, that's my remesh from props of UE4
  19. new swamp trees set new ivy set
  20. 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)
  21. 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))
  22. 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.)
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