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About NotBum

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    Parker Russcher
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  1. Layouts are hard when you suck at making layouts. True Fact.

    1. Thrik


      Here's one to get you started:



    2. Vorontsov


      git gud or die tryin'

  2. Started this a month or two ago on a whim. Got into a nostalgia slump and decided to recreate one of the maps of my childhood. Anyone who played Nightfire on consoles will remember this one: Skyrail Still a little rough but all of the textures are in and yes, the trolley does work.
  3. NotBum

    [CS:GO] DE_Resort

    Its sooooooo beautiful! If this isn't in the next operation, I would be legitimately surprised. Been playing it with friends and all the aspects of the map are great! Keep up the good work
  4. NotBum

    The Great War

    Found the channel from a Reddit post. Love the channel. Its like what the History Channel should be! In all seriousness, the channel is amazing and I would recommend it to anyone remotely interested in WWI or history in general.
  5. NotBum

    [CS:GO] [WIP] de_cafe

    Good Ol' Comic Sans thrown in for good effect. Here is the layout as of current.
  6. NotBum

    [CS:GO] [WIP] de_cafe

    Thanks Man I changed a serious amount of both the sites and connectors in comparison to that really early workshop version. I can post the newer layout if you're interested.
  7. NotBum

    [CS:GO] [WIP] de_cafe

    Yeah, The layout has been pretty hammered out. Its the timing that I am finalizing. I have been intermittently working on tweaking spawn, position of small bits, and adding detail all at the same time. I don't always have people to help with quick play testing so I try to get work in where I can, when I can. As of now though, I just finished another quick run around with some friends, and I believe that the layout/timing side of the map is really close to completion.
  8. NotBum

    [CS:GO] [WIP] de_cafe

    I Thought it was odd too when VVIS spat it out. I have never had an issue with it before so I was a little confused. It has to do with the amount of brush to brush contacts (I Believe). I number of contacts is then used by VVIS in some way for its actually calculation stuff. It however doesn't seem to ignore func_details when it does the count but when it comes to actually calculating the visibility, it doesn't take them into account. I have no clue though. Regardless, Making the details into props fixed the issue.
  9. NotBum

    [CS:GO] [WIP] de_cafe

    Yeah, all of the brushes that I have been converting were func detail. My problem was that a lot of the detail was repeated stuff like windows which exceded the maximum T junctions for Vvis. Silly compiler errors ensued. I know that I could probably fix the issue with area portals as I have seen they can fix the issue, but I would prefer to just make the models and call it good.
  10. NotBum

    [CS:GO] [WIP] de_cafe

    Quick Update: While detailing I ran into something that I had expected to happen at some point. I started using too many brushes for VVis to be happy at me. In short, I tried to start using XSI, Got frustrated, and spent the last few days tinkering with Propper to get it to work with CSGO. I have most of the detail work that I have completed ported over to models. I would actually sit down with XSI or Blender to learn them but I don't have time at the moment to learn a new environment. Propper probably ins't the best route but it works for the time being. Time permitting, Ill put up some more screenshots as I finish bits.
  11. NotBum

    [CS:GO] [WIP] de_cafe

    Well. I fixed the issue :I It appears that the visleaf that was at T spawn (where I was having an issue) was too tall and was what was causing the issue. I am not sure how this is the case but I am not having the issue anymore. Thanks for the help though
  12. NotBum

    [CS:GO] [WIP] de_cafe

    I have already run through with both mat_wireframe 1 and mat_leafvis 1, 2, and 3 to see if I can identify the issue. Is there a way to check the current entities in a visleaf or even the PVS? That may help.
  13. NotBum

    [CS:GO] [WIP] de_cafe

    Yeah, Ill post it and some screenshots when I get home
  14. NotBum

    [CS:GO] [WIP] de_cafe

    I haven't added any area portals as the problem is occurring outside. I have been running vvis on normal. It hasnt taken too long as of yet so I haven't run on fast. I have tried to seperate the individual brushes but it hasn't warented me any luck. I can post a picture or two later today if it would help but I have been stumped as to what is causing the issue. It is worth noting that the same thing was happening previously because of some large molding I had made for the top of one of the buildings. To stop the issue, I had to rework the detail and put a normal brush under it to stop the issue. My problem is that its hard to pinpoint the exact cause. I have gone through and disabled bits one by one and the problem persists but changes in the way that things become invisible. Odd issue with no indication by the engine that something is wrong :/
  15. NotBum

    [CS:GO] [WIP] de_cafe

    Hay Guys, Just a quick question if this has ever happened to anyone else as I haven't found anything online about it. I am trying to add windows and molding to the side of some of the buildings and I am having a peculiar issue. They are obviously all func_details and I can't pinpoint what exactly is causing the issue. When I have a large amount of func_details flanking a large object with a small number of visleafs, parts of the map will become invisible when inside a set of visleafs. If no one knows immediately what the issue could be, I can take some screenshots and upload them to demonstrate the issue. Thanks
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