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Harry Godden

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Everything posted by Harry Godden

  1. This is probably down to the reference .smd linking the wrong texture name. Try opening urban_tree_giant01_autumn_reference.smd and replace the original .vtf files with the new texture file you have. You can see it here in an smd I have: (Notepad++) Try replace the old texture name and see if that works. + Make sure the .vmt is VertexLitGeneric!
  2. Open up "urban_tree_giant01_autumn.qc" Your going to want to change this line: $CDMaterials "" to: $CDMaterials "props_foliage" And then in the same file change this line to whatever you want your model to be called, you don't need to copy the already existing files around, when you compile it will make them for you. You shouldn't need to rename any model files, just change this line and it will change the model name $ModelName "props_foliage/urban_tree_giant01.mdl" You should then just be able to compile like so:
  3. Paha valve actually made glove skins, CSGO becoming tf2 more and more every day But I do think some of these look awesome
  4. First of I am going to assume you have knowledge of how models and textures in source work - How I would go about it: I would recommend downloading GCFScape from Nem's tools, you can find it here: http://nemesis.thewavelength.net/?p=26 Then you can open pak01_dir.vpk in C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\pak01_dir.vpk This is where all the packed texture files and model files are stored. You will be able to drag these out into a folder and edit them after you convert them to a png / tga with VTFEdit. From there you should use crowbar to decompile the model, make sure you get the .mdl, .phy, .vvd and .vtx files into one folder in order to decompile this will give you necessary SMD's (in the decompiled0.24 folder it makes) which you can import into you're modelling software if you wish to make changes that way, and a necessary .QC file to quickly recompile the model again using crowbar. Make sure you edit the QC in a way where it will match your new texture file locations and change the model path to something new I don't know if this is the best way but certainly the way I would do it. Also as far as I'm concerned I don't think valve mind if you do this, just as long as it stays in cs:go (I think). I don't see why there would be a reason against it.
  5. I did some photo scanned rocks, and added some more plant life EDIT: Old: And since its photo scanned you can go find these rocks on the hills near Bethesda in North Wales, here is the exact location: https://www.google.co.uk/maps/place/Bethesda,+Bangor/@53.1903256,-4.0624458,432a,20y,94.51h,49.87t/data=!3m1!1e3!4m5!3m4!1s0x48650668676b7bcf:0xe37908974e7cb1c1!8m2!3d53.178927!4d-4.058833 And now for some building stuffs (wip)! And finally, a misc railing
  6. A new 5.0 topic has been created! Any questions and general discussion on playtesting should now be posted there.
  7. FAQ Additional FAQ can be found on the old playtesting thread & feel free to contact either current playtest admin Nuder (discord: Nuder#3774) or myself (discord: Terri#1024) See you on the server!
  8. Connection Info CS:GO Server IP: 185.62.204.12:27035 Location: Central Europe Slots: 20 players Discord Server Invite: https://discord.gg/nQWzYhX Playtesting Information Playtesting is held every Tuesday, Thursday and Sunday, at 19:00 BST (20:00 CEST), with a maximum of 2 maps per session. Make sure to join the Steam Group and Discord Server for regular updates and information on CS:GO playtesting! Submitting Before submitting please check to see if one of the two slots are available on the day you wish to playtest by checking on the current schedule spreadsheet, and make sure to allow at least 24 hours until the date before submitting: https://goo.gl/a5n1M1 Submissions can be sent through the google form: http://goo.gl/forms/qK15A03oAI Note: If you would like to resubmit for playtesting we generally request you wait at least two weeks before resubmitting
  9. Yes it really should stick to how it was detailed, but if changes like this are made it makes sense to up prizes for more work. // Also, can this now be split into two phases? What I mean is to have a submission deadline on the 24th, and then just those maps that are submitted are allowed for final entry on the 22nd of December. Just like how the UT4 mapping contest was held. I really want to know fully what I'm up against before spending another month's work on this.
  10. I also feel that due to a whole month being added, especially since it will now lead up right into Christmas holidays, it only seems in order for the prize pool to be extended too, by at least a third.
  11. Would have been nice to have seen this announced more than 10 days before the deadline
  12. Unfortunately we did not have enough players join to start the match, so we didn't get around to testing that. Since there was no playtest would you like it to be moved to Thursday?
  13. No, you can check the spreadsheet here to see when playtests will take place.
  14. I spent this Sunday working on the church, upgraded it a little and played with the style. Still got a bit to fix up but I'm happy with how it is looking right now
  15. Tag team up in here Some more props! Random metal elements for the dock zone, and some landscape items.
  16. Yep they are all asset packed in the game files And Yeah they aren't packed into the vpk but they are still included into the full game package Makes sense to move them to workshop now so fresh downloads will be smaller, and so people with old demos won't get missing map errors
  17. It won't matter how the hill is made, just as long as it is smooth to play around and doesn't look too messy visually all should be fine.
  18. Here are some more things I've been working on from today Bombed church remnants with supports from the locals trying to preserve it. (Ignore texture glitch on far right thanks) And some rolling stock to go with the collection of Dockyard props being worked on.
  19. Couldn't agree more, @'RZL's work here has been exceptional Me and @rosk are hopeful to continue the quality of the service through the time we are working with it, and maybe bring some fresh new things to the table too! 3 years will be hard to beat
  20. Hey there everyone! After a long time searching we managed to figure out why the gamemode was not running properly; You have to make a .txt file with necessary info inside in order for the game to run. To find one you gotta extract it with GCFScape, I've uploaded Commachio's to pastebin here. I recommend using Notepad++ and setting the language to java to edit it, 500 lines become a lot easier to work with like this: Aside from that here's a screenshot form the latest build of the docks area Whats that ominous shape in the water? By the way, we are getting a server set up to do testing, the more players the better and we will be happy to test your map with us! Its only a simple home hosted one, tested with a friend and they received decent connection.
  21. As with any contest, time is of the essence; therefore I'm trying to get the content rolling . Here's a couple selections of previews for the models I've been working on for the map.
  22. I can't get this to repeat on my machine, maybe there is a problem that is related to the brush?
  23. It's clearly a shameless ripoff, and even more clear that it was made with the only intention to leech money from overwatch.
  24. Comments do get ignored in the compile process to source, sooo it doesn't really matter if its readable or not, just if the comment is there
  25. Yea, I can confirm there is no way to check *through looking at the model files Blender drops this little header at the top of an OBJ file, which is commented out When converted to a .MDL / necessary valve formats, there is no appearance of the header anywhere. When exporting into an SMD then into .MDL the SMD (from blender) does not include a header at all, this is likely similar from other software (check it yourself (HxD) for other software if you really need reassurance).
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