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Harry Godden

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Everything posted by Harry Godden

  1. I totally agree with this, the gargoyles would bring the church to the next level in terms of small detail, however would be pretty time consuming. When I remake the church, again (going to work on it diagonally this time, instead of making the whole thing then rotating it creating horrible brush intersections everywhere), Ill set out with including a giant window on the front, steering towards a more arched design, like this one: Thanks for your ideas! As for time, finishing this map is still quite a way yet
  2. The skybox on the coop map actually switches itself automatically between 3 skyboxes and environment settings (skybox_swapper entity + fog_controller and stuff), probably based on some spawn flags from the lobby. It uses: sky_csgo_night02 (Early in the morning) sky_csgo_night02b (Not sure, apparently clear) sky_csgo_cloudy01 (Stormy) ** Do note, these sky boxes are edited versions of preexisting ones already in the game. sky_csgo_night02 is a dimmed version of the baggage sky, for example.
  3. To do this, yes you can just paint the spots out in an alpha channel, or you can just erase the parts from the main texture, and leave a transparent background. I'm assuming by "not working", the material just seems to be incorrectly / not displaying the transparency in game, if this is the case, you can follow this little guide. Hope this helps!
  4. Something is very wrong with the smokes, played a few games in matchmaking, appears that smokes are randomely showing up and disapearing for different players. Anyone else experienced this yet? Playing royal wherever I threw my smoke it just diddnt show up. Seriously, how does this stuff slip through!?!?
  5. Finally!
  6. Nope from https://developer.valvesoftware.com/wiki/Brush
  7. Community servers???
  8. hmm, looks like your still recoloring it with the FX color options. I meant custom textures as in, you make the texture red itself, then you wont need to change it in hammer, unless this is a entity that will change color over time / triggers? Kind of confused on what your going for here.
  9. Are you trying to change the texture colour?, for that your going to need to make your own textures, unfortunately. Source probably wont be able to handle this very well, and im sure the 'FX' options are in place purposefully for objects that will use transparency at some point.
  10. Thanks Yeah, I see, I have some stuff planned for it. Here is the reference I have been working from (Its the church in the village of Redu, Belgium which I visited whilst on vacation) ||| I will model these small windows ||| + ||| I am going to make these large liquid stains to fill where there is little to no detail ||| modify the window models to have the corner stones poking out, a bit like the building set (The bottom left windows) from the prior screenshots I posted Also, I will be modifying the textures to match this image, as well as extending the clock tower slightly. I think it lacks height from my map's version where the spire is a bit taller and eight sided.
  11. Hey, its been a while. I have some screenshots of some still WIP areas of my map: I deleted most of the grey box buildings, they were getting in the way. Most of my time recently has been making these models and textures while learning my way around substance. An old car (originally the Packard OneTwenty) 5K faces, 2048x textures Having some trouble with Phong lighting in this one: There is some broken shadows at the top where I forgot to remove the cast shadows tag. These were all substance textured then minor details added in photoshop. Church, detail is pretty unbalanced, working on some sketches to fill the top of the bell tower and the trim areas around the roof. Bandstand went through a couple revisions before going to this form Thanks for taking a look everyone , Hopefully I can get this project complete faster than what its progressing at now (I don't want to rush it either). Originally I intended the map to be finished November last year. :L -Terri
  12. In Hammer: Map > Load Portal File, go to that area and see if there is some crazy blue boxes going on, I don't know what might cause the black skybox, but anything that looks problematic (small / crazy shaped VISleafs) is likely to be it. Try running the map without VIS, just to see if its an optimization problem, if the but is still there without VIS turned on, its not something to do with how the level is optimized, and then I have no clue.
  13. Looks pretty cool, interested to see the final result of this!, did you make these assets yourself? (the rocks, and the blue crates etc)? And also do you have an overview you can show us?
  14. would have just been nice if it was a deagle skin, like an alt skin you could use
  15. Someone made a snow version before right? :/
  16. Castle from CoD WAW, I never found as much satisfaction in a map as I did with this one!
  17. Hey, I believe the issue causing this error is the fog dome that intersects with the trees, I am assuming the tree layers are using the $translucent tag in the VMT, which can create some artifacts when intersecting other / same materials with the same $translucent tag. Here is an graphic from valves docs, illustrating the problems that can happen with it: To me, it doesn't look like the displacement mountains are being drawn over the trees, just the skydome model being buggy with the translucency in the trees. Just try and remove that fog skydome model thing, and test again.
  18. Yeah these are developed by independant orginisations, users just write the docs as it is source related. As far as im concerned valve only really support 3dsmax.
  19. Ok, if the suggested above does not work then try compiling the map with VIS set to fast: Go Map > Load Portal File after that is done compiling and see where the blue lines cluster up together, this is probably where there is too complicated brushes which have not been sorted into func_details. Source is not good with large outdoor areas, so maybe it would be best to do some manual optimization on the map itself, instead of it all being calculated in VIS.
  20. Hey! Im not one good with explaining so I can link you some other posts that might be able to help you. Place Names (callouts): https://developer.valvesoftware.com/wiki/Navigation_Meshes#Adding_place_names this step is kind of fiddly, the doc isn't the most well presented but it serves its purpose.Radar: https://www.youtube.com/watch?v=96iHLqNvFB4 Simple and easy to get it working.Area Portals: https://www.youtube.com/watch?v=uOOJkk8-OUw This video explains how they work and where you should use them.The radar image will need to be packed into the .bsp file in order for players downloading the map to see it.
  21. Had a run around it this morning, as for A, it feels a lot more developed and I can see it playing very well. The screenshot defied me as it looked like the old Site with the loop was still stuck onto the back of it. I cant spot anything wrong with the layout choices, other than the entrances to both sites are sort of similar (1 path to a split), which is not necessarily a bad thing but we will see what the play test returns! So your going with a mirage type setting now?
  22. Hehe I just put -100 for the important ones
  23. Sorry if this is spammy' but I wanted to share something small I made for the B-apps entry for Terrorists, I want to get the in-game result as close as I can to the real thing, so I have made a few tree backdrops and started blocking out the interiors of buildings, as I think this is something I'm going to find a challenge (I've got no references) Thanks for reading!
  24. Done, the clip brush was moved over from where I was re positioning the bombsites
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