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Terri

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  1. Like
    Terri reacted to jackophant in de_stupa   
    Playing around with the rather dull bombsite A:

    now features a "non-peekable" wall, that can be boosted from the nearside, and self boosted from the far side. Thought I'd see what I can do with it.
    CT site entrance has been moved round to the front to eliminate any long angles from CT spawn, consequently they are much slower to A long, so that needs to be balanced.
    Will compile when I get home, stupid work lunch times too short  
  2. Like
    Terri reacted to Squad in Need help in editing a .mdl file   
    You can decompile a model using Crowbar, but the decompiled file can not be opened in Hammer (the file format is for 3DSMax and maybe other packages too).
    I think in your case, given that you lost the original vmf, there's not much to do except to rebuild the whole thing in Hammer, I'm afraid.
  3. Like
    Terri reacted to Freaky_Banana in de_venue [WIP]   
    Ok guys aside from the FPS topic for a second: I had a quick run around the map and I think that the downstairs part looks really cool. This is contrary to upstairs. The readability up there is aweful, it's clutered with stuff (which results in nonsolid props  ; I really hate those!) and the area just doesnt feel "clean". Also there are way too many colours visually standing out which results in confusion about where to look. I think that that area should get a huge amount of cleaning up, just somewhat making it more linear and nice to look at. 
    But further adding to the FPS stuff: My laptop didnt manage to run the map fluidly (it is somewhat of a toaster though so don't think this'd be the case for everyone! I am even pretty sure the big PC I use on the weekends would manage quite well.)
    Cheers! 
  4. Like
    Terri reacted to Dennispls in The random model thread!   
    Dude sweet stuff!
    I am close to finishing mine. Check it out on sketchfab
    https://skfb.ly/HNBv
     

  5. Like
    Terri reacted to Logic in Complex   
    New site, now possibilities. Just a teaser for now

  6. Like
    Terri reacted to JAL in Unity 5   
    I thought the whole animation system is quite excellent after watching this
     

     
    I mean instead of selecting the animations to play in your script, you can just pass parameters and the animator controller will handle the transitioning.
    Works for certain situations I guess, but I find it very very powerful
  7. Like
    Terri reacted to penE in The random model thread!   
    Now, that I have more time again for personal projects I want to pick up some new stuff. First on my list is Substance Painter, and it's been really awesome so far.
    So I decided to rebake an old piece of mine and to retexture it :). It's still work in progress, details like decals and small stuff is missing, but wanted to share anyways.
    All pictures are from inside UE4. The mesh has around 22k triangles and I use two set of 4k maps.




  8. Like
    Terri got a reaction from JustFredrik in [CS:GO] (W.I.P) de_arpegio   
    I think mark c brought this up too, CT's can use it as a head glitch also, which is very hard to counter. I probably will replace it with a staircase that arcs a little bit that connects up to middle. 
    Thanks :-) -Teroust
  9. Like
    Terri got a reaction from slavikov4 in [CS:GO] (W.I.P) de_arpegio   
    Updated to add a connector into B, CT Spawn now has better path to delay snipers. Also T spawn is pushed back even further than this overview. (2 / 3 secs worth?)
  10. Like
    Terri got a reaction from Vaya in [CS:GO] (W.I.P) de_arpegio   
    Hello everybody, I am working on a level called de_arpegio, my second map posted to the map core community.
    Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=508356644
    It is set it a Belgian city, on top of a small river that runs through parts of the city. North of the map is more commercialized, larger and more expensive buildings. South, is heading towards a more run down, low level housing. At bombsite B, the base of church is the primary target, and as for A, i'm not sure yet.
    Even though the map is still in greybox stage, I would like to post it here to get a wide variety of opinions on the layout, and detailing. I aim to finish this project in the space of 2 - 4 months, thanks everyone! Here is some screenshots:
    I will start with the level overview, which should provide a pretty good view of how the map plays.

    Now here is the timings, each separated into a spoiler.
    T ROUTES
    CT ROUTES 
    ROTATE TIMINGS 
     And now for some screenshots located around the level.
    And now for how I am going to detail the map. Here is a collection of reference images I took in Belgium, and some basic brushwork buildings. (Some are more W.I.P(y?) then others).
    That's all I have for now, thanks to anyone who leaves feedback on this thread!  Thank you Jackophant for your feedback and advice prior to this thread release!
    Have a nice day -Teroust
  11. Like
    Terri reacted to JustFredrik in How do you start a map?   
    I start with a simple idea, like my current map. "I wan't to make a competetive map with a dubble leveled mid and I want the setup areas to be really open for the Ts". Then I started with doing the setup area for B site. and then I worked backwards to B spawn. Then I started with doing the mid and CT spawn. Then added in the path to A site. Finally I made the sites.
    My advice is to start on a keypoint of the map and then work out from that point, and just go with what you feel would be the easiest thing to do. Don't be affraid to fail. 
    When you have finished the first version of you map or level. Let people play test it. Nothing is better then to do a real playtest. Then take the feedback from the experienced players and try to improve on the parts that didn't work. Nothing (or atleast not much) is perfect from the start. making a map is like a molding process. You start with a basic shape and then you start removing the flaws and after a while you have a pretty smooth and nice product.
  12. Like
    Terri reacted to Laysteel in [CSGO] de_gallery   
    Hey guys!
    i've been working on the map a lot and the Layout + the looks changed a bit... this version also got submitted by to playtesting so whoever wants to test it out has the change then.
    Hopefully the playtesting session i sugested works out, if so it should happen on the 9th. of august.
    here are some Screenshots (quite a lot but there can never be enough)!
    hope you like it, tell me what you think.
    Edit: i know for now it looks alot like agency but i dont think that it will be on a skyscraper in the final version. Also i plan to use a lot of custom models and textures (thanks to an awesome guy called @Wrakk) and not using any agency assets at the end.













  13. Like
    Terri reacted to Dennispls in The random model thread!   
    Hello again guys,
    Working on a new weapon (warglaive like).

  14. Like
    Terri reacted to 'RZL in MapCore CS:GO Playtesting 4.0   
    PSA: Changes in the playtest config and schedule
    Just two things I want to announce:
    The playtest config has changed slightly. A team gets $2400 instead of $1400 for losing a round. For each consecutive lost round the amount increases by 300$ (max. $3000 for losing a round). Tuesday gets removed from the schedule indefinitely, leaving Thursday and Sunday as the only days to submit a map for a playtest. This has been done for the following reasons: to get more playtest days filled with two maps instead of one to give people more time to unwind in between the playtests to give people more time to give and receive feedback on MapCore If the demand for playtests rises again, then I'll consider adding Tuesday to the schedule again. Hit me up if you got any feedback.
    Cheers!
  15. Like
    Terri reacted to JustFredrik in [CS:GO] (W.I.P) de_arpegio   
    Really nice layout Teroust! A thing that I found annoying was the plank over the water from B short to mid. It was a bit too small in my opinion got stuck and was a bit scary to jump on to.
    But you can keep it how ever you want, I just think it should be widened a little bit to make it easier to walk on
  16. Like
    Terri reacted to jackophant in Need feedback on my new map idea   
    Your first and second levels look good, but I can't think of any situation where that 3rd level is a good idea. It's just a tunnel to fight in or a ridiculous uber flank, ofc depending on how open it all is, and if it is open, it's just a death trap like aim_deagle_7ks walkway.
  17. Like
    Terri reacted to jackophant in [CS:GO] (W.I.P) de_arpegio   
    It's come a long way! Shame I couldn't make the playtest.
  18. Like
    Terri got a reaction from slavikov4 in [CS:GO] (W.I.P) de_arpegio   
    Hello everybody, I am working on a level called de_arpegio, my second map posted to the map core community.
    Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=508356644
    It is set it a Belgian city, on top of a small river that runs through parts of the city. North of the map is more commercialized, larger and more expensive buildings. South, is heading towards a more run down, low level housing. At bombsite B, the base of church is the primary target, and as for A, i'm not sure yet.
    Even though the map is still in greybox stage, I would like to post it here to get a wide variety of opinions on the layout, and detailing. I aim to finish this project in the space of 2 - 4 months, thanks everyone! Here is some screenshots:
    I will start with the level overview, which should provide a pretty good view of how the map plays.

    Now here is the timings, each separated into a spoiler.
    T ROUTES
    CT ROUTES 
    ROTATE TIMINGS 
     And now for some screenshots located around the level.
    And now for how I am going to detail the map. Here is a collection of reference images I took in Belgium, and some basic brushwork buildings. (Some are more W.I.P(y?) then others).
    That's all I have for now, thanks to anyone who leaves feedback on this thread!  Thank you Jackophant for your feedback and advice prior to this thread release!
    Have a nice day -Teroust
  19. Like
    Terri reacted to Andre Valera in [CS:GO] (W.I.P) de_arpegio   
    Reddish/Pink Edit: Removing extra unused space/ removing wide peek areas.
    Orange Edit: Removing the long hall into A, moving the connector from Mid to A closer to Spawn so that T's will have a slower rotation into B and CT's will have a slower rotation into A 
    Blue Edit: Just an idea, but I think The stairs that lead to a sort of catwalk overlooking A is a good concept, though I think maybe emphasizing on that concept and working the catwalk into A could be interesting, though I like how 1 smoke covers all major areas so T's are usually somehow slowed down
    Mid, if you drag the hallways at A over towards mid I would try narrowing mid down, it seems very open but a narrow mid would give less room for people to strafe and might balance the gameplay between pistols and rifles
    Overall Map is a lot of fun, and B site is awesome. Everything else is good and with some fine tuning this is a promising map.
  20. Like
    Terri reacted to deceiver in Created a game art blog, Creating Triangle Soup!   
    Totally forgot to post this on here, but I created a little game art blog last month! Will be a place for me to be dropping little tutorials, articles, WIPs, analyses, etc.
    http://jobyek.blogspot.ca/
     
    Have two articles up so far:
    - Welcome post + Talking about some of my personal Guiding Art Principles: http://jobyek.blogspot.ca/2015/08/welcome.html
    - A little tutorial on making high-quality wheels: http://jobyek.blogspot.ca/2015/09/micro-tut-wheels.html  
     
    If you have any feedback about the blog, the posts so far or any ideas for future posts, feel free :)!
  21. Like
    Terri reacted to Logic in Complex   
    Complex
    Complex is a defusal map based on the Temple of Philae, an Egyptian temple complex located on an island in the Nile.

    Links
    Complex Alpha Workshop
    Earlier versions
    Status
    The map is in greybox alpha. Will go into detailed beta soon(TM).
  22. Like
    Terri reacted to Panda in de_Underground [WIP]   
    A bomb defusal map set in a underground station, set in London, that has some areas under renovation. Any feedback would be greatly appreciated! More images on the Imgur album.
    Imgur album(out of date): http://imgur.com/a/aKSJF#0
    Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=510447281
    Credits:
    Layout design and made by Panda
    Textures and street made by QuotingMC
    Radar (latest):

    (Pics are out of date)









  23. Like
    Terri reacted to Dennispls in The random model thread!   
    Hello guys,
    A slight update on this. I have tried to make the blade look a bit more interesting and worn. I have updated the sketchfab model and attached a screenshot below:

  24. Like
    Terri reacted to Dennispls in The random model thread!   
    Here is my mopst recent random model:
    https://skfb.ly/GUuM
  25. Like
    Terri reacted to Psyrius in [Tutorial] Make your own skybox for CS:GO   
    Hello! I've been mapping for a little over a month now... and I've chosen the worst possible engine to start my mapping career 
    I won't go into detail on how to make everything pretty in this guide. That's where you have to experiment on your own.
    The purpose of this tutorial is mainly to give you the correct tools and settings to creating a fully functional skybox texture for CS:GO.
    Programs used in this tutorial:
     
    Terragen 3 Photoshop (Optional) VTFEdit Notepad++ (Optional)  
     Terragen
    You can download Terragen here:
    http://planetside.co.uk/products/download-tg3
    Take note that it's not possible to render a 1024x1024 image and have it on max detail if you're using the free version.
    But it's possible to render a 512x512 skybox with 60% Detail.
     
    Open up Terragen. We will begin with removing the surface. It is not needed for our skybox since you'll not be able to see it in game anyway.
    If you include it, it's just gonna make the rendering process take longer.
    Click on 
    Click on "Planet 01" and uncheck "Render surface".

    (Save often because Terragen has a tendency to crash sometimes).
     
    Click on 
    Click on "/Render Camera" and rename it to "FT"
    Set Position: 5000 / 10 / 5000 (It can be good to remember that the number in the middle will represent at what height your camera is set) Set Rotation: 0 / 0 / 0 Use Perspective and type in 90 in the horizontal fov
     
    Click on 
    (You can zoom in with your scroll wheel and hold [Alt+Leftclick] to pan in the Node Network).
    Click your camera named FT so it's highlighted.
    Press [Ctrl+C] on your keyboard. Press [Ctrl+V] on your keyboard. Drag the new camera into your Cameras box. Do this 4 more times, so you have 6 cameras in total.
     
    Click on 
    Click on "FT_1", rename it to "LF" and change the rotation to "0 / 90 / 0" Click on "FT_1_1", rename it to "BK" and change the rotation to "0 / 180 / 0" Click on "FT_1_1_1", rename it to "RT" and change the rotation to "0 / -90 / 0" Click on "FT_1_1_1_1", rename it to "UP" and change the rotation to "90 / -90 / 0" Click on "FT_1_1_1_1_1", rename it to "DN" and change the rotation to "-90 / -90 / 0" Double check that your cameras are set up like this: (This picture is not taken from Terragen).

     
    Click on 
    Click on "/Render 01" and rename it to "Full Render" Set Image width to 1024 (512 if you're using the free edition) Set Image height to 1024 (512 if you're using the free edition) Set Detail to 1 (0.6 if you're using the free edition) Set Anti-aliasing to 4 (Don't need much more for atmosphere and clouds, I think it's mostly for terrain and objects)
    This is very important to avoid any problems later on:
    Click on GI Settings Set GI cache detail to 0 Set GI sample quality to 0 Set GI blur radius to 0 Turn off GI surface details
     
    Click on 
    Copy & Paste the "Full Render" node in the "Renderers" box with [Ctrl+C] & [Ctrl+V].  
    Click on 
    Rename your new renderer to "Quick Render". Set Image width and height to 512 (Or even smaller). Set Detail to 0.25. Set Anti-aliasing to 0.

     
    Click on 
    Connect your camera called "FT" to the "Quick Render" node.
     

    You should now go to "File -> Save As..." and save your project and name it something like: "Skybox Default Settings"
    Put it somewhere so you always can open up that one everytime you want to create a new skybox
    After this, make sure you do not save it over. Press "File -> Save As..." again and name it to whatever you like.
     
    Click on 
    Click on "/Quick Render"
    Click on "Render Image" or press [Ctrl+R]
    Do this everytime you've changed some settings and want a fast preview of how it looks.
     
    Now to the fun part! 
    To change your atmosphere, you click on 
    Click on "/Atmosphere 01" Here you can change all kinds of different things for your atmosphere...
    Keep in mind that raising any quality settings may increase your rendering time immensely and/or turn the skybox non-functional.
    Some settings may also increase your rendering times like "Cloud density" and "Edge sharpness". The bigger and more complex your clouds are, more time will be spent computing the render. But just 1 layer of clouds won't make anyone drop the jaw. Good tweaking and layering in moderation is best to aim for.
    Click "Add Cloud Layer" and choose something that might suit you. By clicking on your new cloud layer you can tweak its settings. Click on  to tweak your lighting settings. If you want to add water, click on   It should all be fairly obvious how things work from now on. You may need to spend some time tweaking the settings and figure out things on your own or watch Terragen tutorials 
     
    When you feel satisfied with your skybox, move on and click 
    Click on "/Full Render" You can see which image will be rendered where it says Camera

    Click on "Render Image" or press [Ctrl+R]. (This can take a while depending on your settings). When it's done, click "Save...", name it "yourskynameft" if it was the FT camera and save it as .BMP To render your next image, type in the name of your next camera in the camera section (see picture above) and then render your next image. Repeat this process for all the 6 images and name them correctly.
     
     Photoshop
    Now we're gonna use Photoshop to make sure our sky is seamless and looks good.
    If the textures you rendered have a size of 1024x1024, make a new document with a width of 4096 pixels and a height of 3072 pixels
    or just download this background and drag it into Photoshop:

    If the textures you rendered have a size of 512x512, make a new document with a width of 2048 pixels and a height of 1536 pixels
    or just download this background and drag it into Photoshop:
     
    Go into "Edit -> Preferences -> Guides, Grid & Slices" Set "Gridline Every" to 256 Pixels Set "Style" to Dots Set "Subdivisions" to 1 Click OK Go into "View" and make sure "Snap" is enabled and that "Snap To" have "Grid" included Now drag all of your .BMP's to photoshop:

    Take notice of what the name of the layer is:
    Drag it to the correct location and press [Enter]. The next layer will pop up. Repeat this until you've placed them all at their correct locations:

    If it looks good with no visible seams or weird lighting, you can safely assume this is gonna work in game. It it doesn't look good, you probably have some setting enabled in Terragen which causes problems. Since I think mine looks ok, I can now exit out of Photoshop and move on to VTFEdit.
    (Didn't spend any effort on this skybox. Just added a cloud and water layer and didn't tweak any settings).
     
     VTFEdit
    Open up VTFEdit and click "Tools" and choose "Convert Folder" Change the "Input Folder" to where you have your .BMP's (You should have your .BMP's in a map somewhere) Change the "Output Folder" to "Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials\skybox" Click "To VTF" and type in "*.bmp" in the box beside it Make sure "Create VMT Files" are checked Click "Convert" After a little while you should have all your VTF's and VMT files in your "materials\skybox" folder.
    Go to that folder and open up every .VMT file with Notepad++ or Notepad
    Delete everything and replace it with:

    Where it says xx, you have to type in which side it is. Look at the name of the .VMT you're currently editing.

    When you're done, save them all...
    Now open up one .VTF file at a time and check these boxes:
    Clamp S Clamp T No Mipmap No Level Of Detail
    When you're done, click the save button...
    Open up Hammer World Editor Go into "Map -> Map Properties" Change Skybox Texture Name to "yourskyname" Compile your map and you're done
    If you want other people to see your skybox in game, you have to pack everything correctly by using e.g. VIDE.
     
     
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