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biXen

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  1. Like
    biXen got a reaction from FMPONE in What I'm Working On   
    Gorgeous! (U.S.S. Torsk, lol)
  2. Like
    biXen reacted to FMPONE in What I'm Working On   
    Hi all!
    Here's a preview of DE_SUBZERO. The awesome Tanuki (creator of Seaside and Downtown) helped design the layout, and I created all the art. However, penE from DE_CACHE made the old-school crates as a cameo, I love that guy   Shout out to all the wonderful people who provided helpful feedback on the visuals and gameplay so far!











  3. Like
    biXen reacted to El_Exodus in The dos and don’ts of CS:GO level design   
    The dos and don’ts of CS:GO level design - a guide to assist you crafting a well working competitive layout for CS:GO
    ________________________________________________
    New update (27th June 2019):
    The dos and donts of csgo level design - updated 2019-06-27.pdf
    Steam version of the guide here: https://steamcommunity.com/sharedfiles/filedetails/?id=1110438811
     
    ________________________________________________
    Original Post:
     
  4. Like
    biXen got a reaction from FMPONE in Mapcore's CS:GO Mapping Contest 2017   
    Really really cool, I was hoping the big thing FMPONE was talking about was exactly this. I was craving to work on my map this summer, so that seems like a good match. Only bad thing is I have to learn Blender after 10 years with Maya, oh well, challenge accepted
  5. Like
    biXen reacted to Mapcore in Mapcore's CS:GO Mapping Contest 2017   
    Mapcore is now holding a Counter-Strike: Global Offensive Mapping Contest for original 5v5 bomb defusal maps AND hostage-rescue maps, powered by FACEIT!
    Mapcore's Veteran Judges will be joined by CS:GO Guest Experts such as The WarOwl, Moses, Sadokist, DDK, James Bardolph, and Anders Blume!
     
    How to Enter
    Post a "Work In Progress" thread in Mapcore’s Official Event Forum!
    When you're ready, update your WIP thread with a link to your playable map's Gamebanana.com and/or Steam Workshop page.
    Your thread + playable map constitutes your entry to this contest!
     
    Submission Deadline
    Your playable map must be entered by NOVEMBER 30, 2017 at midnight Pacific Standard Time (PST). 
     
    Judging Procedure
    Mapcore Judges
    FMPONE -- @FMPONE
    Puddy -- @puddpuddpudd
    TopHattWaffle -- @TopHattWaffle
    RZL - @RizzToTheIzzle
    Guest Experts
    Anders Blume -- @OnFireAnders
    James Bardolph -- @jamesbardolph
    Daniel "DDK" Kapadia -- @followddk
    Jason "Moses" O'Toole -- @OnFireMoses
    Matthew "Sadokist" Trivett -- @Sadokist
    WarOwl -- @TheWarOwl
     

     
    Mapcore will announce Contest Finalists on DECEMBER 10, 2017
    To determine 10 Finalist maps, Mapcore Judges will rate Contest maps according to the following 100 point criteria, with all ratings tallied and given equal weight, and any ties broken by our Guest Experts: 
    40 points: Fun Factor (how well-designed is the map)
    40 points: Visual/Thematic Presentation (how aesthetically sophisticated is the map)
    20 points: Overall Polish (bug-free maps; maps with Soundscapes; maps which run smoothly; other determinations relating to quality)
    Finalist mappers will then have one month to make changes based on community feedback.
    (January 10th deadline to qualify for TOP 4 — submit by 11:59 PM EST)
     
    Top 4 Contest maps and the Grand Prize Winner will be declared in JANUARY, 2018
    After one month has passed, Mapcore Judges and Guest Experts will rate every finalist map according to the same 100 point criteria above (Fun Factor, Visual/Thematic Presentation, Overall Polish), with all ratings tallied and given equal weight, and ties broken by Puddy.
    Mapcore will then declare the Top 4 Contest maps and our Grand Prize Winner!
     

    Contest Prizes
    Top 4 Contest Maps receive:
    Eternal Bragging Rights
    A Spotlight on Mapcore for 2 months (linking to each epic WIP thread)
    A Monetary Prize ($5,000 for First place; $3,000 for Second place; $1,500 for Third place; $500 for Fourth place)
    Map added to FACEIT platform for a time, playable for all users!
    **NEW** Special Valve prizes! (CS:GO/Valve merchandise)
     
     
    Contest Rules
    Entry into this Contest is free of charge for all. Your entry must be a playable map for the PC version of Counter-Strike: Global Offensive. Remakes (maps of the same name and design of an existing map released for public download), sequels (e.g. de_dust3), and spiritual successors (new name for an old layout) can NOT be entered. Maps that were under creation prior to the announcement of this Contest can be entered, as long as a complete map version (layout and art) has not been released for public download. Map entries must be submitted to the Steam Workshop and/or Gamebanana.com, as well as the Mapcore WIP forum before the deadline. Map authors are free to share their map on any other websites or services they wish, however the map must remain free to download. Multiple map entries are permitted, however each entry will be judged for its own particular quality. Map entries created by teams are permitted, however entrants will have to agree how to split any prizes awarded prior to prize claim and dispatch. Changes or updates to Workshop maps will not be considered after November 30, 2017 (for Top 10) and January 10, 2018 (for Top 4). Do NOT update your Workshop map after the deadline. Mapcore forum rules must be obeyed. All custom textures, models, etc. must be embedded into the map's .bsp file (FREE TUTORIAL AND TOOL). Assets must also comply with Steam Workshop guidelines. Map authors must be able to accept cash payments. Winners of hardware and physical products will be required to provide a valid shipping address. Judges, Experts, and individuals associated with organizing this contest CANNOT enter nor provide material assistance to map entrants. If a Finalist entry is disqualified due to violation of these rules, all applicable winnings will be directed to the next highest-rated map. Void where prohibited.   
    Contest Eligibility
    1. Participant eligibility: This Contest is open to any individual, or teams of individuals, provided they comply with the following:
    Participants must not be an Employee or Official Staff Member of the “Organizer” (Mapcore) or “Sponsors” (FACEIT). Participants must not have taken part in the preparation, judging, or official announcement of this Contest. Participants must not be a direct relative, spouse, direct employee, romantic partner or business partner of any of the above. 2. Legal Age: This Contest is open to any individuals who meet the above “participant eligibility” criteria. In the event that a participant who has not reached the legal age in his/her state wins one or more prizes, he/she must provide contact details for the legal guardian who will claim the prize(s).
     
    Prize Disclaimer
    FACEIT will be providing/sponsoring Prize revenue. Mapcore assumes no responsibility.
     
    THANK YOU to our AMAZING COMMUNITY!
    And to our INCREDIBLE Sponsor:

    https://twitter.com/FACEIT
     
  6. Like
    biXen reacted to leplubodeslapin in CS:GO Need lighting help   
    That's exactly what i'm doing. I'm trying to fill the space with ambience lights that cast light far away with low intensity. These light could be blue, green or red. And then i use white/orange/beige lights to do the actual lighting with artificial lights. This is how i've been able to do that for example :



    (far from perfect examples ...)
     
    Testing takes time because you have to compile the area with cordon tool and look at the map ingame, but you have to do it :-/
  7. Like
    biXen got a reaction from leplubodeslapin in CS:GO Need lighting help   
    Does anyone use it for CSGO though, or is it a half assed implementation? I know the linear workflow very well and I'm quite used to that. But your preferred solution is more along the lines of old Pixar, faking stuff to look good
    It would be nice to have a base lighting with quadratic, and maybe use some fill light for ambience if need be, but so far it seems tricky. Guess it needs some more experimentation. I need to isolate things in smaller levels for testing I guess. 
     
  8. Like
    biXen reacted to leplubodeslapin in CS:GO Need lighting help   
    There's no negative impact on using this approach, it's actually a good way to do it.
    The default falloff configuration is 100% Quadratic, which means the brightness dicrease by the square of the distance between the light source and its destination. This is the closest you can get for a "physically based" lighting. This is known in photography, if you take a picture of someone at a distance of 1 meter with artificial lights, and then you want to take the picture at 2 meters, you won't have to double your light intensity but multiply it by 4 (2^2).
    In the real world, our eyes are incredibly good for adjusting to huge gap with light intensity and an enormous amount of light can lit a big room easily and you won't have any overexposed spot (pure white spot). And a moment later, you can go to another room that is barely lit and can still see shapes and stuff.
     
    In games, HDR has been implemented to help with that but the range allowed by it is still extremely short (at least on source engine).
    I think this video explains it pretty well :
    (it's been a while since i saw it but i think it's the video)
     
    So you have 2 solutions :
    - You can lit your room with a classic quadratic falloff with huge intensity (2000 of brigthness! why not !) and adjust the exposure parameters of HDR to make it work, but you'll need extremely powerful lights everywhere to lit your map and will very easily have overexposed white spots everywhere.
    - You can fake it with lights that cast light further away
    I prefer the second one since i feel i have better control on it, but that's not mendatory.
  9. Like
    biXen got a reaction from Tisky in Im so lost right now. Need advice!   
    The thing is that some girls you will still think about when you are 80. I still think a lot about this one ex, that was my "the one" so far. And I know from other people that even though they are 100% happy and life is great, they often have this one they never can't stop thinking about. I guess that's life  Just have to accept it, fight stupid urges and move on.
  10. Like
    biXen got a reaction from Zarsky in Im so lost right now. Need advice!   
    LOL, I can relate. I have done everything from walking right past and laughing at 3 girls with car trouble in a music festival parking lot (and I mend my own car so I could probably have done something, but I just didn't consider that this would be a good way to get to know 3 girls) to this girl who always flirted with me in school and was very physical where I suddenly like 10 years later were like. OOOOOOOH, maybe she liked me  Thought never crossed my mind earlier and that was a girl I thought were cute and funny but never properly talked to cause I'm stupid. I like to think I have improved, but I'm not sure
  11. Like
    biXen reacted to Tisky in Im so lost right now. Need advice!   
    You and me @biXen :
     
     
     
  12. Like
    biXen reacted to Radu in Im so lost right now. Need advice!   
    Mapcore - Masculine Advisement Program Concentrating On Relationship Experiences
  13. Like
    biXen reacted to Yanzl in VMT Editor - fast and simple editor for vmt files   
    VMT Editor 1.1 is now out! This version aims to improve the texture to vtf workflow, hopefully eliminating need for other tools.
    Get it here: https://github.com/Gira-X/VMT-Editor/releases/download/v1.1.1/VMT_Editor_1.1.1.zip
    Some examples:
    Opening a png file outside of game material directory - converts to vtf and copies it when you save:
     
     
    Opening a png with VMT Editor - brings up the Convert to VTF dialog:
    Here's the changelog: 
    Added reconvert button for textures outside of game directory Added check for updates button Opening a texture with VMT Editor brings up the Convert to VTF dialog Redesigned Convert to VTF dialog Added autocomplete in Additional parameters tab Fixed parsing bugs As always I hope you'll find it useful and if you have any questions or suggestions feel free to post them here.
    UPDATE: Version 1.1.1 with bugfixes now out.
     
  14. Like
    biXen reacted to Yanzl in VMT Editor - fast and simple editor for vmt files   
    Update!
    Version 1.0 is now officially out! https://github.com/Gira-X/VMT-Editor/releases
    New stuff in this update is normal blend, fixed some texture previews, fixed the phong fresnel ranges slider and moved stuff in the UI around a bit to make it slightly easier to work with. Feedback welcome!
    Also included in the zip file are .vmt and .vtf icons, so you can use registry editor or a program like Types https://ystr.github.io/apps/types/ to change the icons for the files.

     
     
     
  15. Like
    biXen reacted to Vaya in WIP in WIP, post your level screenshots!   
    I'd agree with this @madsenfk

    if you are aiming for an operation I think the map is currently missing that 'X factor' required looks wise.
    -where is the map set?
    -What is unique about this area?
    -what can you bring from this area into the map?
    I quite like the layout for riverside so it would be a shame for it to end up looking like a slightly more grassy train
  16. Like
    biXen got a reaction from Beck in Forza Horizon 3 - PC   
    They patched it now, still horrible
    Really frustrating.
  17. Like
    biXen got a reaction from blackdog in Forza Horizon 3 - PC   
    I don't know if there's been a patch lately, as there's not an easy way to know with this Windows Store crap. But I have an i7 6700K, 32GB RAM and 2x970 in SLI, and I have to start my Xbox One to play this game with a smooth fps. That should be saying enough. 
    I am a big Windows fan (one of few), but whoever designed the whole Windows store infrastructure and UI needs to get sacked.
    That said, cross play and stuff seems to work great, but I haven't tried online mode or anything on PC. Waiting for patches, if they end up fixing something at all. Also it's one of the best Forza games in years, just a fun arcadey but unique feel to the cars and a lot of variation in what to do. 
  18. Like
    biXen got a reaction from Furiosa in Counter-Strike: Global Offensive   
    I see reddit is represented by a user here 
    It's scary how little people know about development, and that people can't see how much love has been given to this game in the last year. Compared to my first year in CS:GO it's been huge! And I have loved every gun sound almost, very good change especially technically, but also recognizable AK sounds ++. 
    People need to realize, especially after the broken animation update, that Valve doesn't want to make huge gameplay changes fast. It's impossible to know if one fix breaks something else. Anyone with a reasonable grasp of development knows this, but gamers always know better... 
    Now I am damn excited to try the new Inferno 
  19. Like
    biXen got a reaction from Logic in Counter-Strike: Global Offensive   
    I see reddit is represented by a user here 
    It's scary how little people know about development, and that people can't see how much love has been given to this game in the last year. Compared to my first year in CS:GO it's been huge! And I have loved every gun sound almost, very good change especially technically, but also recognizable AK sounds ++. 
    People need to realize, especially after the broken animation update, that Valve doesn't want to make huge gameplay changes fast. It's impossible to know if one fix breaks something else. Anyone with a reasonable grasp of development knows this, but gamers always know better... 
    Now I am damn excited to try the new Inferno 
  20. Like
    biXen got a reaction from blackdog in Mafia 3   
    Bargain bin I guess. Never a good sign when they don't send out early review copies.
  21. Like
    biXen got a reaction from SirK in Counter-Strike: Global Offensive   
    I see reddit is represented by a user here 
    It's scary how little people know about development, and that people can't see how much love has been given to this game in the last year. Compared to my first year in CS:GO it's been huge! And I have loved every gun sound almost, very good change especially technically, but also recognizable AK sounds ++. 
    People need to realize, especially after the broken animation update, that Valve doesn't want to make huge gameplay changes fast. It's impossible to know if one fix breaks something else. Anyone with a reasonable grasp of development knows this, but gamers always know better... 
    Now I am damn excited to try the new Inferno 
  22. Like
    biXen got a reaction from Vorontsov in Counter-Strike: Global Offensive   
    I see reddit is represented by a user here 
    It's scary how little people know about development, and that people can't see how much love has been given to this game in the last year. Compared to my first year in CS:GO it's been huge! And I have loved every gun sound almost, very good change especially technically, but also recognizable AK sounds ++. 
    People need to realize, especially after the broken animation update, that Valve doesn't want to make huge gameplay changes fast. It's impossible to know if one fix breaks something else. Anyone with a reasonable grasp of development knows this, but gamers always know better... 
    Now I am damn excited to try the new Inferno 
  23. Like
    biXen got a reaction from blackdog in Counter-Strike Map-Making in Source 2: A Hypothetical Concept   
    To be honest I think it makes PERFECT sense for some situations whether you are one person or 50. But it makes more sense for movies because they already do all this work on a location already, most movies nowadays will Lidar scan, pick HDRis and shoot a lot of footage from a location. So running around and shooting assets makes sense too.
    For a game set I only think it makes sense if a location has a lot of the assets you are after. As you aren't really confined to recreating the location like you are on a film set. For Unreal's demo it made sense to spend a few days doing all these "highlands" assets. They definitely saved time and upped the quality. There are some good workflows for it, but I think it would take too much time as a hobbyist if you are picking one object here and there and have to remember the process every time.
  24. Like
    biXen reacted to Yanzl in VMT Editor - fast and simple editor for vmt files   
    LATEST UPDATE: Version 1.3.10 on Mar 27th, 2018
    LATEST RELEASE
    OFFICIAL WEBSITE
    DOCUMENTATION
    Hey Mapcore!
    This is an open source vmt editor that aims to improve the tedious experience of editing text files with an easy to use UI and fast workflow.
    Dima Butemann did most of the heavy lifting involving the programming while I took care of the UI and bothered him about updating it.
    It has texture previews, can convert jpgs, pngs or tgas to vtfs (and move them to proper directories), verify vmts, features a batch vmt creation and has support for (most of) new parameters introduced in Nuke CS:GO update. 

    Version 1.3.10 with all the required files can be found here: DOWNLOAD
    Alternatively, if any of you know Qt and C++ and would like to help with the project, you can check out our git repo at https://github.com/Gira-X/VMT-Editor
    Here is a quick video to demonstrate how fast making vmt files is:
    And converting textures to vtf: https://streamable.com/zlwed   If it doesn't find any games you have to manually add them in the Manage games dialog:
    And browse to the main game directory:

    Also a shoutout to the creators of VTFLib (http://nemesis.thewavelength.net/) that provides the texture converting and preview functionality. 
     
  25. Like
    biXen got a reaction from blackdog in [CSGO]my first map: cs_seagull   
    Starting to look really good, but it needs more bounce light imo. And you know what Pixar says, if you can't make it right, fake it right. 
    To make the floor more modern I'd just make a gray version of it, boom, modern
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