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GenoCide

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About GenoCide

  • Rank
    Regular
  • Birthday 06/07/1993

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  • Steam
    https://steamcommunity.com/id/shitster67

Profile Information

  • Real Name
    Akshit Saklani
  • Job
    Business Analyst
  • Location
    New Delhi, India

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  • Website
    https://heygeno.website

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  1. I have been doing that all these years , I have recently discovered compile pal and one of the USPs was that I could compile with it and it will also pack all the custom content after compiling, thus eliminating the use of vide/pakrat. but since you can't pack before building cubemaps, I have no reason to use compile pal over the traditional ways.
  2. That is w Tried it, didn't work. It is not about compile pal not being able to build cubemap, it is about compile pal failing to launch the game itself. Even -game compile parameter fails to work and gives the same error.
  3. Whenever I try to build Cubemaps or Nav File, the program fails to launch the game as soon as it comes to building cubemaps/nav file. says that steam needs update. The steam is updated though. When you close the error, the compile process completes and the map runs, but without cubemaps/nav file. The logs still capture it as "Cubemaps built successfully". I've used versions 27 and 27.11. Debug log Anything I could do to fix this?
  4. Thanks for the feedback, although with the overview, we can't take into consideration the verticality. We are also doing some basic timing tests to make it better. I'll definitely keep it in mind in the coming iterations
  5. This is the rough layout. Timings are a bit off for A long and mid right now. A lot of changes to be made.
  6. Set in a town along Ganges in North India, this map will be heavily inspired by the streets and ghats (coasts) of Varanasi and Haridwar. I'll be uploading photos as we make progress. Right now, we are just finalizing the basic layout. Co-Author: Squeezit
  7. https://imgur.com/gallery/E1Yr0 I clicked these while I was in Himachal pradesh, India.
  8. Making collisions of concave models or hitting the limit isn't my issue. The limit issue can be resolved by increasing the threshold, there is a QC class for that. The limit is 40 convex hulls for CSGO and you can use $maxconvexpieces <int> to increase it. The problem is, deleting the extra edges manually, which is tedious as compared to the wall worms plugin's work in 3ds max. This is the model I am working on. Edit: I guess for costly convex hulls, you can apply decimate modifier. That helps a bit.
  9. Yes, those are the basics, I know about that. I have been making models in max for my maps, I was just looking for a better approach if there is any. Thank you anyway
  10. Hey, I have recently started using blender. In 3ds Max, Wallworm did the job just fine. Is there anything in blender that could help me create collision mesh? I know you can start off with a cube and make it envelop the mesh etc. but for complex mesh, it isn't always possible to do that while keeping the mesh convex. I also know about "Convex hull" in edit mode that can be found in the search menu, but it doesn't eliminate unnecessary details. The image below is just a small example, it's a lot of tedious work for the whole model. So is there anything else that I could try?
  11. But even that story is unconfirmed about where it all begin and the joker says in the The Killing Joke that he chooses to have multiple choices when it comes to his past.
  12. I must be blind to leave that unnoticed. Thank you so much . Correcting that resolved the issue.
  13. I am using that itself in the test files. I wrote it "$basealphaenvmask" in this thread in a haste. In the files however, the correct thing is used.
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