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About GenoCide

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  • Birthday 06/07/1993

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

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  1. 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
  2. This is the rough layout. Timings are a bit off for A long and mid right now. A lot of changes to be made.
  3. 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
  4. https://imgur.com/gallery/E1Yr0 I clicked these while I was in Himachal pradesh, India.
  5. 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 $maxconvexpieces <int> to increase it. The problem is, deleting the extra edges manually, which is tedious as compared to the wall worms plugin's work in 3ds max. This is the model I am working on. Edit: I guess for costly convex hulls, you can apply decimate modifier. That helps a bit.
  6. Yes, those are the basics, I know about that. I have been making models in max for my maps, I was just looking for a better approach if there is any. Thank you anyway
  7. Hey, I have recently started using blender. In 3ds Max, Wallworm did the job just fine. Is there anything in blender that could help me create collision mesh? I know you can start off with a cube and make it envelop the mesh etc. but for complex mesh, it isn't always possible to do that while keeping the mesh convex. I also know about "Convex hull" in edit mode that can be found in the search menu, but it doesn't eliminate unnecessary details. The image below is just a small example, it's a lot of tedious work for the whole model. So is there anything else that I could try?
  8. But even that story is unconfirmed about where it all begin and the joker says in the The Killing Joke that he chooses to have multiple choices when it comes to his past.
  9. I must be blind to leave that unnoticed. Thank you so much . Correcting that resolved the issue.
  10. I am using that itself in the test files. I wrote it "$basealphaenvmask" in this thread in a haste. In the files however, the correct thing is used.
  11. Objective: To create a texture for my model, such that different parts have different amount of reflectivity. (Uses $envmapmask) Also, I am aiming at using 1 single VTF file as the material doesn't have any bump map. Methods that can be used 1. use a grayscale texture and $envmapmask command in vmt. This will need 2 vtf files, 1 will be base/diffuse and second will be grayscale specular map. 2. If the material has a bump map, we can use its alpha channel as specular mask. This will again require 2 vtf files. 1 will be diffuse/base texture and the other will be normal map. Uses $normalmapalphaenvmapmask. 3. We can use base texture's alpha channel as specular mask, and this will need only 1 VTF file. This uses $basealphaenvmapmask. (This also works inversely, black is reflective, white is matte.) Problem For some reason, 3rd method isn't working. It gives me 100% reflectivity all all surfaces. (Check attachments) Also, I wanna ask if there's any guide for all the flags and compression formats used by VTF. test.zip
  12. Daniel Sloss Live Shows (Netflix) Specifically 2nd Episode (Jigsaw) He apparently caused more than 31000 couples to break up after watching the show. but everything he says makes sense. https://www.netflix.com/in/title/80223685
  13. Just came across this video. Making skyboxes will be so much easier with this.
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