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GenoCide

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  1. Like
    GenoCide got a reaction from Interfearance in [WIP] Ganga (Bomb/Defusal)   
    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. Like
    GenoCide got a reaction from Interfearance in [WIP] Ganga (Bomb/Defusal)   
    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. Like
    GenoCide reacted to jd40 in Incline   
    Update: No longer working on this map as of september. I may continue working on it some time after the contest.
     
     
    My contest map will be set on a hill with a cable car station.
    Bombsite A will take place inside the station, while B will be under a huge tent housing an ancient ruins exhibition.

     
    The layout is very much a WIP and not ready for playtests yet, but hopefully it will be soon. Some screenshots below:
     
  4. Like
    GenoCide reacted to P0TAT0 in [WIP] Ganga (Bomb/Defusal)   
    Sounds interesting, keep us updated man!
  5. Like
    GenoCide reacted to michal3210 in [CS:GO] dz_junglety (Danger Zone)   
    Update
    I made a short showcase video, map is almost done!
     
  6. Like
    GenoCide got a reaction from squeezit in [WIP] Ganga (Bomb/Defusal)   
    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. Like
    GenoCide got a reaction from Pampers in Mustang (formerly Everest)   
    https://imgur.com/gallery/E1Yr0

    I clicked these while I was in Himachal pradesh, India. 
  8. Awesome
    GenoCide got a reaction from That50'sGuy in Mustang (formerly Everest)   
    https://imgur.com/gallery/E1Yr0

    I clicked these while I was in Himachal pradesh, India. 
  9. Like
    GenoCide got a reaction from Roald in Mustang (formerly Everest)   
    https://imgur.com/gallery/E1Yr0

    I clicked these while I was in Himachal pradesh, India. 
  10. Like
    GenoCide got a reaction from sir goober in de_Vice   
    Reminds me of Tommy Vercetti.
  11. Like
    GenoCide got a reaction from Squad in Mustang (formerly Everest)   
    https://imgur.com/gallery/E1Yr0

    I clicked these while I was in Himachal pradesh, India. 
  12. Like
    GenoCide got a reaction from grapen in Mustang (formerly Everest)   
    https://imgur.com/gallery/E1Yr0

    I clicked these while I was in Himachal pradesh, India. 
  13. Like
    GenoCide got a reaction from That50'sGuy in Collision mesh for source models in blender   
    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.
  14. Like
    GenoCide reacted to leplubodeslapin in Collision mesh for source models in blender   
    I don't really understand your issue, what's the problem here with creating just a basic collision shape like this ?
     →  OR 
    Also if you have unecessary geometry like that and you don't want to destroy the faces and rebuild everything by hand, you can select the edges like this :

    Press DELETE (or X) and pick "Dissolve Edge". It will reconstruct geometry without these edges.
     
    EDIT
    Can you show us the complex geo that you struggle with ?
    Most of the time, I think it's just about the amount of elements I use in my collision meshes. By using multiple you can create concave geometry but you'll quickly hit the limit amount of elements (don't remember how high this limit is but it's pretty low)
  15. Like
    GenoCide got a reaction from That50'sGuy in Source engine envmapmask doesn't work if $basealphaenvmapmask is used. Any solutions?   
    I must be blind to leave that unnoticed. Thank you so much . Correcting that resolved the issue.
  16. Like
    GenoCide reacted to Yanzl in VMT Editor - fast and simple editor for vmt files   
    I've created some official documentation for VMT Editor and Substance shaders. 
    VMT EDITOR USER GUIDE
    Hopefully you'll find this useful and discover some new features. 
  17. Like
    GenoCide got a reaction from blackdog in Joker (Joaquin Phoenix)   
    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.
  18. Like
    GenoCide got a reaction from +Rusty+ in Source engine envmapmask doesn't work if $basealphaenvmapmask is used. Any solutions?   
    I must be blind to leave that unnoticed. Thank you so much . Correcting that resolved the issue.
  19. Like
    GenoCide reacted to +Rusty+ in Source engine envmapmask doesn't work if $basealphaenvmapmask is used. Any solutions?   
    Within your test vmt your using $basemapalphaenvmapmask instead of $basealphaenvmapmask.
    here's also a lil list of some vm param stuff:
    https://forum.tsgk.com/viewtopic.php?t=4965
     
     
  20. Like
    GenoCide got a reaction from Andre Valera in Source engine envmapmask doesn't work if $basealphaenvmapmask is used. Any solutions?   
    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
  21. Like
    GenoCide reacted to Mocherad in [Source 2] De_dust 2   
    Oh damn, another year gone.. Jesus lost my motivation again, and again i've changed the art style to Low Poly  - how it was year ago - 

    half year ago 

    Now 

     
    It's challange of my life guys, i should finish it finally! 
  22. Like
    GenoCide got a reaction from Interfearance in Change any sketch into photorealistic landscape with AI.   
    Just came across this video. Making skyboxes will be so much easier with this.
     
     
  23. Like
    GenoCide reacted to blackdog in [WIP]De_Calamari (Final released)   
    Like it quite a lot; the stone texture becomes a bit boring (read: "samey"), also odd choice using green for the indication of bomb sites, as is the colour used for most of details (foliage, windows etc). It would look even better with some well choosen contrasting colours
  24. Like
    GenoCide got a reaction from spa in [WIP]De_Calamari (Final released)   
    Final Released.
  25. Like
    GenoCide got a reaction from blackdog in [WIP]De_Calamari (Final released)   
    Final Released.
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