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JSadones

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Everything posted by JSadones

  1. I always wondered, is it allowed to change Valve their models/textures for commercial projects? Edit: With commercial projects, I mean CS:GO operation maps. Either way, awesome change ! Fits the environment
  2. Saw this on /r/csmapmakers, really like it No idea on Sketchfab previews.
  3. AFAIK workshop maps are not publicly listed. You can only find them if you know the name. For instance mine is on there
  4. Taking a break from mapping and trying to focus on learning modelling/texturing. Gone a long way, if you see what I made a few months ago.... Going to try to make a high poly and bake it on a low poly tomorrow.
  5. I'm not too sure on no mid too. What are rotation times? Because it looks like they take a while Also for defending T's it's pretty easy to guess where the CT's come from. T's only have to push out a bit of the bombsite and they can just wait for the CT's to arrive and line them up.
  6. What reasons did your friend tell give you to stick with default textures? Most of they look fine to me, but a bit too low resolution. I'm not really an expert on texturing too, but here are some of my thoughts: woodwall_red03.vtf has the Normal Map flag checked, uncheck it as it is no normal map Add some detail textures to your VMT's to add more detail when the player gets close to your textures The bump maps on the hay is too aggressive Some texturing needs work Hay Wood logs Watch out with texture stretching (I think it's better that you use a model here instead of displacements) Generally I think they mostly look good (for bombsite A, use a bit more variation in colors, it's all brownish wood there, spice it up). If you want to finish this project then I suggest sticking with the default textures, but if you want to learn: continue doing custom textures and iterating on them. You will not get good at it if you don't practice. Some good tutorials: How to Create Textures From Scratch! by CG Geek https://developer.valvesoftware.com/wiki/Creating_a_Material Decompiling Valve their textures to see what they do
  7. Wow thanks for the awesome edit of that minimap ! Helps a lot! For the bombsite a, I really want it to be blowing up the satellite. But I can't find any good solution that fits the environment. Thanks for the other feedback, I'll have a look at everything once I get the other feedback from the playtest.
  8. I hope this is sufficient for now. Did the fix ups with Photoshop because I'm going to do more layout changes after I received all the feedback
  9. I'm aware of that, but it's not listed on the Steam Group, there is no event for today. While normally they are listed there too.
  10. Is the playtest for today going trough? Aftermath and my map is not on the Steam Group events list.
  11. Thank you for the feedback! I changed bombsite A a bit, made the bombsite in the middle like you said and opened it up. It allows more planting possibilities and more movement around the bombsite. I also removed the direct access from connector to the bombsite, because otherwise there were 5 entrances to bombsite A. What routes do you think need merges? I don't see any besides the one I marked here below. And for the door, I'm going to leave it currently at this, not really sure what I should do with that area. But I defiantly don't want only 1 entrance for T's. Now some pictures Hopefully I can make some changes to B too before the playtest in 2 days.
  12. Any plans to support phong shading as one of the toolbars? Awesome tool so far.
  13. Just tried it today and it's not working on my side. What I did : Dragged my materials folder (containing the .PSD files) on the .exe. Inputted Link as my mapname Created/Saved something in photoshop (Folder : Materials/projector_screen/FILE.PSD) No change in my materials/link/ folder Am I missing something?
  14. Thank you! Haha nice spotting on that flag, it's a placeholder for now. Re-texturing would be easy on the model, but I don't know if I'm allowed to edit Valve their models. That was orignally indeed glass, but I decided to take it away because of the sightline on balcony. Was a bit lazy and just re-textured it I'll move the bushes more so you don't get the impression that it's walk able. And finally, I know the fences make no sense. It was again a placeholder, but players are not supposed to go there. Did a bit of detailing, and this is sort of what I want to achieve. Obviously needs more work, but this is the sort of thing I wanted to achieve
  15. After 4 months I have finally updated my workshop link I really wanted to do more detailing before uploading, but since this is my first map I'm uncertain on the layout. It's pretty basic but hopefully it creates some nice gameplay. The T-Side of the map is way less detailed than the rest, but I'm going to continue working on that when I receive feedback on the layout. I'm going to schedule a playtest on Mapcore, but feel free to already run around in the map and give some feedback.
  16. I'm having some minor problems as well, but everything is running smooth for me.
  17. For people wanting to get into modelling for Source (With Blender) https://cloud.blender.org/p/game-asset-creation/#56041550044a2a00d0d7e069 or http://store.steampowered.com/app/373020/?l=dutch I just bought it on Steam (€10 instead of min. 3months on Blender Cloud) and it seems good so far!
  18. Don't know if it's a bug or anything, but stick to the default values of the HDR ones. NEVER CHANGE them or you'll get up with those funky shadows. So just change your BrightnessHDR back to -1 -1 -1 1
  19. Did you edit the values of HDR in your light_environment?
  20. Just an FYI : The mediafire link doesn't work anymore and the Bananalink is 404 (for Man vs engine).
  21. What does "ignore surface normals" do ? And why only do it with foliage ? Futher is there more of these things ? Like disable shadows (not shadow depth) for all props?
  22. Can you mark the bombsites and spawns on your overview ? Other than that, work on your lighting, some places are too dark. And concider using the gray dev textures so not everything is ugly orange.
  23. Looks indeed a bit like dust, and with bombsites of cache. My thoughts in an image.
  24. A few more weeks and finally it will be ready for playtesting !
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