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RealaxFourX

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  1. Like
    RealaxFourX reacted to untor in [CS:GO] [WIP] Free content from Waterfall   
    Hello again! I am preparing a major update of the Waterfall map. Most likely, it will be a small independent rethinking of the very idea of the map.
    Thinking about what I would like to change - to re-design most of the models and textures for me. Then I had the idea of sharing my content with others.
    I think that these models will be free for everyone. But not for commercial use (or in agreement with me)
    I can not yet say the exact date of the release kit. But definitely not before the updated map of Waterfall.
    I hope it will come in handy.
  2. Like
    RealaxFourX got a reaction from rosk in [CS:GO] (W.I.P) de_arpegio   
    Is it in the workshop? Looks very interesting, would be awesome to subscribe.
  3. Like
    RealaxFourX reacted to esspho in You Decide Mapcore's Future   
    Voted Black Mesa. If it's gonna be csgo, I second that it should be non-de for a change.
  4. Like
    RealaxFourX reacted to Terri in MapCore CS:GO Playtesting 5.0   
    FAQ
    Additional FAQ can be found on the old playtesting thread & feel free to contact either current playtest admin Nuder (discord: Nuder#3774) or myself (discord: Terri#1024)
    See you on the server!
  5. Like
    RealaxFourX reacted to -cDJ- in [CSGO] Lack of mapping channels on YouTube   
    My favourite series on YouTube for Counter Strike is /u/3kliksphilip's "Making of de_sparity". I loved his explanations of each stage of development and why he made the map to the point where it is today. From there I looked at other videos of this type and found a few, but not many. That series motivated me to start mapping.
    This is where my interests turned to a video type that is absurdly absent from YouTube. At least not consistently. Workshop map reviews/showcases. Sure, there is a few videos here and there but not a strong series(If there is I'd like to know). 
    I started a YouTube channel to showcase and give opinions about decently produced maps (not day creations). So in this way it is not reviews of maps that have a strong chance of being in the next operation, but to amateur creators who are passionate and have put some time into the map. It is a way to present a map that would normally be buried by high class mappers and give feedback. Personally I feel it is a great idea, benefiting mappers greatly.
    Another video style also relatively absent is CS mapping videos, I started a live series (posting as I create the map, rather than post) of my map making journey.
    (And yes I have seen the few workshop map review videos)
     
    I would love your opinions and suggestions about this and hope you check the videos out.
     
    YouTube Channel: https://www.youtube.com/c/ricochetstudios
    Workshop Map Reviews: 
     
    Mapping Series: 
  6. Like
    RealaxFourX got a reaction from El_Exodus in (CS:GO) How to make correctly an arch in hammer with different height at the start and the end?   
    Thanks for your helpful tip. Now everything works like a charm.

  7. Like
    RealaxFourX got a reaction from spa in (CS:GO) How to make correctly an arch in hammer with different height at the start and the end?   
    Thanks for your helpful tip. Now everything works like a charm.

  8. Like
    RealaxFourX got a reaction from UNREA1 in (CS:GO) How to make correctly an arch in hammer with different height at the start and the end?   
    Thanks for your helpful tip. Now everything works like a charm.

  9. Like
    RealaxFourX reacted to UNREA1 in (CS:GO) How to make correctly an arch in hammer with different height at the start and the end?   
    Do not rotate or carve! Assuming this is our front view, what you wanna do is either make every line horizontal, and then move one of the ends up or down using the vertex manipulation tool, like so.
     
    Now if you were to do this on an angle from the top view, you'd probably have to use an instance, but I don't think its the case.

  10. Like
    RealaxFourX reacted to untor in [CS:GO] de_waterfall [wip]   
    Good day and good news! Map was full updated!
    Timeline
     
    Teaser
    (first video from the game on map, do not judge strictly)
  11. Like
    RealaxFourX reacted to gamez7 in [WIP][CS:GO] de_lombardy   
    Bombsite A with the new skybox, lighting, and bell tower
  12. Like
    RealaxFourX reacted to Radix in [CS:GO]   
    Well, I don't really remember the original post, so the following is not about Michael Greenwood's map specifically.
    But in general I noticed that in the last time many people post their (too) early greybox maps. What do you expect from it? Do you really think that someone would play a map (where pretty much everything is bad) for a couple of hours in order to give a qualified feedback? Would you do this for anybody else?
    Surprisingly some people of this amazing community still take their time and look at the pictures/layout, maybe even play the map if available. The result is - of course - often negative feedback. Things which you would have noticed if you cared about your own map.
    Every early greybox map is bad in the beginning. That's normal. You can't expect positive feedback when pretty much everything is bad. And you can't create something good without making mistakes! So make your mistakes, then try to fix them, then post your stuff.
    I'm probably not the one to give advice, because I'm not really good at making maps.
    But I suggest:
    1. Make your first greybox.
    2. Play it ffs. (with bots) (until you find something that you don't like)
    3. Change what you don't like.
    4. Play again.
    5. (...)
    As soon as you are happy with your map, start with the architecture mock up, so that you get an idea how the map could look like after detailing.
    THEN it's maybe time to get some feedback from other guys to get aware of things you didn't notice etc.
    Then you will probably get better and more qualified/useful feedback. And it won't end up frustrating with mostly bad comments like in this thread...
     
    On the other hand I often don't like how some people talk about other people's maps.
    It's often like "do this and that", "this looks bad/boring/...", ...
    If you give feedback, try to stick to some simple rules:
    1. Start with something positive.
    2. If you want to criticize something, try to use terms like "I think that..." or "I would change this...". Your critique is still just your opinion and you might be wrong (as well) even if you are the godfather of level design himself.
  13. Like
    RealaxFourX reacted to cashed in [CS:GO] DE_LITE   
    Ladder Room

    CT Spawn update

  14. Like
    RealaxFourX got a reaction from gamez7 in [WIP][CS:GO] de_lombardy   
    Reminds me cs_italy so much!  I hope Lombardy's gameplay will be better though. I will give it a try then I will have some free time. 
  15. Like
    RealaxFourX reacted to Lizard in Valley [CSGO]   
    Ok here are my thoughts.


    Those vents are not connected to anything. There are few places on the map like this.


    You can work on the lighting here to guide the players.

    Stretch the texture in y axis so you have the edge on the bottom.

    Smooth this and also do something with lightbleed there.

    Head bumb. Disable the collision.

    Floating tv. Noticeable.

    Self explanatory.

    Move the frame so it covers the texture change.

    The light is too strong.

    I would change the doors and frames on the ones from nuke.

    It would be nice to have some kind of "step" texture here.

    Work on texture alignment.

    Self explanatory.
     
  16. Like
    RealaxFourX reacted to spence in cs:go sliding doors while holding use key   
    momentary_rot_button and func_movelinear are still present in the CSGO SDK. Use the 'Position' output from the momentary_rot_button to set the position of the door.
  17. Like
    RealaxFourX reacted to Psyrius in [Tutorial] Make your own skybox for CS:GO   
    Hello! I've been mapping for a little over a month now... and I've chosen the worst possible engine to start my mapping career 
    I won't go into detail on how to make everything pretty in this guide. That's where you have to experiment on your own.
    The purpose of this tutorial is mainly to give you the correct tools and settings to creating a fully functional skybox texture for CS:GO.
    Programs used in this tutorial:
     
    Terragen 3 Photoshop (Optional) VTFEdit Notepad++ (Optional)  
     Terragen
    You can download Terragen here:
    http://planetside.co.uk/products/download-tg3
    Take note that it's not possible to render a 1024x1024 image and have it on max detail if you're using the free version.
    But it's possible to render a 512x512 skybox with 60% Detail.
     
    Open up Terragen. We will begin with removing the surface. It is not needed for our skybox since you'll not be able to see it in game anyway.
    If you include it, it's just gonna make the rendering process take longer.
    Click on 
    Click on "Planet 01" and uncheck "Render surface".

    (Save often because Terragen has a tendency to crash sometimes).
     
    Click on 
    Click on "/Render Camera" and rename it to "FT"
    Set Position: 5000 / 10 / 5000 (It can be good to remember that the number in the middle will represent at what height your camera is set) Set Rotation: 0 / 0 / 0 Use Perspective and type in 90 in the horizontal fov
     
    Click on 
    (You can zoom in with your scroll wheel and hold [Alt+Leftclick] to pan in the Node Network).
    Click your camera named FT so it's highlighted.
    Press [Ctrl+C] on your keyboard. Press [Ctrl+V] on your keyboard. Drag the new camera into your Cameras box. Do this 4 more times, so you have 6 cameras in total.
     
    Click on 
    Click on "FT_1", rename it to "LF" and change the rotation to "0 / 90 / 0" Click on "FT_1_1", rename it to "BK" and change the rotation to "0 / 180 / 0" Click on "FT_1_1_1", rename it to "RT" and change the rotation to "0 / -90 / 0" Click on "FT_1_1_1_1", rename it to "UP" and change the rotation to "90 / -90 / 0" Click on "FT_1_1_1_1_1", rename it to "DN" and change the rotation to "-90 / -90 / 0" Double check that your cameras are set up like this: (This picture is not taken from Terragen).

     
    Click on 
    Click on "/Render 01" and rename it to "Full Render" Set Image width to 1024 (512 if you're using the free edition) Set Image height to 1024 (512 if you're using the free edition) Set Detail to 1 (0.6 if you're using the free edition) Set Anti-aliasing to 4 (Don't need much more for atmosphere and clouds, I think it's mostly for terrain and objects)
    This is very important to avoid any problems later on:
    Click on GI Settings Set GI cache detail to 0 Set GI sample quality to 0 Set GI blur radius to 0 Turn off GI surface details
     
    Click on 
    Copy & Paste the "Full Render" node in the "Renderers" box with [Ctrl+C] & [Ctrl+V].  
    Click on 
    Rename your new renderer to "Quick Render". Set Image width and height to 512 (Or even smaller). Set Detail to 0.25. Set Anti-aliasing to 0.

     
    Click on 
    Connect your camera called "FT" to the "Quick Render" node.
     

    You should now go to "File -> Save As..." and save your project and name it something like: "Skybox Default Settings"
    Put it somewhere so you always can open up that one everytime you want to create a new skybox
    After this, make sure you do not save it over. Press "File -> Save As..." again and name it to whatever you like.
     
    Click on 
    Click on "/Quick Render"
    Click on "Render Image" or press [Ctrl+R]
    Do this everytime you've changed some settings and want a fast preview of how it looks.
     
    Now to the fun part! 
    To change your atmosphere, you click on 
    Click on "/Atmosphere 01" Here you can change all kinds of different things for your atmosphere...
    Keep in mind that raising any quality settings may increase your rendering time immensely and/or turn the skybox non-functional.
    Some settings may also increase your rendering times like "Cloud density" and "Edge sharpness". The bigger and more complex your clouds are, more time will be spent computing the render. But just 1 layer of clouds won't make anyone drop the jaw. Good tweaking and layering in moderation is best to aim for.
    Click "Add Cloud Layer" and choose something that might suit you. By clicking on your new cloud layer you can tweak its settings. Click on  to tweak your lighting settings. If you want to add water, click on   It should all be fairly obvious how things work from now on. You may need to spend some time tweaking the settings and figure out things on your own or watch Terragen tutorials 
     
    When you feel satisfied with your skybox, move on and click 
    Click on "/Full Render" You can see which image will be rendered where it says Camera

    Click on "Render Image" or press [Ctrl+R]. (This can take a while depending on your settings). When it's done, click "Save...", name it "yourskynameft" if it was the FT camera and save it as .BMP To render your next image, type in the name of your next camera in the camera section (see picture above) and then render your next image. Repeat this process for all the 6 images and name them correctly.
     
     Photoshop
    Now we're gonna use Photoshop to make sure our sky is seamless and looks good.
    If the textures you rendered have a size of 1024x1024, make a new document with a width of 4096 pixels and a height of 3072 pixels
    or just download this background and drag it into Photoshop:

    If the textures you rendered have a size of 512x512, make a new document with a width of 2048 pixels and a height of 1536 pixels
    or just download this background and drag it into Photoshop:
     
    Go into "Edit -> Preferences -> Guides, Grid & Slices" Set "Gridline Every" to 256 Pixels Set "Style" to Dots Set "Subdivisions" to 1 Click OK Go into "View" and make sure "Snap" is enabled and that "Snap To" have "Grid" included Now drag all of your .BMP's to photoshop:

    Take notice of what the name of the layer is:
    Drag it to the correct location and press [Enter]. The next layer will pop up. Repeat this until you've placed them all at their correct locations:

    If it looks good with no visible seams or weird lighting, you can safely assume this is gonna work in game. It it doesn't look good, you probably have some setting enabled in Terragen which causes problems. Since I think mine looks ok, I can now exit out of Photoshop and move on to VTFEdit.
    (Didn't spend any effort on this skybox. Just added a cloud and water layer and didn't tweak any settings).
     
     VTFEdit
    Open up VTFEdit and click "Tools" and choose "Convert Folder" Change the "Input Folder" to where you have your .BMP's (You should have your .BMP's in a map somewhere) Change the "Output Folder" to "Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials\skybox" Click "To VTF" and type in "*.bmp" in the box beside it Make sure "Create VMT Files" are checked Click "Convert" After a little while you should have all your VTF's and VMT files in your "materials\skybox" folder.
    Go to that folder and open up every .VMT file with Notepad++ or Notepad
    Delete everything and replace it with:

    Where it says xx, you have to type in which side it is. Look at the name of the .VMT you're currently editing.

    When you're done, save them all...
    Now open up one .VTF file at a time and check these boxes:
    Clamp S Clamp T No Mipmap No Level Of Detail
    When you're done, click the save button...
    Open up Hammer World Editor Go into "Map -> Map Properties" Change Skybox Texture Name to "yourskyname" Compile your map and you're done
    If you want other people to see your skybox in game, you have to pack everything correctly by using e.g. VIDE.
     
     
  18. Like
    RealaxFourX reacted to Vorontsov in CS:GO modeling (formats and programs)   
    @RealaxFourX Took the time to rewrite the guide today & it should answer a few more of your questions. Read the CS:GO Section at the bottom.
  19. Like
    RealaxFourX reacted to leplubodeslapin in CS:GO modeling (formats and programs)   
    Solidworks or Catia are not appropriate for modeling for videogames. They are dedicated to 3D Volumetric modeling, but therefore you have no control on the meshes you're doing (the amount of triangles, vertices, edges, how they're organised, etc ...)
    You should use 3DSmax / Maya / Blender, even if sometimes modeling with Solidworks would be a lot easier for technical stuff (i'm personally using Catia but only at work, not for 3D modeling for games).
    Maybe there's a way to export meshes from solidworks/Catia to 3DSmax/Maya/Blender (probably through STL file format), but it will be awful to work from it and export it to Source afterwards.
  20. Like
    RealaxFourX got a reaction from Vertex in MapCore CS:GO Playtesting 4.0   
    I also submitted my map for play test. Hopefully, it will get approved. Yesterday I joined to  de_oakwood and de_mutrah. I was kinda surprised, that mapcore is organising only casual playtests. I was expecting more like 5v5 competititve match. Anyways, I would suggest to change it to competititve matches, because the main goal of the defusal and rescue maps is to be played at competitive level, and sadly, 10v10 is not the same as 5v5. Also it's worth mentioning, that enemy team can hear what other says, by this, not letting for players to do any strategies nor callouts. It limits the players. 
    Personally, if we would do a 10v10 on my current map - cs_market, I doubt it would be anything good, because I made that map specifically for competitive gameplay in mind. The same goes to dust2, because CT could place 2 players in middle and about 5 on A site and 3 on B. It's very unrealistic and makes taking the sites very difficult, especially if players are in different skill.
    Also, as I saw, there are plenty of good people, who would like to try out new maps. We could use it and just place a limit on only 5v5 at a map. On the next map, players could change and if there's still some free place in teams, previous map testers could take the place. 
  21. Like
    RealaxFourX got a reaction from Vorontsov in MapCore CS:GO Playtesting 4.0   
    I also submitted my map for play test. Hopefully, it will get approved. Yesterday I joined to  de_oakwood and de_mutrah. I was kinda surprised, that mapcore is organising only casual playtests. I was expecting more like 5v5 competititve match. Anyways, I would suggest to change it to competititve matches, because the main goal of the defusal and rescue maps is to be played at competitive level, and sadly, 10v10 is not the same as 5v5. Also it's worth mentioning, that enemy team can hear what other says, by this, not letting for players to do any strategies nor callouts. It limits the players. 
    Personally, if we would do a 10v10 on my current map - cs_market, I doubt it would be anything good, because I made that map specifically for competitive gameplay in mind. The same goes to dust2, because CT could place 2 players in middle and about 5 on A site and 3 on B. It's very unrealistic and makes taking the sites very difficult, especially if players are in different skill.
    Also, as I saw, there are plenty of good people, who would like to try out new maps. We could use it and just place a limit on only 5v5 at a map. On the next map, players could change and if there's still some free place in teams, previous map testers could take the place. 
  22. Like
    RealaxFourX reacted to Plat in de_decay (WIP)   
    Pretty big update coming in at version 42! It adds a fair bit of detailing and small gameplay changes. Check it out at http://steamcommunity.com/sharedfiles/filedetails/?id=647714113
    Also comes with pretty screenshots!
     







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