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Donskioni

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About Donskioni

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    Regular

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  • Job
    Product Designer
  • Location
    St. Louis

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  1. Much appreciated! The name means stranger in Greek ... and I felt X names aren’t used much ... it plays into the theme of tourists but yeah!
  2. Welcome to Xenos, The cost of living has become unbearable for locals due to an extreme uptick in tourism. The locals are out of options, and will stop at nothing to save their way of life. Over the last few months the locals have meticulously planned for their moment. Tonight is the night. They plan to stop the tourists at the source. The cable car. One strategic explosive in the engine room will render it useless for months... If they run into too much trouble, the fall back is a newly installed tourist information center. Not nearly as critical, but at least it would send a message.... Xenos is a small map with abundant height variation, open skybox, and routes with one way drops/ boosts. Teamwork will be necessary to triumph over your opponent. Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1918639849 - Thanks for all involved, I appreciate the chance to learn a new program with a goal! Also, Thanks to those who helped me troubleshoot along the way!
  3. working that 3dskybox magic.... note: first full compile for 3d skybox... so twerking to come... need to adjust fog, lighting, polish ect... feeling good aproaching the deadline! Getting better fps than nuke atm and just need to make a few more props, textures... and polish till the cows come home. Im also planning on a name change. Thinking Its going to become de_xenos... which means stranger in greek.... Its shorter and more exotic
  4. Deadline is coming in but I’m making the props! pretty happy with this direction... ignore the prop defect which is fixed now
  5. Praise be to Gaben, I got it working. Thank you for your offer! Looks like I finally get it .... this has been so tedious.... agh but feels good after a long day Also @Roald I have had alot of testing with a small group, the minimap looks like a mess because due to some of the one way drops ect... Since the comp started I have tried to make sure game play was #1 priority.... the end result is me trying to have balance and alot of opportunity for tactical maneuvers! but i might be a loon..
  6. Allllrighttt... so, having some fun with importing my props with a proper collision mesh. It seems no matter what I do it shrink wraps the collision. I would be posting my error log but this ass backwards studiomdl doenst hold the error log after compile... Ive tried to use a batch file but now that doesn't work either. Im pretty dam sure my batch file is incorrect. can anyone suggest a fix other notes... im using blender and notepad ++ for my q script. C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\models\xenos_models>C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\bin "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\models\xenos_models\bridge_fence-test.qc" 'C:\Program' is not recognized as an internal or external command, operable program or batch file. C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\models\xenos_models>pause Press any key to continue I just want this dam fence in game with proper F****** collision in my level going to pull the last few threads of my hair out by the end of the month... the pleasures of learning source engine.
  7. Hey Hey mappers! New workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1918639849 the current workshop file has an old radar, but should be good enough to get you around Being my first map I know this wont be perfect but am pretty stoked with everything I learned up to this point next month I plan on.. - 12 textures (some normal maps are messed up!) - 6 new props - clipping - cubemaps - fixing those pesky string lights ( the move rope lines are not accurate if anyone knows if im doing something wrong ) - fine tune the lighting ( white spots ect... ) - adding back the hint brushes (optimize) - a new 3d sky box (yikes) - soundscapes - final nav mesh/nav map Hope everyone has a great holiday! good luck in the new year! And yes
  8. looks like you could use some more env sprites and spot lights.... but im still somewhat new to mapping check out tophat waffles lighting tut or 3kliksphilip does one on the skybox as well. Looks like a fun concept! gl!
  9. Fellow mappers, today shal me marked in history. The day I finally create a prop and.... more importantly successfully get it in game. Haha ... this took so much effort... I made a extreme amount of mistakes along the way... but finally made it... below is the monstrosity haha I haven’t textured it or baked it’s uv yet.. just a random image. .... looks like I’ll have some killer props to come!
  10. @fewseb thanks for the response! oh boy... and I was just about to add a hole slew more. looks like ill have a little more modeling/propper ahead of me
  11. Hey guys! if anyone knows the best way to trouble shoot problems lmk please!!! Ill start here... Big progress has been made on my map and i am very excited for the deadline..... but, I got to "too many t junctions" To start, im not completely sure what a t junction is. I thought it was func detail intersecting world brushes... but I dont think that is it... and then I thought it was func detial touching world blocks ... but I dont think that is it either. looked over reddit ect..... I have tried deleting different things to see how my number fluctuates.... 65547 of em atm. but this has only confused me more because the changes are not consistent. The thing that I thought was weird, was that if I hid all hint brushes I wouldn't get the problem and could compile normally. If I delete the largest hint brush... (across whole map cutting across a bunch of world blocks ) it would only remove 6 t junctions from my list. - on another note I have some no draw on some displacements .... and a couple props with the wrong prop type.... but I dont think these would be the problem and am saving them for later. Ill send a prayer to gaben, but if anyone can help! please! Then i will post some new screen shots lol
  12. Hey! been trying to dl the csgo sdk update... anyone else having trouble with the dl?
  13. looks like i might need to delve into a tone map controller...Will be getting into that tonight as well.
  14. Hey peeps! Been at it in the dark over here still... But have ran into another basic issue with lighting/ textures. The first image below shows what i am working up against. The angled parts that reflect the sun are extremely bright... this happens on the floor at some spots as well. I have alot of white paint in this map to match the desired theme. Ive been playing with the lighting settings alot but it is extremely tedious to recompile after each lighting edit. The current light is 140 and ambiance 200 the hdr scale is 1. Could edit hdr scale down? or could be how im making my texture... maybe too white ? or my normal map being off? ... I make everything in photoshop... or there is too much white? idk If anyone has some lighting settings of thoughts please let me know! Below are some progress shots ! Cable Car Site a Lead up to site B Gazebo Site B (Textures are still in heavy development hence the lighting question) Most up to date radar Ive put alot of planning into the layout. There is alot of thought into group play with many opportunity for information gathering, boost spots, and one way drops. (and for some reason I cant delete this duplicate image below)
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