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Donskioni

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About Donskioni

  • Rank
    Regular

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  • Job
    Product Designer
  • Location
    St. Louis

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  1. 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!
  2. 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!
  3. @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
  4. 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
  5. Hey! been trying to dl the csgo sdk update... anyone else having trouble with the dl?
  6. looks like i might need to delve into a tone map controller...Will be getting into that tonight as well.
  7. 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)
  8. so i have been running the map with only world brushes and player starts and still having a rough time... started getting leaks without point files. I dont know how they are getting out ;/ I guess ill keep trucking
  9. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials Loading n:\art\counterstrike map\maps\de_tour_v10.vmf Map revision 1546 Can't find surfaceprop WoodWood_Lowdensity for material TEST/TOURISTAS_WOOD_DETAIL_BLUE1, using default Can't find surfaceprop WoodWood_Lowdensity for material TEST/SIGN_CBL, using default Patching WVT material: maps/de_tour_v10/test/touristas_stone_floor_b10_blend_wvt_patch Patching WVT material: maps/de_tour_v10/test/touristas_stone_floor_wvt_patch Patching WVT material: maps/de_tour_v10/concrete/blend_blacktop_01_wvt_patch Patching WVT material: maps/de_tour_v10/stone/blend_building_sidewalk_wvt_patch Patching WVT material: maps/de_tour_v10/nature/hr_c/hr_dirt_mulch_blend_001_wvt_patch Patching WVT material: maps/de_tour_v10/brick/hr_brick/venice/brick_ground_a_blend_wvt_patch Patching WVT material: maps/de_tour_v10/hr_massive/survival_woodsiding_white_color_blend_wvt_patch fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) Chop Details...done (1) Find Visible Detail Sides... Merged 3728 detail faces...done (2) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! done (2) writing n:\art\counterstrike map\maps\de_tour_v10.prt...Building visibility clusters... AutoVisClustering (threshold=-1) matched 0 leafs. done (0) Finding displacement neighbors... Found a displacement edge abutting multiple other edges. Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (1) (2019650 bytes) Error! To use model "models/props/de_inferno/hr_i/inferno_vintage_radio/inferno_vintage_radio.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props/de_inferno/hr_i/inferno_vintage_radio/inferno_vintage_radio.mdl"! Error! To use model "models/props/hr_massive/survival_windows/survival_window_small.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props/hr_massive/survival_windows/survival_window_small.mdl"! Error! prop_static using model "models/props/de_house/window_54x76_break05.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/de_house/window_54x76_break05.mdl"! Error! prop_static using model "models/props/cs_office/tv_plasma.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/tv_plasma.mdl"! Error! To use model "models/props/de_inferno/hr_i/inferno_ceiling_fan/inferno_ceiling_fan.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props/de_inferno/hr_i/inferno_ceiling_fan/inferno_ceiling_fan.mdl"! Error! prop_static using model "models/props/cs_office/phone.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/phone.mdl"! Error! prop_static using model "models/props/cs_office/trash_can.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/trash_can.mdl"! Error! prop_static using model "models/props/cs_office/computer_mouse.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/computer_mouse.mdl"! Error! prop_static using model "models/props/cs_office/coffee_mug.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/coffee_mug.mdl"! Error! prop_static using model "models/props/cs_office/water_bottle.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/water_bottle.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 15508 texinfos to 8784 Reduced 130 texdatas to 113 (3806 bytes to 3122) Writing n:\art\counterstrike map\maps\de_tour_v10.bsp MSG_FILEWRITE - Filesystem was asked to write to 'n:\art\counterstrike map\maps\de_tour_v10.bsp', but we don't own that location. Allowing... 8 seconds elapsed 12 threads reading n:\art\counterstrike map\maps\de_tour_v10.bsp reading n:\art\counterstrike map\maps\de_tour_v10.prt 1296 portalclusters 3925 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 11126 visible clusters (0.00%) Total clusters visible: 565210 Average clusters visible: 436 Building PAS... Average clusters audible: 1289 visdatasize:390843 compressed from 435456 writing n:\art\counterstrike map\maps\de_tour_v10.bsp MSG_FILEWRITE - Filesystem was asked to write to 'n:\art\counterstrike map\maps\de_tour_v10.bsp', but we don't own that location. Allowing... 31 seconds elapsed [Reading texlights from 'lights.rad'] [17 texlights parsed from 'lights.rad'] Loading n:\art\counterstrike map\maps\de_tour_v10.bsp Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches03.vtf Loaded alpha texture materials\models\props_foliage\flower_A.vtf Loaded alpha texture materials\models\props_foliage\flower_B.vtf Loaded alpha texture materials\models\props_foliage\flower_C.vtf Loaded alpha texture materials\models\props_foliage\flower_D.vtf Loaded alpha texture materials\models\props\de_nuke\hr_nuke\chainlink_fence_001\chainlink_fence_wire_001_mip0.vtf Loaded alpha texture materials\models\props_foliage\Mall_trees_branches01.vtf Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches03.vtf Loaded alpha texture materials\models\props\de_dust\hr_dust\balcony_railing_set\balcony_railing_set_color.vtf Loaded alpha texture materials\metal\hr_metal\hr_metal_grating_001_color.vtf 20215 faces 7 degenerate faces 749613 square feet [107944336.00 square inches] 358 Displacements 98441 Square Feet [14175624.00 Square Inches] 20208 patches before subdivision zero area child patch zero area child patch zero area child patch zero area child patch zero area child patch 137808 patches after subdivision 48 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 15986424, max 4225 transfer lists: 122.0 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(nan, nan, nan) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(nan, nan, nan) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(nan, nan, nan) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(nan, nan, nan) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(nan, nan, nan) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(nan, nan, nan) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(nan, nan, nan) 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#95 added RGB(nan, nan, nan) 0...1...2...3...4...5...6...7...8...9...10 Bounce #96 added RGB(nan, nan, nan) 0...1...2...3...4...5...6...7...8...9...10 Bounce #97 added RGB(nan, nan, nan) 0...1...2...3...4...5...6...7...8...9...10 Bounce #98 added RGB(nan, nan, nan) 0...1...2...3...4...5...6...7...8...9...10 Bounce #99 added RGB(nan, nan, nan) 0...1...2...3...4...5...6...7...8...9...10 Bounce #100 added RGB(nan, nan, nan) Build Patch/Sample Hash Table(s).....Done<0.0246 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 22/1024 1056/49152 ( 2.1%) brushes 5143/8192 61716/98304 (62.8%) brushsides 42811/81920 342488/655360 (52.3%) planes 30740/65536 614800/1310720 (46.9%) vertexes 42134/65536 505608/786432 (64.3%) nodes 2721/65536 87072/2097152 ( 4.2%) texinfos 8784/12288 632448/884736 (71.5%) texdata 113/4096 3616/131072 ( 2.8%) dispinfos 358/0 63008/0 ( 0.0%) disp_verts 30662/0 613240/0 ( 0.0%) disp_tris 48896/0 97792/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 344153/0 344153/0 ( 0.0%) faces 20215/65536 1132040/3670016 (30.8%) hdr faces 20215/65536 1132040/3670016 (30.8%) origfaces 16965/65536 950040/3670016 (25.9%) facebrushes 1020/0 2040/0 ( 0.0%) facebrushlists 20215/0 80860/0 ( 0.0%) leaves 2744/65536 87808/2097152 ( 4.2%) leaffaces 28708/65536 57416/131072 (43.8%) leafbrushes 11947/65536 23894/131072 (18.2%) areas 4/1024 32/8192 ( 0.4%) surfedges 172528/512000 690112/2048000 (33.7%) edges 112195/256000 448780/1024000 (43.8%) LDR worldlights 0/8192 0/819200 ( 0.0%) HDR worldlights 48/8192 4800/819200 ( 0.6%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 2841/32768 28410/327680 ( 8.7%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 59088/65536 118176/131072 (90.2%) VERY FULL! cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 20/1024 7040/360448 ( 2.0%) LDR lightdata [variable] 0/0 ( 0.0%) HDR lightdata [variable] 12756040/0 ( 0.0%) visdata [variable] 390843/16777216 ( 2.3%) entdata [variable] 99194/393216 (25.2%) LDR ambient table 2744/65536 10976/262144 ( 4.2%) HDR ambient table 2744/65536 10976/262144 ( 4.2%) LDR leaf ambient 2744/65536 76832/1835008 ( 4.2%) HDR leaf ambient 15734/65536 440552/1835008 (24.0%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/79514 ( 0.0%) pakfile [variable] 9702832/0 ( 0.0%) physics [variable] 2019650/4194304 (48.2%) physics terrain [variable] 104556/1048576 (10.0%) Level flags = 7e Total triangle count: 62965 Writing n:\art\counterstrike map\maps\de_tour_v10.bsp MSG_FILEWRITE - Filesystem was asked to write to 'n:\art\counterstrike map\maps\de_tour_v10.bsp', but we don't own that location. Allowing... 5 minutes, 19 seconds elapsed I see some errors in the above compile but am pretty sure the ones I recognize are fine. If anyone catches it please let me know!
  10. So I was able to snap a picture of this weird lighting. Still working it out but if anyone has an idea let me know please! I was able to get it lit once by making the light env brighter and another setting change but it makes it too bright... hmmm
  11. Hey! Have been lazy with the updates... but ran into a new problem if anyone out there has an idea whats wrong.... Final Compiling problems... I can compile on fast and everything works peachy... but once I try to run a final compile, all my textures turn almost black.... but most of my props have correct lighting. Im not quite sure why this is happening.... I do have some area portals .... but I believe they are set up correctly. I have a sun and light env.... I have mainly been detailing... so Im having a hard time finding the culprit. Any suggestions welcome!
  12. So, as of last night my sdk wont launch. I didn't change anything or do anything to my pc that I am aware of... but when trying to launch it it will say running... then syncing... and nothing. Ive tried to extensively google about it but cannot find the cure.... At this point I have uninstalled csgo ... deleted its folder... and reinstalled both csgo and its sdk twice to be sure... no dice. If anyone has any insight to this please for the love of god show me the way!
  13. Hey! some image grabs today The first three images are of mid, It runs through the entire map and is also the lowest point in the map. I wanted to have this be an important area to control while also being a dangerous place to be. It is separated into segments by 3 tunnels. 1st image is terrorist side and the following two images approach ct side. Image below is CT spawn with three distinct directions to choose. left is toward cable car (a) mid is mid Right is gazebo (B) Below is bombsite (A) cable car. This view shows the one way drop to the site along the coast. The bomb can only be planted toward the top by the cable car motor. Ct entrance to cable car (a) with raised platform T entrance to site (B) gazebo. Bridge connects to upper mid. You can use the windowsills to reach an alternate route. trying to clip everything and adjust some sight lines... then find time for that play-test!
  14. Have been pushing off posts due to laziness... Still pushing hard over here! Here are some signs thrown together ready to move into photoshop! Hope to get some mapcore playtests soon... just need find a weekend im free.
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