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Donskioni

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About Donskioni

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    Product Designer
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    St. Louis

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  1. 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
  2. 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!
  3. 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
  4. 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!
  5. 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!
  6. 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!
  7. 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.
  8. Couple shots of some of the initial blocking and better lighting! (in fast mode lol)
  9. Whew, lots tweaking going on lately. new radar about to be uploaded, see below! Other than that ive been working really hard on layout tweaks. I decided to ditch the night concept and focus on daytime for a first map. If I make a hostage version it can be night . Had many of areas that when testing with bots visibility was very poor, or the conflict felt awkward. Ive had a few close friends play competitive, casual and free for all. Its been super helpful to see what areas work.... I need railings to really sell the theme and had to be creative on how to incorporate them as not to destroy visibility. I also had to block a path to reduce the chaos a little which really helped with rotation timings. Ive been incorporating alot of base detail to make sure it doesn't interfere with gameplay, and hope to wrap that up in a couple weeks! From there I hope to schedule a play-test to get some in depth feedback! Ive tried really to make things balanced, but well see how it goes!
  10. Been in photoshop alot lately figuring out what my textures are going to look like! Going to get em ingame soon to text scale, normal maps and blending! The stone with the white boarders took 5 hrs alone ... phew. Its one of the core textures tho! Take a look!
  11. Finally got the workshop link setup! Please take a look if you are interested! note: lighting is wack, and there are some ares which have poor vis because of this. Some detail has been played with just to add some intrest in play, but it is still heavily WIP. Most of the layout is there! There are tons of grenade options, and alot of height variety. WS link: https://steamcommunity.com/sharedfiles/filedetails/?id=1748296130 I also had some fun with the radar.... its still a WIP as well. Pink is the lowest and the blue light blue tends to be the highest. but check it ouuuuut!
  12. Whew, here are a bunch of screen grabs to show off some of the geometry. I am aware of a lot of lighting issues at this point, but have been reworking alot of the maps dimensions and flow. Plan on posting a workshop link this week!
  13. This saved my sanity. Thank you so much!
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