ElectroSheep Posted December 3, 2015 Report Posted December 3, 2015 Less red is better, models are cheaper and more easy to deal with with fade distance and occluder. Displacement are like a bit more expensive than brush but overall you have less porblem with them than normal brushes. But the best things to know what is computing the most is to check +showbudget with multi-core rendering off. Vaya, Tyker and jackophant 3 Quote
Overdoziz Posted December 3, 2015 Report Posted December 3, 2015 Codename22, maxlevelboi, Tyker and 4 others 7 Quote
resident91 Posted December 4, 2015 Report Posted December 4, 2015 Aaaah, I see that's de_aztec_d, a decompiled version. I was using the regular vmf file in the CSGO files. I'll decompile the latest version and take a look there, thanks!Edit: I checked it out, and there aren't any differences in settings. No input or output either. Still no clue why the particles appear and disappear randomly for random players between rounds. Did you solve your problems with the fog that is generated differently for each player? Quote
Tyker Posted December 4, 2015 Author Report Posted December 4, 2015 Did you solve your problems with the fog that is generated differently for each player?Nope! I've tried a bunch of things but nothing seems to work. Quote
Tyker Posted December 6, 2015 Author Report Posted December 6, 2015 I've just made B site a bit easier to defend. The toilets are a bit longer now, and the stairs are replaced with a dropdown. Also, A site no longer has a dropdown from mid Codename22 1 Quote
Tyker Posted January 1, 2016 Author Report Posted January 1, 2016 (edited) Thanks to the CSGO subreddit I got a lot of playtesting done and got valuable data that I could view thanks to demo.ehvag.de: http://demo.ehvag.de/#56755c2a6e8dfd315732a5cf,56755d076e8dfd315732a5d0Which means plenty of gameplay changes were made, such as adding double doors, masking some sightlines, and adding more navigational and callout points.If you are looking to play: It'll be on a mapcore playtest this Sunday January 3rdOr you can connect to 85.236.109.80:27215 to check it out in-game. Edited January 1, 2016 by Tyker nicoreda, Vaya, Codename22 and 1 other 4 Quote
Vaya Posted January 1, 2016 Report Posted January 1, 2016 looking better layout wise Codename22 and Tyker 2 Quote
nicoreda Posted January 1, 2016 Report Posted January 1, 2016 Hey, I don't really like textures you used, but in global it look really good ! Quote
Tyker Posted January 1, 2016 Author Report Posted January 1, 2016 Hey, I don't really like textures you used, but in global it look really good ! What do you mean exactly? Is it the colour? Resolution? Trims or tiles? Which textures? And where? Quote
nicoreda Posted January 2, 2016 Report Posted January 2, 2016 What do you mean exactly? Is it the colour? Resolution? Trims or tiles? Which textures? And where?It was in the first topic page, using doors to make walls ^^ Quote
Tyker Posted January 3, 2016 Author Report Posted January 3, 2016 (edited) It was in the first topic page, using doors to make walls ^^Those have been removed! I now use a custom texture for those walls Edited January 3, 2016 by Tyker nicoreda 1 Quote
Klems Posted January 3, 2016 Report Posted January 3, 2016 (edited) My main gripe is that the map feels too claustrophobic in some places. The choice of textures and color is almost "creepy" sometimes! Maybe it's the theme, a slaughterhouse isn't the most happy setting after all.The attention to details is great by the way (skybox, soundscapes, particles, animations), well done!feedback album http://imgur.com/a/3on2A Edited January 3, 2016 by Klems Codename22 and Tyker 2 Quote
Tyker Posted January 4, 2016 Author Report Posted January 4, 2016 My main gripe is that the map feels too claustrophobic in some places. The choice of textures and color is almost "creepy" sometimes! Maybe it's the theme, a slaughterhouse isn't the most happy setting after all.The attention to details is great by the way (skybox, soundscapes, particles, animations), well done!feedback album http://imgur.com/a/3on2AThanks!Regarding that last one: I have no idea why that prop is lit so badly. I tried all kinds of shaders to improve it, and light_info as well, but no matter what I do it still looks badly lit. Other props in the map look really well lit, and have the same kind of shader. I do not know how to fix this one. Quote
Squad Posted January 4, 2016 Report Posted January 4, 2016 Thanks!Regarding that last one: I have no idea why that prop is lit so badly. I tried all kinds of shaders to improve it, and light_info as well, but no matter what I do it still looks badly lit. Other props in the map look really well lit, and have the same kind of shader. I do not know how to fix this one.How big is that model? If it's one giant model, maybe splitting it into smaller pieces could fix it? Just an idea. tomm and Klems 2 Quote
Tyker Posted January 4, 2016 Author Report Posted January 4, 2016 (edited) How big is that model? If it's one giant model, maybe splitting it into smaller pieces could fix it? Just an idea.I have already tried exactly that! It is comprised of multiple smaller models, but the baked lighting on it is still bad. I've also tried different light compiles, but it bakes badly every time. I am thinking it may have something to do with the realtime lighting, but I am not sure yet.Yep, it's light_directional that is causing the issue. The only way I've found so far to make the cage bake well is removing the entity. But then the rest of the map lacks other lighting. Not sure what to do now. Edited January 4, 2016 by Tyker Quote
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