mtchromatic Posted October 12, 2019 Author Report Posted October 12, 2019 7 hours ago, Vanx said: Seems that there are some bugs inside (missing props and textures), just download it from the playtest submission sheet, maybe your able to fix it before the playtest https://steamcommunity.com/sharedfiles/filedetails/?id=1849852026 Thank you very much for testing this! This version was done on a different PC, and I must have messed up when setting up custom textures and packing with VIDE. I'll recompile an old version. (Like in the patch notes, I need to fix those nade lineups anyway. If you were wondering what they're supposed to be for, one of them is a smoke at A that lets you push onto the site, and another is a smoke for the tunnel.) Something I noticed : I don't have to wait for my workshop submission to be approved anymore. I guess 15 or so updates with patch notes is enough for them to "trust" it. H1PP0P0T4MU5 1
mtchromatic Posted October 12, 2019 Author Report Posted October 12, 2019 (edited) I think I fixed it. I removed all the custom assets from my folders then ran the latest workshop version, and that worked. Edited October 12, 2019 by mtchromatic
Vanx Posted October 13, 2019 Report Posted October 13, 2019 Was a nice playtest, like the coke points. mtchromatic 1
mtchromatic Posted October 14, 2019 Author Report Posted October 14, 2019 Post-playtest but pre-post-playtest update post! Planned changes: -Remove green room. It was kinda fun, but people almost universally said to remove it to simplify the map, and make it harder for T's to get through to CT spawn. -MOVE CT'S BACK This'll make those yellow boxes at A more useful for Terrorists. -Make the bit under B lighter this is objectively good -Remove the wallbang at the keg room leading to B, and probably make that area safer for T's in general Might give them a vent for nades or something -Make outside areas less like fancy skybox corridors
mtchromatic Posted October 14, 2019 Author Report Posted October 14, 2019 -Change window to func_breakable_surf, and change texture -Add grenade lineups for T's at A -Add a few more crates around -Change all the prop_physics to prop_physics_multiplayer -Add some textures in the places that completely lack them (office, corridor at A, T connector to mid) -Try my hand at making some keg models
mtchromatic Posted October 14, 2019 Author Report Posted October 14, 2019 I'll also A N A L Y Z E the demo and think of more stuff based off that. Thank you so much to everyone who was in the playtest!
mtchromatic Posted October 15, 2019 Author Report Posted October 15, 2019 Trying to get a foothold with modeling and making props. Interfearance 1
mtchromatic Posted October 16, 2019 Author Report Posted October 16, 2019 Working on some of those changes.
mtchromatic Posted October 28, 2019 Author Report Posted October 28, 2019 (edited) >mfw forklift Edited October 28, 2019 by mtchromatic SirK 1
mtchromatic Posted October 29, 2019 Author Report Posted October 29, 2019 ˢᵐᵃˡˡ little update to fix the forklift angles Why does this thread have so many views? Crexenic 1
DeadKnife Posted October 30, 2019 Report Posted October 30, 2019 You post very often, so it's always at or near the top. And people always look out for new changes. That inflates the amount of views a lot. So now this thread has many views
mtchromatic Posted November 2, 2019 Author Report Posted November 2, 2019 Kitbashing vents, basically throwing stuff at the wall ceiling to see what sticks.
mtchromatic Posted November 28, 2019 Author Report Posted November 28, 2019 figured out how to get custom models working, thanks squidski for pointing out why it wasn't working as a static prop now i just need to make an actual texture and model
DutchCrazyGamer Posted November 29, 2019 Report Posted November 29, 2019 12 hours ago, mtchromatic said: figured out how to get custom models working, thanks squidski for pointing out why it wasn't working as a static prop now i just need to make an actual texture and model Did you try to use substance painter for texturing your models? It is free (for students) and easy to use (some of the shortcuts are weard but you can find them in the program). There are also some great tutorials for it.
mtchromatic Posted November 30, 2019 Author Report Posted November 30, 2019 20 hours ago, DutchCrazyGamer said: Did you try to use substance painter for texturing your models? It is free (for students) and easy to use (some of the shortcuts are weard but you can find them in the program). There are also some great tutorials for it. I did get a student license about a month ago, I'll definitely try that. They do not enforce any of the rules for those signups. It'll be fun to figure out how to make stuff shiny.
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