[CS:GO]Death Valley

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Re: [CS:GO]Death Valley

Postby Smurftyours on Thu Sep 13, 2012 4:35 am

You need to add cubemaps and build them for those props to stop doing that.
jangalomph wrote:Wise words from a wise man. ^
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Re: [CS:GO]Death Valley

Postby Dives on Thu Sep 13, 2012 4:38 am

Why are you compiling it with both HDR and LDR? Theres no way to turn off HDR and CS:GO won't even run on a computer incapable of HDR.

For the props, sticking an env_cubemap somewhere in the map will fix that.
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Re: [CS:GO]Death Valley

Postby Fi3nD on Thu Sep 13, 2012 6:02 am

Command line:
Code: Select all
$light_exe -both -final -textureshadows -StaticPropLighting -StaticPropPolys -game $gamedir $path\$file

Its the Default Full compile in hammer. I'm just guessing sense it says -both, it means HDR an LDR. Seeing as -hdr is just HDR an -ldr is LDR.

Ha, Didn't even think about that. Forgot I had the same problem in CS:S with some models. Thanks I'll give it a try.
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Re: [CS:GO]Death Valley

Postby MrDetergent on Fri Sep 14, 2012 2:48 pm

Not sure why Valve just dont just change -both to just -hdr from the vrad option. Its like something they leave there on purpose to sabotage noobs getting into the level editor.
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Re: [CS:GO]Death Valley

Postby Fi3nD on Fri Sep 14, 2012 11:52 pm

MrDetergent wrote:Not sure why Valve just dont just change -both to just -hdr from the vrad option. Its like something they leave there on purpose to sabotage noobs getting into the level editor.

lulz



Got a problem '$alphatest 1' gets rid of the shadows but it also gets rid of bullet holes an blood spray showing up on the textures. An bots can see through the displacements(shooting me from half way across the map). Once I take the '$alphatest 1' out of the .vmt bullet holes show up an blood an bots can't see across the map but the shadows are back. Anyone know how to fix this?


Everything is done just this one problem... :smt021
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Re: [CS:GO]Death Valley

Postby Dives on Sat Sep 15, 2012 3:49 am

Ah ha! Looking though Valve's materials I found a better way to do it than the way I suggested before.

"%compileNoShadows" 1

Replace $alphatest with that and it should solve the problem.
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Re: [CS:GO]Death Valley

Postby Fi3nD on Sat Sep 15, 2012 5:08 pm

Tried it with an without quotes. It didn't work. Maybe it only works in L4D2 an not CS:GO?

Here's the .vmt:
Code: Select all
WorldVertexTransition
{
$basetexture "desert/rock2"
$basetexture2 "desert/sand"   
$surfaceprop "rock"
$surfaceprop2 "sand"
$blendmodulatetexture "nature/blend_texture_01"
$envmaptint "[ 0 0 0]"
$envmap "env_cubemap"
%compileNoShadows 1
}
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Re: [CS:GO]Death Valley

Postby Dives on Sat Sep 15, 2012 6:14 pm

Damn, the material Valve used that parameter on was LightmappedGeneric. Must not work with WorldVertexTransition. Only with thing I can think of is to rebuild the displacements so the sand sews with the road.

This was the contents of Valve's "concretefloor038a_noshadow".
Code: Select all
LightmappedGeneric
{
$basetexture "concrete\concretefloor038a"
$surfaceprop concrete
"%compileNoShadows" 1
}
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Re: [CS:GO]Death Valley

Postby Fi3nD on Sun Sep 16, 2012 4:36 am

Dives wrote: Only with thing I can think of is to rebuild the displacements so the sand sews with the road.


Was hoping to release this on Monday. But oh well.. :smt021
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Re: [CS:GO]Death Valley

Postby nub on Sun Sep 16, 2012 7:47 am

Gary wrote:Custom one.

Really? I still don't like that one. It's just so dark looking and it doesn't blend well with the map.

Fi3nD wrote:
Dives wrote: Only with thing I can think of is to rebuild the displacements so the sand sews with the road.


Was hoping to release this on Monday. But oh well.. :smt021

Never set a release date for your map. Just work on it until it's where you want it, then release it.
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Re: [CS:GO]Death Valley

Postby Fi3nD on Thu Sep 20, 2012 12:07 am

taking the week off lol :smt039. Remade the displacements just have to screw with the road to get it the way I want it to look.

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Re: [CS:GO]Death Valley

Postby dreamaurua on Thu Sep 20, 2012 4:36 am

cool! really neat atmosphere, super inspiring. reminds me of fy_(ranmbohulk?) or something similar. Although i do feel as you would benefit from some more foliage ( even though its a desert ). finding someone to model a ( cactus flower / odd roots & dried up plants ) would in my opinion turn your map around. if possible, it would be nice to see a few directional decals like darker cris crosses or semi circles to make the sand look pushed and a little more all around uneven. with the help of a few decals from some smaller rocks and pebbles, just to toss it up a bit. hope i could offer some cool ideas for you :)
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Re: [CS:GO]Death Valley

Postby DonPunch on Thu Sep 20, 2012 7:50 am

I think you should completely cover the road in some places, its still too uniformed for such a chaotic environment.
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Re: [CS:GO]Death Valley

Postby Major Banter on Thu Sep 20, 2012 2:39 pm

Fi3nD wrote:
Dives wrote: Only with thing I can think of is to rebuild the displacements so the sand sews with the road.


Was hoping to release this on Monday. But oh well.. :smt021

This is why we use these things called 'versions'. Release it, take the pressure off yourself. Update freely.
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Re: [CS:GO]Death Valley

Postby Fi3nD on Thu Sep 20, 2012 8:56 pm

dreamaurua wrote:cool! really neat atmosphere, super inspiring. reminds me of fy_(ranmbohulk?) or something similar. Although i do feel as you would benefit from some more foliage ( even though its a desert ). finding someone to model a ( cactus flower / odd roots & dried up plants ) would in my opinion turn your map around. if possible, it would be nice to see a few directional decals like darker cris crosses or semi circles to make the sand look pushed and a little more all around uneven. with the help of a few decals from some smaller rocks and pebbles, just to toss it up a bit. hope i could offer some cool ideas for you :)

It is a remake of fy_rambohulk. :-D
If anyone knows of someone out there who wants to model some cacti an some dead plant I would be much obliged? An a hulk, I have a ported hulk model, but some sites wont host my map if the content is port (cough* cough* gamebanana) Last Rain

DonPunch wrote:I think you should completely cover the road in some places, its still too uniformed for such a chaotic environment.


Ya if you look at some the older pics, going to make it look like that. Just felt like seeing what it looks like with the whole road. Its does look to uniformed.

Major Banter wrote:This is why we use these things called 'versions'. Release it, take the pressure off yourself. Update freely.


I released it a couple a weeks ago. Did a name change an a over haul on the displacements. I took it off gamebanana but its still on my webpage. If anyone can find it. ar_desert
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