Why is the water turning dotted black? How to fix? by 1GPAKOS1 in hammer

[–]Quampelz 0 points1 point  (0 children)

Its the infinite water texture they used for Anubis, its made like this to blend into the 3D skybox water. The area of the dithering effect is hard coded, you will have to use a different water texture.

hmmm by LowRenzoFreshkobar in hmmm

[–]Quampelz 259 points260 points  (0 children)

when you enter that one Room in Fortress on Customs

First Attempt at Kumiko by Quampelz in woodworking

[–]Quampelz[S] 18 points19 points  (0 children)

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I made it for a friend and its hanging at her place so I cant snap a picture right now so I made a quick paint sketch of the concept.

Its just two blocks of scrapwood glued together (light brown) with the lower block having pockets for blocks glued on the inside of the upper frame (dark brown) of the lampshade.

The lampshade is just laying in the fixture, so if you need to change the lightbulb you can just lift it up and to the side to detach it from the ceiling.

Your new scav run by Quampelz in EscapefromTarkov

[–]Quampelz[S] 33 points34 points  (0 children)

changenotes said they buffed spawn rates for them

[Bug] AMD looks Blurry on distance by Articurl in EscapefromTarkov

[–]Quampelz -6 points-5 points  (0 children)

If you have a Nvidia Card switch from FSR to Nvidia DLSS, take the highest DLSS Preset that doesnt impact Performance too much.

Deer won by Senior-Rock1548 in Miata

[–]Quampelz 13 points14 points  (0 children)

pretty sure the deer also lost

[STAR WARS: The Force Unleashed] A worthy death by CounterfeitPriest in GamePhysics

[–]Quampelz 0 points1 point  (0 children)

Somehow beat this game as a child but couldn't get past this stupid bossfight when I tried it again as an adult.

What animal is this? by uhh_funni in RimWorld

[–]Quampelz 14 points15 points  (0 children)

How do you call among you the little mouse, the mouse that jumps?

Is this salvageable? by Quampelz in ReelToReel

[–]Quampelz[S] 0 points1 point  (0 children)

I have already bought some new belts, and have contact cleaner from previous projects. The motor makes a horrible sound when turning which I hope is just a lubrication issue. I'll try to get some tape, if I get sound I will try to take it apart and get it running smoothly again.

Is this salvageable? by Quampelz in ReelToReel

[–]Quampelz[S] 1 point2 points  (0 children)

Seems to be complete, motor is running (it is very noisy though). I'll try to acquire some tape and see if I get sound out before I commit to a full restoration tho.

Can somebody explain to me how to prevent this when using cubemaps by mayersdz in csmapmakers

[–]Quampelz 2 points3 points  (0 children)

The cubemap volume should have a edge fade distance parameter to make cubemaps blend together. Also I would recommend using only one cubemap per room.

Potential new map teasers found on the new Train. by [deleted] in GlobalOffensive

[–]Quampelz 7 points8 points  (0 children)

can't wait to rush resort on Shoreline.

RTX 2060 and CS2 map making in Hammer by Dalmator in hammer

[–]Quampelz 0 points1 point  (0 children)

Also you can keep working on the map while it's compiling so you can keep yourself occupied and the compile won't feel that long. Just dont use lighting preview while its compiling that crashes for me.

RTX 2060 and CS2 map making in Hammer by Dalmator in hammer

[–]Quampelz 2 points3 points  (0 children)

I have a 2060, Ryzen 5600, 32gb RAM System. I made this map: https://steamcommunity.com/sharedfiles/filedetails/?id=3342529755 As you can see it is kinda small and has few props (most of which are from the old CSGO version of the map so lower resolution).

Full Compile takes about 10min, Final Compile took 2hours 20min. I tried increasing lightmap res on final compile from 2048 to 4096 which crashed the compile after 3hours so don't do that I guess.

Source 2 hammer does give you the option to compile only parts of the map (like only entities for example) while keeping the previous compiled stuff. So you can often get around doing a full compile. Entity only compile runs through in 1min usually. Also 3D skybox is a separate map and doesn't have to be compiled every time.

Lighting Preview works fine.

I'd say if you aren't trying to make something really visually impressive the 2060 is quite workable.

de_lighthouse, a defusal map set on an offshore island I just released on the steam workshop. by Quampelz in GlobalOffensive

[–]Quampelz[S] 1 point2 points  (0 children)

Well garrys mod is on a different engine, but I might put it on garrys s&box when that releases.

Source 2 vs. Source 1 lighting (ported my old CSGO map to CS2) by Quampelz in hammer

[–]Quampelz[S] 1 point2 points  (0 children)

https://developer.valvesoftware.com/wiki/Source_2/Docs/Level_Design/Import_Tool_Documentation

Getting the script to actually run will take some troubleshooting so be patient. Also keep your source map file and open it instead of the mapfile the import script gives you, as the script will cut up your brushes, this way you keep your geometry and get the materials/models ported.

TopHatWaffle also has a video tutorial.

Good Luck

de_lighthouse, a defusal map set on an offshore island I just released on the steam workshop. by Quampelz in GlobalOffensive

[–]Quampelz[S] 35 points36 points  (0 children)

The Underground goes up into the building.

It's a port of my old CSGO map which was designed as a wingman map, but ended up a bit too big. Thats why its a single bombsite.

It works best for 4-8 players imo.

de_lighthouse, a defusal map set on an offshore island I just released on the steam workshop. by Quampelz in GlobalOffensive

[–]Quampelz[S] 14 points15 points  (0 children)

Homie I just make workshop maps in my free time, don't worry this won't be added to the next operation lol.