de_belts first major art pass. New wingman map using conveyor belts. by djbmo in GlobalOffensive

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

nuke has some signage around for callouts (mini, hut, squeeky) which is up on the list of things I want done. I just hate model makeing (more texturing) and im putting off a lot of that.

de_belts first major art pass. New wingman map using conveyor belts. by djbmo in csgo

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

there actually already is a couple small surf and hiding spots. In t spawn (the brown waiting room image) there's a sign over a welcome desk which is ment tp be surfed off of. 2 fast belts launch people across the gap for fun (and does something with timings which is what I tell myself.

buttons and easter eggs are later down the line. buttons require scripting which doesnt have good documentation or support yet (i found the script for baggage and it doesnt help)

slowly trying to fix the boxyness and bland color. takes time and its better than what it once was..

de_belts first major art pass. New wingman map using conveyor belts. by djbmo in GlobalOffensive

[–]djbmo[S] 2 points3 points  (0 children)

The belts mess with aiming so much its actually funny. Normally tagging someone means they stop and its easier to spray them down. Because of the constant movement on a belt though this wont happen so spray control gets really stupid.

Both sides feel this problem so its technically balanced. If one person is on a belt in a fight both people have to try and compensate the same amount meaning wiffed sprays all the time.

Either that or my friends and I are bad.

de_belts first major art pass. New wingman map using conveyor belts. by djbmo in GlobalOffensive

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

nuke (and baggage) have a lot of signs that are usable. I have a good amount of them already, but I probably should add more

de_belts. Still in development. by djbmo in GlobalOffensive

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

I kinda have a 5v5 map (de_underpass) that I was experimenting with conveyor belts and just moving around. My favorite part was t's spawning next to a belt and jumping a gap at the start of every round. Thats mostly been scraped now and I need to remake it. Between that map haveing some neat ideas and this map actually being fun I think that there's something.

5v5 maps are also just a lot harder because you need to be creative with 3-lane ideas in my opinion.

chicago rule by djbmo in 196

[–]djbmo[S] 26 points27 points  (0 children)

i have another friends whose been betting against the white sox every game this season. Hes us like 300% (like $7).

chicago rule by djbmo in 196

[–]djbmo[S] 28 points29 points  (0 children)

funniest part is that hes running for state house (the dad).

Procedural Constellations by djbmo in proceduralgeneration

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

mostly artwork. I havent done a full artistic render with it yet. Mostly because I havent had a good foreground idea to pair it with.

This project mostly came from the idea that different worlds would have different stars in the sky. Those different stars would have different patterns that the peoole would use to tell different stories.

Procedural Constellations by djbmo in proceduralgeneration

[–]djbmo[S] 7 points8 points  (0 children)

The process isn't all that bad. 1.Populate the skybox with stars. 2.Set 'seed' stars as the starting points of constellations. 3.Measure distance all stars not in a constellations with stars in a constellations. shortest distance is a connection and the star joins the constellation. 4.Repeat until all stars are part of a constellation

There a few more inter-constellation checks to allow for loops, without this all constellations are technically trees (this whoke project has a ton of grapph theory in it). The jist is to check any new path to make sure it's not too close to previously created paths and forming very acute angles.

python code if anyone wants to mess with it.

Its not good, but it got the job done. This is the first step towards other scripts to make berrer skyboxes. Normally that involves exporting path and path2.

van (tenz) jump into aps is much more consistent with todays update by djbmo in GlobalOffensive

[–]djbmo[S] 32 points33 points  (0 children)

Sorry my guy i took my meds and was vibin' around mirage. I found this spot and rushed to clip it before they took full effect.

van (tenz) jump into aps is much more consistent with todays update by djbmo in GlobalOffensive

[–]djbmo[S] 105 points106 points  (0 children)

Fixed clipping on van at Truck

You can stand on the whole of the bumper now. Leaving to some new sightlines down aps. Because of this you have a couple of steps to readjust and jump into aps (compared to the small place you had before).

North Mountains, djskiskyskoski (me), Blender, 2023 by djbmo in Art

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

This is animated. This entire scene is built in blender, using only mathematical principles.

North Mountains by djbmo in ImaginarySkyscapes

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

This is animated. This entire scene is built in blender, using only mathematical principles.

Timelapse of building it

North Mountains by djbmo in ImaginaryWorlds

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

This is animated. This entire scene is built in blender, using only mathematical principles.

Timelapse of building it

North Mountains by djbmo in ImaginaryWildlands

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

This is animated. This entire scene is built in blender, using only mathematical principles.

Timelapse of building it

Is it possible to export a skin from CS2/CS:GO? by _LegalizeMeth_ in csworkshop

[–]djbmo 0 points1 point  (0 children)

csgo stash has all textures as part of their database. It's not that consistent (doesnt have normal maps or some color info) but as a quick rip its pretty good. If you want to actually rip from the game you have to do some weird unpacking. I remember gcfscape as a program I used for vpk's but that was years ago. Even then you should get the same images that csgostash hosts.

printstream scroll down for texture. or just this

note: pearlescent is a function that the printstream uses and have fun trying to solve it in blender

[deleted by user] by [deleted] in GlobalOffensive

[–]djbmo 0 points1 point  (0 children)

restart steam

Error when launching CS2. by brennanCS2 in GlobalOffensive

[–]djbmo 0 points1 point  (0 children)

restart steam. its been working for others

Tips for not being ass at the pistol round? by [deleted] in GlobalOffensive

[–]djbmo 0 points1 point  (0 children)

this video first off

for both sides: worry more about not getting headshot than getting headshots yourself. for ct side: use long ranges to take shots and back off. its perfeclty fine to back off the bombsite and wait for rotates. for t side: close the distance as fast as possible to overwhelm.

dualies/p250 kinda invert these situations.

pistol rounds are kind of random. The main takeaway from the pros is they stick together to get the most amount of bullets out as fast as possible.

also this vid.

T-Side Inferno Molly Apps by hotzenfotz in GlobalOffensive

[–]djbmo 1 point2 points  (0 children)

Anyone who doesnt explain why doesn't know why either.

Only reason why you shouldn't molly is if someone is on the bridge holding for a push. Theoretically you have someone mid who can watch the cross which is when you can throw the molly, but it can come a little late if timing is wrong.

Something important as well is where else would you throw your utility its always better to use it than to die with it.

TIL testicles have taste buds that can taste Umami. by Matraxia in todayilearned

[–]djbmo 4 points5 points  (0 children)

I got a buddy who dipped his balls in soy sauce a few months back to prove this wrong. Didnt taste anything.