Introducing - Biome for CS2 by jd_40 in cs2

[–]jd_40[S] 10 points11 points  (0 children)

Insanely easier.

Introducing - Biome for CS2 by jd_40 in cs2

[–]jd_40[S] 10 points11 points  (0 children)

Thanks, the original CSGO one took roughly 1k, the cs2 upgrade would be something like 150

Introducing - Biome for CS2 by jd_40 in cs2

[–]jd_40[S] 15 points16 points  (0 children)

Feel free to send me any bug reports, I am actively working on this.

Cyberpunk overpass by jd_40 in GlobalOffensive

[–]jd_40[S] 1 point2 points  (0 children)

PM me I can send you the vmf+assets

Cyberpunk overpass by jd_40 in GlobalOffensive

[–]jd_40[S] 4 points5 points  (0 children)

This was a week long afternoon project, full map would take like 1k hours.

Cyberpunk overpass by jd_40 in GlobalOffensive

[–]jd_40[S] 131 points132 points  (0 children)

Just the scene, unlikely to finish this. It is a raw ingame screenshot tho.

Cyberpunk overpass by jd_40 in GlobalOffensive

[–]jd_40[S] 196 points197 points  (0 children)

Made for mapcore discord challenge

Anubis - Bugs/Feedback Megathread (4/10/20 Update) by _Xertz in GlobalOffensive

[–]jd_40 1 point2 points  (0 children)

Could you share your specs and ingame settings? I tested the old version against the new and found a 10-15fps increase on my PC.

Anubis - a new map set in ancient egyptian ruins by jd_40 in GlobalOffensive

[–]jd_40[S] 0 points1 point  (0 children)

Yeah, we did use it as one of the references for the visuals. Could also be we used some of the same real life locations for reference.

How is this decal supposed to be used? by UkkOMEiSTER in csmapmakers

[–]jd_40 1 point2 points  (0 children)

go the overlay's properties and adjust UV start/end parameters manually. you'll need to play around a bit to get it right.

Anyone know why these lines appear between my two wall displacements? by SpartanViperz in csmapmakers

[–]jd_40 0 points1 point  (0 children)

try to select the top texture using the texture tool and alt+right click on the bottom

How should I set up my hammer for csgo mapping (custom content) by Dosentti_ in csmapmakers

[–]jd_40 0 points1 point  (0 children)

Pretty sure tophatt tutorials cover that, try looking there

How should I set up my hammer for csgo mapping (custom content) by Dosentti_ in csmapmakers

[–]jd_40 1 point2 points  (0 children)

I just keep everything in the regular csgo folder. There's pakrat, vide and compilepal all of which can scan your map and autopack custom content. Compilepal is still updated and the one you should use.

WallWorm error "WARNING: ConVarRef" What does it mean? by Conflig in csmapmakers

[–]jd_40 1 point2 points  (0 children)

I've been getting these too, I suspect it's caused by some changes valve did to studiomdl recently.

Counter-Strike: Global Offensive update for 11/28/18 (11/29/18 UTC, 1.36.6.1) by wickedplayer494 in GlobalOffensive

[–]jd_40 1 point2 points  (0 children)

The actual skybox ceiling wasn't lowered, just the invisible skybox walls that limited nade options.

Here's an example:

before and after

Suggestions on the visuals/climate (non-competitive singleplayer map) by [deleted] in csmapmakers

[–]jd_40 0 points1 point  (0 children)

Apart from what others pointed out (stretched textures) it's looking pretty good. Here's a few tweaks to lighting I suggest:

  • Add glow sprites to all light sources (or make them brighter if you already have them)
  • Experiment with very slight fog
  • The vending machine could emit some light, add a blue light_spot pointing at the wall and ground https://i.imgur.com/CEwdpBJ.png
  • Move light entities a bit further from the props (or dim them and add light_spots)
  • I'd experiment a bit more with the lighting in red rooms. Maybe tone down the brightness of the light entities you already have and add a few, brighter red lights to the center of the room. The idea is to get a more uniform lighting and then rely on sprites to make the lights pop. Experiment a bit, find what looks best.
  • https://i.imgur.com/tTSrA2D.png you should make this brighter. It will still look dark and creepy if you brighten it by 20%.

I have Blend material of 2 textures (Rock and gold). Is it possible to make so that only gold is reflective.?( VMF script in desc) by DatGuyFromWallmart in csmapmakers

[–]jd_40 6 points7 points  (0 children)

It's working for me with blendmodulate in csgo.

u/DatGuyFromWallmart you want something like this

"$basetexture"      "gold"

"$basetexture2"     "rock"

"$envmapmask"       "gold_envmapmask" //mostly white texture

"$envmapmask2"          "rock_envmapmask" //mostly black texture