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CSGO to TTT Map Project - Poll


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Poll: Answer the questions to help me out with this! (43 member(s) have cast votes)

In Garry's Mod, do you have HDR enabled?

  1. Voted Yes (21 votes [48.84%] - View)

    Percentage of vote: 48.84%

  2. No (6 votes [13.95%] - View)

    Percentage of vote: 13.95%

  3. I don't know (16 votes [37.21%] - View)

    Percentage of vote: 37.21%

What FPS do you get in average when playing TTT?

  1. Voted I get a constant 60 FPS (22 votes [51.16%] - View)

    Percentage of vote: 51.16%

  2. Some maps (at least 2) make me drop lower than 60 FPS (11 votes [25.58%] - View)

    Percentage of vote: 25.58%

  3. My framerate is usually between 20 and 60 FPS (10 votes [23.26%] - View)

    Percentage of vote: 23.26%

  4. I usually play below 20 FPS (0 votes [0.00%])

    Percentage of vote: 0.00%

What kind of conversion do you prefer, regarding visuals?

  1. Make the map as close to the original as possible (high performance cost) (11 votes [25.58%] - View)

    Percentage of vote: 25.58%

  2. Make the map as good-looking as possible, fix and improve where possible (possibly very high performance cost) (17 votes [39.53%] - View)

    Percentage of vote: 39.53%

  3. Voted Make the map as cheap as possible, performance-wise (low performance cost) (15 votes [34.88%] - View)

    Percentage of vote: 34.88%

Do you own Counter-Strike: Global Offensive and have it installed?

  1. Voted Yes (41 votes [95.35%] - View)

    Percentage of vote: 95.35%

  2. No (2 votes [4.65%] - View)

    Percentage of vote: 4.65%

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#1 Loadingue

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Posted 12 August 2014 - 23:28

For several months I've been working on converting CSGO maps to Garry's Mod, with relative success. What better way to introduce those converted maps than playing them on TTT?

 

But before you can enjoy them, you're gonna have to answer that little poll I've got, to help me get the best out of those maps. The poll probably won't alter any plans I have, but it gives me an idea about a few things.

 

Current features:

 

- High-quality conversions, bug-free

- Working area portals for better performance

- Working sound effects and appropriate color correction

- Dynamic shadows for most props (static and non-static) and players, just like in CSGO, thanks to a revolutionary technique invented by me!

 

Planned features:

 

- Working particle effects ~ cannot be converted, need to be recreated

- Suppression of all file conflict between CSS/Garry's Mod and CSGO ~ working on it

- All maps converted ~ some maps won't compile

- Custom CSGO maps converted ~ need individual approval by map author

- Re-worked maps for TTT (more areas, Traitor Tester and the like) ~ takes time, a lot of it

- Public release on GMod Workshop ~ TBA

 

For now, you can help me by answering the poll, and telling me which map(s) you'd like to see first in TTT! And of couse, your opinion on the project. 

 

Know that those maps will be released publicly eventually; the TTT conversion is just an added step for fun, as some kind of world-wide LDT exclusivity. If the maps don't make it to TTT, they'll make it to the Workshop whatever happens.


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#2 Pandaboy

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Posted 13 August 2014 - 00:43

Voted for "make it as cheap as possible", although that's not exactly my opinion.

I'd say, optimize it as much as you can without compromising the result too much. Dynamic shadows is one of those things that can quickly get really expensive, and should be used only where it matters. Like, static props never need it.


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#3 user

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Posted 13 August 2014 - 09:01

I too voted for as cheap as possible because I believe fps comes before looks as it's more closely connected to game play.

#4 Iksman

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Posted 13 August 2014 - 10:49

If 90% of the voters have CS:GO installed, then it shouldn't be an issue to have a good looking map that still runs properly.

But there's still 10% who may be unable to play on ttt when a map like this is on...


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#5 Loadingue

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Posted 13 August 2014 - 12:04

Alright, tell you what: I'll make the map as close to CSGO as possible, we'll test it in a private gather, and everyone will tell me what kind of FPS they get. After all, I don't want to make the map look worse because some people fear that it could run badly with good graphics where it would be fine actually. Know what I'm saying?

 

Also, needless to say, for TTT I'll have many "clip" barriers removed, which will give access to several small areas throughout each map. Perfect for TTT.

 

Any suggestion on the map I should release first? I'll give a map status if requested.


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#6 Valikai

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Posted 13 August 2014 - 12:17

mirage!


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#7 Loadingue

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Posted 13 August 2014 - 12:54

Mirage it is! There's a minor graphical glitch particular to that map, but it won't be a problem.

 

Also, I'm going to fix something that always pissed me off about that map:

 

Csgo_mirage.jpg

 

Why the fuck do the shadows not match the sun's position?

 

No idea why Valve never fixed that.


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#8 Hardcore Bob

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Posted 13 August 2014 - 23:39

You mean env_sun not matching the angles on the light_environment entity?

I hope we can have them working for people with and without CS:GO alike at some point.
That happens to be the only way to make it usable for LDT.


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#9 Loadingue

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Posted 14 August 2014 - 01:14

You mean env_sun not matching the angles on the light_environment entity?

 
No, env_sun (which doesn't exist in CSS and GMod) and light_environment are matched, it's the skybox texture that has the sun at the wrong place in the sky. I'll have to modify the texture myself, altering the shadows wouldn't be too hard but might make the map look a lot different.

I hope we can have them working for people with and without CS:GO alike at some point.
That happens to be the only way to make it usable for LDT.


Working on that, you'll be the one testing the maps before anyone else.
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#10 Hardcore Bob

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Posted 14 August 2014 - 01:29

No, env_sun (which doesn't exist in CSS and GMod)


Uhm, yes it does?

 

env_sun is a point entity available in all Source games.

Source: https://developer.va...om/wiki/Env_sun



Anyway, how can that be? Is it off by a 90 degree angle or a multiple of it? In that case the skybox texture just needs to be rotated. Is it in a completely different spot? Then it's not the same skybox texture.

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#11 Loadingue

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Posted 14 August 2014 - 11:28

Oh yeah sorry, I was confusing it with something. I'll see if it matches when I rotate the skybox, but I'm not sure.

Also, I've "scouted" the map and found many areas I could open for players, which will make it a great map. Those areas include: some rooftops, the palace's first floor, some scaffolding, and the parking near CT spawn.
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#12 Catkillerfive

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Posted 14 August 2014 - 12:52

In the sniper-nest, can you remove the invisible barrier that disallow you from jumping on the pallet of leca-bricks. Due to the jump height of TTT, you should add a small ledge on the pallets, making it easier to jump on the pallet and then to the hole in the wall leading to Ladder.

 

Literally all I'm asking you to do.


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#13 Valikai

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Posted 14 August 2014 - 13:12

make more rooms to go in!


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#14 Loadingue

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Posted 14 August 2014 - 13:20

One thing at a time, preparations should last a few days. Once Bob confirms that the map is working, I start adding all the good stuff. If you're lucky, this should only take a few weeks.
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#15 Hardcore Bob

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Posted 14 August 2014 - 13:27

I'm all in favor of optimizing the map for TTT gameplay, but adding/removing anything major kind of beats the purpose; we're trying to play CS:GO maps in Gmod here. The person making the changes might as well make his own brand new TTT map instead.

EDIT: On second thought, I love vents and tunnels. Can we have an underground passage leading from CT to A? :D

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#16 Loadingue

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Posted 14 August 2014 - 17:34

Don't expect too much, I'll be releasing the "normal" version of each map publicly; LDT gets to have the modified-for-TTT version.
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#17 Commander

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Posted 14 August 2014 - 19:22

Well if you are going to convert maps anyways please convert this one to :3

I think this one would be awesome for TTT

http://csgo.gamebanana.com/maps/181225.


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#18 Loadingue

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Posted 14 August 2014 - 19:42

Looks great, but again, one thing at a time. Mirage's gonna take a lot of time already, and I'm still in the middle of preparations.
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#19 Hardcore Bob

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Posted 17 August 2014 - 13:44

Btw the sun angle shit is common to Valve apparently.

 


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#20 Loadingue

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Posted 17 August 2014 - 18:05

Everything considered, I'm not even sure I can fix it. It would possibly involve more risks about conflicts that I would like to try.

Anyway, this is looking promising. Making the maps compatible for both people who own CSGO and those who don't seems to working. Next step for me is making the actual additions to the map.
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