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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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#21 Psycix

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Posted 17 August 2014 - 20:21

Isnt this fixable by simply setting the angle in env_sun the same as in the light_environment?


LDT is LDT.


#22 Loadingue

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Posted 17 August 2014 - 20:42

I don't think so, the sun is printed in the skybox texture itself. I need to modify the textures themselves, I think I can do it after all, if I use a new skybox file name to avoid conflict.
The most patient man in the world

#23 Revengekeuh

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Posted 17 August 2014 - 21:43

Can you not just edit the light_environment angle to fit the texture then? then you won't need to edit textures


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76561198009946140.png

#24 Loadingue

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Posted 17 August 2014 - 22:00

I could do that, but the map would look very different. I'd rather keep all shadows as they are.
The most patient man in the world

#25 Psycix

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Posted 17 August 2014 - 22:13

The skybox texture might have a lighter spot for the sun, but there is still an env sun in there.

Move the sun, then see how it looks.


LDT is LDT.


#26 Loadingue

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Posted 18 August 2014 - 16:14

That means there will be two suns in the sky. I'd rather avoid that. I'll try to edit the textures, and I'll tell you if it works.
The most patient man in the world

#27 Psycix

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Posted 18 August 2014 - 17:07

It would look somewhat like this:

hl2m_coast_10020.jpg


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LDT is LDT.


#28 Loadingue

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Posted 18 August 2014 - 21:03

It would if the skybox texture in my case wasn't a perfectly clear sky. So yes, you'll definity see the two suns. Don't worry about it, I'll get back to you if I have problems.
The most patient man in the world

#29 Pandaboy

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    Maps - Models - Textures

Posted 19 August 2014 - 03:46

I suggest not changing the texture, becaues in theory you would then have to re-make the entire skybox texture, because the altered sun position would also affect the shadowing of the clouds.



#30 Loadingue

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Posted 19 August 2014 - 11:36

But there are no clouds!


The most patient man in the world

#31 Hardcore Bob

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Posted 19 August 2014 - 12:57

Just do it as it is in CS:GO. If it's wrong in CS:GO, so be it.


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#32 Loadingue

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Posted 24 August 2014 - 01:39

My work is delayed because the rendering commands -staticproplighting and -staticproppolys are not working correctly. If someone could remind me exactly where they are to be inserted, just to make sure I've got it right, I'd appreciate it.


The most patient man in the world

#33 Pandaboy

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    Maps - Models - Textures

Posted 25 August 2014 - 16:55

Long time since I did a final compile, but... these links should be useful:

 

This video talks about -staticproplighting and shows how to compile it (link skips to the part about advanced compile settings)

video

(skip to 3:45 for the information where to insert the settings)

 

even more info:

https://developer.va...rt_compile_mode



#34 Loadingue

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Posted 25 August 2014 - 18:02

Well, they just ain't working. I can do without, but I'd rather not. I'll reinstall some stuff, try around things, and we'll see.
The most patient man in the world

#35 Loadingue

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Posted 01 September 2014 - 10:59

Due to Hammer being a major pain, I can no longer work on ttt_mirage. The map was automatically and mysteriously updated and now Hammer won't compile it no matter what I do. Therefore I'll be working on porting another map to TTT, which won't be revealed until it's done to avoid further disappointment. Work on mirage will resume if the map becomes compilable again. Sorry for that!


The most patient man in the world

#36 Hardcore Bob

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Posted 01 September 2014 - 11:27

Surely you mean Hammer updated, you can't possibly mean your vmf got updated by Valve.


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#37 Psycix

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Posted 01 September 2014 - 14:29

Loadingue.

 

Version control.

 

aka 

 

Back-up of previous versions so that when something fucks up you can take a step back.


LDT is LDT.


#38 Loadingue

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Posted 01 September 2014 - 18:17

I did. I had a backup vmf and even a backup of the original bsp. Same result. I don't understand anything.


The most patient man in the world

#39 Psycix

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Posted 01 September 2014 - 19:30

Re-install or reconfigure your hammer then! :D


LDT is LDT.


#40 Loadingue

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Posted 01 September 2014 - 21:03

Already tried it. I just don't get it.


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