Vlad and Nikita in search of toys

Children are looking for lost toys. Please Subscribe! VLAD Instagram - http://bit.ly/2GXWsYq NIKITA Instagram - http://bit.ly/2GXXgfU

Hammer Tutorial #21 optimization Part 4- Area Portals

In this set of 5 tutorial you will learn optimization 101. Optimization is making your map run better, and result in better game play. When done correctly you will also learn how to majorly cut down on compile times. Common terms you may not know but will encounter: World brush: a brush that isn't tied to any entity Skybox: the collection of "tools/skybox" textured brushes that cover the top of your map, giving the appearance of a sky 3d-skybox: see above, only instead of an appearing sky projects another part of the map Framerate, or FPS (frames per second): how fast your map runs, the higher the smoother, the better! Compiling: To turn an editable map into a playable map vbsp: The first compiling program, takes care of general BSP structure, and portalling vvis: The second compiling program, takes care of visibility, can take hours on an unoptimised map, luckily can also take seconds if optimised right vrad: The third and last compiling program, takes care of ( the static ) lighting your map bsp: Binary space partitioning, basically a format to write and use maps (originally ported from Quake) Console commands: Sv_cheats 1 Mat_leafvis 1 Mat_wireframe 3 Things covered in these tutorials: Tutorial 1 - func_detail, and skybox. http://www.youtube.com/watch?v=O44wZitRJwo Tutorial 2 - solving leaks, fish bowl therey http://www.youtube.com/watch?v=UdC_8ROx6yQ Tutorial 3 - hint and skipping http://www.youtube.com/watch?v=31hZH-RCwGM Tutorial 4 - area portals http://www.youtube.com/watch?v=uOOJkk8-OUw Tutorial 5 - occluders http://www.youtube.com/watch?v=xhJPAeKB7-0 Links on this subject: Custom game menu with dev command button: http://files.tophattwaffle.com/Game%20Related/GameMenu.res Written guide to optimazition: http://rvanhoorn.ruhosting.nl/optimization.php?chapter=intro Vvis: http://developer.valvesoftware.com/wiki/Vvis Leaks: http://developer.valvesoftware.com/wiki/Leaks Areaportals: http://developer.valvesoftware.com/wiki/Areaportal Occluders: http://developer.valvesoftware.com/wiki/Occluder An indepth look on visleafs: http://developer.valvesoftware.com/wiki/Visleaf Hint brushes: http://developer.valvesoftware.com/wiki/Hint_brush Skip brush: http://developer.valvesoftware.com/wiki/Skip Visibility optimazition: http://developer.valvesoftware.com/wiki/Controlling_Geometry_Visibility_and_Compile_Times ********************************************** All, and any downloads you may need are here: http://www.tophattwaffle.com/?page_id=63 ********************************************** Download this tutorial: http://www.tophattwaffle.com/?page_id=188 ********************************************** Contact Info: Steam: Doogiehoogie AIM: Doogiehoogie E-Mail: Doug@TopHATTwaffle.com X-Fire: rocketrascal34 FPSBanana: http://www.fpsbanana.com/members/144386 Skype: TopHATTwaffle Ventrilo: http://www.tophattwaffle.com/?page_id=175 Youtube: Rocketrascal34 Website: www.tophattwaffle.com Follow me on Twitter: https://twitter.com/TopHATTwaffle Support me on Patreon: https://www.patreon.com/tophattwaffle

CSGO Modded VRAD - CUT COMPILE TIMES IN HALF WITH THIS ONE SIMPLE TRICK

All credit to the level designer over at No More Room In Hell, Deadhand for the fix! HEY ALL - Valve implemented the fix into CSGO, but no other games. GitHub: https://github.com/ValveSoftware/source-sdk-2013/pull/436 UPDATE 10/12/2017: Walki took Deadhands DLL and upped the thread limit from 16 to 32. This increased performance some on higher thread machines! UPDATE 10/17/2017: Now works for CSS! Download the modded VRAD here: https://content.tophattwaffle.com/Content/modded_vrad_dll.zip If you find all the content I create helpful, please consider supporting me! https://www.patreon.com/tophattwaffle You'll get early access to all videos before they go live on YouTube! Join the Discord chat: http://discord.tophattwaffle.com See Upcoming and past tutorials here: http://queue.tophattwaffle.com Download the VMF here: http://tutmaps.tophattwaffle.com Like TopHATTwaffle on Facebook: http://facebook.tophattwaffle.com Check out my Twitch.TV Stream: http://twitch.tophattwaffle.com Follow me on Twitter: https://twitter.com/TopHATTwaffle Don't like those contact methods? Find more here: http://www.tophattwaffle.com/contact/ ********************************************** All, and any downloads you may need are here: http://www.tophattwaffle.com/downloads/ ********************************************** E-Mail: tophattwaffle@gmail.com Website: http://www.tophattwaffle.com/ The video title is intentional "Click bait" because screw youtube.

Hammer Tutorial V2 Series #22 "Complete Sound Implementation"

If you have a question, EMAIL ME! Download the VMF here! http://tutmaps.tophattwaffle.com/ See Upcoming and past tutorials here! http://queue.tophattwaffle.com/ Audacity: http://audacity.sourceforge.net/download/ Waveosaur: http://www.wavosaur.com/download.php TopHATTwaffle's Written Sound Script Tutorial: http://www.tophattwaffle.com/creating-your-own-sound-scripts/ VDC Ambient_Generic: https://developer.valvesoftware.com/wiki/Ambient_generic VDC env_soundscape: https://developer.valvesoftware.com/wiki/Env_soundscape VDC Sound Scripts: https://developer.valvesoftware.com/wiki/Soundscript VDC Soundscapes: https://developer.valvesoftware.com/wiki/Soundscape Like TopHATTwaffle on Facebook: http://facebook.tophattwaffle.com Check out my Twitch.TV Stream: http://twitch.tophattwaffle.com ********************************************** All, and any downloads you may need are here: http://www.tophattwaffle.com/downloads/ ********************************************** Contact Info: PLEASE DO NOT SEND A YOUTUBE MESSAGE!!! E-Mail: tophattwaffle@gmail.com Website: http://www.tophattwaffle.com/ Follow me on Twitter: https://twitter.com/TopHATTwaffle Support me on Patreon: https://www.patreon.com/tophattwaffle

Fixing Map Leaks

Quick tutorial on finding and fixing a map leak, from reading the compile log to sealing gaps and retrying. Tools: Hammer World Editor Windows Movie Maker CamStudio Music: "Supermassive Black Hole" - Muse

Hammer Tutorial #21 optimization Part 1- Func _detail and Skybox

In this set of 5 tutorial you will learn optimization 101. Optimization is making your map run better, and result in better game play. When done correctly you will also learn how to majorly cut down on compile times. Common terms you may not know but will encounter: World brush: a brush that isn't tied to any entity Skybox: the collection of "tools/skybox" textured brushes that cover the top of your map, giving the appearance of a sky 3d-skybox: see above, only instead of an appearing sky projects another part of the map Framerate, or FPS (frames per second): how fast your map runs, the higher the smoother, the better! Compiling: To turn an editable map into a playable map vbsp: The first compiling program, takes care of general BSP structure, and portalling vvis: The second compiling program, takes care of visibility, can take hours on an unoptimised map, luckily can also take seconds if optimised right vrad: The third and last compiling program, takes care of ( the static ) lighting your map bsp: Binary space partitioning, basically a format to write and use maps (originally ported from Quake) Console commands: Sv_cheats 1 Mat_leafvis 1 Mat_wireframe 3 Things covered in these tutorials: Tutorial 1 - func_detail, and skybox. http://www.youtube.com/watch?v=O44wZitRJwo Tutorial 2 - solving leaks, fish bowl therey http://www.youtube.com/watch?v=UdC_8ROx6yQ Tutorial 3 - hint and skipping http://www.youtube.com/watch?v=31hZH-RCwGM Tutorial 4 - area portals http://www.youtube.com/watch?v=uOOJkk8-OUw Tutorial 5 - occluders http://www.youtube.com/watch?v=xhJPAeKB7-0 Links on this subject: Custom game menu with dev command button: http://files.tophattwaffle.com/Game%20Related/GameMenu.res Written guide to optimazition: http://rvanhoorn.ruhosting.nl/optimization.php?chapter=intro Vvis: http://developer.valvesoftware.com/wiki/Vvis Leaks: http://developer.valvesoftware.com/wiki/Leaks Areaportals: http://developer.valvesoftware.com/wiki/Areaportal Occluders: http://developer.valvesoftware.com/wiki/Occluder An indepth look on visleafs: http://developer.valvesoftware.com/wiki/Visleaf Hint brushes: http://developer.valvesoftware.com/wiki/Hint_brush Skip brush: http://developer.valvesoftware.com/wiki/Skip Visibility optimazition: http://developer.valvesoftware.com/wiki/Controlling_Geometry_Visibility_and_Compile_Times ********************************************** All, and any downloads you may need are here: http://www.tophattwaffle.com/?page_id=63 ********************************************** Download this tutorial: http://www.tophattwaffle.com/?page_id=188 ********************************************** Contact Info: Steam: Doogiehoogie AIM: Doogiehoogie E-Mail: Doug@TopHATTwaffle.com X-Fire: rocketrascal34 FPSBanana: http://www.fpsbanana.com/members/144386 Skype: TopHATTwaffle Ventrilo: http://www.tophattwaffle.com/?page_id=175 Youtube: Rocketrascal34 Website: www.tophattwaffle.com Follow me on Twitter: https://twitter.com/TopHATTwaffle Support me on Patreon: https://www.patreon.com/tophattwaffle

Hammer Tutorial #28 part 1 "What happens during a compile? And how to speed it up"

This is a multi part tutorial, its all based on compiling your map. So... lets get this out of the way shal we? So, just watch the video, and rewind if you need too. here are the DL links: ********************************************** All, and any downloads you may need are here: http://www.tophattwaffle.com/?page_id=173 ********************************************** Download this tutorial: http://www.tophattwaffle.com/?page_id=188 ********************************************** Contact Info: Steam: Doogiehoogie AIM: Doogiehoogie E-Mail: Doug@TopHATTwaffle.com X-Fire: rocketrascal34 FPSBanana: http://www.fpsbanana.com/members/144386 Skype: TopHATTwaffle Ventrilo: http://www.tophattwaffle.com/?page_id=175 Youtube: Rocketrascal34 Website: www.tophattwaffle.com Follow me on Twitter: https://twitter.com/TopHATTwaffle Support me on Patreon: https://www.patreon.com/tophattwaffle

Source SDK - Counter-Strike: Global Offensive Soundscapes (part 1)

To those of you who are building maps for Counter-Strike: Global Offensive, you may need some background sounds to your levels aka. soundscapes. I have made this video it make it easier to hear a small preview of how they sounds and in which environment they are used. Soundscapes with POS in them use location specific sounds, which moves with the players location and angle to the soundscapes coordinates. Soundscapes with DIR in them use some sort of direction specific sounds, which is just sounds coming from or shifting direction based on the players angle to the environment based on the soundscape. Soundscapes with ORIGIN in them use location specific sounds, a bit like POS, but will play everywhere as long as the player can see it and it is defined by within the sound scripts and can therefore not be moved around in the world like POS sounds would. Soundscapes with LEGACY in them are currently only available for use in older versions of the game. Some soundscapes may be excluded, either because of the lack of sound, identical or too similar to another one, may not work at all or something else. Those soundscapes excluded are listed below. Listen with headphones for clearer details For more information about the soundscapes in Counter-Strike: Global Offensive and soundscapes in general: https://developer.valvesoftware.com/wiki/List_of_CS:GO_Soundscapes https://developer.valvesoftware.com/wiki/Soundscape ────────────────────────────────────────­­───────────────── Soundscape sections in order: 00:05 - assault 05:35 - aztec 07:35 - baggage 09:50 - bank 14:05 - boathouse 15:05 - canals 19:50 - cbble 20:35 - cementplant 26:35 - chateau 27:35 - compound 28:05 - dust 28:50 - dust2 29:20 - havana 30:00 - house 31:15 - inferno 38:30 - inferno_new 43:00 - italy 44:15 - militia 53:00 - mill 57:00 - mirage 01:00:45 - monestary 01:02:00 - nuke 01:10:30 - nuke_new 01:17:00 - office 01:21:30 - overpass 01:24:45 - piranesi 01:25:15 - port 01:26:00 - prodigy 01:27:15 - railto 01:28:00 - shacks 01:29:30 - shoots 01:30:00 - train 01:36:10 - train_new 01:38:55 - training 01:43:40 - vertigo ────────────────────────────────────────­­───────────────── Excluded soundscapes: // soundscapes.txt e3_techdemo_gmanspeaking e3_Techdemo_02 e3_Techdemo_03 e3_Techdemo_05 e3_Techdemo_06 e3_end GenericIndoor GenericOutdoor cabin cabin_outdoor test_tvset // soundscapes_assault.txt assault.flies assault.steamvent assault.uppertracks // soundscapes_aztec.txt coopcementplant.rain3 // soundscapes_baggage.txt baggage.hallway_counterterror_spawn baggage.hallway_04 baggage.hallway_05 baggage.hallway_06 baggage.hallway_07 baggage.hallway_08 baggage.hallway_09 baggage.hallway_10 // soundscapes_bank.txt bank.outdoors_02 bank.outdoors_13 bank.outdoors_14 bank.indoors_04 bank.indoors_06 bank.indoors_07 bank.indoors_09 bank.indoors_11 bank.indoors_12 // soundscapes_canals.txt canals.ABomb canals.ABomb_Back canals.TSide_Upper canals.Balcony canals.Window canals.Courtyard canals.Windows // soundscapes_cbble.txt cbble.outdoors2 // soundscapes_cementplant.txt coopcementplant.factory_outside_1 coopcementplant.factory_outside_3 // soundscapes_inferno.txt inferno.Inside inferno.LightbulbHum inferno.BackAlley inferno.BombsiteBTunnel // soundscapes_militia.txt militia.LightbulbHum // soundscapes_mill.txt port.MetalStress // soundscapes_monestary.txt sndsc_ct_spawn_03 sndsc_ct_spawn_04 sndsc_t_spawn_01 sndsc_t_spawn_02 sndsc_t_spawn_03 sndsc_t_spawn_04 sndsc_t_spawn_05 sndsc_t_spawn_06 sndsc_indoor sndsc_outdoor // soundscapes_office.txt office.indoor_breakroom office.indoor_reception office.indoor_hallway_01 office.indoor_hallway_03 office.indoor_hallway_04 office.indoor_elevator_lobby office.indoor_hallway_05 office.indoor_hallway_06 office.indoor_hallway_07 office.indoor_hallway_08 office.indoor_main_01 office.indoor_main_02 office.outdoor_01c office.outdoor_02 office.indoor_security office.indoor_side_entrance office.outdoor_sneaky office.outdoor_sneaky_ladder // soundscapes_train.txt train.catwalk train.brickroom_entrance train.Restroom // soundscapes_vertigo.txt vertigo.thole ────────────────────────────────────────­­───────────────── I do not claim to own any of the copyrighted material used in this video.

Minecraft 360 độ

Link chanel : https://www.youtube.com/channel/UCcv0... Mong các bn like va sub để ủng hộ kênh của mình nhé !

CS:GO de_dust2 in Portal 2.

I decompiled the CS:GO from the leaked de_dust2 beta and my friend with a bulldozer offered to compile it for me O.o for some reason it's full bright (maybe there is a leak and vrad didn't run) and some props are missing yet no big 'ERROR' is displayed.

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