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    • Post in [decompiled] dz_blacksite
      Alright, I did some testing with the new detail sprites and found out how more specifically how they work. @Mamorex was on the right track but there's a few key things you left out. 

      Removing $alphatest from the material or adding $translucent

      First, the detail sprites material - it's 2 detail sprite sheets side by side, so version A and version B. The different versions have to have same sprite positions and sizes. You only specify version A coordinates in the .vbsp.


      Next up, the detail sprites masks. Red and blue are for wind offset -- so you can have different parts of the sprites sway in the wind differently, you can see Valve isolated some blades of grass for this effect. The green channel is a tint mask and controls how much the sprites are affected by the $worldspacetint. 

      That brings us to the world space textures. They seem to automatically get resized to fit the whole map area, so it you resize the map you'd have to resize the textures too.

      The world space tint texture is pretty self explanatory, controls what color to tint the grass, 127 grey means no tint. 

      The world space masks texture uses the red channel to select which version of the sprites to use -- 0 is version A and anything more is version B. 

      The green channel of the texture controls the sprite size -- 127 is default, with darker making the sprites smaller and brighter making the sprites larger. The vmt command $minimumspritesize controls the cutoff point for the sprites, so the sprites smaller than the specified value don't get rendered which can act as a placement mask. 

      I don't know what the blue channel of this texture does, changing it had no effect on the sprites for me. 

       

      All this means sprites still get placed by vbsp on map compile, so they still use displacement alpha for the placement, but the new masks can manipulate sprites size and color after map compile.


       

       
    • [UE4] Darksiders 3 Art Dump
      Hello Mapcore peeps, it's ya boi Horse Strangler aka BananaSandbags aka BillGatesFan69.

      Been working on this one for around two years now with the talented folks over at Gunfire Games. The game releases tonight (at the time of writing this post). Darksiders 3 is a Adventure/RPG hack and slash. A lot of the art here focused on a semi-stylized PBR look. It's not quite Blizzard hand painterly, but it's seen a lot of inspiration from it. Was a fun time transitioning that look and style to a pbr heavy engine like UE4. I plan to do a writieup of some of the interesting art challenges we faced working on the game for the site in the near future, so keep an eye out for that one!











       

       
      • 7 replies
    • Post in [WIP] de_aurelia (remake)
      I replaced the initial water texture with a texture made by @Yanzl, also i replaced those "dust" palms with pines, also made by him, and oleanders.

       
    • Post in Yanzl's Source Emporium
      Yanzl is showing us a comprehensive process for making a color correction file in Photoshop.
    • Post in [CS:GO] de_highlands (WIP)
      Well I wanted to wait a bit longer to have more to show but as it's progressing very slowly, here are some shots from almost finished areas. I spent last month to update the art with better texture work and detail, and also optimisation (if combine props works...) hope you will like it.
    • One Choice (csgo walking simulator)
      Hey, I just want to say that I finally finished the project.

      It's short (5 minutes) walking simulator in CSGO.

      You can check it out and let me know what you think about it.

      https://steamcommunity.com/sharedfiles/filedetails/?id=1523314968

       

       
      • 5 replies
    • Post in [TF2] Ctf_frosty
      Hello guys !

       

      It's done !!! yeah !!!

       

      It's available here on the workshop, made a new upload to celebrate this rare moment.

      https://steamcommunity.com/sharedfiles/filedetails/?id=1505740227

      PLEASE LIKE §§§
    • Post in Overwatch
      Control point map out on PTR today, set in Busan, Korea!
      Each 3 points feature a different distinct theme: City, Temple and MEKA Base. The design of each point should feel very different with varying environment hazards and vertical elements. Go check it out!





       


       
    • Post in CS:GO Workshop: Weapon Finishes
      Hello Guys, how are you? Today i posted two skins i made as a collaboration with a friend
      here's a preview:

      If you like it, here's the workshop link: http://steamcommunity.com/workshop/filedetails/?id=1316560642
    • Post in WIP in WIP, post your level screenshots!
      UE4 scene
    • Compile Pal - Easily configurable Source map compiling
      Compile Pal is the amazing assistant for Source that makes compiling your maps a breeze.
      • 45 replies
    • [TF2] Ctf_frosty
      Time to make a thread for my next tf2map.

      Still a lot of work (and a looot of optimisation). It's a classic ctf map (2 base, 2 flag and 3 point win) with a large middle battle zone.
      • 95 replies

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