Posts by The Horse Strangler
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Quote from blackdog
1 hour ago, blackdog said: I wanted to post but need to do some search, on a new photogrammetry app for drones. Came up one late night I was youtubing (yes you get the most original ads sometimes) and was a full 10-15 min video demoing a drone flight and subsequent assembly of the imagery, showing different flight paths give different results.
I dunno, to me -a hobbyist- looking at this stuff makes me think that even for big teams this is a "waste of time". I mean, scanning areas take hours, and I can't imagine how long it takes to optimise all?
It saves time for larger teams because generally you have a larger party of photographers/artists go out on location so you can make the most out of the trip. The greatest thing about photogrammetry of course is the natural ability to provide automatic lighting data (normal maps, gloss, etc) but because you get a lot of those micro details you generally skip the highpoly/sculpt phase on a lot of stuff. Looking at star wars battlefront, Endor is a really solid example because of how much variation and color you're able to pick out from the photos taken, stuff like this would have not only required a lot of sculpt time, but a lot of additional masks would have been authored to create tinting variation of moss and blending.
I would generally say that not EVERYTHING should be sourced from photogrammetry, but it really helps in areas where natural weathering has occurred and layers upon layers of variation in color gradation and buildup as well. That's a ton of stuff you get for free that would suck up a ton of hours if you needed to do that on each individual asset by hand.
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Photogrammetry is nice, but it's a very long and complicated process for a small team of artists to pull off, more specifically a team of 1/2 artists working on a csgo map. Photogrammetry reaps really nice benefits when working on larger scale projects where tons of art is needed (i.e save time on sculpting/highpoly because you don't need to do that anymore), but otherwise the process requires a lot of commitment and thus is generally not worth it at all.
Not only do you need to have some decent camera gear, but physically capturing locations can prove very challenging both budget and time wise. Lighting generally needs to be at a very ideal range, typically overcast or low ambient. Committing to photogrammetry also creates the problem of... committing to photogrammetry. When you start setting the bar at that level of res and surface definition you can't just go and construct a bunch of stuff the old way. The contrast between the definition of assets becomes incredibly jarring. As an individual it's a lot of time consuming work to take GOOD photos ( you can't just snap a bunch of random photos in a 360 degree rotation and input that into the software without worry), then to move on and retopo/ reuv etc.
Furthermore on a topic about Source 2, I honestly don't see csgo getting ported anytime soon. Realistically our current workflows wouldn't benefit much from other than the minor speedups modernizing some of the tools has provided. You're still dealing with vmt's (vmats), you will still need to compile lighting unless csgo moves to deferred rendering (unlikely), and for the most part producing art is more or less the same. Qc's are gone, and that's cool, but source 2 just isn't the day to night contrast that it really needs to be atm.
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came out real swaggin cashed, GG
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gg on release!
I think you guys might have rushed this out a bit fast tho. Might need a little more time in the oven. Many areas feel empty and unfinished, thematically each area speaks for itself (callout wise), but I think you're missing out on a lot of little elements that can help push the map.
Areas that I think need revisiting are:
- sections where materials transition, there doesn't seem to be much breakup between many floors and walls/ceilings.
- Lack of supports under the seating area really stood out to me, the roof while cool, looks awkward just chillin like that.
- Lack of specularity on a lot of surfaces. Some areas that would clearly be polished wood are just entirely flat.
- Lastly you might wanna turn down bloom a bit, I think it's blowing out your overall value range.
Ultimately if I were to sum it up: I think the map really lacks small scale detail to help breakup a lot of your shapes. There's just a lot of large scale stuff that contributes to the map feeling really blocky. A lot of stuff seems to be brush based which would benefit greatly if modeled out for extra detail like chamfering, etc.
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I wouldn't worry about votes guys, valve doesn't really use them to filter. If a map is good they'll notice. Besides, they probably skip all the pages with aim maps anyways, so votes def don't matter in that regard.
Onto the map, looks pretty killer dude, I remember seeing a dev version a few months ago, seeing it progress into this final version is pretty rad, tons of work went into it for sure. On the note about the Ocean I partially agree, mostly because I've been there and done that, achieving an ocean in source doesn't come with many options that are performance sensitive. I think applying some specularity to the ocean will help drive it's realism a long way tho, maybe try giving it a normal as well?
As for the rest of the map there's a lot of really nice touches to both the atmosphere and narrative of the environment. I think the only thing I think is a concern in the art department is that you might want to try and push the fidelity a bit more on a lot of your custom assets. Almost everything seems to have a consistent envmap intensity (especially in the dark areas), applying phong to a bunch of stuff will really help give those assets some more life.
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Looking good dawg, gonna give it a run thru tonight.
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Made a new thread for this considering all the links/images were broken.
Big shoutout to Wilts and Hordeau for helping out on all of the feedback and new changes.
This is a major update to an old map of ours. We had a bunch of feedback sitting for a while but didn't have a lot of time to get to it till now. Huge layout changes have been made, along with art. You can read the FULL CHANGELOG HERE.
QuoteQuote A defusal map designed for competitive play.
Play as terrorists attempting to sabotage a valuable shipment of government property, or as Counter-terrorists tasked with protecting the precious cargo.
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Yeah, it should work the same.
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Whatup pimps, lots of confusion in this thread, so I wanted to hop in and maybe clarify a few things on how phong works and what it actually does.
First off, phong is a specular shading method that emulates specular highlights on a surface, essentially defining the roughness of the surface itself. Phong is one of many specular reflection methods, there are others out there like Blinn/Cook–Torrance/Beckmann etc. Source already has a vmt setting called specular though, so that makes it super confusing. Phong wasn't added into the source engine until somewhere around 06/07 I believe, and valve never felt the need to change it (physically based wasn't even a thing at all back then.). In the current gen it's very important to not confuse specular with environment mapping. Environment mapping are the familiar cubemaps we sprinkle thruout our maps, whereas the various specular and envmap settings define the contrast, intensity and color of that cubemap reflection.
Phong is a real-time intinterpolation of a surface's normal and a light vector (which direction the light is pointing). These two combined create a specular reflection. That being said this is why only the cascadded sun ent works for phong right now. it's a realtime light shadowmap that has readable realtime vectors. Apparently these vectors are exposed to models as well, it would be nice to see point and spotlights effecting brush surfaces, but I doubt it.
Here's a explanation of how the phong settings work:
Code$phong 1 // Enables Phong $phongexponent 40 //Controls the size of the specular highlight. Smoother surfaces should use higher values (glass/marble/ceramic) while rough surfaces should use lower values (dirt/wood/cardboard) $phongMaskContrastBrightness "[0 5]" //This is specific to the valve implementation of the shader. This takes the existing phong map and powers it, higher values cause whitespots to become much more intense, while causing darker areas of the mask to get even darker. (think of like multiplying layers ontop one another in photoshop) $phongAmount "[4.1 4.2 4.0 1.0]" //This is a weird one, but I assume it controls the specular intensity on each vectore, being xyz. The 4th float must be the alpha of all of those channels combined, and thus should act as a overall intensity slider. Tuning these values could allow you to create some really interesting Fresnel on various surfaces (specular sheen on finely woven clothes and satin) $phongfresnelranges "[0.02 0.02 0.02]" // This is the actual fresnel ranges, except it's not really designed for accurate specular representation. Besides, brush work won't even be as complicated as model geometry (tons of dips and convexities) so I would advise keeping this at default. It generally ends up creating a rimlight like effect via specular, which is not ideal for csgo's realistic style $phongBoost "30" // Straight up multiplies phongI've added these as comments so it should be safe to drop that template up there and paste it into a vmt without it spitting out an error. Anyways I hope that clears some of it up. A quick note on some surfaces, Metals should generally have a medium sized exponent with the envmapsaturation set to 0.5 to create a tinted specular reflection that's somewhat dark and lacks color. Rough surfaces like wood and concrete should probably use a lower phong exp value (maybe 15?). Obviously none of this is tied to any physically based system, but it is possible to achieve some of those results. Just keep playing with specular and evnmapping respectively.
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Having T's go up a ladder like that seems kind of OP for ct's to defend from the corner now, especially since you can't shoot properly while on a ladder, and if you fling up the ladder you're basically playing duck hunt.
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Looking pretty hot! Definitely digging the blockout so far, keep it up!
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WHOA MORE CHANGES
QuoteDisplay Morede_import has been updated as revision r5a with the following changes:
GAMEPLAY:
We’re here two weeks later with another update to import! We’ve made adjustments to the map based on feedback from the community, and reddit (thanks reddit playtesters!)
Our changes to A site have been successful thus far, and hot off the heels of those changes comes a couple of tweaks based on minor and major feedback. There are a few changes we didn’t manage to squeeze into R5 as well! Again, right now we’re happy with the current balance of the map. Rotation times feel strong, grenade usage and kill sightlines feel much more balanced, and visually we feel import has come a long way in both fidelity and performance.
Regardless, there are a couple of things we’ve considered minor issues, but we’d like to see what future feedback will provide and how we can approach those might-be issues from there. As for the changes: A site remains relatively unchanged, along with it’s counterpart bombsite B. Much of this update was unifying import visually using many of the new de_train assets AND streamlining a couple of obscurities in the layout. Here are the changes:
BOMBSITE A
- Added signage to better illustrate the bomb planting zone for both sides
- Fixed a couple of spots where the bomb could be planted under the wooden boards
- Made the top of the electrical box plantable
BOMBSITE B
- Removed a couple of dirty spots near back-b
- Adjusted some angles to make taking and defending the site much more straightforward
- Added a light to Red Container, spotting players was difficult up there before
GENERIC:
- The connector between Yard and A-short has been blocked off. Previously it provided a visual open window for ct’s, but provided no access from either side. We’ve closed this up to make defending and attacking the site much more straightforward.
- There is now an open cargo container replacing the pile of plastic crates in mid. This helps provide much more dynamic cover for both teams, but primarily Terrorists when attempting to advance thru mid.
- The barge on Docks has been pushed up giving mid a flatter, even space.
- T spawn to docks has been extended slightly to cover more protection for Terrorists.
- Added a minor hiding spot to Back B
- Made mid Walls less wall bangable for players boosting their teammates.
- added various signage around the map to help guide players to the bombsites.
VISUAL:- Performance has been improved in a few spots
- Cargo containers have been replaced with model versions
- Various props around the map have been replaced or improved using new de_train assets
- the ocean now features a custom flowmap
- New color variations to various buildings have been introduced to break up visual uniformity.
- A-long warehouse has been changed up internally and externally. Internally cargo containers have been removed and replaced with various cargo props. Our goal here was to help contrast it away from the other cargo warehouses around the map.
And some new images!
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- Added signage to better illustrate the bomb planting zone for both sides
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I don't think reducing the timing on CT's getting to mid is ideal. With the current layout I think a major problem is the desirability to go B as Terrorist when mid is as biased as it is towards T side. Right now T's can take control of mid, and thus have a strong advantage in where they want to rotate.
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Yeah I think your textures are coming in a little too flat. Also looking at the layout, there seems, or at least feels like there are some unneeded locations to wander around in.
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Hey guys we've published another major update to the map with the following changes:
QuoteDisplay MoreGAMEPLAY:
A major issue we and players had were the physical saturation of cargo containers throughout the map. Long sightlines were another important issue. Obtaining a good balance between rifle play and short range has been tricky, especially with our goal to have an open environment. We wanted import to feel like it’s a connected, coherent physical space, versus compartmentalized outdoor areas.
As a result, we’ve completely changed A site physically and visually to represent a small train dock. This change helped give A site a stronger identity, and solved a lot of our “container city” problems. A-site now features more areas to secure the bomb plant, two routes from T spawn (one of which has a shorter sightline), and access from ground level up to A Cat so T’s can better defend the site when attempting to overtake it.
B-Site has seen a face lift as well! We’ve removed numerous areas players could boost or hide ontop, reducing the number of areas to check when entering the site. Back B has been emptied, making it a much safer area for T’s to hold down as they make their approach to the site.
Lastly, various areas throughout the map have been streamlined; simplifying the route choices and possible hiding locations players can be in.
BOMBSITE A
- A-site has been completely redesigned. This was an important step in making both bombsites visually distinctive for callout locations.
- Long A has been streamlined and no longer branches off into two separate paths half-way thru.
- Long A branch fork has been moved to the end of the route, closer to the bombsite for better pathing in approaching the site as a T.
- Mid has been streamlined
- Train Hanger connecting mid to short A has been removed.
- A-cat now has a set of stairs near the plant zone.
BOMBSITE B
- B-site has been significantly cleaned up. There are significantly less areas to hide.
- The center of the site has been changed. There is now an elevated red container accessible via ladder from one side.
- Plant zone cover has been rearranged
- Various spots that could be boosted onto have been removed
- The route from B site to A site has been streamlined for both flow and sightlines. The larger hangar doors have been replaced by a single normal sized squeaky door.
- Back B has been emptied, removing some possible hiding spots for CT’s as T’s approach, making it a much more tempting route to B-site
GENERIC:
- Alt mid has been streamlined, specifically the path that lead to alt mid via T spawn.
- A-long warehouse has been streamlined in both exits and entrances leading to A site
- Various boostable spots in A-long warehouse have been removed, along with some short props allowing players to see over the containers
- Cleaned up a great majority of paths/routes in the map. Many hiding spots have been removed and sightlines in certain areas have been made shorter.
- Added some taller vis blockers near T spawn so that CT’s can’t see into T spawn.
VISUAL:
- Performance has been significantly improved across the map.
- Various cubemap issues have been fixed (puddles)
- Grass now sways in the wind
- Many textures have had their color values shifted to create stronger reads toward players torso and head.
- Many cargo containers have been removed, or replaced with various cargo props.
- Various props and routes have some hints of color to help create unique callout spots.
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SO CLEAN, SO SMOOTH!
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You might want to avoid repainting valve textures like that, specifically because of how compressed they'll get once you recompress them. You're essentially compressing an already compressed texture.
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It's just a bumpoffset node that acts as a UV for a texture. There are a few tutorials on it floating around youtube.