Did you make only one wall green like this ? if true, you can try make a func_reflective_glass
Posts by nicoreda
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Working on a bomb map, I start the brushwork. Layout look almost dust + nuke, more in few weeks !
ct spawn
[Blocked Image: http://i.imgur.com/p5DFHY8.jpg]
A/B Way
[Blocked Image: http://i.imgur.com/LWfOvEu.jpg]
Middle (on the right, so it's "midright" ? :D)
[Blocked Image: http://i.imgur.com/OC9ysFE.jpg]
CT to B
[Blocked Image: http://i.imgur.com/WxydH6v.jpg]
Mid to B Connector from short
[Blocked Image: http://i.imgur.com/UiYDKod.jpg]
The ladder from middle
[Blocked Image: http://i.imgur.com/42g9RbT.jpg]
I don't know why I have this skybox on the csgo files,maybe it's from Rails I don't know. I will change it later, but it currently help me for night style !
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This is what can be happen:
- Cs:go tutorial series
- Community game/map making
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Quote from TheGuma
Oh! Can you tell me how do you make your custom cubemap ?
I drew the sun on a spherical map of the sky and made the background black in Photoshop like this: http://i.imgur.com/jCvEfS8.pngThen I used HDRshop to convert it to hdr and cubemap format, added it on top of the skybox in Photoshop and changed the exposure +4. The images should be in this arrangement http://i.imgur.com/pa7lnGk.jpg except mirrored vertical.
I saved the image as .pfm (it has to end with _hdr) and used vtex to convert it to cubemap with
cubemap 1
pfm 1
pfmscale 1
nocompress 1
Then you just add in in the vmt as $envmap "cubemaps/file_hdr"
Wow, thank you! I was looking for a way to do that.
I guess the reflections would look better if I would make them blurry manually for every cubemap
(I'd rather have blur than pixelated cubemaps).
Is it possible to increase the resolution of a cubemap?
thanks yanzl.
http://i.imgur.com/I6FBgDD.jpg
512x512 per image here, made using cfg that "screenshot" and "setangle" 6 times
then you can use amd cubemapgen
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Quote from CorentinFDisplay More
Hi ! I'm new here

I'm currently working on a game, here's a foliage & lighting test. Everything is moving with wind

Grass is supposed to receive light from the sun but for some weird reason I have to desactivate it

It's on source engine btw.
[Blocked Image: http://img110.xooimage.com/files/b/5/b/nag_village0005-4b048fa.jpg]
Corentin
Why it look sharpen at the distance ? -
Quote from Single
There are some other parameters in the hr_train .vmfs that I haven't seen before as well, like $envmapanisotropy, $envmapanisotropyscale, and $envmaplightscale, perhaps more.
Are these new as well? Does anyone know the parameter space? There doesn't appear to be any documentation on the web, but from my testing they definitely have an effect (can post screenshots tomorrow if need be).
Quote from nicoredaDisplay MoreNew test:
1 bumpmap
http://images.akamai.steamusercontent.com/ugc/7141620562…AE1BE7E947A309/
2 Bumpmap
http://images.akamai.steamusercontent.com/ugc/7141620562…9618099EA632BD/
2 Bumpmap Lowered the second scale
http://images.akamai.steamusercontent.com/ugc/7141620562…9EE1B8AE98537D/
$envmapanisotropy 1
scale 0
http://images.akamai.steamusercontent.com/ugc/7141620562…7A44D5BE13F5C5/
scale 1
http://images.akamai.steamusercontent.com/ugc/7141620562…8C0A8DE69608EF/
lightscale is to change where envmap will do effect. I think it use hdr but I'm really not sure.http://images.akamai.steamusercontent.com/ugc/7141620562…709C3078356834/http://images.akamai.steamusercontent.com/ugc/7141620562…D002F85B9824F8/ By the way all my screens here http://steamcommunity.com/id/nicoreda2/screenshots/
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Quote from SkybexDisplay More
A few bits I did testing it out. The wood also uses world reflections so it is definitely possible. And I added phong to the carpet to see if it would reflect other lights and it does not. Seems it will only reflect the environment light.
http://i.imgur.com/X4KhzvF.jpg
http://i.imgur.com/87CiHVN.jpg
http://i.imgur.com/H7Azo6U.jpg
Do you have any example pics of this? I tried to look it up when I heard about it but couldn't really find anything.
with -staticproplighting and moonlight tf2 prop
http://images.akamai.steamusercontent.com/ugc/7141620562…77C2A8DA1EC156/
here it look weird, but imagine if you can make modular content on source
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Volvo, please now add tf2 lightmap on models

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New test:
1 bumpmap
http://images.akamai.steamusercontent.com/ugc/7141620562…AE1BE7E947A309/
2 Bumpmap
http://images.akamai.steamusercontent.com/ugc/7141620562…9618099EA632BD/
2 Bumpmap Lowered the second scale
http://images.akamai.steamusercontent.com/ugc/7141620562…9EE1B8AE98537D/
$envmapanisotropy 1
scale 0
http://images.akamai.steamusercontent.com/ugc/7141620562…7A44D5BE13F5C5/
scale 1
http://images.akamai.steamusercontent.com/ugc/7141620562…8C0A8DE69608EF/
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Oh my god.. Just re-discovered the first bomb map I've made some years before, in my mediafire account... :s
[Blocked Image: http://img110.xooimage.com/files/5/2/1/untitled-49c5677.jpg]
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Catfood, when do you stop mapping ?! Every 4~ months and you release a new project ! I love you, good luck, I subscribe and I test it later.
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Some Map progressing.
[Blocked Image: http://cloud-4.steampowered.com/ugc/543010758932573326/39E1FEB08F712AA95D7701875FCAD853379C1BD9/][Blocked Image: http://cloud-4.steampowered.com/ugc/543010758932574538/4C88B525D9931DA9B224BD37E7FCE9F2DF55C120/]
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Just tried it. GOOD job, just working very well with current features, it's a very good tool for brush work, thanks !
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Quote from Deh0lise
{"$basetexture" "nicoreda/brickwall1_pa" }Basetexture have: RGB + Alpha = Diffuse + Heightmap [Blocked Image: http://img110.xooimage.com/files/6/9/4/untitled-477ab01.jpg] If I may link: http://facepunch.com/showthread.php…=1#post45897957
I tested it but it is unlit... It may be useful in some walls, playing with diffuse color to fake it, but It is not suited to every situation.
Searching in the VDC I've found this about parallax https://developer.valvesoftware.com/wiki/Parallax_mapping, and it says it should work as lightmappedgeneric, but it actually doesn't, at least not with detail & specular maps.
It is an interesting feature, but I'm not using it by now..
EDIT: There is a mod that does a good parallax mapping right, I've found this link: http://www.interlopers.net/forum/viewtopic.php?f=16&t=13380 not build into CSGO though
I don't know what to say, you have all I writed on the facepunch topic.

With some tricks you can get that I've got http://cloud-4.steampowered.com/ugc/5396261894…2BEA4BF66D4EE7/
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Quake 3 / Live !? Wow It's just, awesome/////
Edit: Doom 3, seen the screen at the right

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Nice job. Well done.
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Old video about old mod, with panels.
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