This looks really good; makes me wanna reinstall FC3 ![]()
well done
This looks really good; makes me wanna reinstall FC3 ![]()
well done
normal maps are pretty straightforward in source.
Once you prepare the normal map vtf, make sure to tick the "normal map" checkbox.
The vmt declaration is very simple especially for a brush-based texture
example vmt:
"LightmappedGeneric"
{
"$basetexture" "folder_name/texture_name"
"$surfaceprop" "rock"
"$bumpmap" "folder_name/texture_name_n"
}
You can name your bumpmap anything but to keep things tidy, just add _n or_normal to the diffuse texture name.
I have published a major update to cs_calm today addressing the feedback received previously on mapcore, reddit, steam and gamebanana forums.
http://steamcommunity.com/sharedfiles/fi…s/?id=405675581
The full changelog is here (http://steamcommunity.com/sharedfiles/filedetails/changelog/405675581)
Here is a fresh batch of screenshots:
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/29614280047093020/85B02EDF99D6FB7E40627C3271A6125729342794/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/29614280047110093/888BC1457289BD9A2529A0A5E371C0DDD247FEEF/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/29614280047168207/510A87B135C2709EDDE4EE1242DCC1ADE2A38CAF/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/29614280047174289/BD4A2DC3A9888058D87D97C6F0F3FF9AEAF58685/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/29614280047177108/E6E8DC8B9689FC87ED0AD1CC68D28A43296DC713/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/29614280047178511/CC11D1DF92260459D650785C2C16B942C0A82E49/]
and here's the new layout with hostage zones spread like 2 bombsites ![]()
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/29614280047179650/860C30E92DFFF4204C9A9D2952E32C422042460F/]
Your title is a bit wrong; I believe you meant VMT and VTF thread (not VMF) (VTF is the texture format while VMF is the map source file format)
Your answers lie in the Valve Developer Community wiki
https://developer.valvesoftware.com/wiki/$bumpmap
https://developer.valvesoftware.com/wiki/$envmap
https://developer.valvesoftware.com/wiki/$envmapmask
https://developer.valvesoftware.com/wiki/$normalmap
My advice to you is to open stock textures of Valve in VTFEdit and see what they ticked; for exmaple if you are creating a cobblestone texture with bumpmap then open up some cobble roads textures from de_cbble in CSS or CSGO and check the options and try to mimick them in yours (like anisotropic, no mipmap, clampS, clampT, normal map and so on)
Hope this helps
As Latteh mentioned, the photoshop vtf plugin (also available for Gimp afaik) will make your life easier by working and saving directly in Photoshop without hassle.
A 2nd fast way is to prepare all your work in Photoshop as TGA files then using VTFEdit (nifty free progam from the same creator of the PS plugin) you can batch import them into vtf with the added bonus that VTFEdit will create the corresponding vmt's for you (still have to edit here and there in the vmt for special switches but the bulk is done).
I make my own custom textures for my maps so these 2 programs/plugins are indispensable when dealing with large amounts of vtf files ![]()
Lighting testing, tweaking and fine tuning in Source was, and still is, a real time-consuming bitch
. Dynamic lighting preview in Hammer 2...or riots ![]()
I have modified the castle lighting to light orange tint (subtle) to enhance colors in hallways and rooms and differentiate it from environmental lighting.
here's a quick shot
[Blocked Image: https://www.mediafire.com/convkey/6e19/xi35r1shhc6q9cd7g.jpg]
Almost done with the update; still doing some overall fine tuning as well as re-tweaking of lighting and details. Quality assurance tests are also underway for bugs, optimization and gameplay smoothness.
Should be ready to publish by the end of this week.
And here's a shot of one of the new areas added:
[Blocked Image: https://www.mediafire.com/convkey/6b4c/wtr9qb8lyb471xk7g.jpg]
I don't have the game but the screenshots look damn nice. Makes me wanna rewatch "the expendables" ![]()
Quote from SquadNice stuff
What dimensions are you using for the stairsteps (approximately, since they're at an angle)? They look a bit big, but it could just be the angle too.
Thanks ![]()
These particular steps are 32x12 to slightly reduce the verticality of the stair and reduce the slope while keeping the same overall height; they're all tightly clipped ![]()
Quote from TheGumaIf you ever visited a castle stairs are usually pretty huge
Medieval architecture FTW ![]()
Quote from VayaKnights have difficulty with stairs
![]()
Haven't posted here in almost a month so I thought of updating with some progress; as always, free time and real life work are an issue so progress is a bit slow.
Major rework and updates are going through as per the shortlist above in my last post. Layout is drastically reworked especially around T spawn and hostage zone and many new areas are added from scratch. The hostages areas are now evenly spread more like 2 bombsites.
I'm working as quickly as possible within the available time and should hopefully have a new build by the end of the month; Once I publish the update, we'll have a playtest here on mapcore to check the new changes.
And here's a WIP shot of a new area added (2nd hostage room)
[Blocked Image: https://www.mediafire.com/convkey/8ced/sb462d6ekdccgy87g.jpg]
Quote from TheOnlyDoubleF
I can't seem to find it on the windows store (windows phone 8.1). I searched for "ULTRAFLOW" and no results came out.
Could it be a regional thing? (l'app est seulement disponible en France/Europe?)
I don't think so, it should be something related to a dealy a approval so it can appear when you search it. We had the same thing on iOS and it was good the day after we launched.
But this is the page if you want it.
Finally, it appeared on the windows store ![]()
The game is brilliant and addictive as hell; thought I'd play 1 or 2 levels, suddenly I'm at level 20 and still going ![]()
Well done Franck, un travail de qualité
Quote from Vayahow did the playtest go?
Hey, thanks for asking ![]()
I compiled a list of things to do based on various feedback received from mapcore, gamebanana, steam and reddit forums.
I have now a good idea of the things to be updated afterwards to make the map less T sided and more streamlined:
- 2nd hostage room on the opposite side of T spawn with lower floor access
- additional connector to current hostage room from Tsidelower
- multiple entrances for hostage rooms on 2 levels
- new connector from side hall (arched hallway) to new hostage room
- reworking the main hall-long tunnel area to break the big line of sight
- possibility of additional CT entrance in CT spawn
- opening some skies for nades/flashes mainly between mid and T spawn
- misc tweaks (lighting, clips, etc)
I wish to thank everyone who provided feedback and constructive criticism, much appreciated.
Maybe after the update, we could have a playtest here on mapcore if RZL's schedule is not too jammed ![]()
The map is now being played on the reddit CSGO server (community night) if anyone wants to join
http://www.reddit.com/r/GlobalOffens…st_followed_by/
I have a good idea of the things to be updated afterwards (some clips here and there, 2nd hostage room, additional connector to curent hostage room, opening some skies for nades/flashes and more)
I shall gather the feedback of this playnight along with previous feedbacks to include them in one large map update.
Feel free to join the game and post any feedback you have here in this thread, all feedback is welcome.
Thanks and enjoy.
Quote from SteppenwolfSo last night i made a small but costly mistake. In my city i had an industrial area on a hill over the city. This causes some issues with the sewage system polluting the cities fresh water. So i created a seperate pipe circulation system. Then by accident i connected both systems without realising it immediately. 7000 people died on the spot after ingesting the poisonous industrial waste. A couple thousand more succumbed to sickness in the weeks after followed by a general flight thanks to crumbling infrastructure and services. Within two months the city lost half of its nearly 40k population.
Could easily work as an alternate backstory opening for "28 days later" or "the walking dead" ![]()
I played the hell out of this mod back in 2001; it was a nice break from CS
Although it wasn't as polished as its UT competitors (Strike Force, Tactical Ops and Infiltration, if any old timers remember them), it was a fun mod nonetheless with some cool features (the bleeding/bandage thing was stressing and hilarious at the same time - fleeing the scene with a trail of blood trying desperately to bandage yourself before other players finish you off with the little health remaining in you
classic)
Good to see it remade in HD in UE4
Quote from SteppenwolfThis game is fun. It's like classic Sim City but with awesome road tools.
I tried building a town to be as shitty and unpleasant as possible but still have growth last night. Only used dirt roads. Crime soon hit 45%. Things started to get interesting when i got close to 5000 population. Thanks to having landfills and industry in the center of town and no clinics a public health crisis happend. I lost 2000 people rapidly with their corpses rotting in the streets. Even after building 3 hospitals i had over 2000 sick people and only 300 hospital beds. Thanks to drastic budget cuts and tax raises i managed to turn still a profit. There was dead, decay, fire and crime everywhere. It was like managing an African town during Ebola outbreak. Eventualy i cashed out with over 130k $ in the bank and almost all citizens dead.
Brilliant review
got me excited to get the game now.
The last simcity game I played was SimCity3000 in 1999 ![]()