1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. Mamorex

Posts by Mamorex

  • CS:GO Blog - Lighting and Shader Improvements

    • Mamorex
    • February 25, 2016 at 10:28 PM

    1. Cubemaps are still not parallax corrected.
    2. 2K cubemaps (unclick SmartEdit in env_cubemap entity and set cubemapsize to 10) must be rendered in 4K desktop resolution (Source must have 2048 pixels vertical and horizontal).
    3. Very good models and shadows changes. Now we can create a map with a lot of them for better quality - details, like windows, looks better, we can use them for tesselled bricks etc. without bad lighting.
    4. Valve has a Source 2 engine, with PBR etc. and I can see that Valve employees made a new de_nuke looks like on it - faked PBR, a lot of models... So... I think that we would see a new version of CS:GO, when all parents buy a new PC's for their children, who still spend a lot of money for skins and stickers. Valve can't release Source 2 patch, because it will not work on children PC's. Look at new de_nuke criticism posts on Valve sites. "Players" writing a lot of bad things about it, especially less FPS count... I have a good PC and framerate too.

    Quote

    I remember reading a thread with some good information and experiments with phong shading on world materials. Search MapCore for it. I imagine it will be used quite a lot as the effect looks believable.

    Then we had a commands for anisotropic reflections, didn't work properly at that time.

  • Counter-Strike: Global Offensive

    • Mamorex
    • February 22, 2016 at 12:23 AM

    [Blocked Image: http://i68.tinypic.com/284801.jpg]

    – Detail sprites (like grass) have been improved so many more can be rendered for much cheaper.

    Really? That's it?

    Better shadows with LightmappedGeneric (still not dynamicly from sun, but grass is black in trees dynamic shadows), but not working (random artifacts) - we still must using UnlitGeneric shader. Nice improvement. Or... something else was added in patch.

  • Counter-Strike: Global Offensive

    • Mamorex
    • February 20, 2016 at 12:39 AM

    1. After update I can't compile models with WallWorm.

    ERROR: d:\steam\steamapps\common\counter-strike global offensive\csgo\models\mamorex\grass.qc(13): - expecting number, got "-1.0"
    ERROR: Aborted Processing on 'mamorex/grass.mdl'
    CDynamicFunction: Closing library 'Kernel32.dll' (74DF0000)
    Press any key to continue . . .

    2. I have an issue with ATI card like other players.
    3. Static Props show up black and Valve will not fix it! They writed that I must use full compile all times (when Unreal Engine and other game engines have a real time editors)! https://developer.valvesoftware.com/wiki/Static_Props_show_up_black
    4. What is the grass stuff? I can't find, how to use a new cs_grass shader. Sprites or what? Detail sprites not work for me by old method.

    ---

    Oh! We have a next update. ~123 MB http://blog.counter-strike.net/index.php/category/updates/

    Veryfying game after update eternally. I must reinstall game. Nice.

  • Counter-Strike: Global Offensive

    • Mamorex
    • February 18, 2016 at 12:14 PM

    http://blog.counter-strike.net/index.php/category/updates/

    Nice update, Valve! :)

    – Detail sprites (like grass) have been improved so many more can be rendered for much cheaper.

    What does it mean? Detail sprites like in older games now working in CS:GO or static props will be rendered smoothly (better option - dynamic shadows...)?

  • Random Photo Thread

    • Mamorex
    • August 26, 2015 at 12:51 AM

    [Blocked Image: http://i59.tinypic.com/soalpk.jpg]

    Return from Przystanek Woodstock, Poland

  • Good mirrors in CS GO

    • Mamorex
    • May 2, 2015 at 3:14 PM

    [Blocked Image: http://oi62.tinypic.com/o9ltmg.jpg]


    It works fine in CS:GO, but:

    - only with flat normal map

    - you can't place the water surfaces with "water" shader at rooms with mirrors

    - you must place your mirrors in one surface (like in other Source engine based games)

    csgo_mirror.zip

  • CS:GO phong on world surfaces

    • Mamorex
    • May 1, 2015 at 5:05 PM

    Edit: Phong shading dev textures - http://csgo.gamebanana.com/textures/4174My old animated puddles with Phong shading - http://csgo.gamebanana.com/textures/3968 EddieLTU

    Quote

    just a warning, phong and blend textures along with blendmodulade don't like eachother


    They works fine for me.

    Bonus: [Blocked Image: http://oi58.tinypic.com/2edcx2w.jpg]

    Code
    "LightmappedGeneric"
     
    {
     
    "$basetexture" "folder/texture"
     
    "$phong" "1"
    "$phongexponent" "40"
    "$phongamount" "[5 5 5 1.0]"
     
    "$offset" "1"
     
    "Proxies"
     
    { //begin of "Proxies"
     
    "EntityRandom"
    {
    "scale" "3"
    "resultVar" "$offset"
    }
    "Sine"
    {
    "sineperiod" 1
    "timeoffset" "$offset"
    "resultVar" "$phongamount[2]"
    }
    "Sine"
    {
    "sineperiod" 2
    "timeoffset" "$offset"
    "resultVar" "$phongamount[0]"
    }
    "Sine"
    {
    "sineperiod" 3
    "timeoffset" "$offset"
    "resultVar" "$phongamount[1]"
    }
     
    } //end of "Proxies"
     
    }
    Display More
  • CS:GO phong on world surfaces

    • Mamorex
    • May 1, 2015 at 2:11 PM

    I had broken "$bumpmap" material. Nice, it works with LightmappedGeneric too. With "$phongAmount" you can change phong shading colour and contrast of it. "$phongAmount" "[1.0 1.0 1.0 1.0]" - looks good with polished floors"$phongAmount" "[0.3 0.3 0.3 1.0]" - looks good with concrete materials etc.

  • CS:GO phong on world surfaces

    • Mamorex
    • May 1, 2015 at 3:31 AM

    "$envmap" "env_cubemap" isn't working with phong shading and "LightmappedGeneric" shader. But I think that it works properly with "WorldVertexTransition".


    "WorldVertexTransition" { "$basetexture" "metal/hr_metal/metal_grated_d""$bumpmap" "metal/hr_metal/metal_grated_d_normals" "$envmap" "env_cubemap""$envmaptint" "[0.3 0.3 0.3]" "$phong" "1""$phongexponent" "1500""$phongboost" "30""$phongfresnelranges" "[0.02 0.02 0.02]""$phongMaskContrastBrightness" "[.05 0.08]""$phongAmount" "[4 4 4 1.0]" "$surfaceprop" "metal" }

    Maybe we have a more issues with "WorldVertexTransition" option. I have one - I can't change .vmt after compiling my map, with "mat_reloadallmaterials".


    I wonder if we made a good blend material. I have an issues with two textures. And I can't waiting for complete parallax mapping. "Parallaxtest" shader...

  • [CS:GO] de_binnenhof

    • Mamorex
    • August 24, 2014 at 10:23 PM

    What program do you recommend for modelling to Source engine? If you can, put a refractive glass into windows.

  • Mathis Widrat - Environment Artist

    • Mamorex
    • August 24, 2014 at 10:11 PM

    I like Risen 3 world. Thanks! Nice works.

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™