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  3. Psyrius

Posts by Psyrius

  • Need help with 3ds Max, Wall Worm and exporting a model with $phong

    • Psyrius
    • December 2, 2015 at 5:05 PM

    I think there's a command in game to reload materials. "mat_reloadallmaterials" is it? Does this work for the phong parameters too? Or do I have to recompile every time to see how it looks like?

    Edit: "mat_reloadallmaterials" works. What a huge time saver! Finally I can make it look nice

  • Need help with 3ds Max, Wall Worm and exporting a model with $phong

    • Psyrius
    • December 2, 2015 at 3:25 PM
    Quote from Pivac

    Yes, you can edit visual material properties later on. I model in Blender, but process should be similar. After you export and compile your model, you can change textures and materials and even update live while viewing the model in Hammer (not sure about model viewer). Simply edit the .vmt file, save it, compile your map (I use small map for fast compiles), see the model in-game, exit game, tweak the settings as you wish and repeat until you're happy with it.

    I just tried this, but my phong on my model didn't change anything. I'm trying it out more time after closing SDK and opening it again and changing a setting even drastically to see if it's changing. I'll tell you soon if it works...

    Okay, it seems to be working. I don't really get the effect I'm looking for yet though. But I'll guess I just gotta keep tweaking it until it feels right.

    I had some nice settings which looked super nice before, but that was with exposing the texture to the sunlight. I'm using this floor model inside however and it seems I need to tweak the settings even more to get the same nice effect :)

    This is how it looks like atm:

    "VertexLitGeneric"
    {

    $basetexture "psyrius/wall01b"
    $bumpmap "psyrius/wall01b_normal"


    $phong 1
    $phongexponenttexture "psyrius/concrete/wall01b_normal"
    $phongexponent 40
    $phongAmount "[0.2 0.2 0.2 1.0]"
    $phongMaskContrastBrightness "[5 0.2]"
    $phongboost 1
    $phongfresnelranges "[0.05 0.5 1]"
    "$surfaceprop" "concrete"

    }

    I've also placed 2 strong orange lights close to the ground to see the effect better. But those will be removed later.

    https://gyazo.com/d9625404a1d871e9a7aed5b3438f5d1c

  • Need help with 3ds Max, Wall Worm and exporting a model with $phong

    • Psyrius
    • December 2, 2015 at 3:02 PM

    Do someone know if I can edit the .VMT file for the model, tweak the phong parameters there, save and it will work fine? Or is there something else I need to do to get it to work?

  • Need help with 3ds Max, Wall Worm and exporting a model with $phong

    • Psyrius
    • December 1, 2015 at 6:55 PM

    Thanks for the reply. I'll see if I can get it to work!

    "set the Standard Material's shader type to Phong."

    Is this what you mean? Under "Shader Basic Parameters" to Phong? https://gyazo.com/89b660acae99390832b2fedf12371428

    I found these settings: https://gyazo.com/002782dd085ad7724258702a378e6247

    But is it possible to add these parameters some how?

    $phongexponent 150 (I could only choose a maximum of 32 in the settings)

    $phongAmount "[0.3 0.3 0.3 1.0]"

    $phongMaskContrastBrightness "[4 0.5]"

  • Need help with 3ds Max, Wall Worm and exporting a model with $phong

    • Psyrius
    • December 1, 2015 at 1:22 PM

    I've created a very simple model in 3Ds Max which I want to use $phong on. I've been trying my best to follow the tutorials that's available, but I can't get it to work. The model gets exported, but the textures turn up black.

    I got it working yesterday, but that was without the $phong.

    I'd be very happy If someone have the time to have a chat with me and maybe guide me through each step.

    A simple floor model which I want a slight touch of $phong on: https://gyazo.com/ebd515527318d5d2e64bc85b65f35c49 :)

  • [WIP] de_meat [Looking for gameplay feedback]

    • Psyrius
    • November 21, 2015 at 7:49 PM
    Quote

    [Blocked Image: http://i.imgur.com/AQLeEl6.jpg]

    When I was sniping here in the playtest, I had to retreat, but I didn't want to turn around. So I moved backwards but got stuck on the sides all the time. I think you should just clip this part :)

    Quote

    [Blocked Image: http://i.imgur.com/cjwdWuy.jpg]

    T's have to move all the way over here to see the 2 arrows pointing down to A. I'd try to clarify this part abit more (further away) for the T's so they know they have an enterance to A there.

    Quote

    [Blocked Image: http://i.imgur.com/Szf2EFW.jpg]

    I think you can improve the look of this room. The ramps have very sharp corners and it looks unnatural. As T, I wanted to jump down from the top of the stairs so I wasn't at such a big disadvantage if I would've moved down the ramps (CT's will see your legs first). But it was kind of awkward to jump down since the roof is so close to your head.

    Quote

    [Blocked Image: http://i.imgur.com/iekQAPE.jpg]

    Same thing here, looks abit unnatural.

    Quote

    [Blocked Image: http://i.imgur.com/8ZLfaUi.jpg]

    If you were some seconds late to the party as T, this spot were so dangerous because of how dark it is and the chance of lurking CT's. I'd suggest brightening it up abit :) There's also a dark spot under the "bridge" at bombsite B. But that could be discussed if it should be there or not.


    Very good job so far! Big thumbs up! Looks good. You need to work on the performance though. Getting low fps :)

  • Are all french people of Mapcore Okay?

    • Psyrius
    • November 14, 2015 at 8:11 AM

    I barely have no words for this... It's hard to realize this is actually going on in our world. My thoughts goes out for france and all of humanity and I hope these barbaric and horrifying times will calm down soon. I'm very worried of what will happen soon in the future.

  • [CS:GO] de_proxy [WIP]

    • Psyrius
    • November 10, 2015 at 12:47 PM

    I think it will be proxy :)

  • [CS:GO] de_proxy [WIP]

    • Psyrius
    • November 10, 2015 at 10:51 AM

    Fallout 4... This project will have a little break I'm afraid :P

  • Phong creation

    • Psyrius
    • November 5, 2015 at 12:30 AM
    Quote from Squad

    No idea, but the answer may very well be in this topic, in case you missed it.

    Yeah it seems it can't be lit up with normal lights. But from what I understand, I can make a prop out of a brush and get the phong effect from normal lights. Will experiment with that tomorrow :)

  • Phong creation

    • Psyrius
    • November 4, 2015 at 10:13 PM

    Can I get this to work indoors or does it only work if it's lit by the light_environment?

  • Phong creation

    • Psyrius
    • November 4, 2015 at 5:21 PM

    Thanks guys ;)

  • Phong creation

    • Psyrius
    • November 4, 2015 at 2:31 PM
    Quote from tomm

    search m8

    https://migrationtest.mapcore.org/topic/18696-cs…&comment=399452

    Thank you. I searched and I saw that thread, but I guess I was scrolling through and reading too fast.

    Code
    $phongMaskContrastBrightness "[0 5]"

    Did he miss a dot there?

  • Phong creation

    • Psyrius
    • November 4, 2015 at 12:46 PM

    I'm abit confused on how to create a phong effect on textures. I've read here: https://developer.valvesoftware.com/wiki/$phong

    I think that site is often very helpful, but sometimes I feel most of the stuff is explained in a way towards an experienced mapper. I'm confused on some points and I could definitely experiment for hours to get the effect that I want. But I'd rather read/watch a tutorial somewhere so I don't waste my time.

    As an example, I have a feeling that if I manage to apply a phong effect on a material, the default settings ain't gonna cut it for all materials. So if I knew which parameters to edit and/or add/remove, things would be alot simpler.


    I know how to create a normal map. But not much else in this subject :)

    Hopefully someone of you can help me or link me a tutorial - cause I can't find anything.

  • [CS:GO] de_proxy [WIP]

    • Psyrius
    • October 31, 2015 at 9:21 PM
    Quote from Bodd Jonar

    Confinement, isolation, shelter, bunker, hallows, ultimatum etc

    I like Confinement and Isolation.

    Anyone has more ideas? :)

  • [CS:GO] de_proxy [WIP]

    • Psyrius
    • October 31, 2015 at 9:06 PM
    Quote from Vaya

    'de_proxy' is actually kinda cool

    I kinda like that But I'm not sure it makes complete sense? A proxy is like a middle hand of clients and servers. Or how do you see on it?

  • [CS:GO] de_proxy [WIP]

    • Psyrius
    • October 31, 2015 at 9:22 AM

    I think I'm sticking to this story - that some company have hired this "shelter" for storage. It says so on the paper, but in secret, they have set up servers which are hosting illegal stuff. Maybe that can help coming up with a name

  • WIP in WIP, post your level screenshots!

    • Psyrius
    • October 30, 2015 at 9:46 AM
    Quote from Jonny Phive

    That's incredible *drools*

  • [CS:GO] de_proxy [WIP]

    • Psyrius
    • October 29, 2015 at 10:04 PM

    Thanks everyone for attending at the playtest today!

    I got a little feedback, but if you can think of anything more, please tell me

    You can download the map here: http://steamcommunity.com/sharedfiles/fi…s/?id=539221257

    Minimap:

    [Blocked Image: http://i.imgur.com/fCVcFlH.jpg]

    Also, do anyone have any name suggestions for this map?

  • MapCore CS:GO Playtesting 4.0

    • Psyrius
    • October 29, 2015 at 4:47 PM

    Less hating please Those will be removed later. Now they are there. We're playtesting the map for its gameplay/layout, not judging stuff that doesn't affect the gameplay.


    And as I've said, an update is coming. Doing some final touches now.

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