Many years ago I tried to make a map with Petra for cs1.6, but the engine and my mapping skills at the time did not made it possible.
Thank you for making it. It's truly awesome.
Many years ago I tried to make a map with Petra for cs1.6, but the engine and my mapping skills at the time did not made it possible.
Thank you for making it. It's truly awesome.
The forum is basically dead. They are all on discord.
Since my map didn´t passed to the last stage of the contest, i want to offer to whom it might be interested, the custom assets that i made for this map, namely the windows and the doors.
All the models are tintable, one of them has two skins. Download link: https://drive.google.com/file/d/12y0iZj…iew?usp=sharing
I made them in Blender and Substance Designer.
The other models like the rocks and some of the vegetation are from Quixel Megascans. For the walls, ground and tiles i used textures from the same source and also textures.com , modified ,of course, to suit the theme.
I´m not a profesional 3D artist, neither i aspire to be, my intention was to see how far i can reach, competing with profesional artists and other talented hobbyists, and also to improve my knowledges about the source 2 engine.
ps
watching my map being analyzed by real experts and self appointed ones i kept hearing that the buildings look flat. Well, if one day you will visit puerto de Agaete, many of the old buildings have just paint instead of trims. Of course there are buildings with more relief and splendid architecture, but i know my limitations and wanted to make my life easier 😁.
I also changed the skybox material from the initial sunny one to cloudier one because it gave weird reflections of the sun where it wasn´t supposed to be, and in some parts, there were two suns reflected, and besides, in the north of the island it´s mostly cloudy.
Congratulation to the finalists. It was an honor to receive feedback from counter strike experts.
how to add place names/ callouts?
answer: env_cs_place
I found a tutorial in spanish but it´s very explicit so you don´t need to know the language
how to make Custom loading screen for maps in Counter-Strike 2 ? (thanks @Geno)
How to create a custom cookie (thanks to @Slimek ):
1. In your custom addon folder create the following folders materials/effects/lightcookies , their name and order it´s important otherwise it won´t work.
2. Create your desired image that you want to project as tga (targa) an place it in the folder "lightcookies"
3. Using notepad or notepad++ ,create a vtex file using this code:
<!-- dmx encoding keyvalues2_noids 1 format vtex 1 --> "CDmeVtex" { "m_inputTextureArray" "element_array" [ "CDmeInputTexture" { "m_name" "string" "InputTexture0" "m_fileName" "string" "materials/effects/lightcookies/stained_glass_01.tga" "m_colorSpace" "string" "srgb" "m_typeString" "string" "2D" "m_imageProcessorArray" "element_array" [ "CDmeImageProcessor" { "m_algorithm" "string" "None" "m_stringArg" "string" "" "m_vFloat4Arg" "vector4" "0 0 0 0" } ] } ] "m_outputTypeString" "string" "2D" "m_outputFormat" "string" "BGRA8888" "m_outputClearColor" "vector4" "0 0 0 0" "m_nOutputMinDimension" "int" "0" "m_nOutputMaxDimension" "int" "0" "m_textureOutputChannelArray" "element_array" [ "CDmeTextureOutputChannel" { "m_inputTextureArray" "string_array" [ "InputTexture0" ] "m_srcChannels" "string" "rgba" "m_dstChannels" "string" "rgba" "m_mipAlgorithm" "CDmeImageProcessor" { "m_algorithm" "string" "Box" "m_stringArg" "string" "" "m_vFloat4Arg" "vector4" "0 0 0 0" } "m_outputColorSpace" "string" "srgb" } ] "m_vClamp" "vector3" "0 0 0" "m_bNoLod" "bool" "1" }
4. Now you can apply it to a light_barn entity and set the light to dynamic in order to behave properly ( to project and maintain its shape).
[Blocked Image: https://i.imgur.com/tulqyAO.png]
Quote from RadixOn 4/15/2024 at 10:45 PM, Radix said: Question: How to achieve a seamless transition between the water in your map an the water in the skybox? (like in de_anubis)
de_anubis water uses a material that fades at a certain distance in the skybox.
How to make a water material that fades at the distance you want:
1. make a water material using the "CSGO water fancy" shader, or decompile a water material using the source2viewer (i did the last method since i had no ideea how the shader really worked)
2. in your fancy water material settings look for these parameters:
[Blocked Image: https://i.imgur.com/3RjQVu8.png]
Those values don´t have to be equal, or the mesh a square, they just dictate the distance from the center of the editor to where the material fades into the skybox.
[Blocked Image: https://i.imgur.com/bSOyv89.png]
3. Place a big cubemap or a combined light probe volume on your water.
4. do not place other materials besides nodraw or solidblocklight beneath the water in the distance.
Here are some results: the first is the desired one, the others if you place other materials beneath the water in the distance. (Also in the 3d skybox map place a cubemap or a combine light probe cubemap right in the center of the skycamera, end extend it to cover all the water´s surface.)
[Blocked Image: https://i.imgur.com/HKgzD7A.jpg]
[Blocked Image: https://i.imgur.com/8RAnk4b.jpg]
[Blocked Image: https://i.imgur.com/go8KcCn.jpg]
de_barranco was updated on the steamworkshop
here are some pictures of before/after
[Blocked Image: https://i.imgur.com/JndskJA.jpg]
[Blocked Image: https://i.imgur.com/2pCksIU.jpg]
[Blocked Image: https://i.imgur.com/kOneUip.jpg]
[Blocked Image: https://i.imgur.com/1dIbd2F.jpg]
[Blocked Image: https://i.imgur.com/Y0cyaGq.jpg]
[Blocked Image: https://i.imgur.com/eZZjSI2.jpg]
[Blocked Image: https://i.imgur.com/WjCn41x.jpg]
[Blocked Image: https://i.imgur.com/2PmvaJs.jpg]
[Blocked Image: https://i.imgur.com/FkJKNLM.jpg]
[Blocked Image: https://i.imgur.com/1MGqbcC.jpg]
if you are using nvidia, install the latest studio driver version, also check the file integrity of the cs2/tools
[Blocked Image: https://i.imgur.com/ghpOEdG.jpg]
[Blocked Image: https://i.imgur.com/yUO4wgg.jpg]
[Blocked Image: https://i.imgur.com/Uu6klDB.jpg]
[Blocked Image: https://i.imgur.com/7fH2ubG.jpg]
some art
[Blocked Image: https://i.imgur.com/hvy2y44.jpg]
[Blocked Image: https://i.imgur.com/l9qKTUJ.jpg]
After 21 matches in 2 weeks on the mapcore hubs and various updates here are the stats:
[Blocked Image: https://i.imgur.com/P3kCm46.png]
Updated the canal area for hopefully a more fluid gameplay
it was, but i had corrected it with the today´s update.
I had updated the map:
lowered the bridge by 32 units to attenuate the verticality
replaced the crates with stairs at balcony/heaven site A
After the yesterday´s testing i had adjusted some angles in A site and around A site.
for me no to forget, because that discord thing makes me dizzy
Group 2 (06.09.-20.09., 20.12.-27.12.): Barranco Canopy Echolab Elevation Fore Stronghold Timber
some art
[Blocked Image: https://i.imgur.com/t1PYolB.png]
and now the fun part will begin...