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  3. Serialmapper

Posts by Serialmapper

  • Level Design Help Files

    • Serialmapper
    • January 20, 2019 at 2:18 PM

    Is there any solution to this problem, or i will have to wait for Valve to fix the vrad.exe? ?

  • Level Design Help Files

    • Serialmapper
    • January 20, 2019 at 12:25 PM

    I want to update my map however after the last update, i encounter some lightning bugs (some props become darker, even if they have the shadows and the self shadowing disabled). I'm using the same compile settings, same everything. Does anyone have the same problems?

    [Blocked Image: https://i.imgur.com/CjWbhYw.png]

    [Blocked Image: https://i.imgur.com/8G2wK9Y.png]

  • awp_natural [CS:GO]

    • Serialmapper
    • December 30, 2018 at 11:32 PM

    I made a fantasy island in cryengine 5.5 sandbox using free assets form their marketplace. I wish that source engine could look like this and to be so easy to work with.

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  • awp_natural [CS:GO]

    • Serialmapper
    • December 28, 2018 at 9:16 PM

    I checked, no problem detected. The "misalignment" problem it's visible only from certain angles. On lower quality textures like the default ones it's not visible or barely visible.(maybe that's why cs:go doesn't have higher quality default water textures... just saying). I never encountered such issues with regular (non animated) textures when making 3skyboxes. Maybe the skycamera is the problem, the code within.

  • awp_natural [CS:GO]

    • Serialmapper
    • December 28, 2018 at 7:59 PM

    As you suggested I made a wmt skybox water derived from the original one (water_ocean_blue) adjusting $flow_normaluvscale and $flow_noise_scale (diving both by 16). Also i remade again the water from the map (scale 160 instead of 4) and the 3dskybox (scale 10 instead of .25). The problems are not visible anymore from the player's level but visible only from certain angles, if you fly by at the map/skybox junction. Weirdly from those angles the texture doesn't seem to be misaligned but somehow the reflection are. However this is already very nit-picky and i think depends on the environment lightning angle and the skybox texture as well.

    At least now i know what parameters to modify in order to create a proper skybox water material.

    Thank you!

  • awp_natural [CS:GO]

    • Serialmapper
    • December 28, 2018 at 10:51 AM

    I tried, but no effect. I guess these are the source engine limitations. It's not good for a world simulator like UE4 or Cryengine 5, just to name a few. For a non-professional like me, it took around 12 hours to make this map from scratch. A similar map in Cryengine 5.5 editor takes around 2 hours and looks photorealistic. In Far Cry 3 editor an island is generated instantly.

  • awp_natural [CS:GO]

    • Serialmapper
    • December 27, 2018 at 3:38 PM

    Yes, in the 3dskybox there is a env_cubemap too.

  • WIP in WIP, post your level screenshots!

    • Serialmapper
    • December 26, 2018 at 8:48 PM

    @blackdog awp maps may vary, most of them are quite flat and the line of sight is right from the spawn point, which is frustrating sometimes. Also they have a lot of walls and crates. Although symmetrical, this one i wanted to be as natural as possible, in the source engine's limits.

  • awp_natural [CS:GO]

    • Serialmapper
    • December 26, 2018 at 7:15 PM

    Regarding the water texture from the skybox vs the alignment from the playable map, I observed that in the early stages and I did twice the operation described by you , however that "mis-alignement" appears after building the cubemaps and it is more visible from a height. To reduce that glitch i would have to enlarge more the map size to extend the water, or not to build cubemas at all. Unfortunately this is one of the limitations of the source engine. With this map i tried to do something relatively similar to what i did in cryengine. For the detail sprites i used large textures. A single plant was 512x512 pixels. The whole texture being 2048x2048 pixels, maybe that's why it looks super aliased. The danger zone update added from what i had seen only the ability to reflect the sun sprite, other that that in dz_blacksite the 3skybox is foggy, and the water texture is kinda blurry to mask that transition zone.

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  • awp_natural [CS:GO]

    • Serialmapper
    • December 26, 2018 at 6:01 PM

    It has arms race but with bots you go in the enemy base and slaughter them as they spawn. What goes well on it is flying scoutsman (but with awp's).

  • awp_natural [CS:GO]

    • Serialmapper
    • December 26, 2018 at 5:34 PM

    Here i present you my small/medium awp map. The actions takes place on a deserted island in the middle of nowhere. The layout is symmetrical. It features custom detail sprites by me ?.

    Credis: @Yanzl for pines and ocean water

    STEAM WORKSHOP

    a picture is a thousand words but i guess a video clip is a thousand pictures

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  • WIP in WIP, post your level screenshots!

    • Serialmapper
    • December 25, 2018 at 7:33 PM

    i'm working on a awp map, with my favorite combination: sea, sunset, flowers, rocks ?

    (no freaking crates !)


  • Level Design Help Files

    • Serialmapper
    • December 24, 2018 at 8:00 PM

    I finally did it ?. Works only for "WorldVertexTransition" i don't know yet how to make it work for "Lightmapped_4WayBlend". (the sprites have a gentle swinging motion, no special masks required)


    Basically follow @TopHATTwaffle guide, but use this code provided below for the .vbsp ( you can name it whatever you want, for example custom.vbsp )


    detail {custom_weeds_1 //Set detail material file for map to my_custom_sprites.vtf to use. { "density" "3000" //how often they appear inside material Group1 { "alpha" "1.0" //dark dirt } Group2 { "alpha" "0.9" } Group3 { "alpha" ".1" //grass Model1 //weed_a { "sprite" "12 26 508 490 2048" "spritesize" "0.5 0 5 5" "spriterandomscale" "0.3" "amount" "0.25" "detailOrientation" "2" } Model2 //weed_b { "sprite" "584 4 346 514 2048" "spritesize" "0.5 0 5 5" "spriterandomscale" "0.5" "amount" "0.25" "detailOrientation" "2" } Model3 //weed_c { "sprite" "984 2 512 520 2048" //(X, Y) coord. of upper left corner, w & h of sprite, size of the detailsprite.vtf texture in pixels. "spritesize" "0.5 0 5 5" //x & y of rotational center of sprite (approx .5 0), x y world size of sprite "spriterandomscale" "0.2" //randomness of sprite sizes "amount" "0.15" //relative amount of sprite...keep in thirds for three. if four sprites, would be .25 "detailOrientation" "2" //1 faces player. 0 would not rotate. 2 faces camera. } Model4 //weed_d { "sprite" "1610 92 384 310 2048" //(X, Y) coord. of upper left corner, w & h of sprite, size of the detailsprite.vtf texture in pixels. "spritesize" "0.5 0 5 5" //x & y of rotational center of sprite (approx .5 0), x y world size of sprite "spriterandomscale" "0.2" //randomness of sprite sizes "amount" "0.25" //relative amount of sprite...keep in thirds for three. if four sprites, would be .25 "detailOrientation" "2" //1 faces player. 0 would not rotate. 2 faces camera. } Model5 //weed_e { "sprite" "30 522 472 508 2048" //(X, Y) coord. of upper left corner, w & h of sprite, size of the detailsprite.vtf texture in pixels. "spritesize" "0.5 0 5 5" //x & y of rotational center of sprite (approx .5 0), x y world size of sprite "spriterandomscale" "0.5" //randomness of sprite sizes "amount" "0.5" //relative amount of sprite...keep in thirds for three. if four sprites, would be .25 "detailOrientation" "2" //1 faces player. 0 would not rotate. 2 faces camera. } Model6 //weed_f { "sprite" "552 544 416 482 2048" //(X, Y) coord. of upper left corner, w & h of sprite, size of the detailsprite.vtf texture in pixels. "spritesize" "0.5 0 5 5" //x & y of rotational center of sprite (approx .5 0), x y world size of sprite "spriterandomscale" "0.3" //randomness of sprite sizes "amount" "0.1" //relative amount of sprite...keep in thirds for three. if four sprites, would be .25 "detailOrientation" "2" //1 faces player. 0 would not rotate. 2 faces camera. } Model7 //weed_g { "sprite" "1028 632 410 396 2048" //(X, Y) coord. of upper left corner, w & h of sprite, size of the detailsprite.vtf texture in pixels. "spritesize" "0.5 0 5 5" //x & y of rotational center of sprite (approx .5 0), x y world size of sprite "spriterandomscale" "0.3" //randomness of sprite sizes "amount" "0.2" //relative amount of sprite...keep in thirds for three. if four sprites, would be .25 "detailOrientation" "2" //1 faces player. 0 would not rotate. 2 faces camera. } Model8 //weed_h { "sprite" "1536 488 492 540 2048" //(X, Y) coord. of upper left corner, w & h of sprite, size of the detailsprite.vtf texture in pixels. "spritesize" "0.5 0 5 5" //x & y of rotational center of sprite (approx .5 0), x y world size of sprite "spriterandomscale" "0.5" //randomness of sprite sizes "amount" "0.25" //relative amount of sprite...keep in thirds for three. if four sprites, would be .25 "detailOrientation" "2" //1 faces player. 0 would not rotate. 2 faces camera. } } } }


    And this is an example of blend material using the custom sprites.


    "WorldVertexTransition" { "$baseTexture" "nature/hr_c/hr_grass_001_color" "$bumpmap" "grass/hr_grass/grass_a_normals" "$blendmodulatetexture" "nature/hr_c/hr_grass_001_blend"

    "$baseTexture2" "de_dust/hr_dust/hr_dust_ground_dirt_rough_01_color" "$bumpmap2" "de_dust/hr_dust/hr_dust_ground_dirt_rough_01_normal" "$surfaceprop" "grass" "$surfaceprop2" "gravel" "%detailtype" "custom_weeds_1"

    "%keywords" "ground,dirt,blend" }

    The vmt for the custom sprites example:

    Grass { $baseTexture "detail\my_custom_sprites" $alphatest 1 $vertexcolor 1 $WorldSpaceScale 3 }

    At map properties put your custom.vbsp and my_custom_sprites instead of the default ones.

    save and compile.

    Merry Christmas! ;)

  • Level Design Help Files

    • Serialmapper
    • December 24, 2018 at 4:03 PM

    Regarding detail sprites in CS:GO, i managed to create a .vbsp file derived from the default one using some default sprite materials slightly altered. You may download them from here.

    Below is the result on a small test map. The blend material is made also from default textures. I couldn't make it work on a 4 way blend material. Also i tried other default sprite materials and they don't seem to work. On this one, using sprite_shape tri or cross gives very ugly visual bugs. Currently i'm trying to make my own custom sprites using @TopHATTwaffle guide.


  • [CS:GO] de_aldebaran [WIP]

    • Serialmapper
    • December 23, 2018 at 12:23 PM

    I uploaded on the workshop an early alfa version of this map for anyone who wants to take a look around. It has only 10 slots for now.

    A bothersome bug is when jumping near vertical/oblique displacements the player gets trapped into them. Valve please fix! :D

  • Opal

    • Serialmapper
    • December 9, 2018 at 10:03 PM

    I'm usually inspecting my map with r_drawclipbrushes 2 (sv_cheats 1 enabled of course) ?

  • Opal

    • Serialmapper
    • December 9, 2018 at 8:36 PM

    I found a place where if the bomb is dropped, it cannot be recovered.

  • CS:GO - Bug: All ambient_generics have stopped working!

    • Serialmapper
    • December 9, 2018 at 7:03 AM

    Like water reflection of sun sprite and detailsprites ?

  • [decompiled] dz_blacksite | dz_sirocco

    • Serialmapper
    • December 7, 2018 at 4:11 PM

    a shitload of new assets

  • [WIP] de_aurelia (remake)

    • Serialmapper
    • December 2, 2018 at 3:16 PM

    You can extract and use all the custom assets from this map if you wish ( primarily the ones made by me of course), but beware that some of them have romanian names and you will need google translate. ?

    Some of the models like the weeds, some flowers and the ivy are with skins.

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