Posts by Vanx
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Quote from Interfearance
23 hours ago, Interfearance said: Your skybox right now looks off in terms of the lighting seen on the map. Also the 2D clouds are eh. Maybe try a sky dome?
Interestingly enough, a map with minimalist modern architecture like this can afford to do art early on because there is not a requirement for too many specific fit models. But still I would recommend finalizing the layout before making the pools beautiful.
I is allready a skydome made with blender. The dome covers the skybox and not the playable area and consits of two parts. The upper part has a material with "$translucent" "1" on it, so the sun sprite is still visible. The lower part has a material with "$alphatest" "1. This avoids z-fighting with the reflecting water-square of the skybox which is a fake water (refract shader). U may ask, what the heck, a skydome should cover the playable area. True. But with my solution I can let a plane fly in the skybox that disapears in the clouds. Thats cool. Your 2nd remark: I have carefully planed the layout on paper, over and over again. At one greybox-point I have started to texture it. Was it a good idea? It pushes my creativity to a higher level and now the layout is done. Risk: High. Cause if playtesting now shows weaknesses a lot of more work has to be done.
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Quote from Wintrius
On 9/5/2019 at 10:58 PM, Wintrius said: I'd love to see this map's layout!
Sidenote: did you model that car?
Nope, this car is far above my modeling abilities. And here is the layout. What you cant see are the routes inside the building (red/green dots) and the basement, which also has full routes to reach A (and also B), marked with Pink dots. Vertical levels in this map are: basement, buildung/ground and roof.
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Iike the setting as shown in the reference picture
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I like the design and the textures. Go on with this one!
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The reference image - and what i have made from it. Tweaked a long time to make the pool look as natural as possible. It has reflections (map, sun and 3d skybox) but you can also see through the water (caustics on the tiles:-). Most water shaders dont allow you to see the ground in the distance, thats ok for an ocean or a river. But a pool has to be crystal clear and that was tricky.
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Maybe you will find a cool night-skybox here: https://gamebanana.com/textures/cats/1896
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Can you seal bombsite A with the buttons, once the bomb has been planted? Might be a very tactical element ?
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Raid looks fantastic and concrete is always a good material to start with ?
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cant await to playtest it, looks overwelming.
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Great job so far, extremly cool model, nice desert tex and moody sky. How does the carrier effect fps? I also like the layout, but I am not sure, if B long is a little bit too long. Please go on, this might by a winner map.
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cant await this map, never seen such colors before is csgo
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Quote from YanzlDisplay More
On 12/12/2018 at 8:33 PM, Yanzl said: Alright, I did some testing with the new detail sprites and found out how more specifically how they work. @Mamorex was on the right track but there's a few key things you left out.
Removing $alphatest from the material or adding $translucent
First, the detail sprites material - it's 2 detail sprite sheets side by side, so version A and version B. The different versions have to have same sprite positions and sizes. You only specify version A coordinates in the .vbsp.
Next up, the detail sprites masks. Red and blue are for wind offset -- so you can have different parts of the sprites sway in the wind differently, you can see Valve isolated some blades of grass for this effect. The green channel is a tint mask and controls how much the sprites are affected by the $worldspacetint.
That brings us to the world space textures. They seem to automatically get resized to fit the whole map area, so it you resize the map you'd have to resize the textures too.
The world space tint texture is pretty self explanatory, controls what color to tint the grass, 127 grey means no tint.
The world space masks texture uses the red channel to select which version of the sprites to use -- 0 is version A and anything more is version B.
The green channel of the texture controls the sprite size -- 127 is default, with darker making the sprites smaller and brighter making the sprites larger. The vmt command $minimumspritesize controls the cutoff point for the sprites, so the sprites smaller than the specified value don't get rendered which can act as a placement mask.
I don't know what the blue channel of this texture does, changing it had no effect on the sprites for me.
All this means sprites still get placed by vbsp on map compile, so they still use displacement alpha for the placement, but the new masks can manipulate sprites size and color after map compile.
Hello Yanzl, what is the name of version B? In the detail-folder there is only: detailsprites_survival.vtf. Or must I draw a virtual line in the middle that cuts this sheet into two? And you wrote: The world space masks texture uses the red channel to select which version of the sprites to use -- 0 is version A and anything more is version B. - do you mean with world space mask texture: test_massive9_grass_type.vtf?
And my last question: If I make a small map that is for example only 1024*1024 in hammer, what will the tint.vtf and type.vtf look like? Is the hole hammer-grid the reference and I only can paint where my playable area will be? How does the game otherwise know, how big my map is? Thanks a lot.
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Have played all the versions ... very cool, make more of this stuff!
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You're right. All this is very ugly - but wanted. The idea behind it is that a financial lobbyist pervades his wishes without respecting the history of the castle. Unfortunately, the explanation of the story has disappeared from my workshop page. As well as the thanks to tophattwaffle and yanzl. I'm not sure if I deleted them during an update or if anyone from steam did that cause they dislike the story. Is that conceivable? If not, I will reupload the text.
The Story: The hacker group "Free money for all" (FMFA) is about to change the gobal financial system. A Special force team gets the order to secretly launch missiles from an old castle (property of a financial lobbyist) to destroy their main server.
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A litte update: I've added some new textures and props to make it look a little more natural and less empty. And I have found the old bagpipe sound ....
Have fun https://steamcommunity.com/sharedfiles/fi…/?id=1601196112
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Jipp, it is very clean compared to the standard of user-maps today, there has to be some fine-tuning. Only Yanzl seawater and the battleship are the skybox, will add some islands maybe. FMPONE My girlfriend was not amused, but that is another story.
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In the year 2001 I published the map de_celtic for Counter-Strike 1.6, which became quit popular. Now I found the time to create a remake for CS:GO. The layout is carefully expanded with two new connections. In 2001 I used the editor Quark, so now I've started at zero with Hammer, making this one. I was a more-than-one-year-journey and without the TopHATTwaffle-tutorials this map wont exists.
Hope, you have fun. Tell me, what you think, every comment is welcome.