Jump to content

Leaderboard


Popular Content

Showing content with the highest reputation on 07/26/2019 in all areas

  1. 3 points
    Radu

    Hunt: Showdown

  2. 3 points
    AlphaOwl

    [WIP] De_Luau

    We're back! With a playtest happenings very soon, I decided to take some edits that were suggested from Reddit comments on my feedback post. Layout: CT Spawn moved back towards front of the resort. T Spawn shortened and spawns moved up. 12 Spawns total for each team. Added lights Connector between spa room and A is removed, forcing usage of A long and prioritizing spa room as an alternative to going middle. Curbs have changed. Breakable glass windows on the roof of A main. New surfboards allow selfboosting into heaven. Water changed. Rails on spa building have been updated. Boat now protrudes through T spawn, adding cover to spawn. New truck on A long allows cover and possible smoke line-ups. Tiki Bar ledge now reverted to being lower. In the meantime, here are new screenshots, of the map, and you'll expect changes after the playtest! Enjoy!
  3. 2 points
    ZooL

    [CS:GO] Super Leet Maker - Mapping Pack

    WARNING: There's an issue due to memory, this was present in the first version of the pack as well and before it... The map will crash after around 20-90 minutes depending on the amount of entities... further development is halted until the issue is resolved. The message the game outputs is: "Engine Error - CUtlRBTree Overflow!". This is due to stringpools getting bigger and bigger due to a vscript bug where it adds the pointer + entity class as a new string every round. Introduction: After working on my latest map "Plumbing" a Super Mario Bros. inspired Wingman map. I thought it'd be a good idea to release a full pack containing all the scripts and blocks I've made for it so anybody can make Super Leet Bros maps. I've simplified their use and made sure that they're reliable, flexible and easy to use. Models, Materials, Sounds, Scripts, Instances and an example map are included. What it contains: Base Instance for config and spawning base.vmf Question Block question.vmf Hidden and Invisible Block hiddenblock.vmf and invisblock.vmf Brick Block brick.vmf Coin Brick Block brick_coin.vmf Coin coin.vmf Solid Block prop_static Pipes (32, 64, 128, top, angle, manhole) prop_statics Pipe Entrance + Pipe Entrance Sided pipe_entrance.vmf, pipe_entrance_sided.vmf Pipe Exit pipe_exit.vmf Jump Approximation Fixer jump_approximation_fixer.vmf Floor, ground and underground materials Lava for the castle materials Falling triggers trigger_bomb_reset Instances Usage: PIPES: use instances/superleetmaker/pipe_entrance.vmf if your entrance is going down, instances/superleetmaker/pipe_entrance_sided.vmf if it's sided. Fix Up Name The name of the pipe, used to find the exit. $color The color of the pipe $dir The direction of the pipe using this format: [ENTRANCE MOVE DIRECTION] _ [EXIT MOVE DIRECTION][EXIT ANGLE FACING DIRECTION] Example: d_uf - Pipes are currently only one way. ITEM BLOCKS: Those include: question.vmf, hiddenblock.vmf, invisblock.vmf, brick_coin.vmf $item 0. Coin 1. Coin x10 2. Mushroom 3. Wingman 1UP hiddenblock.vmf is a translucent question block which is hardly visible depending on the environment, invisblock.vmf is identical but a lot less visible / almost impossible to see. brick_coin.vmf is a block always containing 10 Coin. JUMP APPROXIMATION FIXER: Simply place this bellow anything. It'll slightly move any player risking to hit the edge of the trigger. This is already used on every block in instances. Media: Configuration: You'll find all your needs inside scripts\vscripts\zool\superleetmaker\config.nut Here's what it includes: Playermodels Enabling/Disabling Replacements for each teams Refresh Delays Replacing KV playermodels with custom ones. DO NOT USE A STANDALONE PLAYERMODEL REPLACER! Features Enabling/Disabling Stomp Enabling/Disabling Block Fragging Enabling/Disabling Movement Enhancements Enabling/Disabling Coin sharing with teammates/brothers Enabling/Disabling Automatic Autokick disabling (you get kicked for suiciding too many times) Objects Coin Value Coin Healing Mushroom HP Mushroom Disappearing Time Maximum Player Health The default empty block model Themes Setting the theme height ranges: ground, underground, underwater, castle. Replacing prop_physics and prop_dynamic related objects to be affected by theme changes. Next Version: Castle Fire Bars 2D textures of the blocks such as the brick block, solid block (real underwater ground left) Fixing scripts along the way when big issues are reported. Download: I'll be keeping the pack on Google Drive for an easier access and updates. Be sure to give proper credit and to link to this page. https://drive.google.com/drive/folders/1ISFuPadn_yhcjnQkjEeEke0rpmYLpN9j ENJOY!
  4. 2 points
    [HP]

    Wolfenstein Young Blood

    After the previous mess that the New Colossus was and the trailers I've seen from this, I'm struggling to find interest in picking this up, and here's why. The comedic tone seems to be even weirder than it's predecessor, there's not even an antagonist other than "All Nazis", and I get the feeling that overall, this game struggles to know who its target audience is, which muddies the DNA into a unrecognizable salad of things. But, since it's the same framework and engine as the previous two games, the gameplay seems pretty smooth and the art seems to be really well done, except the characters weirdly enough. Seems like the LD is a bit better this time around too, with actual exploration and alternative paths, and not just corridor followed by wide open area for gameplay, rinse and repeat. I wish the co-op offered split screen, I'm very well aware of the technical challenges of making this happen but in games like this, it's a challenge that was worth tackling and it would sway a lot more people into buying this game for sure, since the game is being marketed as a "Wolfenstein with a friend" game, anyway. On PC, it's yet another title full of instability and crashes and to add insult to injury, the game comes with micro-transactions, fortunately it's cosmetic only which gets a pass from me but people are very sensitive to that nowadays. It feels more like a spinoff than a sequel, which is fine I guess, the $30 price shows that the publisher also knows this. Seems like this could be worth picking up if you have a friend to play it over coop, because playing co-op with an AI is rarely a fun experience.
  5. 1 point
    Thadd

    [WIP] Procida

    Procida is an island in Naples Italy and the setting of my bomb defusal map. Here are some of my reference photos...
  6. 1 point
    I won't give a single dime of my hard earned salary to that shit.
  7. 1 point
    P0TAT0

    [WIP] Procida

    I love the color! Excited to see the end result
  8. 1 point
    I listened to a couple of these comments on Stadia and I was very surprised to find that it’s not a streaming subscription with a catalogue of games to play at any time. I think there’s still a value in buying the game, but the proposition is way less interesting than it would have been.
  9. 1 point
    FMPONE

    Overwatch

  10. 1 point
    Radu

    Random Photo Thread

    I bought a scanner finally! Should have more frequent posts from now on, hopefully
  11. 1 point
    AlexM

    What's going on with your life?

    Cool, I've been learning a little bit over the years but in the last 3 months I decided to go to a group class and have a weekly private teacher. Not sure if you are interested in learning to read but wanikani.com is what I use for learning kanji. The first few levels are free then it costs. I kind of went a weird direction with my learning I only practiced reading kanji mostly so now I have a relatively advanced vocabulary and terrible grammar. After my first learning assesment the teacher wasn't quite sure how good I was at Japanese
  12. 1 point
    Pampers

    Overwatch

    man, nobody is watching these garbage youtube videos. stop. edit: this was a response to a deleted post lmao
  13. 1 point
    untor

    Swamp

    I usually use Keyshot. But when it comes directly to the content for the game, there is nothing better than to show it in the game engine. So you can not fool the viewer. From situation to situation. For each model in different ways. UV models are designed to use one of the standard textures from the game. In case if I will be limit, I’ll just change the path from my textures to the textures from the developers. I used 2 layers. Base layer - it is water, similar material like the aztec map. And second layer above a first - it is a blend texture with alpha.
  14. 1 point
    untor

    Swamp

    Modular system for the Swamp project. Every day, we inspect hundreds of photos, think over ideas and implement them in 3d. The modular system is one of the principles of convenient use of content in large projects. And that first props.
  15. 1 point
    blackdog

    [WIP] de_colosseum

    As an Italian, this puts a smile on my face
  16. 1 point
    General Vivi

    [WIP] de_colosseum

    This looks great Will!
  17. 1 point
    Spiffy

    [WIP] I don't have Hammer

    Alright, I now have Hammer, and am working on making the map. Will have a creation of somewhat soon :)
  18. 1 point
    0kelvin

    What's going on with your life?

    Just found out that the whole course of basic level of Japanese is available for free https://www.marugoto.org/en/ First test took just 30 minutes and was half "can you read these words?" and half "What would you like to eat?" in japanese. In portuguese / spanish you say object + color, but in english / jap the order is color + object.
  19. 1 point
    Shaddo

    [WIP] de_Greece_Name_Smth_ill_see_later

    Ok guys ! Huge work on A since last time ! The CT spawn is near the ladder and the T spawn is on the sea. What do you think ? I plan to add an acess from apps T sided. The view on the first picture is from above CT and this area won't be acessible but I wanted to make a light shaft to indicate a "subliminal" path to A. The path is really easy to follow and positions are really clean even when someone has never seen the map. I tried to make it really natural. Map on steam will come soon, I'm just finishing clipping See you !
  20. 1 point
    El Moroes

    Random Photo Thread

    One of my last photo
  21. 1 point
    Shaddo

    [WIP] de_Greece_Name_Smth_ill_see_later

    Mid is done, focusing on A now
  22. 1 point
    Keeping with tradition, I'd say it's about time we took a look at what our community has achieved throughout the year. If last time I was saying how 2017 was a year of immense growth, then 2018 was surely one of significant change. And it hasn't been without its troubles and anxious moments. No change ever is, but I believe it to be for the best. We've seen some of our friends become parents, change work fields or get their first job in the industry. We've even seen a few pursue their dream projects. And for that, we have to applaud them. It takes courage to keep moving forward and to realise when it's time for something new. In the meantime, I hope this article inspires you and I wish everyone good luck! 2018: Mapcore's Year in Review SteamVR - Gulping Goat Space Farm by @Steve, @marnamai, @The Horse Strangler, @Sersch and others at Scraggy Rascal Studios produced in collaboration with Valve "Scraggy Rascal has been working with Valve to create all new SteamVR content, we've been given a lot of liberty to create these locations. Our goal was to create interesting and fun locations for the player to explore. These projects, over the last couple months, have been a crash course in Source 2,VR, project management, delivering within deadlines, working together as a team and personal growth. It has been an invaluable experience and great opportunity ... and we're just getting started!" - marnamai Darksiders III - Art by @The Horse Strangler and others at Gunfire Games "Probably one of the biggest challenges the artists and designers faced on Darksiders 3 was working with both a platforming and fully connected streamed world. This meant that everything exists all the time. While we streamed levels in and out, areas couldn't intersect and we couldn't do the classic "Small exterior, big interior" swap. This was especially challenging because of how much verticality our design must support. We had a few "vistas", but for the most part every aspect of the level was accessible. If you can see it, you will likely be able to get there, jump on it, fight around it, etc. Fury, the main playable character can double jump, swing, float, glide and even rocket jump over 10 meters high. Personally for me it completely changed how I looked at art filling up a space. Every single mesh we placed impacted design. Art was design, and design was art." - The Horse Strangler Europa by @[HP] "Europa is a relaxing narrative experience. The goal with this game is to offer just enough challenge that its rewarding to get from one area to the other for more than just the visuals by using environmental hazards, platforming sequences and light puzzles that you can beat by exploring.The game is split into linear sections and wider areas, that's at the core of the game and as you play, you keep improving your characters moving ability, which will further exploration and give you the ability to solve newer light puzzles. There's none of the typical character upgrading systems, rather, the levels will offer the incremental challenges and the sense of progression. Europa's main focus lies in environmental storytelling and immersing the player in it's universe with passive storytelling, evoking awe and bliss with colorful watercolor-like art and music." - Helder Pinto Counter-Strike: Global Offensive - Turnpike by @Squad "For a while the "Highway Restaurant" theme has been sitting in my little Concepts.txt file. When the Wingman Contest was announced, it felt like the perfect opportunity to turn this idea into a map, as its relatively small size would be fitting for the Wingman gamemode. The casual nature of Wingman made me add some elements that I would not normally add to, let's say, a Defusal map, like the TF2-esque team color coding (albeit subtle), the moving vehicles and the silly bomb target. Additionally, since the playable space is (almost) completely indoors, making it nighttime felt right, as it both emphasizes the interiors and makes for an atmospheric blorange background." - Squad Dying Light - A New Hope by @will2k "A full-fledged custom single player campaign that ties in to the original story of the main game. It will see the main protagonist, Kyle Crane,leaving the City for the countryside to search for a specific elusive medicinal herb and bring it back to Dr. Camden who believes it could be the cure to the Harran Virus. This campaign is a one man show as I’m doing everything myself: level design, environment art/detailing, story creation, scripting/quest creation, custom dialog, custom audio, custom materials/textures, custom foliage systems, custom brushes for terrain painting/sculpting, lighting, manual nav mesh tuning, scripted NPCs…" - will2k Prodeus by @General Vivi and Michael Voeller "Prodeus is the first person shooter of old, re-imagined using modern rendering techniques. Oh, and tons of blood, gore, and secrets. Creating Prodeus has meant a lot to us over the last year. It feels great to finally be doing something for ourselves. It can be pretty ambitious at times since there are just two of us, but I’m confident we can pull it off. Keep an eye out for the end of February for a big announcement." - General Vivi Counter-Strike: Global Offensive - Ruby by @catfood "When I was on vacation in Portugal years ago I was so impressed by the city Lisbon that I really wanted to build a map that has the same vibe. At the time I was already working on different projects so I decided whenever I got enough time to work on a map this size I would go back. So early 2017 the moment was finally there, I went back to Lisbon to shoot (~2000) reference photos then made a list of things that are iconic for Lisbon and started working on Ruby. Adding a lot of height differation, warm colors, tile patterns and ofcourse trams was essentiental to get the Lisbon vibe." - catfood Subnautica by @dux, @PogoP and others at Unknown Worlds Entertainment "A mix of Survival, story, mystery, resource gathering, base building with some accidental horror and plenty of deep, deep water. We had not long finished up with Natural Selection 2 and were hungry to develop a different kind of game. During development we were (and still are) a small team but the game kept getting bigger and grew into something far larger in scope than originally planned. So we soon realised that what we had could be turned into something really unique if we put our heads down and just cranked on it." - dux Unreal Tournament 4 - Chamber by @Ubuska "I used Halo and Warframe artstyle as a reference. The goal of this project was to make fun and cool looking map with 100% custom art that is 100 mb in file size. To achieve that I used several advanced techniques such as custom vertex normals, deferred mesh decals, no bake, tiling base materials and masks. There are basically 5 or so texture maps used in the entire map, most of the filesize space was taken by lightmaps. I learned a lot doing this project in terms of composition, art direction and optimization. Hope you enjoy this map as much as I do!" - Ubuska Counter-Strike: Global Offensive - Pitstop by @Quotingmc and Quadratic "It is not often that CS: GO receives a new game-mode, especially one as competitively focused as Wingman. I was understandably pleased at the announcement of the 2018 CSMapMakers contest for the mode. Pitstop was my entry where I set out to create a thematically bold centre piece for my portfolio. With the help of my teammate Quadratic and support from multiple Mapcore members, I learnt a lot about taking a level from a simple blockout to completion; I can say for certain I’m thrilled with the end result!" - Quoting Black Mesa - Xen by @JeanPaul, Adam Engels and others at Crowbar Collective "While building Xen we had to design, iterate, and iterate (then iterate some more). We took what we thought we knew, and put it to the test. We learned how design and scope work together, and how to build momentum as a team. We are extremely proud of what we have accomplished over the year(s)! Despite the long and occasionally frustrating timeline, it has been a real testament to the commitment that this team and this community have for Half-Life." - Adam Engels Unreal Engine 4 scene by @Vorontsov "So I decided I would step out of my comfort zone and create a small environment in an engine I've never used before, UE4. Although I think I did a fairly decent job at the time there were ultimately many nuances I could have done better, but that is the artist dilemma. This project taught me the value of properly blocking out your environment, gathering as many references as you can and to have patience and not rush through assets, when breaking any of these rules I was punished for it. Stay tuned for my next project which will be a giant mech, coming soon Valve time TM." - Vorontsov Counter-Strike: Global Offensive - Opal by @MikeGon "My goal with this project was to make a fun and compact defuse map, with a simple level flow, ample verticality, and an overlapped layout! I wanted to have interior and exterior, and break the grid a lot, to avoid having that "90 degrees grid" feel in the layout. I needed to have a vista on one side of the map to help with orientation, so I decided to make it a coastal town, inspired by those found on the island of Skopelos, Greece. Expect more updates in the near future, as I'm not yet satisfied with it. Since this is my only CSGO map, I want to put all my time and effort into it, and focus on quality instead of quantity. Thank you everybody for your support and feedback! <3" - MikeGon Insurgency: Sandstorm - Precinct by @Xanthi, @Squad, @Jonny Phive, @LATTEH, @Steppenwolf and others at New World Interactive "Precinct, was a fun and challenging map to work on. We decided early on to melt District and Contact two of our very nostalgic maps together into a single large-scale urban environment. The goal was to preserve the nostalgic feeling and at the same time create something unique and fresh not just a 1:1 copy. In the block-out stage we started playing with different terrain heights, which eventually was the key to accomplish our goal. Terrain height was a bit of a trial and error process; I remember driving up a hill and not having enough torque, oops!!" -Xanthi Counter-Strike: Global Offensive - Killhouse by @FMPONE "Killhouse showcases brutal duels, player reaction times, and close-quarters combat. A highly vertical layout ensures the sort of unpredictability and replayability ideal for CS:GO’s 2vs.2 "Wingman" game-mode." - FMPONE Counter-Strike: Global Offensive - Station by @Roald and @untor "All experiences contribute to where I am at this point. I am just a hobbiest but I think I learned alot about level design just by doing it and enjoying it. Overal my goal is to improve myself on level design, but also enviorment art. I think I archieved a goal on level design and it's now time to continue on enviorment art. This is where untor morozov comes in. I have met untor a while ago. He made this map 'Waterfall' which was pretty populair. I liked his designs and added him as a friend. When I had this wingman map going on with positive feedback I just contacted him again to work on it with me and since this moment we have had a incredible teamwork. I am gameplay orientated and he is art orientated so we were a great couple. We just enjoyed work on this project and respected eachother and had alot of fun." - Roald The Gap by @Yanzl and Sara Lukanc "The Gap is a sci-fi thriller first person narrative exploration video game. You play as Joshua Hayes, a neuroscientist trying to figure out what happened, barely remembering anything about his past. It started as a project for our BA thesis and has now grown into a standalone game. It's also my first "real" indie game project, helping me learn a lot about Unreal Engine 4 and game development in general." - Yanzl Counter-Strike: Global Offensive - Alexandra remake by @Serialmapper "My first successful map was born 10 years ago for CS1.6. It was done in just 4 days. Since then it has been ported/improved several times on CS:S then finally on CS:GO. It always had a "dust" theme. Initially i wanted to remake it with an "inferno" style but when the new dust2 came i switched the plan to use the new assets. The map was and is frequently played on public servers especially in Eastern Europe so i had plenty of feedback to improve it. For some it's just another "dust" map, but for me it's my dust2." - Serialmapper Far Cry 5 - Wetland Turmoil by @grapen "I wanted to try working with location design in an (imaginary) open world game for the first time, so I made this backwater cabin neighborhood. At the time I also wanted to see what the limits were in Farcry Arcade and how far I could push it. The level has fixed spawns (a limitation of the editor), but I toyed with the idea of making it work regardless from which direction the player would have approached it. The pathing and player guidance is more or less shaped like the number eight, with the church acting as an outlook. Your task is to eliminate all the bad guys. In the end I wanted to do so much more, but couldn't due to technical limitations. All in all it was a fun experience to make it." - grapen Counter-Strike: Global Offensive - Trailerpark by @OrnateBaboon and @Skybex "We wanted to make a map for CSGO, using a theme that had not been seen in any previous version of Counter-Strike.The map had to incorporate everyday plausibility, provide for enough variety so that things remained visually interesting, but also be flexible enough to allow for the use of low geometry for easy grenade strategies. Being able to immediately recognize a theme in a map is always important, so with all this criteria in mind, A trailer park fitted the bill perfectly. There is still some way to go before a full release, but 2018 was a great year for progress on this project." - OrnateBaboon Unreal Engine 4 scene by @Corvus "I was inspired by games like stalker and the last of us. The goal was to make something photoreal with a lot of foliage. It took a couple of iterations but I think I achieved the goal in the end. While making this project I've had to learn a lot about Speedtree to make all the foliage, it was a really cool experience. Right now I'm in the army so unfortunately I can't make any more scenes right now, but after I'll come back I'll try to make more scenes like that." - Corvus Overwatch - Busan by @Minos, @[HP], @PhilipK, @IxenonI, Phil Wang, Lucas Annunziata and others at Blizzard Entertainment "Busan was a challenging map to make. Due to the game having 12 different heroes on screen we have a somewhat limited memory budget for maps, that includes all models, textures, effects, collision data, lighting information, etc... Fitting three radically different areas (Downtown, Sanctuary and MEKA Base) into one single map budget required us to find new ways to optimize our work. In the end, we were even squeezing kilobytes out of collision data to make it all fit, no kidding! But the result speaks for itself, the map was fun to work on and we are very proud of what we accomplished!" - Minos Counter-Strike: Global Offensive - Highlands by @ElectroSheep, @El Moroes and @'RZL "We wanted to make a map in Scotland because, thanks to dishonored 2, we were browsing a lot of references froms this area and we really loved it. I also went myself here in holliday after that. We asked one of our close friends to make some special props, like the police van, the taxi, the phonebox and some others. Unfortunatly the hard development of Dishonored 2 put us in a difficult state where we weren't able to work on the map. So we lost motivation. Then RZL contacted us because he didn't want the project to die so we gave him the keys. And RZL became busy too ^^. Life sometime say NO I guess, hehe. Now Highlands Is my only advanced project I still didn't finished and I'm ready to give it a try, I hope." - ElectroSheep "Highlands...is this map is a joke? Certainly no but we can say that the development is quite longer than what we expected. Perhaps we learn well how the famous "Valve time" works? :p No seriously I think we can explain that with the motivation. Of course we were motivated to create something cool with this map but with the time and, I think, with what we live in our life we never took the time to do it correctly...I mean we never had a constant rythm on the map. This (and other personal things) led to the current statut of the map; a still "work in progress" map started in 2014. But ElectroSheep came back and his goal is to finish it, and because he's right, I'll come back too to help him. Just, be patient (again) ;)" - El Moroes Battlefield V - Fjell by @Puddy, @Pampers and others at DICE "Fjell was an explosive experiment which paired a new Battlefield dynamic, planes and infantry only, with an epic gosh darn mountain top. Tackling this design combination was like dealing with a bear after you've kicked it in the balls. It was a fun challenge and even though its extreme gameplay is quite polarizing when compared to more middle-of-the-road maps, I am happy that we went there!" - Puddy Counter-Strike: Global Offensive - Iris by @BubkeZ and @Oliver "Iris was born out of a shared interest in the TV-show "Seinfeld", funnily enough. One day BubkeZ noticed I had changed my Steam profile picture to a photo of "George Costanza" and just like that the wheels were in motion! In the beginning, BubkeZ had the vision of an old city environment with lots of dirty alleyways and brick architecture. We didn't want to fall in the trap of making the map look too bleak, so we came up with the idea of making a mid-century town set in autumn. While the map certainly have visual elements from the 50's, I would say the overall theme of Iris is american auto-industry. Making the old cars was definitely my favorite part of making this map!" - Oliver Unreal Engine 4 scene by @Brightness "I have always been a fan of retro and vintage, so this was like a dream to me. After watching the first season of True Detective, I immediately fell in love with the office set and the way the series was shot. I have definitely learned a lot from this project, mostly lighting techniques that can fill your scene with a story. The goal was to recreate their environment in my own style, and I'm pretty satisfied with how it turned out. I definitely wasn't expecting this much of positive feedback and I'm really thankful for this community. I want to do something with the environments, not just as a portfolio piece, but make a short film or make a small adventure game out of them." - Brightness Counter-Strike: Global Offensive - Insertion 2 by @Oskmos "Being the follow up to the first Insertion it will have the same overall concept with the spawning and open-world like layout. However this time it will be a more urban setting and overall higher quality art assets. I always love to make environments that feels real. And that are familiar. Its all made up. But the details and various elements in Insertion 2 is from my childhood basically. Friends that grew up in the same place I have recognizes it aswell." - Oskmos _______________________________________________________________________________________________________________________________________________ _______________________________________________________________________________________________________________________________________________ The Door Challenge Submission thread Articles Designing Highly Replayable Stealth Levels for Payday 2 Level Design in Max Payne: Roscoe Street Station Effect and Cause - Titanfall 2 Level Breakdown 2017: Mapcore's Year in Review Hurg smiles upon you all!
  23. 1 point
    Hello! I've been mapping for a little over a month now... and I've chosen the worst possible engine to start my mapping career I won't go into detail on how to make everything pretty in this guide. That's where you have to experiment on your own. The purpose of this tutorial is mainly to give you the correct tools and settings to creating a fully functional skybox texture for CS:GO. Programs used in this tutorial: Terragen 3Photoshop (Optional)VTFEditNotepad++ (Optional) Terragen You can download Terragen here: http://planetside.co.uk/products/download-tg3 Take note that it's not possible to render a 1024x1024 image and have it on max detail if you're using the free version. But it's possible to render a 512x512 skybox with 60% Detail. Open up Terragen. We will begin with removing the surface. It is not needed for our skybox since you'll not be able to see it in game anyway. If you include it, it's just gonna make the rendering process take longer. Click on Click on "Planet 01" and uncheck "Render surface". (Save often because Terragen has a tendency to crash sometimes). Click on Click on "/Render Camera" and rename it to "FT" Set Position: 5000 / 10 / 5000 (It can be good to remember that the number in the middle will represent at what height your camera is set)Set Rotation: 0 / 0 / 0Use Perspective and type in 90 in the horizontal fov Click on (You can zoom in with your scroll wheel and hold [Alt+Leftclick] to pan in the Node Network). Click your camera named FT so it's highlighted. Press [Ctrl+C] on your keyboard.Press [Ctrl+V] on your keyboard.Drag the new camera into your Cameras box.Do this 4 more times, so you have 6 cameras in total. Click on Click on "FT_1", rename it to "LF" and change the rotation to "0 / 90 / 0"Click on "FT_1_1", rename it to "BK" and change the rotation to "0 / 180 / 0"Click on "FT_1_1_1", rename it to "RT" and change the rotation to "0 / -90 / 0"Click on "FT_1_1_1_1", rename it to "UP" and change the rotation to "90 / -90 / 0"Click on "FT_1_1_1_1_1", rename it to "DN" and change the rotation to "-90 / -90 / 0"Double check that your cameras are set up like this: (This picture is not taken from Terragen). Click on Click on "/Render 01" and rename it to "Full Render"Set Image width to 1024 (512 if you're using the free edition)Set Image height to 1024 (512 if you're using the free edition)Set Detail to 1 (0.6 if you're using the free edition)Set Anti-aliasing to 4 (Don't need much more for atmosphere and clouds, I think it's mostly for terrain and objects) This is very important to avoid any problems later on: Click on GI SettingsSet GI cache detail to 0Set GI sample quality to 0Set GI blur radius to 0Turn off GI surface details Click on Copy & Paste the "Full Render" node in the "Renderers" box with [Ctrl+C] & [Ctrl+V]. Click on Rename your new renderer to "Quick Render".Set Image width and height to 512 (Or even smaller).Set Detail to 0.25.Set Anti-aliasing to 0. Click on Connect your camera called "FT" to the "Quick Render" node. You should now go to "File -> Save As..." and save your project and name it something like: "Skybox Default Settings" Put it somewhere so you always can open up that one everytime you want to create a new skybox After this, make sure you do not save it over. Press "File -> Save As..." again and name it to whatever you like. Click on Click on "/Quick Render" Click on "Render Image" or press [Ctrl+R] Do this everytime you've changed some settings and want a fast preview of how it looks. Now to the fun part! To change your atmosphere, you click on Click on "/Atmosphere 01"Here you can change all kinds of different things for your atmosphere... Keep in mind that raising any quality settings may increase your rendering time immensely and/or turn the skybox non-functional. Some settings may also increase your rendering times like "Cloud density" and "Edge sharpness". The bigger and more complex your clouds are, more time will be spent computing the render. But just 1 layer of clouds won't make anyone drop the jaw. Good tweaking and layering in moderation is best to aim for. Click "Add Cloud Layer" and choose something that might suit you. By clicking on your new cloud layer you can tweak its settings.Click on to tweak your lighting settings.If you want to add water, click on It should all be fairly obvious how things work from now on. You may need to spend some time tweaking the settings and figure out things on your own or watch Terragen tutorials When you feel satisfied with your skybox, move on and click Click on "/Full Render"You can see which image will be rendered where it says Camera Click on "Render Image" or press [Ctrl+R]. (This can take a while depending on your settings).When it's done, click "Save...", name it "yourskynameft" if it was the FT camera and save it as .BMPTo render your next image, type in the name of your next camera in the camera section (see picture above) and then render your next image.Repeat this process for all the 6 images and name them correctly. Photoshop Now we're gonna use Photoshop to make sure our sky is seamless and looks good. If the textures you rendered have a size of 1024x1024, make a new document with a width of 4096 pixels and a height of 3072 pixels or just download this background and drag it into Photoshop: If the textures you rendered have a size of 512x512, make a new document with a width of 2048 pixels and a height of 1536 pixels or just download this background and drag it into Photoshop: Go into "Edit -> Preferences -> Guides, Grid & Slices"Set "Gridline Every" to 256 PixelsSet "Style" to DotsSet "Subdivisions" to 1Click OKGo into "View" and make sure "Snap" is enabled and that "Snap To" have "Grid" includedNow drag all of your .BMP's to photoshop: Take notice of what the name of the layer is: Drag it to the correct location and press [Enter].The next layer will pop up. Repeat this until you've placed them all at their correct locations: If it looks good with no visible seams or weird lighting, you can safely assume this is gonna work in game.It it doesn't look good, you probably have some setting enabled in Terragen which causes problems.Since I think mine looks ok, I can now exit out of Photoshop and move on to VTFEdit. (Didn't spend any effort on this skybox. Just added a cloud and water layer and didn't tweak any settings). VTFEdit Open up VTFEdit and click "Tools" and choose "Convert Folder"Change the "Input Folder" to where you have your .BMP's (You should have your .BMP's in a map somewhere)Change the "Output Folder" to "Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials\skybox"Click "To VTF" and type in "*.bmp" in the box beside itMake sure "Create VMT Files" are checkedClick "Convert"After a little while you should have all your VTF's and VMT files in your "materials\skybox" folder. Go to that folder and open up every .VMT file with Notepad++ or Notepad Delete everything and replace it with: Where it says xx, you have to type in which side it is. Look at the name of the .VMT you're currently editing. When you're done, save them all... Now open up one .VTF file at a time and check these boxes: Clamp SClamp TNo MipmapNo Level Of Detail When you're done, click the save button... Open up Hammer World EditorGo into "Map -> Map Properties"Change Skybox Texture Name to "yourskyname"Compile your map and you're done If you want other people to see your skybox in game, you have to pack everything correctly by using e.g. VIDE.
×
×
  • Create New...