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Showing content with the highest reputation on 08/27/2019 in all areas
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de_pamora
DutchCrazyGamer and one other reacted to gordonfeetman for a topic
For everyone wondering I’m currently on vacation but I’ll be back on Friday evening! I’ve done a little bit of playtesting Sunday evening though with phantasmagoria who gave me some idea’s, mainly on A site. I’ll be implementing as much of those idea’s as I can Friday evening and Saturday morning! I’m also having a playtest on the De_Kuru Discord server Saturday evening at 3:00 Eastern time in hopes of getting some more feedback! Sorry for bad formatting, currently on my phone2 points -
Using official 4wayblend materials from Danger Zone
func_illusionary reacted to THE OWL for an article
First connection with Mapcore Hello! On Mapcore for the first time, so I don’t know if you write something like that here. In general, I recently encountered a problem I had been thinking about for a long time, and the solution was the simplest... 4wayblend textures stumped me and I didn't understand how to work with them. Since I could not find any articles about this issue, I decided to write about them. Connecting and using grass sprites on your map In order for 4wayblend textures to use grass, you must write the path to these details in the Map Properties (The path you must follow is shown below). Find the Map menu on the top panel in Hammer World Editor > Further Map Properties > Property Name Detail material file > Set the value of Detail material file to detail/detailsprites_survival. List of Danger Zone values for Detail material file: • detail/detailsprites_survival [dz_blacksite] • detail/dust_massive_detail_sprites [dz_sirocco] To set the grass to the material, use "Paint Alpha" in the Displacement settings, but be aware that the official materials are governed by a mask that will not allow you to set the grass manually, more on that in another thread. If you are using a mask and are experiencing performance troubles due to grass, click "Invert Alpha" to remove the already placed grass. Let's start blending Go to the settings "Displacement" and select there "Sculpt", then find the button "Blend" and there select the desired texture. Blending control: • [Left mouse button] – Apply selected texture. • [Ctrl] + [Left mouse button] – Remove selected texture. • [Right mouse button] + Mouse movement left or right – Resize blending area. Bug: If the camera mode in 3D view is set to "3D Shaded Textured Polygons", then you will not see the drawn part of the texture. Camera mode should be set to "3D Textured" when drawing (fixed in Hammer++). Creating your own 4wayblend material with Danger Zone style grass →1 point -
Creating a custom grass variant for the Danger Zone Open your GCFScape and after open pak01_dir.vpk in "Counter-Strike Global Offensive/csgo" go to "materials/hr_massive" and found there broken_road_1_4wayblend_1.vmt. Extract that file into your materials folder, for example: "../csgo/materials/my_project_folder", and rename it, example: my_custom_4wayblend_material.vmt. Go back to pak01_dir.vpk and find the detailsprites_survival.vmt file in "materials/detail", then extract it to "../csgo/materials/detail" Note: Rename "detailsprites_survival.vmt", for example: "detailsprites_test.vmt". Open the extracted file and delete the lines below to remove the texture that controls the density of the grass. Go to "../Counter-Strike Global Offensive/csgo" and find there detail.vbsp. Open it (You can use Notepad++) and find there the cluster "survival_grass_2". Copy that and paste after that cluster, but with new name, for example: survival_grass_theowl. Find line (inside the cluster) "associated_material" "detail\detailsprites_survival" and replace "detail\detailsprites_survival" to your custom texture which you created recently. Example: "associated_material" "detail\detailsprites_mycustommap") Inside your custom vmt file ("my_custom_4wayblend_material.vmt") you should replace %detailtype survival_grass_2 to %detailtype <your name of cluster inside detail.vbsp>", for example: %detailtype survival_grass_theowl Links • GCFScape • VMT Editor • Notepad++1 point
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[ WIP ] de_lotus
Bobit1224 reacted to CheersbigFella for a topic
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One of the best perks of this job - free games! My copy landed on my desk this morning, can't wait to check it out1 point
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So the rumours were true: a sequel spin-off movie is actually happening1 point
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Headquarters - My first (almost) complete CSGO map.
Interfearance reacted to Victor Regier for a topic
Hi everyone! This is the first map of mine which I'd consider finished. It is a wingman hostage map based around an abandoned Headquarters in the united states, repurposed for the use of file hosting. I think that the theme is very interesting, where it has been fully applied. There are some areas that still need a lot of brushing up, T-Spawn is one of these areas. There are 6 distinct areas in the map. Server Room, Connector, Outside, T-Spawn, CT-Spawn, and Central. Connector and T-Spawn are easily the areas that need visual brushing up the most. A 3D skybox hasn't been added yet but it is on my list of things to do. Credits Yanzl - Models and Textures from "Breach" TopHATTWaffle - RealWorldTextures & RealWorldTextures2 TheJonyDrake - Detailing, Map Design, Playtesting Saminator977 - Playtesting & Motivation Viperr - Original Layout of Old Defuse Version Thanks to everyone at the Source Engine Discord Server for helping with playtesting. Thanks to everyone over at the Healthy And Joyful MapperZ You can check out the map on the steam workshop here : https://steamcommunity.com/sharedfiles/filedetails/?id=1786059856 Please check it out, give it a rating, and let me know what you think! Here's a few more screenshots1 point -
12 Minutes Game - Looking for freelance 3D Environment Artist
leplubodeslapin reacted to Castor for a topic
Hi, My name is Luis and I'm creating a game called 12 Minutes. We are looking for an Experienced 3D Environment Artist to help us finish the art for the game. You can see the trailer HERE and learn more about the project HERE. Job posting below: Looking for an experienced 3D Environment Artist to be responsible for modeling and texturing the apartment and other assets for the project. There is a focus on detail and precision since it’s such a small environment. The modeling is realistic using painterly textures projected directly from concept art. We use 3Ds Max for the modeling, Substance Painter for texturing, respecting Unity's PBR pipeline. You must be able to manage your own time and this is a contract position working remotely. Responsibilities: Create hi-res 3D assets with organic and non-organic shapes. Comfortable in high-res modeling (Zbrush) and low res projection (3Ds max). Technically able to use projection mapping from concept art. Understand of PBR rendering pipeline and albedo texture principles. Efficient models with clean topology and optimized UV layouts Responsible for the whole environment workflow process, from high-res to final in-game asset (Unity). Requirements & Skills: Strong knowledge of sculpting, shape, light, and form. Good at color and texture painting. Able to take critics and work with minimal input. Knowledge of optimization and game engine restrictions. Self-motivation, good communications skills. Tools Comfortable with Zbrush, 3Ds Max 2017, Substance Painter, and Photoshop. Comfortable with Unity Shader pipeline workflow. Marvelous Designer knowledge is a plus. If interested, please send an email to jobs@nomadainteractive.com with resume and a digital portfolio link.1 point
