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Showing content with the highest reputation since 10/08/2012 in Posts

  1. 76 points
    Yanzl

    Yanzl's Source Emporium

    Hey, I've decided to make a topic where I'll put together all the links to different stuff I've released for Source/CS:GO. Assets Assets from my CS:GO maps. Free for non-commercial use as long as you give appropriate credit. Breach Newly released assets from Breach! Over 600 models and over 100 materials. Includes a zoo map. https://www.dropbox.com/s/xsfp5kobdv22voa/Breach.zip?dl=0 Thrill Assets from Thrill. Includes a zoo map. https://www.dropbox.com/s/tkgw959whnubnla/Thrill.zip?dl=0 Cruise https://www.dropbox.com/s/q3ybhzd1p2q522t/Cruise.zip?dl=0 Resort https://www.dropbox.com/s/dwasa7bs5g3wo1a/Resort.zip?dl=0 Zoo https://www.dropbox.com/s/xehbw0k67tximp4/Zoo.zip?dl=0 Castle https://www.dropbox.com/s/e76x6st0nsbpafq/Castle.zip?dl=0 Water Pack Collection of 4 different water textures that work both on high and low shader settings. Free to modify. https://gortnar.com/vmt/liquids.zip Source Engine Tools Streamline the Source engine workflow. Mostly substance stuff. Substance Shaders (and templates) Newly updated shaders for Substance Designer and Substance Painter. Supports Diffuse, Envmap reflection, Specular reflection, Glossiness, Metallic (Diffuse tint), Fresnel ranges and LightmappedGeneric mode. Also includes Painter templates and export presets and a glossiness wizard filter for Painter that can be used to create glossiness and envmap mask maps from specular mask or roughness. https://gortnar.com/vmt/sbs_shaders.zip https://gortnar.com/vmt/painter_templates.zip VMT Editor PBR to Source A substance file and a VMT template that aim to match the PBR look as close as possible in Source (still a long way off). I don't suggest relying on this to make your materials (learn how Source handles materials instead), but it does an alright job with any PBR materials you might want to use in Source. Note that this converter only works on VertexLitGeneric. There's a brush version included but it requires manual tweaking based on the material. https://gortnar.com/vmt/pbr_to_source.zip Radar generator Generates CS:GO radar images, both regular and spectate versions. For multi level radars you have to use multiple generators and blend them together. Can be used with masks from Terri's auto radar. Requires you to make overview image, playable area and spawn/plant zone masks. https://www.dropbox.com/s/mij82s8x9q98189/radargen.sbsar?dl=0 Sun color calculator A quick test project, calculates the color of your light_environment direct brightness based on the fact that the final color depends on both ambient and direct. https://codepen.io/gortnar/full/xYJGLj/ If you have any questions, ask away!
  2. 66 points
    Stract

    WIP in WIP, post your level screenshots!

    WIP for my Portal 2 mod.
  3. 65 points
    The Horse Strangler

    [CS:GO] De_Grind

    Sup peeps. Just finished another csgo map with buds @'RZL and @MaanMan. We've been working on this one for a good while now, maybe since December of last year. It was challenging at times, but we're finally happy to put it out there. WORKSHOP LINK Do you hate it, do you love it? Not enough sand? Let us know.
  4. 65 points
    Hi all! Here's a preview of DE_SUBZERO. The awesome Tanuki (creator of Seaside and Downtown) helped design the layout, and I created all the art. However, penE from DE_CACHE made the old-school crates as a cameo, I love that guy Shout out to all the wonderful people who provided helpful feedback on the visuals and gameplay so far!
  5. 61 points
    The Horse Strangler

    [CSGO] Transition

    GO HERE FOR RELEASED VERSION
  6. 57 points
    LATEST UPDATE: Version 1.3.10 on Mar 27th, 2018 LATEST RELEASE OFFICIAL WEBSITE DOCUMENTATION Hey Mapcore! This is an open source vmt editor that aims to improve the tedious experience of editing text files with an easy to use UI and fast workflow. Dima Butemann did most of the heavy lifting involving the programming while I took care of the UI and bothered him about updating it. It has texture previews, can convert jpgs, pngs or tgas to vtfs (and move them to proper directories), verify vmts, features a batch vmt creation and has support for (most of) new parameters introduced in Nuke CS:GO update. Version 1.3.10 with all the required files can be found here: DOWNLOAD Alternatively, if any of you know Qt and C++ and would like to help with the project, you can check out our git repo at https://github.com/Gira-X/VMT-Editor Here is a quick video to demonstrate how fast making vmt files is: And converting textures to vtf: https://streamable.com/zlwed If it doesn't find any games you have to manually add them in the Manage games dialog: And browse to the main game directory: Also a shoutout to the creators of VTFLib (http://nemesis.thewavelength.net/) that provides the texture converting and preview functionality.
  7. 53 points
    ElectroSheep

    [CS:GO] de_highlands (WIP)

    Hi guys, A few months ago, we tested de_highlands several times on the mapcore playtest. Now we want to share some progress even if we are far from the end. It's a defuse map setted in Scotland and we want to make a beta version as soon as we can.
  8. 53 points
  9. 52 points
    Squad

    [CS:GO]de_thrill

    Hello there! We've been working on this for a while now and we want to start sharing some progress. Everything is still very much WIP, but we'd be happy to get any and all C&C we can get. Some info about the map: it's being worked on by @BubkeZ, @Yanzl and myself. It is build from the 1.6 version that was released by BubkeZ a year ago (Youtube link). Originally, @FMPONE took the job to port this map to CS:GO, but due to Santorini he wasn't able to spend enough time to this project. Its original name was de_mirage2, but we've chosen to go with a different theme and name. Since then we've been hard at work and a lot has changed both visually and layout-wise. Now on to some pictures!
  10. 52 points
    Jonny Phive

    [CS:GO] DE-VENOM

    UPDATE April 15 2018: Here is the workshop link In the works for three and a half years, with the help of Rabbid Monkey (Spencer Rose), looking to release this passion project of mine very soon ™ ! Hidden deep within the jungle, a once-abandoned military base originally intent on destroying the world has been resurrected... Check out these snapshots into the new world of VENOM. Still WIP/Aplha & looking for feedback. Thanks to my brother for helping me make a badge/logo for the map
  11. 52 points
    Yanzl

    [CS:GO] DE_Breach - Released!

    Hey guys, the map pretty much almost done, so here's one last update before release. Also to those that have played on the map, don't forget to submit your signatures (send a picture of your signature written with a thicker pen or with a tablet)
  12. 50 points
    FMPONE

    What I'm Working On, 2014-Forever

    Hi guys So it's summertime for me. That means, I want to create 3 new maps! I'm creating this thread to keep account of these projects and because it should be a fun journey for all, like the voyage to Mordor to throw my free time into a burning inferno.!!! The screenshots are going to be honest. I've identified that I'm sometimes bad at showing people my in progress work because I want everything to look amazing and perfect and that's not gonna be the way these next few months go down. It's gonna get sloppy up in here. First, DE_SEASON: (a remake) Next is DE_GRACE, an original map: Don't Sue Me Pls: some placeholder art from Dear Esther in there. I also used some neotokyo/Agency stuff that's gonna get replaced. Third is a humble hostage map with only a rough concept in mind atm. Will begin when the other maps complete. Have a good day~
  13. 50 points
    MapCore

    Mapcore's CS:GO Mapping Contest 2017

    Mapcore is now holding a Counter-Strike: Global Offensive Mapping Contest for original 5v5 bomb defusal maps AND hostage-rescue maps, powered by FACEIT! Mapcore's Veteran Judges will be joined by CS:GO Guest Experts such as The WarOwl, Moses, Sadokist, DDK, James Bardolph, and Anders Blume! How to Enter Post a "Work In Progress" thread in Mapcore’s Official Event Forum! When you're ready, update your WIP thread with a link to your playable map's Gamebanana.com and/or Steam Workshop page. Your thread + playable map constitutes your entry to this contest! Submission Deadline Your playable map must be entered by NOVEMBER 30, 2017 at midnight Pacific Standard Time (PST). Judging Procedure Mapcore Judges FMPONE -- @FMPONE Puddy -- @puddpuddpudd TopHattWaffle -- @TopHattWaffle RZL - @RizzToTheIzzle Guest Experts Anders Blume -- @OnFireAnders James Bardolph -- @jamesbardolph Daniel "DDK" Kapadia -- @followddk Jason "Moses" O'Toole -- @OnFireMoses Matthew "Sadokist" Trivett -- @Sadokist WarOwl -- @TheWarOwl Mapcore will announce Contest Finalists on DECEMBER 10, 2017 To determine 10 Finalist maps, Mapcore Judges will rate Contest maps according to the following 100 point criteria, with all ratings tallied and given equal weight, and any ties broken by our Guest Experts: 40 points: Fun Factor (how well-designed is the map) 40 points: Visual/Thematic Presentation (how aesthetically sophisticated is the map) 20 points: Overall Polish (bug-free maps; maps with Soundscapes; maps which run smoothly; other determinations relating to quality) Finalist mappers will then have one month to make changes based on community feedback. (January 10th deadline to qualify for TOP 4 — submit by 11:59 PM EST) Top 4 Contest maps and the Grand Prize Winner will be declared in JANUARY, 2018 After one month has passed, Mapcore Judges and Guest Experts will rate every finalist map according to the same 100 point criteria above (Fun Factor, Visual/Thematic Presentation, Overall Polish), with all ratings tallied and given equal weight, and ties broken by Puddy. Mapcore will then declare the Top 4 Contest maps and our Grand Prize Winner! Contest Prizes Top 4 Contest Maps receive: Eternal Bragging Rights A Spotlight on Mapcore for 2 months (linking to each epic WIP thread) A Monetary Prize ($5,000 for First place; $3,000 for Second place; $1,500 for Third place; $500 for Fourth place) Map added to FACEIT platform for a time, playable for all users! **NEW** Special Valve prizes! (CS:GO/Valve merchandise) Contest Rules Entry into this Contest is free of charge for all. Your entry must be a playable map for the PC version of Counter-Strike: Global Offensive. Remakes (maps of the same name and design of an existing map released for public download), sequels (e.g. de_dust3), and spiritual successors (new name for an old layout) can NOT be entered. Maps that were under creation prior to the announcement of this Contest can be entered, as long as a complete map version (layout and art) has not been released for public download. Map entries must be submitted to the Steam Workshop and/or Gamebanana.com, as well as the Mapcore WIP forum before the deadline. Map authors are free to share their map on any other websites or services they wish, however the map must remain free to download. Multiple map entries are permitted, however each entry will be judged for its own particular quality. Map entries created by teams are permitted, however entrants will have to agree how to split any prizes awarded prior to prize claim and dispatch. Changes or updates to Workshop maps will not be considered after November 30, 2017 (for Top 10) and January 10, 2018 (for Top 4). Do NOT update your Workshop map after the deadline. Mapcore forum rules must be obeyed. All custom textures, models, etc. must be embedded into the map's .bsp file (FREE TUTORIAL AND TOOL). Assets must also comply with Steam Workshop guidelines. Map authors must be able to accept cash payments. Winners of hardware and physical products will be required to provide a valid shipping address. Judges, Experts, and individuals associated with organizing this contest CANNOT enter nor provide material assistance to map entrants. If a Finalist entry is disqualified due to violation of these rules, all applicable winnings will be directed to the next highest-rated map. Void where prohibited. Contest Eligibility 1. Participant eligibility: This Contest is open to any individual, or teams of individuals, provided they comply with the following: Participants must not be an Employee or Official Staff Member of the “Organizer” (Mapcore) or “Sponsors” (FACEIT). Participants must not have taken part in the preparation, judging, or official announcement of this Contest. Participants must not be a direct relative, spouse, direct employee, romantic partner or business partner of any of the above. 2. Legal Age: This Contest is open to any individuals who meet the above “participant eligibility” criteria. In the event that a participant who has not reached the legal age in his/her state wins one or more prizes, he/she must provide contact details for the legal guardian who will claim the prize(s). Prize Disclaimer FACEIT will be providing/sponsoring Prize revenue. Mapcore assumes no responsibility. THANK YOU to our AMAZING COMMUNITY! And to our INCREDIBLE Sponsor: https://twitter.com/FACEIT
  14. 49 points
    A small thing a made for tf2.
  15. 47 points
    Doing some final polish on Scepter. Here's T-spawn.
  16. 47 points
    Thought I'd share a bit of progress of the scene I'm currently working on. It will be for a character a friend at Yager is doing right now (you can follow his progress on http://www.polycount.com/forum/showthread.php?t=138052). Basically a little old kinda viking like church. Someone at Crytek will probably rig it and another dude from Yager will do some animations for a small ingame cutscene , VFX will be done by a chick from Yager, so we have a nice little colab going on. The VFX in the scene are mine though so far. Hope you like it.
  17. 46 points
    FMPONE

    GRAND PRIZE WINNERS Declared!

    At Mapcore, we believe in empowering the mapping community. We hold contests in order to reward and encourage mappers on their journey to success, and because we love maps. With an amazing partner in FACEIT, we expected unprecedented participation and enthusiasm from CS:GO mappers, and you all certainly delivered! We want to thank EVERYONE who participated for creating such wonderful levels, especially our Top 10 Finishers! It is now our privilege and honor to declare 4 Grand Finalist Maps. 4th Place Kaizen by Andre Valera, & Jakuza Prizes: Mapcore Spotlight Eternal Bragging Rights Added to Mapcore's FACEIT Hub Special Valve Prize $500! Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1216362919 3rd Place Studio by ZelZStorm, TanookiSuit3, & Hollandje Prizes: Mapcore Spotlight Eternal Bragging Rights Added to Mapcore's FACEIT Hub Special Valve Prize $1,500! Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1204635926 2nd Place Abbey by Lizard, & thewhaleman Prizes: Mapcore Spotlight Eternal Bragging Rights Added to Mapcore's FACEIT Hub Special Valve Prize $3,000! Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1215935299 GRAND PRIZE WINNER Biome by jd40 Prizes: Mapcore Spotlight Eternal Bragging Rights Added to Mapcore's FACEIT Hub Special Valve Prize $5,000! Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1224923995 ~~~Thanks to: our lovely guest judges, FACEIT for their incredible teamwork, and Valve for contributing to our prize pool. Last but not least, THANK YOU for making this another special 'Core event! "May Hurg guide you..."
  18. 45 points
    Squad

    [Wingman] Turnpike

    My entry for the Wingman contest. Still a bit rough in some places, but it's time to wrap it up for now. Workshop link Credits to @Yanzl for the majority of custom props and materials (and for some last-minute assistance in tweaking vmt's for nighttime setting) and to @Skybex and @Rick_D for a few other props and materials.
  19. 45 points
    tchick

    [CS:GO][WIP] de_yacht (demolition mode)

    Hi I'm working on a demolition map for the csmapmakers subreddit contest with @Quotingmc and @VIOLATION. We have a layout we are happy with and I started making models for it. Here are some screenshots : The main reason I'm posting my work is to ask @Yanzl and @'RZL an important question... Please, could we use some of your models from Resort? \o/ (I believe it's Yanzl's work :p) I'm asking because I'm not a 3D modeler, I can barely use the extrude thing in 3Ds Max, I press the Auto Smooth button and I apply a texture that in most cases I take from the de_nuke files... I really like your props, chairs, beds and other hotel stuff you made, it's super cute and clean and I could remake all of that but it would take me months and I don't have that much time to work the map. I plan to add some easter eggs in any case, little references to others maps / mappers and I plan to give some "lore" to the map by making a connection with other maps like cs_cruise and some official maps. Thank you in advance for your answer, it's ok if it's a "no", in any cases, I like your work guys!
  20. 45 points
    Last Updated: 2017-04-14 (YY-MM-DD). 1.) How do I get started in 3D? There are many ways to get started, the quickest way is to actually start with a 3D program. There are many to choose from, such as: Maya (Has the most documentation available along with 3ds Max) 3ds Max (Has the most documentation available along with Maya) Cinema 4D (Mostly popular for the movie industry rather than the games industry) Modo (Personal favorite) Blender (Free) If your only goal is to create assets for the source engine, you would have the easiest time in 3ds max using wallworm tools. Your second option would either be Blender, because it's free and has alright source tools or Modo (me and tomm would have to get you up to speed). Results in other programs may wary! Once you obtain a 3D Package of your personal choice (I would recommend you to trial a few, get a feel for them). The next step is to start with tutorials or lessons. There are many on the internet, they range from text and image tutorials to video tutorials. You aren't going to find a tutorial for everything out there, but most will explain techniques that you need to adapt in order for you to achieve whatever final result you want. 2.) Wow! That's a lot of programs! Which one is best? I heard ______ is best. You heard wrong, while you can argue that one program does certain tasks better than another program, there is no one program to rule them all. It has and always will be the skill level of the artist. Which program you choose is solely dependent on your own personal taste and which aspect of the 3D industry you want to be involved in. 3ds Max and Maya are the most hyped throughout the ages and so therefore the most used, and therefore the most documentation available online. The interfaces are like a rocket ship and have a steep learning curve, but there isn't any 3D program you can't learn if you take the time to use it and follow some tutorials. If you're starting out, I would recommend starting with a generalist package and not a specialized one. 3.) Wow, Generalized vs Specialized? How do I know? A generalized package like 3ds Max, Maya, Softimage are packages that let you model, render, animate, texture, and create dynamics all within the same application. They don't require third party plugins or applications to add another basic feature, like a renderer or animation tools. However you can get plugins for these apps to enhance their features. 4.) Ooooh Zbrush, I see so much awesome work from that software, I'm gonna start there! No, you're getting ahead of yourself. You should start learning about basic modeling & important fundamentals before jumping into Zbrush. Zbrush is a great program for advanced users to sculpt in additional detail to their existing models, or to prototype models quickly by sculpting them out. It is not a good idea to get into Zbrush when you're not very familiar with general 3D concepts 5.) Okay, I see I'm not very good at this stuff, can you model ______ for me? No, anybody with any decent skill on this forum does this work for a living or for some kind of gain (mostly). It's important to do what everyone else did, to teach yourself how to fish. Someone who is feeling generous or has the time might help you out, but don't expect the person to follow your every order and make an amazing piece of work, you get what you pay for. 6.) But it's too hard, isn't there any easy button? I don't feel motivated. No, like all things it takes time and effort to master a program, practice makes perfect and playing around with the interface will get the shortcuts ingrained into your muscle memory. Everyone has been through creative block & slumps, and has had their ups and downs. Keep on grinding and you will become a professional twerker. 7.) So which program is the easiest to learn? No, you shouldn't learn a program. You should focus on learning techniques. When you master a technique the program becomes nothing more than a tool to achieve your desired results. As said before 3ds Max and Maya have the most documentation but you should look at learning how to model and the right techniques instead of "What button does X". You can get UI information from the program's help files. F1 and Google are your friends. 8.) "So, what do studios look for when hiring if I don't know program ______ won't I get turned down?" When a studio judges your demo reel and resume they have an order of priority. Quality of Work Versatility Experience Program skills 9.) So studios don't care what program I use? Why do they care about versatility? Except for Animators who are pretty much exempt from most rules of 3D, most studios want people who can perform multiple tasks instead of just a specialized one. They want modelers who can also texture, they want riggers who can also do dynamics, they want lighters who can also texture. It's okay to be specialized in one area, but it doesn't hurt to be versatile, it will always keep you employed. When a studio looks at your program skills they do often look to see if you have experience in their preferred in house package, but MANY times you're going to get a studio that has added their own tools and pipeline so it wouldn't matter what program you know as long as your skills are good. If you know techniques you can pretty much pickup any 3D package in a matter of days. Of course there are some that are hard set that you know program ________ but for the most part what package you know is not that important. (Yes even you Blenderfags can get a job in a studio if you know what you're doing.) 10.) If you want to get into game asset creation, your three primary focus of interests are: Modeling Texturing Animation Low poly modeling is an art in itself, trying to get as much detail with as few polys as possible takes some practice, there is no formula for this. You create a low poly model and use techniques such as good UV textures and normal maps to enhance the look of the model in the game engine. A great place to start for game asset creation: http://www.poopinmymouth.com/tutorial/tutorial.htm Animating for games is pretty much the same as for movies, except that your model has a higher chance of deforming badly and you may not have as much control over your rig. Still the basic concepts of animation will always apply. 11.) Huge list of links. Very handy! 12.) How $details can help your CS:GO models / textures What are $details? $detail is a parameter you can add to your .vmt to add further detail to your texture / model's texture How to find the usable $details folder Use a program called GFCScape or VIDE (I will be using VIDE). In VIDE, under tools I will select the "Package Viewer". With the Package Viewer I will open a .vpk file called pak01_dir (found in C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo) Now I will click the "Search" icon and search for "detail". Press enter and scroll down until you find the following: Open this folder and voila, you found quite a few details. This is not all of them, it is hard to track down all of them. A good way is opening up Valve's own .vmt's, like the Nuke ones, and you will run into nice $details for various metals that can really change the game for your model / texture, or keep on hunting in VIDE / GFCScape. You can also create custom detail textures, basically a detail is a grayscale texture that will be overlayed on top of the current work you apply it to. Enough talking, let's give some examples of what they can do! Here, my model's texture is just a flat color so you can easily observe how the $details affect the surface. Here are the parameters for the details I used in the image above: 1) $detail metal/hr_metal/hr_metal_detail_001 2) $detail detail/dt_carpet1 3) $detail detail/dt_wood 4) $detail metal/hr_metal/hr_metal_detail_002 The parameters I use to control my $detail is the following: $detail - Specifies the location of the detail you want to use. $detailscale - Controls the scale of your detail. $detailblendfactor - Controls the opacity of your detail.0 Here is an example .vmt for a model: $basetexture "models/de_transit/cube_preview" $detail detail/dt_carpet1 $detailscale 3 $detailblendfactor 0.5 Valve use this a lot in their models and textures, and you should too. They can range from being very subtle eye-candy, or making sure your diffuse looks like galvanized metal. 13.) Counter-Strike: Global Offensive When it comes to CS:GO, Valve's Developer Wiki will be your new Bible. Most questions you have, can be answered by this wiki. Stop being lazy. A lot of this is straight outta compton Valve’s Developer Wiki. 13. B) Terminology QC, VTF, VMT, SMD, OBJ, FBX What is a “.qc” ? A “.qc” file is a text-file script which controls the process of compiling SMDs into a binary model that can be loaded into a game. The extension stands for Quake C, the programming and scripting language from which the Valve Data Format was originally derived. A QC configures the model's location and name, which SMD files are used to provide geometry, collision meshes and animations, how the model reacts when shot, and so on. What is a “.vtf” ? A texture is a .vtf (“Valve Texture File”) that is the proprietary texture format used by the Source engine. VTF files are generally referenced in a Material instead of being accessed directly, which allows re-use in different ways. Both textures and materials are stored in subfolders of game_dir/materials/. What is a “.vmt” ? A material is a .vmt ("Valve Material Type") text file that defines a two-dimensional surface. It contains all of the information needed for Source to simulate the surface visually, aurally, and physically. What is a “.smd” ? The Studiomdl Data file format (.smd) stores 3D models in ASCII for analysis and compilation by studiomdl. SMD files are usually generated by an SMD export plug-in for a given model editor package like the Wallworm Model Tools for 3ds Max What is a “.obj” ? A .obj is a geometry definition file format first developed by Wavefront Technologies. For the most part it is a universally accepted format. The .obj file format is a simple data-format that represents 3D geometry alone — namely, the position of each vertex, the UV position of each texture coordinate vertex, vertex normals, and the faces that make each polygon defined as a list of vertices, and texture vertices. Vertices are stored in a counter-clockwise order by default, making explicit declaration of face normals unnecessary. OBJ coordinates have no units, but OBJ files can contain scale information in a human readable comment line. Basically it’s a format for your 3D model that you are going to use when compiling your model for the Source Engine, if not an .obj format then an .fbx, .smd or .dmx format. What is a “.fbx” ? A .fbx (Filmbox) is a proprietary file format (.fbx) developed by Kaydara and owned by Autodesk since 2006. It is used to provide interoperability between digital content creation applications. Does mostly the same thing an .obj does. 13. C) Models A model is a collection of points, or vertices, that form a 3D shape known as a mesh. The gaps between the points are usually filled with polygons, and these polygons are usually covered with a material. Models are used for almost every 3D object in Source that isn't a part of a map's underlying brush geometry. NPCs, physics objects, guns, and sometimes even buildings are all models. Models are created in external modelling packages that are not part of the Source SDK. The SDK tool studiomdl is used to compile files exported from a modelling package into the binary MDL format that Source understands. Your collision model(s) have to be made up of convex pieces, that together match the shape of your model as well as they can. They also have to be 100% smooth. You can either create your collision models piece by piece manually or find plugins to use for your piece of software. How do I export models into the game? You have several options assuming you’ve already created a model in a 3d package of your choice. CS:GO supports various formats: SMD, DMX, OBJ and FBX The easiest way would be to export your mesh into OBJ or FBX since most of the 3D packages natively support these formats and there’s really no need for a third party tool (although it does make the process much easier). OBJ format has some limitations you should be aware of: only 1 UV channel. (With the recent update CS:GO supports the usage of two UV channels which is only achievable with an FBX format) can’t use it for collision hulls/meshes. can’t export bones/no animation support. Now I’ll explain the most basic way to get your model into the game without the use a 3rd party tool. First create a QC file, here’s an example testcube.qc: $modelname "de_yourmap\testcube.mdl" $body mybody "testcube.fbx" (As said previously this format can also be an OBJ, SMD or DMX. Don't include this in the QC!) $staticprop $surfaceprop default $cdmaterials "models\de_yourmap" $sequence idle "testcube.fbx" Now create a batch file, let’s call it compile.bat. And paste in the following: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\bin\studiomdl.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo" %1 pause We can now drag and drop our QC directly on our newly created batch file and let it do the compiling process. You can also use Guistudiomdl or Crowbar rather than creating your own batch files, these provide a lot more functionality than a simple batch file. If you can’t see any errors then you should be able to launch HLMV and browse to your compiled model, in this case you would find it inside a directory called “de_yourmap” as specified in the example QC above. My model is pitch black, what’s going on? In the picture above, we’re missing the material (.vmt) since we haven’t created it yet. So go ahead and create a basic material file inside: <path to your csgo installation>\csgo\materials\models\de_yourmap Call it testmaterial.vmt and paste in the following: "VertexlitGeneric" { $basetexture models/de_yourmap/testmaterial (Path to your .VTF) $surfaceprop concrete } Assuming you have your texture ready, save it as testmaterial.vtf and you should be done. That’s pretty cool, but it has no collisions, wat do? Since our model is just a very basic convex shape (a revolutionary cube) we can use it as a collision mesh as well. For anything more complex you’d have to make a proper separate collision mesh. so the resulting QC file will look like this $modelname "de_yourmap\testcube.mdl" $body mybody "testcube.fbx" $staticprop $surfaceprop default $cdmaterials "models\de_yourmap" $sequence idle "testcube.fbx" $collisionmodel "testcube.fbx" Now compile again and enjoy the result after all this hard work. Well that’s beautiful, look at our final model! Alternatively you can avoid all of this long, hard work by using an exporter. Known exporters Maya - MESA 3ds Max - Wallworm Cinema 4D - I/Ogre Modo - Modog Blender - Blender Source Tools Special thanks to @tomm for helping me with the new edition of this handy little guide. Happy git gudding.
  21. 45 points
    Yanzl

    [CS:GO] DE_Breach - Released!

    Update! Here's how it looks now:
  22. 45 points
    Some stuff I've been working on as of late, the first two images being for my in-dev mod, Desolation. Sorry for having so many images
  23. 44 points
    Hey all, Because my busy life doesn't allow much time for side projects and thus doesn't satisfy the urge of doing something constructive, I wrote a multi-parts article about guiding players through environments (a subject that fascinates me greatly.) Push & Pull - The art of guiding players through an environment 1. Introduction 2. Facilitate mental mapping 3. Influence via composition 4. Lure with affordance 5. Drive with goals & narrative 6. Communicate through a language 7. Direct with restrictions & cameras 8. Show with UI elements & cut-scenes 9. Conclusion I intend to tweak and improve the article if needed so I'd be very interested to hear your thoughts, criticism and feedback! Hope you like it!
  24. 44 points
    cs_neightborhood ct spawn north
  25. 44 points
    tomm

    de_havana

    Progress has been slow, but at least I can show you a work in progress mid. I know it's still clean and maybe a little bit empty. I'm hoping it will get progressively more detailed/dirtier as we go.
  26. 43 points
    The dos and don’ts of CS:GO level design - a guide to assist you crafting a well working competitive layout for CS:GO ________________________________________________ New update (27th June 2019): The dos and donts of csgo level design - updated 2019-06-27.pdf ________________________________________________ Original Post:
  27. 43 points
    ElectroSheep

    [CS:GO] de_highlands (WIP)

    Hello guys Well I wanted to wait a bit longer to have more to show but as it's progressing very slowly, here are some shots from almost finished areas. I spent last month to update the art with better texture work and detail, and also optimisation (if combine props works...) hope you will like it. Before : Now : Before : Now : Before : Now : (woops a nodraw wall) And some other stuff I will be able to show more soon !
  28. 43 points
  29. 43 points
    Some progress pics. There's still space on the wall of fame, just hit me up if you want to be a part of it.
  30. 43 points
    Hi friends! Hope all is well! Been working on this project off and on for about ~3 years. Trying to be more open and stay motivated to get it pass the finish line. Its my love letter to classic spy films. All very WIP at the moment.. -jonny
  31. 42 points
    Squad

    de_zoo

    de_zoo by Squad and Yanzl A bomb defusal map set inside a San Franciscan zoo. Terrorists are on a mission to bring mayhem to the Bay Area Zoo. ----------------- Models and textures by Yanzl. Additional models and textures by Rick_D ( editpoly.net ) and Skybex ( skybex.com ). Special thanks to everyone that in one way or another contributed to this level. Download and support the map at the Workshop link Thanks!
  32. 42 points
    Hi, some screenshots from DM-Dome, a map I was doing for the Epic+Mapcore contest. I finally had some time to finish it.
  33. 41 points
    FMPONE

    Contest Finalists have been declared!

    Meet Your Contest Finalists... Mapcore's Mission: Mapcore contests earn mappers thousands of dollars, promote their work, and provide a well-deserved platform for their excellent levels. Teaming up with FACEIT, we've offered contestants the biggest mapping contest in Counter-Strike history! Thanks to FACEIT and to all participants. Your combined efforts are part of a long journey of growth and practice. At Mapcore, we intend to hold more contests and continue being a positive, engaging, helpful environment for all members seeking to improve and grow. What's Next? In one month, 4 of these 10 maps will be selected as Grand Finalists by our Mapcore Judges and Guest Experts! We look forward to seeing all of the community feedback, iteration, and improvements awaiting these brilliant maps. Rules: Click here to read full Contest rules. Reminder: Grand Finalist maps receive exciting prizes and will be officially featured on FACEIT. TOP 10 FINALISTS: *In Alphabetical Order Abbey by Lizard, thewhaleman https://steamcommunity.com/sharedfiles/filedetails/?id=1215935299 Apollo by Vaya, CrTech, Vorontsov, JSadones https://steamcommunity.com/sharedfiles/filedetails/?id=1206809088 Asylum by Libertines https://steamcommunity.com/sharedfiles/filedetails/?id=864761519 Biome by Jd40 https://steamcommunity.com/sharedfiles/filedetails/?id=1224923995 Berth by grapen https://steamcommunity.com/sharedfiles/filedetails/?id=1216945465 Kaizen by Andre Valera https://steamcommunity.com/sharedfiles/filedetails/?id=1216362919 Offtime by Squad http://steamcommunity.com/sharedfiles/filedetails/?id=1216276542&searchtext= Sirius by Exodus https://steamcommunity.com/sharedfiles/filedetails/?id=1217279476 Studio by ZelZStorm, TanookiSuit3, Hollandje https://steamcommunity.com/sharedfiles/filedetails/?id=1204635926 Tangerine by Harry Poster https://steamcommunity.com/sharedfiles/filedetails/?id=1202481627 CONGRATULATIONS, FINALISTS!
  34. 41 points
    Hi everyone, i'm new here! Something that i'm working for csgo It's a hostage rescue map "cs_leika" Hope you like Ct Spawn: Some foliage models by Thomas 'Hessi' Hess (cypress and ivy models)
  35. 40 points
    Puddy

    [CS:GO] DE_Breach - Released!

    January 5th 2018 Update: THE MAP IS NOW RELEASED (post here) http://steamcommunity.com/sharedfiles/filedetails/?id=1258599704 OLD POST: Hey guys! As a lot of you already know, I'm working on bringing CS_AGENCY into the world of bomb defusal (and I have for quite some time...). The only problem is that I've basically made a new map instead so I'm gonna rename this at a later stage. The theme is a corporate campus (think Googleplex / facebook HQ). I'll try to get art assistance to help me prettify it soon. The map will be playtested tonight (September 8th) on the public playtesting server (10vs10)! Everything is mockup only right now, but I thought I'd share some screens anyway and use this thread to share progress, vent about shit and get your juicy feedback. Main entrance, T spawn A site (pillars beneath the HQ) B site (server room) Mid
  36. 40 points
    I have not posted here for a good while. I'm putting in the effort to learn UE4, so here's what I've been working on. Crits are welcome if you got any.
  37. 40 points
    grapen

    de_scepter

    A map made by grapen. Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=972609667 Special thanks to a couple members of this community who's documentation and/or support was of great help: @will2k, @Yanzl, @Squad, @[HP] - and of course an extra special thanks to the staff for running this joint. This map was a first in many ways for me: my first source engine map, my first meshes and my first textures/materials. I've made a ton of mistakes, but I learnt from every single one of them (I'd like to think). It honestly wouldn't have been possible without this great community, so thanks everyone for commenting, liking and PM:ing. Every last bit of motivational boost counts. Until next time.
  38. 40 points
    Hey guys! Figured it's about time I started a WIP thread to document progress on my new scene, simply called "SAMPA" for now. My goal here is to make a small near-future city corner to get started with the PBR workflow and take advantage of the new Unreal 4 goodness. Loving the engine so far, it's like a dream coming true Anyway, it's still pretty early in development but hopefully the vision I have for this should already be pretty clear. Some assets are in completely different stages of completion than others so nevermind the placeholder stuff for now. I'd say this is about 30% done so far, still a long way to go!
  39. 40 points
    Yanzl

    [CS:GO]de_thrill

    Thanks everyone for the feedback! Here's a thing:
  40. 40 points
    ElectroSheep

    [CS:GO] de_highlands (WIP)

    Not a big update but still working on this :
  41. 39 points
    Terri

    WIP in WIP, post your level screenshots!

    I haven't posted any of my work here in.. ages. Here are some scenes I worked on in 2018 and some of this year: (Unity) Underground station (Unity) Winter Lake House for VRChat
  42. 39 points
    Corvus

    WIP in WIP, post your level screenshots!

    Another scene i guess
  43. 39 points
    I made a small scene that's an oil refinery in the background
  44. 39 points
    Finally had some time over the holidays to get back to this. DE_TITAN. ( hopefully that isn't taken haha )
  45. 39 points
    Other angle. Should have a playable version soon.
  46. 39 points
    K

    WIP in WIP, post your level screenshots!

    Some new ideas, (old theme) docks. I'll try to finish this map using only original content,...maybe some blend textures.
  47. 39 points
    K

    WIP in WIP, post your level screenshots!

    Hi everyone! I did some more environment tests... This is one of the areas where the hostages will spawn. Hope you like!
  48. 39 points
    El Moroes

    [CS:GO] de_highlands (WIP)

    Ok, we're taking our time (not our fault guys, there is too many good games to play) but we have that to share with you : And the last one is a new police car : Still a lot of work to do but we are trying to have a playable version because we need to test it again.
  49. 38 points
    PogoP

    (UE4) Sci-fi Colony Bunk Room

    Final finished scene and screenshots (see below and rest of thread for WIP shots): Old first post: Hey all! Been messing around in Unreal for a bit now, just trying to get my head around everything and I've also been wanting to learn a lot more about blueprints too, so I decided to start yet another generic sci-fi scene! Yay! I don't think anyone's done sci-fi in Unreal yet, should be fairly unique. Seriously though, I do want to try and separate this from other sci-fi scenes a bit, I'm not entirely sure how just yet. I'm going for a kind of retro look, with the fake wooden panelling. Gonna try and come up with some sort of background story to kinda embed it in some kind of universe a bit more. Thinking of doing something a little System Shock 2, an abandoned space station and you have to figure out what happened. But the entire point of this scene is to just let me explore Unreal a little more, get used to the rendering, and learn a lot more about blueprints. I want this to be really interactive. Here's a few blockout shots of where it's at. I've been working on a door and light sequence, so that when you open the door, the lights flick on one by one. Hoping to add some audio in too to sell the effect! At the moment the scene is quite small; just the one bunk room, so that I don't get too burnt out in the blockout phase. I may extend this scene a little further afterwards. Also, I'm thinking of changing out the desk area for a kitchen area to prepare food. With this scene I want to achieve the following: -Keep everything on the grid so it is easy to swap out sections for alternatives. We did this a lot on Alien Isolation and it worked really well. -Learn Unreal blueprint scripting! A few examples being having lights turn on when the door opens and turn off again when the player leaves the room, having the TV interactable and have it dynamically light the scene, and also maybe be able to open the window shutter and allow the sunlight in. Nothing particularly mindblowing, but just a bit interactivity which I haven't really done in anything I've worked on before. -Experiment with audio -Learn more about Unreal's rendering. Cheers guys, please give any crits you can. It's all still very blockout so I'm willing to change anything!
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