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  1. 30 points
    Radu

    2018: Mapcore's Year in Review

    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!
  2. 27 points
    i'm working on a awp map, with my favorite combination: sea, sunset, flowers, rocks (no freaking crates !)
  3. 12 points
    Radu

    [CS:GO][Wingman] Terraza (WIP)

    Although it was originally supposed to take a month or two, this map ended up being delayed over and over... So what's been happening this time? Well, I got caught up with some contract work, life and just trying to get my foot in the door. I applied for a level design position at my local Ubisoft about a month ago; it went pretty good, did the test, had an interview, but no cigar. And my GPU died a few hours after I completed the test. Despite being turned down for the ld position, I took an offer for a QA/QC role. I got a new GPU in the meantime and things have started to clear up again. With that being said, I'm ready to get back on track. Right now I'm aiming to release this by end of January. I prepared a mood board to help with the final art touches. I haven't ever done a mood board before, but I might end up adding this to my workflow from now on.
  4. 11 points
    NikiOo

    WIP in WIP, post your level screenshots!

    Remember that ugly ass wall from two weeks ago? Decided to make a small environment out of it. Don't know if this classifies as Models or Levels. There's some more images on my ArtStation: https://nikio.artstation.com/
  5. 10 points
    JeanPaul

    Black Mesa Source

    Some Black Mesa news if you missed it: https://steamcommunity.com/games/362890/announcements/detail/1715207569423590279 New Features Screenspace Fog ("Xog") Using the GBuffer that we've developed for our new Dynamic Lights, we've added a dynamic, very flexible new fog system that replaces Source's legacy fog. The new "Xog" can be configured on the fly with instant results ingame, it can change over time with I/O, and it can vary in density and color based on height. Best of all, it's very inexpensive to render, costing about as much performance as a single dynamic light. Our level designers were slack-jawed when they saw how much it improves the look of the whole game, bringing a true sense of scale to the levels. New Alien Grunt NPC (Agrunts) Our original Alien Grunts were tank enemies that shot ridiculously powerful homing bees. They fit relatively well into the tough, cover-laden final levels of Earth. In the vast, wide open spaces of Xen however, they became extremely frustrating to fight. The new Agrunt is the most mobile, unpredictable enemy in the whole game besides our assassins. They'll leap onto different platforms, find a way to outflank you, get in your face, and unleash a devastating secondary "hornet hurricane" attack. As a much-needed balance, the bees from them no longer home in on you, and individual bee damage has been lowered. New Controller NPC (Xontrollers) The player only encounters Controllers once in the released game. They were a good, if a bit simple, final enemy type for the Earth bound levels. For Xen, we drastically expanded their abilities, turning them into a kind of overlord or mini-boss. We don't want to spoil everything about their new abilities -- but mind-control, telekinesis, and crystal-powered shields are just a taste of what players can expect. Improved Vortigaunt NPC (Xorts) These were another straightforward enemy from Earth-levels. We mostly teleported them straight onto the player and expected them to be gunned down in a few seconds. For Xen, we have worked them into a much more intelligent, emotional creature. In keeping with the original Xen, they won't be hostile to the player by default. Flashlight Shadows Flashlight shadows are back! Last patch we switched to one of our new dynamic lights, but couldn’t quite solve all the issues with shadows. For Xen, the flashlight will be positioned on the player to look like it is casting from lower on your chest. This creates interesting shadows and adds to the atmosphere in dark environments while still having a usable flashlight. Soft Particles Better late than never. This is a feature that's been in other Valve games, but for some reason has been broken in Black Mesa, even from our very first mod release. No more hard-edged particle clipping! Chapter Updates In addition to the improvements above, we have been grinding away at locking the final bits of design and arting for all our Xen levels. While building momentum toward release, our goal is to lock down the chapters in order so that we don’t have to dedicate resources to them, and so all the subsequent chapters go faster and smoother. Here is where we are at: Xen (~2-3 Hour Estimate) This chapter is completely design locked, most of the art is done, and we are polishing the levels to be release ready. Left on the to-do list is merging art, polishing art, unifying skyboxes and effects across all 6 maps, optimizing maps, and finally a clipping pass. Gonarch (~1-2 Hour Estimate) These maps are design locked and are going through the art process. The goal is to be mostly art completed, and start in on its many animated scripted sequences in January. We learned a lot arting Xen and refined our pipeline to be more efficient going forward. There are also half the maps (3) in Gonarch as in Xen, so we got that going for us. Interloper (~2-3 Hour Estimate) This chapter is design complete, but needs refinement to lock the chapter. The goal is to have this chapter design locked in the next few days so that level designers and artists can start in on detailing it. Interloper is currently 6 maps. Nihilanth (Super Secret Time Estimate) We have started in on the core gameplay coding of the final boss. We wanted to avoid having the big boss be just a bullet sponge, so we have kept the design fluid and kept the environment interactive and dynamic. Most of the static art for this level is completed, but it still needs scripted animation set pieces. Endgame (About 5 mins) Endgame is locked, but needs some final animation and graphics updates. Endgame will be the last chapter we do a pass on, as it is dependant on a lot of final art from the other levels. Even in its current state we are very happy with how it plays out.
  6. 9 points
    Vanx

    de_celtic

    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. https://steamcommunity.com/sharedfiles/filedetails/?id=1601196112
  7. 9 points
    Serialmapper

    awp_natural [CS:GO]

    Here i present you my small/medium awp map. The actions takes place on a deserted island in the middle of nowhere. The layout is symmetrical. It features custom detail sprites by me . Credis: @Yanzl for pines and ocean water STEAM WORKSHOP a picture is a thousand words but i guess a video clip is a thousand pictures
  8. 9 points
    OrnateBaboon

    [CS:GO][WIP] Trailerpark

    More WIP images. A beach area and another vehicle. The beach is the CT spawn, and the new vehicle area is the T spawn. Much of the detail from these parts will be coming from the 3dsky, which is still under construction.
  9. 8 points
    MikeGon

    Mapcore Job Census

    Congrats @AlexM!! I wish you all the luck! This week, I moved to Brooklyn NY and started on a new gig, level designer at Defiant Studios! A very talented, agile, and passionate little team we have here- I love it!
  10. 7 points
    Sil3ncer

    [CS:GO][Wingman] Rab

    This is our first map and we submitted it for the /r/csmapmakers 2018 wingman contest . We hope we could get some criticism and improve the map . Thank you very much (We know that there is a problem with the water on low shadow details and some clipping problems too) https://steamcommunity.com/sharedfiles/filedetails/?id=1593057959
  11. 7 points
    The sun sets in Arizona About 10 months in on this map, still a lot to finish, (such as all the strangely lit props and finishing sign work.) I hope I can get this out before it hits the 1 year mark but its important not to rush this project.
  12. 7 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.
  13. 6 points
    dux

    2018: Mapcore's Year in Review

    We've come a long way over the years on here from making HL1 mod maps.
  14. 5 points
    El Moroes

    Random Photo Thread

    And I did it again this year
  15. 5 points
    Mocherad

    [Unity] Dungeon

    Hi, guys let me show you the simple level scenes created in the Unity Asset used - SyntysStudio Dungeon
  16. 5 points
    RaVaGe

    RaVaGe's real life WIP

    Forgot to share that guyz § some other awesome projects coming up
  17. 5 points
    ElectroSheep

    [CS:GO] de_highlands (WIP)

    Hellow there ! I'm now reworking the main castle / B site, starting by remaking some new materials. Also welcome some BlackSite rocks, because I was lazy making some new ones ^^ I made some progress on the A site as well
  18. 5 points
    1987 https://www.artstation.com/artwork/balOxE
  19. 4 points
    Serialmapper

    Level Design Help Files

    I finally did it . Works only for "WorldVertexTransition" i don't know yet how to make it work for "Lightmapped_4WayBlend". (the sprites have a gentle swinging motion, no special masks required) Basically follow @TopHATTwaffle guide, but use this code provided below for the .vbsp ( you can name it whatever you want, for example custom.vbsp ) detail { custom_weeds_1 //Set detail material file for map to my_custom_sprites.vtf to use. { "density" "3000" //how often they appear inside material Group1 { "alpha" "1.0" //dark dirt } Group2 { "alpha" "0.9" } Group3 { "alpha" ".1" //grass Model1 //weed_a { "sprite" "12 26 508 490 2048" "spritesize" "0.5 0 5 5" "spriterandomscale" "0.3" "amount" "0.25" "detailOrientation" "2" } Model2 //weed_b { "sprite" "584 4 346 514 2048" "spritesize" "0.5 0 5 5" "spriterandomscale" "0.5" "amount" "0.25" "detailOrientation" "2" } Model3 //weed_c { "sprite" "984 2 512 520 2048" //(X, Y) coord. of upper left corner, w & h of sprite, size of the detailsprite.vtf texture in pixels. "spritesize" "0.5 0 5 5" //x & y of rotational center of sprite (approx .5 0), x y world size of sprite "spriterandomscale" "0.2" //randomness of sprite sizes "amount" "0.15" //relative amount of sprite...keep in thirds for three. if four sprites, would be .25 "detailOrientation" "2" //1 faces player. 0 would not rotate. 2 faces camera. } Model4 //weed_d { "sprite" "1610 92 384 310 2048" //(X, Y) coord. of upper left corner, w & h of sprite, size of the detailsprite.vtf texture in pixels. "spritesize" "0.5 0 5 5" //x & y of rotational center of sprite (approx .5 0), x y world size of sprite "spriterandomscale" "0.2" //randomness of sprite sizes "amount" "0.25" //relative amount of sprite...keep in thirds for three. if four sprites, would be .25 "detailOrientation" "2" //1 faces player. 0 would not rotate. 2 faces camera. } Model5 //weed_e { "sprite" "30 522 472 508 2048" //(X, Y) coord. of upper left corner, w & h of sprite, size of the detailsprite.vtf texture in pixels. "spritesize" "0.5 0 5 5" //x & y of rotational center of sprite (approx .5 0), x y world size of sprite "spriterandomscale" "0.5" //randomness of sprite sizes "amount" "0.5" //relative amount of sprite...keep in thirds for three. if four sprites, would be .25 "detailOrientation" "2" //1 faces player. 0 would not rotate. 2 faces camera. } Model6 //weed_f { "sprite" "552 544 416 482 2048" //(X, Y) coord. of upper left corner, w & h of sprite, size of the detailsprite.vtf texture in pixels. "spritesize" "0.5 0 5 5" //x & y of rotational center of sprite (approx .5 0), x y world size of sprite "spriterandomscale" "0.3" //randomness of sprite sizes "amount" "0.1" //relative amount of sprite...keep in thirds for three. if four sprites, would be .25 "detailOrientation" "2" //1 faces player. 0 would not rotate. 2 faces camera. } Model7 //weed_g { "sprite" "1028 632 410 396 2048" //(X, Y) coord. of upper left corner, w & h of sprite, size of the detailsprite.vtf texture in pixels. "spritesize" "0.5 0 5 5" //x & y of rotational center of sprite (approx .5 0), x y world size of sprite "spriterandomscale" "0.3" //randomness of sprite sizes "amount" "0.2" //relative amount of sprite...keep in thirds for three. if four sprites, would be .25 "detailOrientation" "2" //1 faces player. 0 would not rotate. 2 faces camera. } Model8 //weed_h { "sprite" "1536 488 492 540 2048" //(X, Y) coord. of upper left corner, w & h of sprite, size of the detailsprite.vtf texture in pixels. "spritesize" "0.5 0 5 5" //x & y of rotational center of sprite (approx .5 0), x y world size of sprite "spriterandomscale" "0.5" //randomness of sprite sizes "amount" "0.25" //relative amount of sprite...keep in thirds for three. if four sprites, would be .25 "detailOrientation" "2" //1 faces player. 0 would not rotate. 2 faces camera. } } } } And this is an example of blend material using the custom sprites. "WorldVertexTransition" { "$baseTexture" "nature/hr_c/hr_grass_001_color" "$bumpmap" "grass/hr_grass/grass_a_normals" "$blendmodulatetexture" "nature/hr_c/hr_grass_001_blend" "$baseTexture2" "de_dust/hr_dust/hr_dust_ground_dirt_rough_01_color" "$bumpmap2" "de_dust/hr_dust/hr_dust_ground_dirt_rough_01_normal" "$surfaceprop" "grass" "$surfaceprop2" "gravel" "%detailtype" "custom_weeds_1" "%keywords" "ground,dirt,blend" } The vmt for the custom sprites example: Grass { $baseTexture "detail\my_custom_sprites" $alphatest 1 $vertexcolor 1 $WorldSpaceScale 3 } At map properties put your custom.vbsp and my_custom_sprites instead of the default ones. save and compile. Merry Christmas!
  20. 4 points
    Pampers

    RaVaGe's real life WIP

    impressive AO, clean bake
  21. 4 points
    esspho

    [cs:go] de_cleanup - wingman

    update time Progress is going slow but steady. The map is still far from completion but I feel everything is in place now. I think I made most of the the props that I need and I also started to create custom materials. I'll focus on texturing and lighting next. Please note that nothing is final in that regard. Layoutwise there has been one alteration in the ramp area. I opened a sidepath leading through a vent into the bombsite. This way the outside area gets a little more important. Here are some side by side comparison shoots since the last version (any possibility for embedding those directly?): https://imgsli.com/MjQ0OQ https://imgsli.com/MjQ1MA https://imgsli.com/MjQ1MQ https://imgsli.com/MjQ1Mg https://imgsli.com/MjQ1NA https://imgsli.com/MjQ1NQ https://imgsli.com/MjQ1Ng You can check out the map here: https://steamcommunity.com/sharedfiles/filedetails/?id=1473030310
  22. 4 points
    Oliver

    [CS:GO] de_Iris

    Finally the day has come. We released Iris! Thanks to Mapcore for feedback and support https://steamcommunity.com/sharedfiles/filedetails/?id=1591780701
  23. 4 points
    Yanzl

    [decompiled] dz_blacksite

    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.
  24. 3 points
    MikeGon

    Opal

    v1.16 is up!! I am trying to finish that map once and for all before the end of the year - This is very hectic period for me since I am in the process of moving to another country for a new gig. More info on that later Here are the main improvements that come with this update: Replaced all out-of-bounds houses by models (they were previously Instances, which caused a multitude of problems) Fix a lot of "bad shadow on brush surface" issue all across the map Started replacing brushes uses to make buildings by displacements - It should be done for all buildings in v1.17 Replaced the dark, ugly rock cliffs near TS with much a better model. It is the same as the one shown here. Thank you @Serialmapper !! Replaced water material with a much better looking one, made by @Yanzl , as shown here. Thank you!! Color correction is now done using a LUT instead of a .raw file. Thanks again @Yanzl for the great explanation of how LUT works in Source v1.17 is already on the way! I'm making big changes to lighting - Stay tuned!
  25. 3 points
    Another UE4 Scene
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