Jump to content

marnamai

Members
  • Content Count

    85
  • Joined

  • Last visited

  • Days Won

    5

Reputation Activity

  1. Sad
    marnamai got a reaction from untor in Source 2 Hammer Bugs   
    Grid snap is not respected when extruding an object by scaling an edge selection while using a custom workplane.
  2. Sad
    marnamai got a reaction from TrainDoctor in Source 2 Hammer Bugs   
    Grid snap is not respected when extruding an object by scaling an edge selection while using a custom workplane.
  3. Sad
    marnamai got a reaction from TrainDoctor in Source 2 Hammer Bugs   
    After tying mesh to and entity, it automatically gets the trigger materials assigned and you cannot assign a different materials to it, which breaks functionality for some mesh entities such as trigger_traversal_no_teleport.
  4. Awesome
    marnamai got a reaction from Zarsky in Half-Life Alyx   
    Source 2 user friendliness has been vastly improved, importing assets is mostly drag and drop, the asset browser compiles it into the game format in the background.
    QCs are a thing of the past.

    Model editor 
    https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Model_Editor
    https://developer.valvesoftware.com/wiki/SteamVR/Environments/Importing_Tutorial


     
    Material editor
    Naming conventions are important, if you use the correct post-fix, materials slots will be automatically filled out in your material. Setting up a material is basically checking a bunch of flags and assigning the correct textures.

    _color (diffuse)
    _normal (normal map)
    _ao (lighting)
    _refl (reflectance)
    _gloss (glossiness, has a metalness slider)

    https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Materials



    Lighting
    The current lighting system in SteamVR isn't super great since it's using vertex baked lighting for indirect light and AO on hammer mesh. We do however have per-pixel shadow casting lights available, but there's a limit to how many can be on screen at once.
     

    https://developer.valvesoftware.com/wiki/SteamVR/Environments/Adding_Lighting

    All lights can be direct, indirect or both.
    Baked lighting uses photon mapping (which you'll need to compile), by default, photon mapping is performed from the edges of the map, so if you have background objects, it will increase compile time, to combat this you can use a light_importance_volume to define a volume to perform detailed photon mapping in, outside of it only simplified lighting is compiled.
    Dynamic objects (physics and prop_dynamic) are not affected by baked lighting and require an env_combined_light_probe_volume (has a built in cubemap)
    Compiles for lights are still required, but we can use real time in editor lights and then switch those lights to baked, before compiling.
    The lighting system for Half-Life Alyx will support lightmaps.

    If you are interested in working with S2, I can recommend the SteamVR tutorials,
    https://developer.valvesoftware.com/wiki/SteamVR/Environments

    Hammer mesh has been confirmed to be compatible with HLA, lighting and entities will not.
     
  5. Awesome
    marnamai got a reaction from esspho in Half-Life Alyx   
    Source 2 user friendliness has been vastly improved, importing assets is mostly drag and drop, the asset browser compiles it into the game format in the background.
    QCs are a thing of the past.

    Model editor 
    https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Model_Editor
    https://developer.valvesoftware.com/wiki/SteamVR/Environments/Importing_Tutorial


     
    Material editor
    Naming conventions are important, if you use the correct post-fix, materials slots will be automatically filled out in your material. Setting up a material is basically checking a bunch of flags and assigning the correct textures.

    _color (diffuse)
    _normal (normal map)
    _ao (lighting)
    _refl (reflectance)
    _gloss (glossiness, has a metalness slider)

    https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Materials



    Lighting
    The current lighting system in SteamVR isn't super great since it's using vertex baked lighting for indirect light and AO on hammer mesh. We do however have per-pixel shadow casting lights available, but there's a limit to how many can be on screen at once.
     

    https://developer.valvesoftware.com/wiki/SteamVR/Environments/Adding_Lighting

    All lights can be direct, indirect or both.
    Baked lighting uses photon mapping (which you'll need to compile), by default, photon mapping is performed from the edges of the map, so if you have background objects, it will increase compile time, to combat this you can use a light_importance_volume to define a volume to perform detailed photon mapping in, outside of it only simplified lighting is compiled.
    Dynamic objects (physics and prop_dynamic) are not affected by baked lighting and require an env_combined_light_probe_volume (has a built in cubemap)
    Compiles for lights are still required, but we can use real time in editor lights and then switch those lights to baked, before compiling.
    The lighting system for Half-Life Alyx will support lightmaps.

    If you are interested in working with S2, I can recommend the SteamVR tutorials,
    https://developer.valvesoftware.com/wiki/SteamVR/Environments

    Hammer mesh has been confirmed to be compatible with HLA, lighting and entities will not.
     
  6. Like
    marnamai got a reaction from Squad in Half-Life Alyx   
    Source 2 user friendliness has been vastly improved, importing assets is mostly drag and drop, the asset browser compiles it into the game format in the background.
    QCs are a thing of the past.

    Model editor 
    https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Model_Editor
    https://developer.valvesoftware.com/wiki/SteamVR/Environments/Importing_Tutorial


     
    Material editor
    Naming conventions are important, if you use the correct post-fix, materials slots will be automatically filled out in your material. Setting up a material is basically checking a bunch of flags and assigning the correct textures.

    _color (diffuse)
    _normal (normal map)
    _ao (lighting)
    _refl (reflectance)
    _gloss (glossiness, has a metalness slider)

    https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Materials



    Lighting
    The current lighting system in SteamVR isn't super great since it's using vertex baked lighting for indirect light and AO on hammer mesh. We do however have per-pixel shadow casting lights available, but there's a limit to how many can be on screen at once.
     

    https://developer.valvesoftware.com/wiki/SteamVR/Environments/Adding_Lighting

    All lights can be direct, indirect or both.
    Baked lighting uses photon mapping (which you'll need to compile), by default, photon mapping is performed from the edges of the map, so if you have background objects, it will increase compile time, to combat this you can use a light_importance_volume to define a volume to perform detailed photon mapping in, outside of it only simplified lighting is compiled.
    Dynamic objects (physics and prop_dynamic) are not affected by baked lighting and require an env_combined_light_probe_volume (has a built in cubemap)
    Compiles for lights are still required, but we can use real time in editor lights and then switch those lights to baked, before compiling.
    The lighting system for Half-Life Alyx will support lightmaps.

    If you are interested in working with S2, I can recommend the SteamVR tutorials,
    https://developer.valvesoftware.com/wiki/SteamVR/Environments

    Hammer mesh has been confirmed to be compatible with HLA, lighting and entities will not.
     
  7. Like
    marnamai got a reaction from FMPONE in Half-Life Alyx   
    Source 2 user friendliness has been vastly improved, importing assets is mostly drag and drop, the asset browser compiles it into the game format in the background.
    QCs are a thing of the past.

    Model editor 
    https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Model_Editor
    https://developer.valvesoftware.com/wiki/SteamVR/Environments/Importing_Tutorial


     
    Material editor
    Naming conventions are important, if you use the correct post-fix, materials slots will be automatically filled out in your material. Setting up a material is basically checking a bunch of flags and assigning the correct textures.

    _color (diffuse)
    _normal (normal map)
    _ao (lighting)
    _refl (reflectance)
    _gloss (glossiness, has a metalness slider)

    https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Materials



    Lighting
    The current lighting system in SteamVR isn't super great since it's using vertex baked lighting for indirect light and AO on hammer mesh. We do however have per-pixel shadow casting lights available, but there's a limit to how many can be on screen at once.
     

    https://developer.valvesoftware.com/wiki/SteamVR/Environments/Adding_Lighting

    All lights can be direct, indirect or both.
    Baked lighting uses photon mapping (which you'll need to compile), by default, photon mapping is performed from the edges of the map, so if you have background objects, it will increase compile time, to combat this you can use a light_importance_volume to define a volume to perform detailed photon mapping in, outside of it only simplified lighting is compiled.
    Dynamic objects (physics and prop_dynamic) are not affected by baked lighting and require an env_combined_light_probe_volume (has a built in cubemap)
    Compiles for lights are still required, but we can use real time in editor lights and then switch those lights to baked, before compiling.
    The lighting system for Half-Life Alyx will support lightmaps.

    If you are interested in working with S2, I can recommend the SteamVR tutorials,
    https://developer.valvesoftware.com/wiki/SteamVR/Environments

    Hammer mesh has been confirmed to be compatible with HLA, lighting and entities will not.
     
  8. Like
    marnamai got a reaction from Vaya in Half-Life Alyx   
    Source 2 user friendliness has been vastly improved, importing assets is mostly drag and drop, the asset browser compiles it into the game format in the background.
    QCs are a thing of the past.

    Model editor 
    https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Model_Editor
    https://developer.valvesoftware.com/wiki/SteamVR/Environments/Importing_Tutorial


     
    Material editor
    Naming conventions are important, if you use the correct post-fix, materials slots will be automatically filled out in your material. Setting up a material is basically checking a bunch of flags and assigning the correct textures.

    _color (diffuse)
    _normal (normal map)
    _ao (lighting)
    _refl (reflectance)
    _gloss (glossiness, has a metalness slider)

    https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Materials



    Lighting
    The current lighting system in SteamVR isn't super great since it's using vertex baked lighting for indirect light and AO on hammer mesh. We do however have per-pixel shadow casting lights available, but there's a limit to how many can be on screen at once.
     

    https://developer.valvesoftware.com/wiki/SteamVR/Environments/Adding_Lighting

    All lights can be direct, indirect or both.
    Baked lighting uses photon mapping (which you'll need to compile), by default, photon mapping is performed from the edges of the map, so if you have background objects, it will increase compile time, to combat this you can use a light_importance_volume to define a volume to perform detailed photon mapping in, outside of it only simplified lighting is compiled.
    Dynamic objects (physics and prop_dynamic) are not affected by baked lighting and require an env_combined_light_probe_volume (has a built in cubemap)
    Compiles for lights are still required, but we can use real time in editor lights and then switch those lights to baked, before compiling.
    The lighting system for Half-Life Alyx will support lightmaps.

    If you are interested in working with S2, I can recommend the SteamVR tutorials,
    https://developer.valvesoftware.com/wiki/SteamVR/Environments

    Hammer mesh has been confirmed to be compatible with HLA, lighting and entities will not.
     
  9. Awesome
    marnamai got a reaction from MikeGon in Half-Life Alyx   
    Source 2 user friendliness has been vastly improved, importing assets is mostly drag and drop, the asset browser compiles it into the game format in the background.
    QCs are a thing of the past.

    Model editor 
    https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Model_Editor
    https://developer.valvesoftware.com/wiki/SteamVR/Environments/Importing_Tutorial


     
    Material editor
    Naming conventions are important, if you use the correct post-fix, materials slots will be automatically filled out in your material. Setting up a material is basically checking a bunch of flags and assigning the correct textures.

    _color (diffuse)
    _normal (normal map)
    _ao (lighting)
    _refl (reflectance)
    _gloss (glossiness, has a metalness slider)

    https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Materials



    Lighting
    The current lighting system in SteamVR isn't super great since it's using vertex baked lighting for indirect light and AO on hammer mesh. We do however have per-pixel shadow casting lights available, but there's a limit to how many can be on screen at once.
     

    https://developer.valvesoftware.com/wiki/SteamVR/Environments/Adding_Lighting

    All lights can be direct, indirect or both.
    Baked lighting uses photon mapping (which you'll need to compile), by default, photon mapping is performed from the edges of the map, so if you have background objects, it will increase compile time, to combat this you can use a light_importance_volume to define a volume to perform detailed photon mapping in, outside of it only simplified lighting is compiled.
    Dynamic objects (physics and prop_dynamic) are not affected by baked lighting and require an env_combined_light_probe_volume (has a built in cubemap)
    Compiles for lights are still required, but we can use real time in editor lights and then switch those lights to baked, before compiling.
    The lighting system for Half-Life Alyx will support lightmaps.

    If you are interested in working with S2, I can recommend the SteamVR tutorials,
    https://developer.valvesoftware.com/wiki/SteamVR/Environments

    Hammer mesh has been confirmed to be compatible with HLA, lighting and entities will not.
     
  10. Like
    marnamai got a reaction from fewseb in Half-Life Alyx   
    Source 2 user friendliness has been vastly improved, importing assets is mostly drag and drop, the asset browser compiles it into the game format in the background.
    QCs are a thing of the past.

    Model editor 
    https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Model_Editor
    https://developer.valvesoftware.com/wiki/SteamVR/Environments/Importing_Tutorial


     
    Material editor
    Naming conventions are important, if you use the correct post-fix, materials slots will be automatically filled out in your material. Setting up a material is basically checking a bunch of flags and assigning the correct textures.

    _color (diffuse)
    _normal (normal map)
    _ao (lighting)
    _refl (reflectance)
    _gloss (glossiness, has a metalness slider)

    https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Materials



    Lighting
    The current lighting system in SteamVR isn't super great since it's using vertex baked lighting for indirect light and AO on hammer mesh. We do however have per-pixel shadow casting lights available, but there's a limit to how many can be on screen at once.
     

    https://developer.valvesoftware.com/wiki/SteamVR/Environments/Adding_Lighting

    All lights can be direct, indirect or both.
    Baked lighting uses photon mapping (which you'll need to compile), by default, photon mapping is performed from the edges of the map, so if you have background objects, it will increase compile time, to combat this you can use a light_importance_volume to define a volume to perform detailed photon mapping in, outside of it only simplified lighting is compiled.
    Dynamic objects (physics and prop_dynamic) are not affected by baked lighting and require an env_combined_light_probe_volume (has a built in cubemap)
    Compiles for lights are still required, but we can use real time in editor lights and then switch those lights to baked, before compiling.
    The lighting system for Half-Life Alyx will support lightmaps.

    If you are interested in working with S2, I can recommend the SteamVR tutorials,
    https://developer.valvesoftware.com/wiki/SteamVR/Environments

    Hammer mesh has been confirmed to be compatible with HLA, lighting and entities will not.
     
  11. Like
    marnamai got a reaction from Radu in Half-Life Alyx   
    Source 2 user friendliness has been vastly improved, importing assets is mostly drag and drop, the asset browser compiles it into the game format in the background.
    QCs are a thing of the past.

    Model editor 
    https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Model_Editor
    https://developer.valvesoftware.com/wiki/SteamVR/Environments/Importing_Tutorial


     
    Material editor
    Naming conventions are important, if you use the correct post-fix, materials slots will be automatically filled out in your material. Setting up a material is basically checking a bunch of flags and assigning the correct textures.

    _color (diffuse)
    _normal (normal map)
    _ao (lighting)
    _refl (reflectance)
    _gloss (glossiness, has a metalness slider)

    https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Materials



    Lighting
    The current lighting system in SteamVR isn't super great since it's using vertex baked lighting for indirect light and AO on hammer mesh. We do however have per-pixel shadow casting lights available, but there's a limit to how many can be on screen at once.
     

    https://developer.valvesoftware.com/wiki/SteamVR/Environments/Adding_Lighting

    All lights can be direct, indirect or both.
    Baked lighting uses photon mapping (which you'll need to compile), by default, photon mapping is performed from the edges of the map, so if you have background objects, it will increase compile time, to combat this you can use a light_importance_volume to define a volume to perform detailed photon mapping in, outside of it only simplified lighting is compiled.
    Dynamic objects (physics and prop_dynamic) are not affected by baked lighting and require an env_combined_light_probe_volume (has a built in cubemap)
    Compiles for lights are still required, but we can use real time in editor lights and then switch those lights to baked, before compiling.
    The lighting system for Half-Life Alyx will support lightmaps.

    If you are interested in working with S2, I can recommend the SteamVR tutorials,
    https://developer.valvesoftware.com/wiki/SteamVR/Environments

    Hammer mesh has been confirmed to be compatible with HLA, lighting and entities will not.
     
  12. Awesome
    marnamai got a reaction from [HP] in Half-Life Alyx   
    Source 2 user friendliness has been vastly improved, importing assets is mostly drag and drop, the asset browser compiles it into the game format in the background.
    QCs are a thing of the past.

    Model editor 
    https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Model_Editor
    https://developer.valvesoftware.com/wiki/SteamVR/Environments/Importing_Tutorial


     
    Material editor
    Naming conventions are important, if you use the correct post-fix, materials slots will be automatically filled out in your material. Setting up a material is basically checking a bunch of flags and assigning the correct textures.

    _color (diffuse)
    _normal (normal map)
    _ao (lighting)
    _refl (reflectance)
    _gloss (glossiness, has a metalness slider)

    https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Materials



    Lighting
    The current lighting system in SteamVR isn't super great since it's using vertex baked lighting for indirect light and AO on hammer mesh. We do however have per-pixel shadow casting lights available, but there's a limit to how many can be on screen at once.
     

    https://developer.valvesoftware.com/wiki/SteamVR/Environments/Adding_Lighting

    All lights can be direct, indirect or both.
    Baked lighting uses photon mapping (which you'll need to compile), by default, photon mapping is performed from the edges of the map, so if you have background objects, it will increase compile time, to combat this you can use a light_importance_volume to define a volume to perform detailed photon mapping in, outside of it only simplified lighting is compiled.
    Dynamic objects (physics and prop_dynamic) are not affected by baked lighting and require an env_combined_light_probe_volume (has a built in cubemap)
    Compiles for lights are still required, but we can use real time in editor lights and then switch those lights to baked, before compiling.
    The lighting system for Half-Life Alyx will support lightmaps.

    If you are interested in working with S2, I can recommend the SteamVR tutorials,
    https://developer.valvesoftware.com/wiki/SteamVR/Environments

    Hammer mesh has been confirmed to be compatible with HLA, lighting and entities will not.
     
  13. Like
    marnamai got a reaction from Klems in Half-Life Alyx   
    Source 2 user friendliness has been vastly improved, importing assets is mostly drag and drop, the asset browser compiles it into the game format in the background.
    QCs are a thing of the past.

    Model editor 
    https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Model_Editor
    https://developer.valvesoftware.com/wiki/SteamVR/Environments/Importing_Tutorial


     
    Material editor
    Naming conventions are important, if you use the correct post-fix, materials slots will be automatically filled out in your material. Setting up a material is basically checking a bunch of flags and assigning the correct textures.

    _color (diffuse)
    _normal (normal map)
    _ao (lighting)
    _refl (reflectance)
    _gloss (glossiness, has a metalness slider)

    https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Materials



    Lighting
    The current lighting system in SteamVR isn't super great since it's using vertex baked lighting for indirect light and AO on hammer mesh. We do however have per-pixel shadow casting lights available, but there's a limit to how many can be on screen at once.
     

    https://developer.valvesoftware.com/wiki/SteamVR/Environments/Adding_Lighting

    All lights can be direct, indirect or both.
    Baked lighting uses photon mapping (which you'll need to compile), by default, photon mapping is performed from the edges of the map, so if you have background objects, it will increase compile time, to combat this you can use a light_importance_volume to define a volume to perform detailed photon mapping in, outside of it only simplified lighting is compiled.
    Dynamic objects (physics and prop_dynamic) are not affected by baked lighting and require an env_combined_light_probe_volume (has a built in cubemap)
    Compiles for lights are still required, but we can use real time in editor lights and then switch those lights to baked, before compiling.
    The lighting system for Half-Life Alyx will support lightmaps.

    If you are interested in working with S2, I can recommend the SteamVR tutorials,
    https://developer.valvesoftware.com/wiki/SteamVR/Environments

    Hammer mesh has been confirmed to be compatible with HLA, lighting and entities will not.
     
  14. Like
    marnamai got a reaction from leplubodeslapin in Half-Life Alyx   
    Source 2 user friendliness has been vastly improved, importing assets is mostly drag and drop, the asset browser compiles it into the game format in the background.
    QCs are a thing of the past.

    Model editor 
    https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Model_Editor
    https://developer.valvesoftware.com/wiki/SteamVR/Environments/Importing_Tutorial


     
    Material editor
    Naming conventions are important, if you use the correct post-fix, materials slots will be automatically filled out in your material. Setting up a material is basically checking a bunch of flags and assigning the correct textures.

    _color (diffuse)
    _normal (normal map)
    _ao (lighting)
    _refl (reflectance)
    _gloss (glossiness, has a metalness slider)

    https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Materials



    Lighting
    The current lighting system in SteamVR isn't super great since it's using vertex baked lighting for indirect light and AO on hammer mesh. We do however have per-pixel shadow casting lights available, but there's a limit to how many can be on screen at once.
     

    https://developer.valvesoftware.com/wiki/SteamVR/Environments/Adding_Lighting

    All lights can be direct, indirect or both.
    Baked lighting uses photon mapping (which you'll need to compile), by default, photon mapping is performed from the edges of the map, so if you have background objects, it will increase compile time, to combat this you can use a light_importance_volume to define a volume to perform detailed photon mapping in, outside of it only simplified lighting is compiled.
    Dynamic objects (physics and prop_dynamic) are not affected by baked lighting and require an env_combined_light_probe_volume (has a built in cubemap)
    Compiles for lights are still required, but we can use real time in editor lights and then switch those lights to baked, before compiling.
    The lighting system for Half-Life Alyx will support lightmaps.

    If you are interested in working with S2, I can recommend the SteamVR tutorials,
    https://developer.valvesoftware.com/wiki/SteamVR/Environments

    Hammer mesh has been confirmed to be compatible with HLA, lighting and entities will not.
     
  15. Like
    marnamai got a reaction from MikeGon in Mapcore Job Census   
    I 've been with Ubisoft Berlin since august 2018 in a 50-50 QA / LD role.
  16. Like
    marnamai got a reaction from General Vivi in Mapcore Job Census   
    I 've been with Ubisoft Berlin since august 2018 in a 50-50 QA / LD role.
  17. Like
    marnamai got a reaction from kleinluka in Mapcore Job Census   
    I 've been with Ubisoft Berlin since august 2018 in a 50-50 QA / LD role.
  18. Like
    marnamai got a reaction from RaVaGe in Mapcore Job Census   
    I 've been with Ubisoft Berlin since august 2018 in a 50-50 QA / LD role.
  19. Awesome
    marnamai got a reaction from Klems in Mapcore Job Census   
    I 've been with Ubisoft Berlin since august 2018 in a 50-50 QA / LD role.
  20. Awesome
    marnamai reacted to Yanzl in 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!
     
     
  21. Like
    marnamai got a reaction from catfood in WIP in WIP, post your level screenshots!   
    Made a little arena combat map for one of the 72 hour RTSL experimental mapping challenges.

    It ended up pretty fun, try and unlock the secret wave, it gets pretty crazy.
    https://www.dropbox.com/s/p91qgdp6oxdtonj/marnamai_rushhour_1-bn-emc.7z?dl=0

  22. Like
    marnamai got a reaction from the0rthopaedicsurgeon in WIP in WIP, post your level screenshots!   
    Made a little arena combat map for one of the 72 hour RTSL experimental mapping challenges.

    It ended up pretty fun, try and unlock the secret wave, it gets pretty crazy.
    https://www.dropbox.com/s/p91qgdp6oxdtonj/marnamai_rushhour_1-bn-emc.7z?dl=0

  23. Like
    marnamai got a reaction from Plat in WIP in WIP, post your level screenshots!   
    Made a little arena combat map for one of the 72 hour RTSL experimental mapping challenges.

    It ended up pretty fun, try and unlock the secret wave, it gets pretty crazy.
    https://www.dropbox.com/s/p91qgdp6oxdtonj/marnamai_rushhour_1-bn-emc.7z?dl=0

  24. Like
    marnamai got a reaction from SotaPoika in WIP in WIP, post your level screenshots!   
    Made a little arena combat map for one of the 72 hour RTSL experimental mapping challenges.

    It ended up pretty fun, try and unlock the secret wave, it gets pretty crazy.
    https://www.dropbox.com/s/p91qgdp6oxdtonj/marnamai_rushhour_1-bn-emc.7z?dl=0

  25. Awesome
    marnamai got a reaction from blackdog in WIP in WIP, post your level screenshots!   
    Made a little arena combat map for one of the 72 hour RTSL experimental mapping challenges.

    It ended up pretty fun, try and unlock the secret wave, it gets pretty crazy.
    https://www.dropbox.com/s/p91qgdp6oxdtonj/marnamai_rushhour_1-bn-emc.7z?dl=0

×
×
  • Create New...