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Deathy reacted to FMPONE in Rage 2
Imagine thinking a hideous monster with insane deformity dialed up to 1,000 is a direct attack on you because you had an incredibly banal and easily curable (in the first world) birth defect. Just extreme narcissism, victim mentality, and naked click-baiting.
Game journalism sometimes fulfills a useful function pushing back on very reactionary elements in gaming culture, but this is certainly worthy of mockery and pretty emblematic of the desperation of these journalists to insert themselves into every fucking game launch.
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Deathy 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.
Basalt
Most of the assets from the map Basalt.
https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0
Breach
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
Pitstop
https://www.dropbox.com/s/x6tn3b6nfo2u77d/Pitstop.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!
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Deathy got a reaction from Tisky in Marvel Cinematic Universe
Infinity War is worth to watch.
Just take me for my word!
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Deathy reacted to Seldoon182 in Marvel Cinematic Universe
Back from theater. Even if you might notice some incoherence in the movie it's created emotion on me I've never felt before! Worth it!
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Deathy reacted to Vorontsov in WIP in WIP, post your level screenshots!
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.
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Deathy reacted to blackdog in GRAND PRIZE WINNERS Declared!
* the wait and expectations for next Operation intensifies *
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Deathy reacted to FMPONE in 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..."
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Deathy reacted to Corvus in WIP in WIP, post your level screenshots!
Been working on a city scene with interiors for a few days
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Deathy reacted to GrillusRetardus in WIP in WIP, post your level screenshots!
I've been working on an old western Gmod RP map for over a month now.
I've only just started detailing, still very much WIP though.
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Deathy got a reaction from FMPONE in Blade Runner 2049
This interview with Ridley Scott is fucking amazing.
http://www.vulture.com/2017/12/ridley-scott-all-the-money-in-the-world-reshoots.html
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Deathy reacted to dux in What are you playing now?
Bought loads of new steam games. Re-installed Diablo 2.
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Deathy reacted to text_fish in Snarky Public Service Announcement
Lighting:
Lightning:
Lighting:
Lightning:
Lighting:
Lightning:
Lighting:
Lightning:
Lightening:
Remember kids: Spelling and grammar don't really matter in the grand scheme of things, but for some reason it's still really bloody annoying when you see people making the same mistakes over and over again.
/End PSA
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Deathy reacted to Plat in WIP in WIP, post your level screenshots!
think im finally happy with this aim map.
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Deathy reacted to JeanPaul in Black Mesa Source
Black mesa update!
http://steamcommunity.com/games/362890/announcements/detail/1594703306631918308
Its an engine release so our future xen and interloper maps are as bug free and playable as possible.
While this quote here doesnt include everything - its the main things I figured mapcore guys would be excited about. The new dynamic lighting stuff is really intense and honestly opens up source to a whole new realms and genres of level design. (our dlights work through alpha textures as well) If you havent seen an ingame example of image based ambient lighting I suggest you give it a shot - the difference from stock ambient is immense.
One last thing I would like to note for anyone potentially doing a single player project: the doubled displcement limit is a WAY bigger deal than you think. In fact the entire concept behind one of the xen maps I designed wouldnt even be remotely possible with the previous limit. The doubled limit was one of the most important things to happen to our maps - and here is the crazy part - it took one programmer less than a minute to change and has not a single bad effect in our game so far. Makes you think why the original limit exists in the first place
Woot!
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Deathy reacted to JeanPaul in Black Mesa Source
@laminutederire
Quote form our resident shader guy Chetan in response to your question:
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Deathy reacted to poLemin in Contest Finalists have been declared!
Congrats to everybody who made it to the Top10, but also to everyone who was able to finish in time! It's quite an accomplishment by itself!
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Deathy reacted to StormCatcher.77 in WIP in WIP, post your level screenshots!
I recently start a map in the project "The Joy of Mapping 5 - Winter Weekend"
First shots (GZDoom):
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Deathy reacted to MadsenFK in WIP in WIP, post your level screenshots!
Decided I wanted to share some early progress, that I've made on my map DE_WOODS for CS:GO this weekend.
*There's a lot of repetition in the textures right now, I'm aware of that
Please leave any feedback on the visuals, if you have any
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Deathy got a reaction from Quotingmc in The Man In The High Castle
I binge-watched S1&2 this January when S2 came out and can't wait for S3.
If you really still want to watch it @blackdog, I think you should just leave that for your next holidays (if there are any) and binge them before S3 hits release.
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Deathy reacted to FreeSir in de_somnio
Hey there, this is de_somnio, my first attempt at a defuse map and its placed inside a dream!
So I will just be using the excuse of it being a dream to justify pretty much every criticism!
I build almost everything out of intuition without references, and even though it took me a really long time and the gameplay and aesthetics might not be top notch, it has been a small little journey and now I'm almost at the end of the road. Workshop link will follow soon.
Feedback is welcome anyways
EDIT: Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=1214738719
New Screenshots
Old Screenshots
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Deathy reacted to blackdog in Mindhunter - Netflix exclusive by David Fincher
So after the House of Cards mega-hit, David is at it again with Mindhunter, a series about the origins of profiling in police investigations.
"You want truffles? You have to get in the dirt with the pigs"
I'm surprised there's no topic yet, I hear talking great about this. The trailer is very enticing and I'll definitely see this one soon:
~
Thanks to Adobe Max 2017 event, there's a little behind the scenes regarding editing:
also this analysis popped on my stream and is very interesting:
camera movement and tint definitely make it instantly recognizable as Fincher work
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Deathy reacted to Corvus in WIP in WIP, post your level screenshots!
So this is the few scans of arizona/nevada desert i took from google earth + an elevation data from Nationalmap.gov and quickly combined them together into a little scene, but there's a lot of work to be done obviously.I havent done any de-lighting yet and there's no detail textures in place to hide the blurrines of the main ones.
Someone asked how i did the scanning on twitter. So the process is simple. You pick an object that you want to scan in google maps. Then you disable all the interface, and fly a camera around that object, making about 20-30 screenshots. After all of that you do the usual thing in AgiSoft photoscan.
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Deathy reacted to will2k in WIP in WIP, post your level screenshots!
I've been dabbling with Dying Light Developers Tools/SDK for the past couple of days; brilliant tools. Techland have done a commendable job on the game and the SDK altogether ; respect
I put together a random scene just to test the SDK and I'm loving it. I'm considering expanding this to a full single player mission.
