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'RZL

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  1. Like
    'RZL reacted to Serialmapper in Level Design Help Files   
    I finally did it¬†ūüėĀ. 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!
     
  2. Like
    'RZL reacted to Roald in WIP in WIP, post your level screenshots!   
    Yeah abit with the tower. But the overall shape of the building is pretty odd. Also I never seen a old structure like this with a vent system.. if you want a route like that, better think of something thats more fitting and realistic. Use some real life references to get the shapes of the church right. 
  3. Like
    'RZL reacted to kek9z in The random model thread!   
    https://imgur.com/a/IzDQ4Rd
    No problem.
  4. Awesome
    'RZL reacted to ElectroSheep in [CS:GO] de_highlands (WIP)   
    Hey guys, happy new year
     
    Between 2 diapers, I try to find some time for this map, I'm making good progress I guess ^^
     
    Here is the progress on the T spawn :
     


  5. Like
    'RZL reacted to kek9z in The random model thread!   
    So I started modeling because of my csgo map and today i made my first prop just for testing!
     
     

    Still not perfect, need to work on texturing but im so hyped to work with 3D! What you think about this guys? any advice?
  6. Like
    'RZL reacted to ElectroSheep in Goals for 2019?   
    - My main goal is to watch this little thing growing

    - Also changing life by leaving France for Canada with my wife.
    - On the project side, I wish to finish this fckg de_highlands map and after that I want to improve myself on level design and scripting.
  7. Like
    'RZL reacted to El Moroes in Random Photo Thread   
    And I did it again this year  
     
  8. Like
    'RZL reacted to NikiOo in 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/
  9. Like
    'RZL reacted to Serialmapper in WIP in WIP, post your level screenshots!   
    i'm working on a awp map, with my favorite combination: sea, sunset, flowers, rocks¬†ūüėč
    (no freaking crates !)
     

     
  10. Like
    'RZL reacted to Sil3ncer in [CS:GO][Wingman] Rab   
    This is our first map and we submitted it for the¬† /r/csmapmakersÔĽŅ¬†2018 wingman contest . We hope we could get some criticism and improve the map .
    Thank you very much ‚̧ԳŹ¬†(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. Like
    'RZL reacted to Anduriel in WIP in WIP, post your level screenshots!   
    Here's another sign of life from my de_losttemple remake. This project got dropped and picked up again a few times and I feel really bad about that. Still I absolutely want to finish it. There's one big step I have yet to take to get closer to that goal, which is learning how to make textures. I will need a good amount of custom content to give it the look I've got in mind. So still a long way to go, but here's at least a WIP screenshot of the A site.
  12. Like
    'RZL reacted to RaVaGe in RaVaGe's real life WIP   
    Forgot to share that guyz § some other awesome projects coming up
  13. Like
    'RZL reacted to Brightness in WIP in WIP, post your level screenshots!   
    1987
    https://www.artstation.com/artwork/balOxE

  14. Like
    'RZL reacted to OrnateBaboon in [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.
     
     










  15. Awesome
    'RZL reacted to Squad in [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.
     




     
     
  16. Like
    'RZL reacted to Noisy_Owl in The Outer Worlds (Obsidian)   
    Yee yee and here is gameplay now...

    Now to the important stuff.
    Did you notice that there is not a single scene where the player has put the gun away?
    I dont feel good about this game XD i see all the things ive always hated about fallout.
    And the colors are inconistent ūüėē¬†I am not too excited yet.¬†
  17. Like
    'RZL reacted to blackdog in Unreal Engine 4   
    Another great move by Epic: they’re opening a game Store themselves, with much better revenue share for devs, and they won’t charge for the UE license on their store
    https://www.unrealengine.com/en-US/blog/announcing-the-epic-games-store
  18. Like
    'RZL reacted to Serialmapper in [WIP] de_aurelia (remake)   
    I don't wish to open another thread, so i want to make an announcement: The final version of de_aurelia is here.   Well, officially is final but we all know that some feedback will follow and then some updates.
    Here are some screenshots:
     







  19. Like
    'RZL reacted to DMU222 in [WIP] Roca   
    I decided to use Black Friday to upgrade my PC, but I was still able to upgrade the cliff texture in my never ending quest to make the cliff look not like Half-Life.
    However, I am not so sure about this new texture:
    Feedback on this new texture would be especially useful, but overall the map is basically almost ready to be launched into 1.0 .
  20. LOL
    'RZL reacted to fewseb in Eternity   
    I spent like five minutes on this, please clap.
    Yeah but you can see the cave just fine through the fence mesh, plus the one of the very right is too high up for them to climb through, why not just convert that to a regular fence, but then again, if we want to be realistic here, its not exactly like these two guys needed more than one hole in the first place, or more than one pair of clippers. Im not exactly sure why the company would put a path way and lights to a cave path that nobody's so supposed to get in anyway since there's no gate for the fence.
     
    The blue goo looks pretty good btw, nice job on the texture.
  21. LOL
    'RZL got a reaction from That50'sGuy in Eternity   
  22. Like
    'RZL got a reaction from T-Rexer in Eternity   
  23. LOL
    'RZL reacted to Radu in The Predator   
    I finally got around to watching this and .. well, it's basically a stinking pile of horse shieet.
  24. Like
    'RZL reacted to Yanzl in Yanzl's Source Emporium   
    I just said you could do that, not that it would produce good results  
    Hopefully this helps understand it better:

    Also you can have multiple CCs in one map, you can limit them with a radius or with a fog_volume, so only one is active at a time. 
  25. Awesome
    'RZL reacted to The Horse Strangler in [UE4] Darksiders 3 Art Dump   
    Hello Mapcore peeps, it's ya boi Horse Strangler aka BananaSandbags aka BillGatesFan69.
    Been working on this one for around two years now with the talented folks over at Gunfire Games. The game releases tonight (at the time of writing this post). Darksiders 3 is a Adventure/RPG hack and slash. A lot of the art here focused on a semi-stylized PBR look. It's not quite Blizzard hand painterly, but it's seen a lot of inspiration from it. Was a fun time transitioning that look and style to a pbr heavy engine like UE4. I plan to do a writieup of some of the interesting art challenges we faced working on the game for the site in the near future, so keep an eye out for that one!










     
     
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