esspho reacted to T-Rexer in Frostbite - Danger Zone
Frostbite Update 2
We updated Frostbite today. This update mostly focuses on bug fixes but we included some gameplay changes too.
Fingers crossed that we can publish a big update in about two weeks with lots of gameplay improvements - that is if we manage to compile the map
Feel free to leave feedback for this one.
- Tweaked weapon spawn positions to prevent bad clipping
- Adjusted snow on buildings
- Adjusted map boundary rock formations and clipping
- Changed some map location names
- The houses have been connected to the power grid
- Opened the cabin
- Improved clipping
- Reworked stairs
- Added missing stoops
- Revamped visuals
- Added a hut
- Added more snow
- Made it possible to enter the building from the south side
- Added new ladder exit in long hall before caves
- Fixed more stuck spots
- Added snow to boardwalk edges
- Fixed z fighting
- Made wood fences darker and more saturated
- Made sun smaller
Pictures of the new exit from tunnels and the new hut we added:
esspho reacted to T-Rexer in Frostbite - Danger Zone
Frostbite Update 1
We have just updated Frostbite for the first time with a major update. We tried to include as much of the feedback posted here and elsewhere in this update.
Feel free to leave more feedback. We are working on another fairly substantial update right now, trying to eliminate as many bugs as possible, so post everything you may find.
- Improved performance (up to 20%!)
- Reworked lighting for better contrast between in- and outside areas.
- Added fences/rock cliffs to areas where the map boundaries weren’t obvious.
- Reworked map boundary clipping.
- Added more weapon spawns across the map.
- Fixed weapons spawning underneath the ice.
- Fixed drone delivery issues (thanks Valve)
- Reworked buildings to eliminate dead ends.
- Added a lock to the outhouse.
- Added second story to the telescope building.
- Added chain-link fence around the base of the tower to indicate inaccessibility.
- Opened up one of the previously closed buildings.
- Added pathways between buildings for better navigation in the area.
- Reworked building frames for lighting and collision improvements.
- Added graveyard area.
- Reworked statue.
- Reworked textures.
- Adjusted clutter.
- Fixed misaligned ski lifts.
- Added more ski lifts.
- Added ladder and jump puzzle to get on top of ski lift building.
- Moved resort building moved further away from ski slope.
- Opened up first and second floor of previously inaccessible resort building.
- Opened up first floor.
- Added stairs to connect garage to first floor.
- Added signs for easier navigation.
- Added path from west entrance to north exit.
- Improved lighting.
- Reworked north exit.
- Reworked tunnels near west entrance.
- Removed bathroom area which led to a dead end.
- Improved visuals in the cave section.
- Reworked one of the buildings.
- Added snow on outside wood flooring.
- Added information sign.
- Added snow on outside wood flooring.
- Added more snow.
- Improved texture blends.
- Made ski flag poles more vibrant.
- Fixed an issue where broken windows would still make glass sounds when shot.
- Fixed misaligned props and displacement gaps.
- Disabled ice reflections on low shader detail settings.
- Updated and reworked deployment overview to better indicate the actual playable area.
Pictures of the new fence and watchtowers around the map, aswell as consistent snow ontop of every building:
esspho reacted to catfood in [CSGO] Engage
This post is a little late on Mapcore because I have been moving and working on other projects also but I still wanted to share the release of Engage with the Mapcorians for who missed the release on the workshop.
Two years ago BubkeZ and RZL came to me and asked if I wanted to work with them on a layout BubkeZ created in 2010 for CS 1.6 called de_engage and obviously I said yes.
The three of us then started to look at this old layout and discussed what needed to change to make it viable for CS:GO and improve on the original design.
RZL then made the first blockout with all the changes we discussed and handed the greybox level to me and I took it from there.
ENGAGE WORKSHOP PAGE
esspho reacted to JorisCeoen in Texture Optimisation
I understand what you mean, and it's a good point to show that yes, you can obtain similar results in-game whilst saving up largely on hdd-space and some small performance gain. However, just imagine someone who actually does play with low texture settings, and it then has to load up mipmaps from an already largely downscaled resolution, that would result in abysmal results of having nearly plain-color surfaces (and so on). High-res monitors that run 4k or 8k benefit enormously from additional detail in the diffuse texture, which is exactly the reason why Valve switched to mainly using 1024x1024 textures. It's about giving a wide range of users the choice to have all the highest -or lowest- detail you can possibly get. Does it benefit the in-game performance, and is that really beneficial for the Counter-Strike gameplay? Well, probably not 😛 but the choice is there. I have a very good 4k monitor, and if I downscale a diffuse that also has a detail, normal and roughness/specular the result on max. resolution is clearly noticeable.
However, you're right in that downscaling does have a performance gain. It's just, if I were to downscale anything at all it would exactly be the normal map (whom often also contains the roughness in the alpha channel) and not the diffuse. If I were to ever downscale a diffuse, it would only be if it's a 2k texture that makes no noticeable difference to 1k. But almost never lower!
Lastly, sometimes large resolution textures are even required if you're talking about UV-space and saving up HDD-space, where you can combine multiple models' their UV-space into one larger texture. In that case, let's say you have 8 similar models (but different enough that they each need a different UV-layout), then you can have one large diffuse texture that contains all the UV's and only requiring one additional normal and roughness/specular instead. This saves both a lot of drawcalls in larger scenes with repeated usage of said models, AND saves HDD space (since otherwise you'd end up with 8x a 1k diffuse, 8x a normal map and 8x a roughness/specular, which even on 512x512 would end up taking more space). Once again, I just want to make clear that you can optimise in different ways without necessarily having to downscale textures, and thus still gives users a choice instead through the settings options.
FMPone did this with strong discipline on his new Cache, it's interesting to observe 😉
esspho reacted to Vaya in [CS:GO] Exotic Places Contest TOP 4 WINNERS
mapcore still runs playtests! in terms of drive 5vs5 mapping is becoming more and more of a thankless task - with valve's changes to how often they accept community maps (probably because how little the community care...) and the increasing dev time to be top of the pile I can see why so many are moving on.
esspho reacted to SOOPRcow in Happy Anniversary - cs_siege w/ APC
Over the years I have saved my copy of the orginal cs_siege.map file that has the APC. This was given to me by Euro*Brew after N0TH1NG passed away so that I could remove the APC (because people hated it apparently). I figtured I would share some screenshots with you guys
Also, some of you might not know this but this monitor texture is actually my desktop from the time. In my browser I actually had the original Mapcore forums loaded up and in the background I'm connected to the mapcore IRC channel.
Here are a few more screenshots as well
esspho reacted to Lizard in Let's talk VR
Gladly I have no pictures on the wall but I have 3 lamps that are much lower hanging than ceiling. Playing Jeff chapter and throwing bottles was like another layer of horror for me I also remember first time barnacle snatched me I tried to aim up with my pistol and hit the lamp as my pistol hit barnacle. Almost shit myself.
esspho reacted to Lizard in County
Hello everyone !
I think it is a good time to post some screenshots from my newest csgo project that I'm working on with @jakuza. He already made some models and materials that I used in the listed locations. More to come in next passes,
County is a map that features everything that comes to mind when typical european thinks about rural part of the USA. It is a danger zone map that features variety of locations you would normally see in rural cities. What I tried to do was to tie these location with some story as well as their placement on the map. I really wanted to avoid 'random structures scattered across the map' feeling some of the community made maps have.
First art pass is mostly done in most of the locations. In upcoming weeks I will focus on Motel and Quarry locations which are not shown here in this post.
List of locations with a lot of creenshots (a lot of screenshots actually😁)
More to come!
esspho reacted to Roald in [Wingman] Paro
Since this is more likely to become a serieus project, why not share some about it on the forums
I am working on a litle wingman hostage map which is based on the Tiger's Nest Temple located in the Paro region in Bhutan.
My orignal idea was to have it be a VIP escort kind of map, but afther a few playtests I decided to keep it more like the original hostage mode, but just have two hostage rescue instead which are located on the Terrorist side of the map.
edit: changed mapname, idk if the original name causing problems 🤔
esspho reacted to leplubodeslapin in [TUTORIAL] Import a model and its material
Quickly writting that tutorial from my experiments but a more official tutorial on the wiki should definitely replace this.
First, gather the source files. We will consider a material with a standard PBR shader. All the folders are relative path, so find this location on your pc :
And then place the files over there :
The model itself : \models\folder\mesh.fbx The collision if you have one : \models\folder\includes\mesh_physbox.fbx The diffuse (must end with _color) : \materials\models\folder\mesh_color.png The normalmap (must end with _normal) : \materials\models\folder\mesh_normal.png The Roughness (must end with _rough) : \materials\models\folder\mesh_rough.png Note : You can use PNG, but also TGA, JPG or even PSD
Note 2 : The normalmap doesn't have its vertical values inverted like it was the case on Source 1. If you import a normalmap from Source 1, don't forget to invert the green channel !
In my case, it's a vehicle that I'll name "vehicle_sherpa", so here are my files :
The model : \models\vehicle\vehicle_sherpa.fbx The collision : \models\vehicle\includes\vehicle_sherpa_physbox.fbx The diffuse : \materials\models\vehicle\vehicle_sherpa_color.png The normalmap : \materials\models\vehicle\vehicle_sherpa_normal.png The Roughness : \materials\models\vehicle\vehicle_sherpa_rough.png The AO : \materials\models\vehicle\vehicle_sherpa_ao.png
Then, we'll start by creating the material. On the asset Browser window, find the Material Editor and open it.
File → New
And then immediately save (File → Save or CTRL + S) to define a location of your vmat.
In my case, it will go along with with the textures I just imported : \materials\models\vehicle\vehicle_sherpa.vmat
Note : once the files are compiled, you'll get the same hierarchy over the game folder than the content folder. Once the vmat will be compiled, it will become vmat_c (compiled material) and will have vtex_c with it (combined texture).
We will keep the Vr Simple shader
And you can start importing the textures by clicking on the folder icon next to each field. It will only look for files ending with the right suffix, hence the importance of naming your files to make your work easier afterwards.
In my case, I have an AO texture so I'll check "Ambiant Occlusion Texture" on the left but it's optionnal. In the end, it should look like this :
Feel free to use more complex shaders and to tweak things better. My model should definitely use a metalness texture but it's fine for this demonstration.
Ok now save and you can quit the material editor.
Back on the Asset Browser, find the ModelDoc Editor
Same thing, start by saving your model. In my case it will go there : \models\vehicle\vehicle_sherpa.vmdl
Start by selecting an archetype, for this we will do a simple Static Prop Model.
And then, import your mesh by using that cute little star button :
Once your mesh added, it will feel like nothing is happening. Try pressing the compile button on the right.
That's right, you need to press that compile button to make sure to compile stuff. It wasn't the case for the material editor, everything was being compiled automatically.
Your model should be a ref wireframe because it doesn't have any material assigned to it, so let's start with that.
On the left pannel, check "Show Empty Categories", it will show you "categories" for which you can configure stuff (i'm vague because ... i don't know most of these stuff for now).
Right clic on the category "MaterialGroupList" → Add DefaultMaterialGroup
And then, if the item "DefaultMaterialGroup" is selected, in the Node Editor pannel you'll be able to assign a material. I assume you can manage with this category the multiple materials you might need for your model. For my simple example, there's only one material so I will stick with 1 group.
Compile your model and it should start to look like something !
You can move like in Hammer (hold RMB/press Z and move with WASD) or you can rotate around the mesh by holding ALT + LMB.
Now let's add a collision. Right clic on the category PhysicsShapeList and you'll notice multiple options to add collision
I assume it's there because you might be able to add shapes (box, capsules and spheres) by hand or you can decide to generate a collision from ModelDoc. By in my case I have a mesh, so I'll pick "Add PhysicsMeshFile" and gives the physbox FBX I imported earlier.
It should look like this in your 3D view
Compile your model and you can try to place your model in hammer !
esspho reacted to JorisCeoen in Daigo
Here's a follow-up on the basewall, and some additional corners. Most of the walls are now done. Some of the old ones will remain for now in the next playtest version, as I'm now advancing in my planning and working on the dragon and fishmodels, that I hopefully will have finished in the next two days!
It's a lot cleaner, more natural, better colouring, and the rock models and displacement texture flow seamlessly into one another (You might notice that at the top-right side there's a straight line between the rock and plaster wall, that's just because I forgot to alpha those).
I'll post some new screens when the dragon and fish are done as well 🙂
esspho reacted to ZooL in [CS:GO] LadderBar - The Hacky model solution for ladders.
This is a pack I've created to replace ladders causing issues related to bullets getting stopped/reduced damage, but also Grenades and other kinds of physic objects bouncing off them.
Model based ladder "bars" which exploit on how climbing works. Comes with easy to use Instances and an example showcasing them. Has 32/64/128 variants. Two solutions: Dynamic: enables collisions while close to the ladder segment Static: always has collisions on. Has two possible modes: One way: Players can only climb from the facing side of the ladder + its left and right sides. Two way: Players can climb from anywhere. No VScripts, this is purely entity based, prop_dynamic and trigger_multiple. How does it works?
When climbing (same rules as when being on the ground).. if an object is smaller than a unit, you'll be able to move on it.
I've made a blank model with the collisionmodel so thin that the game doesn't register for bullet impacts, yet does for collisions.
It is possible to apply the Ladder surfaceprop to models, therefore make climbable models.
Models are way easier to handle when it comes to enabling/disabling collisions, making those two weird quirks perfect for this.
Dropped Weapons and Grenades will pass through while using the Dynamic solution if no one is standing where you threw. They'll clip on Static but it is less likely than with standard ladders. Bullets WONT GET BLOCKED AT ALL. Disadvantages (kind of):
Harder to use than just drawing a block with the ladder texture on. 2 entities per instance for the static solution, 3 for the dynamic solution. You'll need to pack the models you've used. Not as reliable if you try to do something weird with them... Just don't go weird and use the instances. Only works with the standard ladder width. Tips:
Be sure to disable collisions on your ladder models.. else it destroys the purpose of this. Don't use the Dynamic solution if you don't really need to as they are expensive in prop and entity count.. Only use it for problematic ladders!