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Yanzl last won the day on May 11

Yanzl had the most liked content!

About Yanzl

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    Jan Gortnar
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  1. Yanzl

    Yanzl's Source Emporium

    I've updated the Substance Painter shader to support the new 2018.2 update and added panorama radar generator with multiple color presets based on different Valve maps. https://www.dropbox.com/s/zegqf63yt1tt40u/radargen_panorama.zip?dl=0
  2. Yanzl

    Yanzl's Source Emporium

    Fixed the link, thanks!
  3. Yanzl

    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. Requires you to make overview image, playable area and spawn/plant zone masks. https://www.dropbox.com/s/qvzcgpkmtzmuaz2/radargen.zip?dl=0 Panorama version: https://www.dropbox.com/s/zegqf63yt1tt40u/radargen_panorama.zip?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!
  4. Yanzl

    Mapcore Logo

    Here you can find the new Mapcore logo and its usage guidelines. Download is included in the post and includes both .png and .svg files. Mapcore Logo The Mapcore logo includes a two-color logo, full-color logo and a monochrome logo. Mapcore Mark Mapcore mark includes a single-color version, a full-color version and monochrome versions. Colors These are the Mapcore colors and the Mapcore gradient. Single color logo can be any of the colors. Safe space The logo needs some breathing space. Use the circle in the Mapcore logo to determine minimum amount of space between the logo and surrounding objects. Using the Logo The logo can be used on any type of background, however the appropriate version should be chosen. Full-color logo can be used on most solid backgrounds, using the light or dark version of the logo depending on the luminosity of the background. Use the single-color logo if the full-color logo doesn't have enough contrast with the background. Use the monochrome logo on backgrounds with a lot of color information. Improper usage Don't: Rotate the gradient Make the Mapcore text any other color than almost black or white Use a non Mapcore color Add a drop shadow Change the typeface of the Mapcore text Change the size of individual elements Rotate the Mapcore mark Change the color of individual elements Change the spacing of individual elements Change the gradient Scale the logo non-uniformly Blur the logo Stacked Logo Stacked version of the logo can be used on light backgrounds, where the logo is the main focus of the graphic. Hope you'll find these guidelines useful. Here is the download for the Logo resources: mapcore_logo.zip
  5. Yanzl

    [CS:GO] DE_Breach - Released!

    Hey guys, the map pretty much almost done, so here's one last update before release. Also to those that have played on the map, don't forget to submit your signatures (send a picture of your signature written with a thicker pen or with a tablet)
  6. Yanzl

    VMT Editor - fast and simple editor for vmt files

    Yeah you just download the zip and overwrite the old files with new or just the VMT_Editor.exe. The settings are stored in separate files that are not included in the zip so you don't lose anything (settings.ini and paths.ini).
  7. Yanzl

    VMT Editor - fast and simple editor for vmt files

    Time to bring this thread up to date! VMT Editor 1.3.9 now with an official website. https://gira-x.github.io/VMT-Editor/ Biggest changes since 1.3.5: 4 way blend tool texture creation Glossiness, blend modulate and envmap mask texture previews Ability to convert textures down to half size Paste parameters directly into VMT Editor window https://github.com/Gira-X/VMT-Editor/releases
  8. Yanzl

    The Secret Ingredient to Photorealism

    CS:GO still uses linear tonemapping, same as in Lost Coast or all of Source, though the big difference is CS:GO maps are lit more evenly, with indoor areas being almost as bright as the outdoor areas, while Lost Coast tried to have realistic brightness levels. Sadly to get the same results as you see in the video in Source you'd have to rewrite the tonemapper. I believe other big engines already have it built in and it's commonly called filmic tonemapping. You can see the difference here: http://filmicworlds.com/blog/filmic-tonemapping-operators/
  9. Yanzl

    [CS:GO] DE_Breach - Released!

    Update! Map is now called Breach, and here's the progress we've made so far:
  10. Yanzl

    [CS:GO] Thrill Assets

    Here's the stuff I made for Thrill. Includes a zoo map. Free to use for non-commercial work, as long as you give me credit. https://drive.google.com/open?id=0B2tJpMUFJ_2aa3NHVjVSR1BrVVk
  11. Yanzl

    VMT Editor - fast and simple editor for vmt files

    @text_fish Here it is! VMT Editor 1.3.5 https://github.com/Gira-X/VMT-Editor/releases Added automatic creation of tool textures for blend materials Reversed reflection fresnel slider Minor bug fixes
  12. Yanzl

    VMT Editor - fast and simple editor for vmt files

    @Minitiv Sent you a pm
  13. Yanzl

    VMT Editor - fast and simple editor for vmt files

    @Minitiv Are you using integrated Intel graphics? Found a bug that causes it to fallback to oldest OpenGL version. Can you try this version and see if it's fixed: http://gortnar.com/vmt/VMT_Editor.exe @text_fish I think that would be possible to implement, though it'll probably take some time before it's done.
  14. Yanzl

    VMT Editor - fast and simple editor for vmt files

    @Minitiv Can you describe the steps to reproduce the error? Haven't seen this one before. Also post your system specifications.
  15. Valve haven't released any documentation for the new shader stuff, but I found some new parameters in Hammer and -tools material editor. In Hammer you can add -staticpropbounce to vrad and there's a new setting in prop_static for bounced lighting, but don't really know if it works or not. As far as the new vmt parameters go, you can now have 2 envmapmasks and 2 detail textures for blend materials. There's also a new system for adjusting the blend border. On VertexLit they added a seperate tint mask that can also specular mask in the red channel. I already implemented this stuff in VMT Editor https://github.com/Gira-X/VMT-Editor/releases/tag/v1.3.4