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Yanzl

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Yanzl last won the day on October 2

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About Yanzl

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    Yanzl#7608
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    yanzl
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    Jan Gortnar
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    Slovenia

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    www.gortnar.com

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  1. Hey guys. The Gap, an exploration game I'm working on, now finally has a Steam store page! Check it out and wishlist here: https://store.steampowered.com/app/1458300/The_Gap/ We also have a new trailer:
  2. Yanzl

    Yanzl's Source Emporium

    I have another guide for you, this time it's for custom cubemaps. You need: Cubemaps.zip !Edit the bat files to reflect your csgo path if it's not in program files! Photoshop Cmft Studio https://github.com/dariomanesku/cmftStudio Step 1 - Get the cubemap If you have an HDR panorama ready that you want to use you can skip to part 2. You can also create one with Substance Designer and the various nodes it has for making HDRIs (https://docs.substance3d.com/sddoc/hdri-tools-186974230.html). The other option that I'll show here is to take an existing cubemap from a map and edit/blur it. You can make a map specifically for the cubemap or take one out from an already compiled map. I suggest you change the cubemap size to at least 128 to get better details. 1. To get the cubemap run buildcubemaps then navigate to: csgo/materials/maps/<mapname> and find the right cubemap. 2. Copy the cubemap to a working directory (desktop is easiest for cmft studio), also unzip the contents of the cubemaps.zip here 3. Drag the cubemap on top of decompile.bat. You should get 6 new files. 4. Open the file ending in bk in Photoshop. Go to Image > Canvas size... Width should be current width * 4 and Height should becurrent height * 3 (eg. 512 x 384 for 128^2 and 1024 x 768 for 256^2). Set the anchor to middle left square. 5. Drag in the rest of the faces and align the according to the cubemap_template_cmft.png. There should be no seams and it should look something like this: 6. Save the file as .hdr. Step 2 - Filter in cmft You can use either a panorama (2:1 ratio) or a cubemap (from the previous step) (4:3 ratio). 1. Open cmft studio. 2. In the Environment tab, click on Edit, then Browse... and find the panorama/cubemap and then click Load 3. Under Radiance, click on Filter skybox with cmft. Set the result size to 128 (64 is also fine since blurrier cubemaps don't need a lot of resolution). Set the Num mipmap to filter to 1. Then depending on how blurry you want your cubemap to be, set the Gloss scale. Lower values mean more blur, higher less. I found values around 6 - 9 work best. Use OpenCL crashes on my computer so uncheck that if it also happens for you. Click on Process and wait for results. 4. Save the Radiance map as .hdr, HCross. Also mind the directory you save it in. Step 3 - Export to CS:GO 1. Open the .hdr file you got from cmft in Photoshop. 2. Go to Filter > Other > Offset and use a Horizontal offset of twice the face size (+128 if 64 or +256 if 128) 3. Go to Image > Image Rotation > Flip Canvas Vertical. The image should look like cubemap_template_export.png. 4. Save the image as PFM with the following name template: <cubemap name>_hdr.pfm Make sure you save as .pfm and not .pbm and that it ends with _hdr.pfm. 5. Copy the saved .pfm file and vtex_params.txt from the included zip to csgo/materialsrc/cubemaps 6. Rename the .txt file to the same name as the cubemap (ex. cube01_hdr.pfm and cube01_hdr.txt) 7. Drag the .txt file on top of vtex.bat. Your new compiled cubemap should be in csgo/materials/cubemaps. Copy it to wherever you want. (You can delete the .pwl.vtf file) 8. Your cubemap is now ready to use in your materials. Just use ex. $envmap "cubemaps/cube01_hdr" instead of $envmap env_cubemap
  3. I haven't found a reliable way to make it, when I last used it I took the radar image with some high visibility markers drawn on top and scaled it in photoshop, exported and tweaked until it lined up. It seems that it stretches the texture across all the displacements in the map, including the 3d skybox as if it was in the main part of the map.
  4. We've just released a big update, check it out on the workshop! https://steamcommunity.com/sharedfiles/filedetails/?id=1984383383 We've added fresh grass, weathering on buildings and a bunch of other visual and gameplay tweaks. Thanks to everyone that provided us feedback and to everyone organizing this contest!
  5. A bomb defusal map set in an undisclosed location in Iceland. Unsettling evidence discovered by researchers will foil the terrorists plan for world domination. Unless they can blow it all up... The level is designed in a way that it is easy to learn but hard to master. It is compact but offers a lot of depth with clever use of effective elevation changes, boost spots, lines of sight and rigorously tested timings -- ultimately allowing players from both teams to look for encounters that suit their playstyle in a balanced and uniquely beautiful environment. By @Yanzl, @'RZL and @Oliver aka The Basalty Boys DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1984383383
  6. Is it allowed to use your assets from de_breach etc. in the mapcore 2019 competition?

  7. Oh yeah looks like they changed how the product listings work, remaking everything now.
  8. The Uncompressed template sets the textures to be BGR888 or BGRA8888. Though DXT compressed textures not working in SFM seems weird, since all the default models/maps use DXT compressed textures, sure there's not an issue somewhere else? Also I believe 16 bit textures are not really supported by VTFCmd, utility that we use to convert the textures, so no point in using that.
  9. I've created some official documentation for VMT Editor and Substance shaders. VMT EDITOR USER GUIDE Hopefully you'll find this useful and discover some new features.
  10. Yanzl

    Yanzl's Source Emporium

    Alright, here's a quick guide on how to use the radar generator. First up you need to manually create the required masks and images, probably with photoshop or something similar. You also have to manually draw the overlapping stripes in the height map if you have any in your level. Objectives, buyzones and height get automatically clipped to your playable area so you don't have to worry about the outer edges. Additional detail is the only map that should be transparent, with grey or white detail. You can also lower the contrast of the overview or just use a grey image for a cleaner look. For making height maps you can use @Terri's generator, you'll have to align the height to match your overview in photoshop, do some additional cleanup work and adjust the gamma. After you have all those you can use either Substance Designer or Substance Player (free) https://www.allegorithmic.com/products/substance-player Substance Designer: Drag the file into a new empty graph, also drag all your bitmaps and connect them to appropriate inputs. If you don't have any outputs you can just right click on the radar generator node and select create > output nodes. You can also adjust the files some more to make it look the way you want, like changing the levels of the height to change the final colors. Graph size should be 1024. Substance Player: Open radargen.sbsar then browse to all the maps on the right side panel. Custom grid and custom gradient are not needed. In both cases you can adjust some of the parameters, like buyzone and objective colors. If you want to use custom height colors select Gradient colors as custom and plug in a vertical gradient in the Custom gradient slot, example: Hopefully this covers it, if you have any questions let me know.
  11. A trailer for a narrative exploration game I've been working on called The Gap. Hopefully releasing in 2019.
  12. Yanzl

    awp_natural [CS:GO]

    One thing you can also do is to add $flow_debug 1 to both water vmts which will allow you to see the flowmap texture. Then try to align that between 3D skybox and level like you'd do with a regular texture. Delete $flow_debug 1 once you're done and hopefully it'll be seamless.
  13. Yanzl

    awp_natural [CS:GO]

    The water misalignment is because the scale of the water normal map is controlled by the vmt parameter $flow_normaluvscale. Texture scale in hammer controls the scaling of the flowmap texture, which should actually be something big like 20. To fix the issue you have to create a new vmt for the skybox water and adjust $flow_normaluvscale and $flow_noise_scale -- divide both by 16. Here's how wrong Hammer texture scale looks like -- left is default .25 and you get these weird distortions while right is 10 and you get a normal looking water texture.
  14. Alright, I did some testing with the new detail sprites and found out how more specifically how they work. @Mamorex was on the right track but there's a few key things you left out. Removing $alphatest from the material or adding $translucent First, the detail sprites material - it's 2 detail sprite sheets side by side, so version A and version B. The different versions have to have same sprite positions and sizes. You only specify version A coordinates in the .vbsp. Next up, the detail sprites masks. Red and blue are for wind offset -- so you can have different parts of the sprites sway in the wind differently, you can see Valve isolated some blades of grass for this effect. The green channel is a tint mask and controls how much the sprites are affected by the $worldspacetint. That brings us to the world space textures. They seem to automatically get resized to fit the whole map area, so it you resize the map you'd have to resize the textures too. The world space tint texture is pretty self explanatory, controls what color to tint the grass, 127 grey means no tint. The world space masks texture uses the red channel to select which version of the sprites to use -- 0 is version A and anything more is version B. The green channel of the texture controls the sprite size -- 127 is default, with darker making the sprites smaller and brighter making the sprites larger. The vmt command $minimumspritesize controls the cutoff point for the sprites, so the sprites smaller than the specified value don't get rendered which can act as a placement mask. I don't know what the blue channel of this texture does, changing it had no effect on the sprites for me. All this means sprites still get placed by vbsp on map compile, so they still use displacement alpha for the placement, but the new masks can manipulate sprites size and color after map compile.
  15. Yanzl

    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.
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