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Yanzl last won the day on December 30 2018

Yanzl had the most liked content!

About Yanzl

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    Jan Gortnar
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  1. Yanzl

    WIP in WIP, post your level screenshots!

    A trailer for a narrative exploration game I've been working on called The Gap. Hopefully releasing in 2019.
  2. 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.
  3. 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.
  4. Yanzl

    [decompiled] dz_blacksite

    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.
  5. 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.
  6. Yanzl

    Yanzl's Source Emporium

    Yeah you basically modify the clean LUT with your adjustments that are then applied in game. The screenshot is there so you can better see what adjustments you are making, but you could also just open the LUT file by itself, do some adjustments and save.
  7. Yanzl

    Yanzl's Source Emporium

    I didn't make any Photoshop specific things, but here's the process for making a color correction file in Photoshop: 1. Download this image (this is the off.raw color correction LUT you can find in materials/correction, converted to png) 2. Open a screenshot of your map in Photoshop. 3. Drag the above LUT onto the Photoshop file. Don't change the scale. Move it to a corner. It should look something like this: 4. Either apply the color correction adjustments you want using adjustment layers or flatten the image and use the regular color correction tools. 5. When you're happy with the result, crop the image to the LUT size - 1024 x 32 px. 6. Save the file as .raw with the following settings and move it into materials/correction. 7. You can now reference that file in Hammer and color correction should work. Don't forget to pack it when uploading to workshop.
  8. 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
  9. Yanzl

    Yanzl's Source Emporium

    Fixed the link, thanks!
  10. 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!
  11. 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
  12. 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)
  13. 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).
  14. 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
  15. 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/