Jump to content

Yanzl

Members
  • Content Count

    84
  • Joined

  • Last visited

  • Days Won

    29

Yanzl last won the day on October 2 2020

Yanzl had the most liked content!

About Yanzl

  • Rank
    Regular

Online IDs

  • Discord
    Yanzl#7608
  • Steam
    yanzl
  • Twitter URL
    https://twitter.com/yanzl_

Profile Information

  • Real Name
    Jan Gortnar
  • Location
    Slovenia

Profile Fields

  • Website
    www.gortnar.com

Recent Profile Visitors

8,263 profile views
  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
  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
  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
  11. A trailer for a narrative exploration game I've been working on called The Gap. Hopefully releasing in 2019.
  12. 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. 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 t
  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.
×
×
  • Create New...