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Yanzl

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  1. Awesome
    Yanzl got a reaction from Andre Valera in 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

     
     
  2. Like
    Yanzl got a reaction from Freaky_Banana in WIP in WIP, post your level screenshots!   
    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: 
     
  3. Like
    Yanzl got a reaction from TheOnionChef in 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

     
     
  4. Awesome
    Yanzl got a reaction from blackdog in WIP in WIP, post your level screenshots!   
    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: 
     
  5. Awesome
    Yanzl got a reaction from Squad in WIP in WIP, post your level screenshots!   
    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: 
     
  6. Like
    Yanzl got a reaction from Roald in WIP in WIP, post your level screenshots!   
    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: 
     
  7. Like
    Yanzl got a reaction from jd40 in WIP in WIP, post your level screenshots!   
    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: 
     
  8. Like
    Yanzl got a reaction from Mr.Yeah! in WIP in WIP, post your level screenshots!   
    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: 
     
  9. Like
    Yanzl got a reaction from Lizard in WIP in WIP, post your level screenshots!   
    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: 
     
  10. Awesome
    Yanzl got a reaction from FMPONE in WIP in WIP, post your level screenshots!   
    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: 
     
  11. Like
    Yanzl got a reaction from zombi in WIP in WIP, post your level screenshots!   
    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: 
     
  12. Awesome
    Yanzl got a reaction from leplubodeslapin in WIP in WIP, post your level screenshots!   
    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: 
     
  13. Like
    Yanzl got a reaction from Terri in WIP in WIP, post your level screenshots!   
    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: 
     
  14. Awesome
    Yanzl got a reaction from Radu in WIP in WIP, post your level screenshots!   
    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: 
     
  15. Awesome
    Yanzl got a reaction from JorisCeoen in 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

     
     
  16. Awesome
    Yanzl got a reaction from neptune in 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

     
     
  17. Like
    Yanzl got a reaction from TelaF in 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

     
     
  18. Like
    Yanzl got a reaction from Freaky_Banana in 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

     
     
  19. Awesome
    Yanzl got a reaction from jd40 in 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

     
     
  20. Awesome
    Yanzl got a reaction from Lefty in 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

     
     
  21. Like
    Yanzl got a reaction from VIOLATION in 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

     
     
  22. Awesome
    Yanzl got a reaction from DutchCrazyGamer in 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

     
     
  23. Like
    Yanzl got a reaction from MadsenFK in 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

     
     
  24. Awesome
    Yanzl got a reaction from untor in 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

     
     
  25. Awesome
    Yanzl got a reaction from FMPONE in 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

     
     
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