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Yanzl

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  1. Like
    Yanzl got a reaction from mkdream in 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.
     
  2. Awesome
    Yanzl got a reaction from Zibarik in Yanzl's Source Emporium   
    Two new asset releases!
    First up is Basalt. Sadly I can't release all of the assets as some of the nature stuff is from Megascans and can't be redistributed. Also only includes the assets I've made.

    https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0
    Second one is assets I've made for Pitstop. A small release that includes some road and concrete trim textures, a bunch of sponsors and some skybox buildings that might be useful.

    https://www.dropbox.com/s/x6tn3b6nfo2u77d/Pitstop.zip?dl=0
    As always, free for non-commercial use with attribution. 
  3. Like
    Yanzl got a reaction from 'RZL in Yanzl's Source Emporium   
    Two new asset releases!
    First up is Basalt. Sadly I can't release all of the assets as some of the nature stuff is from Megascans and can't be redistributed. Also only includes the assets I've made.

    https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0
    Second one is assets I've made for Pitstop. A small release that includes some road and concrete trim textures, a bunch of sponsors and some skybox buildings that might be useful.

    https://www.dropbox.com/s/x6tn3b6nfo2u77d/Pitstop.zip?dl=0
    As always, free for non-commercial use with attribution. 
  4. Awesome
    Yanzl got a reaction from Zibarik 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

     
     
  5. Awesome
    Yanzl got a reaction from dmu in Yanzl's Source Emporium   
    Two new asset releases!
    First up is Basalt. Sadly I can't release all of the assets as some of the nature stuff is from Megascans and can't be redistributed. Also only includes the assets I've made.

    https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0
    Second one is assets I've made for Pitstop. A small release that includes some road and concrete trim textures, a bunch of sponsors and some skybox buildings that might be useful.

    https://www.dropbox.com/s/x6tn3b6nfo2u77d/Pitstop.zip?dl=0
    As always, free for non-commercial use with attribution. 
  6. Awesome
    Yanzl got a reaction from blackdog in Yanzl's Source Emporium   
    Yeah, as long as you give proper credit and it's for non-commercial purposes, it's fine.
  7. Awesome
    Yanzl got a reaction from sn0wsh00 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

     
     
  8. Awesome
    Yanzl got a reaction from sn0wsh00 in Yanzl's Source Emporium   
    Two new asset releases!
    First up is Basalt. Sadly I can't release all of the assets as some of the nature stuff is from Megascans and can't be redistributed. Also only includes the assets I've made.

    https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0
    Second one is assets I've made for Pitstop. A small release that includes some road and concrete trim textures, a bunch of sponsors and some skybox buildings that might be useful.

    https://www.dropbox.com/s/x6tn3b6nfo2u77d/Pitstop.zip?dl=0
    As always, free for non-commercial use with attribution. 
  9. Like
    Yanzl reacted to Dabu in Yanzl's Source Emporium   
    Holy shit that is amazing, good job on the map!
  10. Like
    Yanzl got a reaction from General Vivi in Yanzl's Source Emporium   
    Two new asset releases!
    First up is Basalt. Sadly I can't release all of the assets as some of the nature stuff is from Megascans and can't be redistributed. Also only includes the assets I've made.

    https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0
    Second one is assets I've made for Pitstop. A small release that includes some road and concrete trim textures, a bunch of sponsors and some skybox buildings that might be useful.

    https://www.dropbox.com/s/x6tn3b6nfo2u77d/Pitstop.zip?dl=0
    As always, free for non-commercial use with attribution. 
  11. Like
    Yanzl got a reaction from Dr.D in Yanzl's Source Emporium   
    Two new asset releases!
    First up is Basalt. Sadly I can't release all of the assets as some of the nature stuff is from Megascans and can't be redistributed. Also only includes the assets I've made.

    https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0
    Second one is assets I've made for Pitstop. A small release that includes some road and concrete trim textures, a bunch of sponsors and some skybox buildings that might be useful.

    https://www.dropbox.com/s/x6tn3b6nfo2u77d/Pitstop.zip?dl=0
    As always, free for non-commercial use with attribution. 
  12. Like
    Yanzl got a reaction from VIOLATION in Yanzl's Source Emporium   
    Two new asset releases!
    First up is Basalt. Sadly I can't release all of the assets as some of the nature stuff is from Megascans and can't be redistributed. Also only includes the assets I've made.

    https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0
    Second one is assets I've made for Pitstop. A small release that includes some road and concrete trim textures, a bunch of sponsors and some skybox buildings that might be useful.

    https://www.dropbox.com/s/x6tn3b6nfo2u77d/Pitstop.zip?dl=0
    As always, free for non-commercial use with attribution. 
  13. Like
    Yanzl got a reaction from Freaky_Banana in Yanzl's Source Emporium   
    Two new asset releases!
    First up is Basalt. Sadly I can't release all of the assets as some of the nature stuff is from Megascans and can't be redistributed. Also only includes the assets I've made.

    https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0
    Second one is assets I've made for Pitstop. A small release that includes some road and concrete trim textures, a bunch of sponsors and some skybox buildings that might be useful.

    https://www.dropbox.com/s/x6tn3b6nfo2u77d/Pitstop.zip?dl=0
    As always, free for non-commercial use with attribution. 
  14. Like
    Yanzl got a reaction from Quotingmc in Yanzl's Source Emporium   
    Two new asset releases!
    First up is Basalt. Sadly I can't release all of the assets as some of the nature stuff is from Megascans and can't be redistributed. Also only includes the assets I've made.

    https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0
    Second one is assets I've made for Pitstop. A small release that includes some road and concrete trim textures, a bunch of sponsors and some skybox buildings that might be useful.

    https://www.dropbox.com/s/x6tn3b6nfo2u77d/Pitstop.zip?dl=0
    As always, free for non-commercial use with attribution. 
  15. Like
    Yanzl got a reaction from Serialmapper in Yanzl's Source Emporium   
    Two new asset releases!
    First up is Basalt. Sadly I can't release all of the assets as some of the nature stuff is from Megascans and can't be redistributed. Also only includes the assets I've made.

    https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0
    Second one is assets I've made for Pitstop. A small release that includes some road and concrete trim textures, a bunch of sponsors and some skybox buildings that might be useful.

    https://www.dropbox.com/s/x6tn3b6nfo2u77d/Pitstop.zip?dl=0
    As always, free for non-commercial use with attribution. 
  16. Like
    Yanzl got a reaction from will2k in Yanzl's Source Emporium   
    Two new asset releases!
    First up is Basalt. Sadly I can't release all of the assets as some of the nature stuff is from Megascans and can't be redistributed. Also only includes the assets I've made.

    https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0
    Second one is assets I've made for Pitstop. A small release that includes some road and concrete trim textures, a bunch of sponsors and some skybox buildings that might be useful.

    https://www.dropbox.com/s/x6tn3b6nfo2u77d/Pitstop.zip?dl=0
    As always, free for non-commercial use with attribution. 
  17. Like
    Yanzl got a reaction from JSadones in Yanzl's Source Emporium   
    Two new asset releases!
    First up is Basalt. Sadly I can't release all of the assets as some of the nature stuff is from Megascans and can't be redistributed. Also only includes the assets I've made.

    https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0
    Second one is assets I've made for Pitstop. A small release that includes some road and concrete trim textures, a bunch of sponsors and some skybox buildings that might be useful.

    https://www.dropbox.com/s/x6tn3b6nfo2u77d/Pitstop.zip?dl=0
    As always, free for non-commercial use with attribution. 
  18. Awesome
    Yanzl got a reaction from Squad in Yanzl's Source Emporium   
    Two new asset releases!
    First up is Basalt. Sadly I can't release all of the assets as some of the nature stuff is from Megascans and can't be redistributed. Also only includes the assets I've made.

    https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0
    Second one is assets I've made for Pitstop. A small release that includes some road and concrete trim textures, a bunch of sponsors and some skybox buildings that might be useful.

    https://www.dropbox.com/s/x6tn3b6nfo2u77d/Pitstop.zip?dl=0
    As always, free for non-commercial use with attribution. 
  19. Awesome
    Yanzl got a reaction from blackdog in Yanzl's Source Emporium   
    Two new asset releases!
    First up is Basalt. Sadly I can't release all of the assets as some of the nature stuff is from Megascans and can't be redistributed. Also only includes the assets I've made.

    https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0
    Second one is assets I've made for Pitstop. A small release that includes some road and concrete trim textures, a bunch of sponsors and some skybox buildings that might be useful.

    https://www.dropbox.com/s/x6tn3b6nfo2u77d/Pitstop.zip?dl=0
    As always, free for non-commercial use with attribution. 
  20. Like
    Yanzl got a reaction from T-Rexer in Yanzl's Source Emporium   
    Two new asset releases!
    First up is Basalt. Sadly I can't release all of the assets as some of the nature stuff is from Megascans and can't be redistributed. Also only includes the assets I've made.

    https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0
    Second one is assets I've made for Pitstop. A small release that includes some road and concrete trim textures, a bunch of sponsors and some skybox buildings that might be useful.

    https://www.dropbox.com/s/x6tn3b6nfo2u77d/Pitstop.zip?dl=0
    As always, free for non-commercial use with attribution. 
  21. Awesome
    Yanzl got a reaction from FMPONE in Yanzl's Source Emporium   
    Two new asset releases!
    First up is Basalt. Sadly I can't release all of the assets as some of the nature stuff is from Megascans and can't be redistributed. Also only includes the assets I've made.

    https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0
    Second one is assets I've made for Pitstop. A small release that includes some road and concrete trim textures, a bunch of sponsors and some skybox buildings that might be useful.

    https://www.dropbox.com/s/x6tn3b6nfo2u77d/Pitstop.zip?dl=0
    As always, free for non-commercial use with attribution. 
  22. Awesome
    Yanzl got a reaction from hgn in Yanzl's Source Emporium   
    Two new asset releases!
    First up is Basalt. Sadly I can't release all of the assets as some of the nature stuff is from Megascans and can't be redistributed. Also only includes the assets I've made.

    https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0
    Second one is assets I've made for Pitstop. A small release that includes some road and concrete trim textures, a bunch of sponsors and some skybox buildings that might be useful.

    https://www.dropbox.com/s/x6tn3b6nfo2u77d/Pitstop.zip?dl=0
    As always, free for non-commercial use with attribution. 
  23. Like
    Yanzl got a reaction from Mr.Yeah! in Yanzl's Source Emporium   
    Two new asset releases!
    First up is Basalt. Sadly I can't release all of the assets as some of the nature stuff is from Megascans and can't be redistributed. Also only includes the assets I've made.

    https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0
    Second one is assets I've made for Pitstop. A small release that includes some road and concrete trim textures, a bunch of sponsors and some skybox buildings that might be useful.

    https://www.dropbox.com/s/x6tn3b6nfo2u77d/Pitstop.zip?dl=0
    As always, free for non-commercial use with attribution. 
  24. Awesome
    Yanzl got a reaction from snaulX 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. Like
    Yanzl got a reaction from csWaldo in 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
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