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Yanzl

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  1. Like
    Yanzl got a reaction from Joachim in Basalt   
    A bomb defusal map set in an undisclosed location in Iceland. Unsettling evidence discovered by researchers will foil the terrorists plan for world domination. Unless they can blow it all up...
    The level is designed in a way that it is easy to learn but hard to master. It is compact but offers a lot of depth with clever use of effective elevation changes, boost spots, lines of sight and rigorously tested timings -- ultimately allowing players from both teams to look for encounters that suit their playstyle in a balanced and uniquely beautiful environment.
    By @Yanzl, @'RZL and @Oliver aka The Basalty Boys
    DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1984383383 






     
  2. Like
    Yanzl got a reaction from Rump3L in Basalt   
    A bomb defusal map set in an undisclosed location in Iceland. Unsettling evidence discovered by researchers will foil the terrorists plan for world domination. Unless they can blow it all up...
    The level is designed in a way that it is easy to learn but hard to master. It is compact but offers a lot of depth with clever use of effective elevation changes, boost spots, lines of sight and rigorously tested timings -- ultimately allowing players from both teams to look for encounters that suit their playstyle in a balanced and uniquely beautiful environment.
    By @Yanzl, @'RZL and @Oliver aka The Basalty Boys
    DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1984383383 






     
  3. Like
    Yanzl got a reaction from Lizard in Basalt   
    A bomb defusal map set in an undisclosed location in Iceland. Unsettling evidence discovered by researchers will foil the terrorists plan for world domination. Unless they can blow it all up...
    The level is designed in a way that it is easy to learn but hard to master. It is compact but offers a lot of depth with clever use of effective elevation changes, boost spots, lines of sight and rigorously tested timings -- ultimately allowing players from both teams to look for encounters that suit their playstyle in a balanced and uniquely beautiful environment.
    By @Yanzl, @'RZL and @Oliver aka The Basalty Boys
    DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1984383383 






     
  4. Like
    Yanzl got a reaction from CuervoSp in Basalt   
    A bomb defusal map set in an undisclosed location in Iceland. Unsettling evidence discovered by researchers will foil the terrorists plan for world domination. Unless they can blow it all up...
    The level is designed in a way that it is easy to learn but hard to master. It is compact but offers a lot of depth with clever use of effective elevation changes, boost spots, lines of sight and rigorously tested timings -- ultimately allowing players from both teams to look for encounters that suit their playstyle in a balanced and uniquely beautiful environment.
    By @Yanzl, @'RZL and @Oliver aka The Basalty Boys
    DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1984383383 






     
  5. Like
    Yanzl got a reaction from blackdog in Basalt   
    A bomb defusal map set in an undisclosed location in Iceland. Unsettling evidence discovered by researchers will foil the terrorists plan for world domination. Unless they can blow it all up...
    The level is designed in a way that it is easy to learn but hard to master. It is compact but offers a lot of depth with clever use of effective elevation changes, boost spots, lines of sight and rigorously tested timings -- ultimately allowing players from both teams to look for encounters that suit their playstyle in a balanced and uniquely beautiful environment.
    By @Yanzl, @'RZL and @Oliver aka The Basalty Boys
    DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1984383383 






     
  6. Like
    Yanzl got a reaction from WAve in Basalt   
    A bomb defusal map set in an undisclosed location in Iceland. Unsettling evidence discovered by researchers will foil the terrorists plan for world domination. Unless they can blow it all up...
    The level is designed in a way that it is easy to learn but hard to master. It is compact but offers a lot of depth with clever use of effective elevation changes, boost spots, lines of sight and rigorously tested timings -- ultimately allowing players from both teams to look for encounters that suit their playstyle in a balanced and uniquely beautiful environment.
    By @Yanzl, @'RZL and @Oliver aka The Basalty Boys
    DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1984383383 






     
  7. Like
    Yanzl got a reaction from a Chunk in Basalt   
    A bomb defusal map set in an undisclosed location in Iceland. Unsettling evidence discovered by researchers will foil the terrorists plan for world domination. Unless they can blow it all up...
    The level is designed in a way that it is easy to learn but hard to master. It is compact but offers a lot of depth with clever use of effective elevation changes, boost spots, lines of sight and rigorously tested timings -- ultimately allowing players from both teams to look for encounters that suit their playstyle in a balanced and uniquely beautiful environment.
    By @Yanzl, @'RZL and @Oliver aka The Basalty Boys
    DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1984383383 






     
  8. Like
    Yanzl got a reaction from 'RZL in Basalt   
    A bomb defusal map set in an undisclosed location in Iceland. Unsettling evidence discovered by researchers will foil the terrorists plan for world domination. Unless they can blow it all up...
    The level is designed in a way that it is easy to learn but hard to master. It is compact but offers a lot of depth with clever use of effective elevation changes, boost spots, lines of sight and rigorously tested timings -- ultimately allowing players from both teams to look for encounters that suit their playstyle in a balanced and uniquely beautiful environment.
    By @Yanzl, @'RZL and @Oliver aka The Basalty Boys
    DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1984383383 






     
  9. Like
    Yanzl got a reaction from Freaky_Banana in Basalt   
    A bomb defusal map set in an undisclosed location in Iceland. Unsettling evidence discovered by researchers will foil the terrorists plan for world domination. Unless they can blow it all up...
    The level is designed in a way that it is easy to learn but hard to master. It is compact but offers a lot of depth with clever use of effective elevation changes, boost spots, lines of sight and rigorously tested timings -- ultimately allowing players from both teams to look for encounters that suit their playstyle in a balanced and uniquely beautiful environment.
    By @Yanzl, @'RZL and @Oliver aka The Basalty Boys
    DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1984383383 






     
  10. Like
    Yanzl got a reaction from OrnateBaboon in Basalt   
    A bomb defusal map set in an undisclosed location in Iceland. Unsettling evidence discovered by researchers will foil the terrorists plan for world domination. Unless they can blow it all up...
    The level is designed in a way that it is easy to learn but hard to master. It is compact but offers a lot of depth with clever use of effective elevation changes, boost spots, lines of sight and rigorously tested timings -- ultimately allowing players from both teams to look for encounters that suit their playstyle in a balanced and uniquely beautiful environment.
    By @Yanzl, @'RZL and @Oliver aka The Basalty Boys
    DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1984383383 






     
  11. Like
    Yanzl got a reaction from Wintrius in Basalt   
    A bomb defusal map set in an undisclosed location in Iceland. Unsettling evidence discovered by researchers will foil the terrorists plan for world domination. Unless they can blow it all up...
    The level is designed in a way that it is easy to learn but hard to master. It is compact but offers a lot of depth with clever use of effective elevation changes, boost spots, lines of sight and rigorously tested timings -- ultimately allowing players from both teams to look for encounters that suit their playstyle in a balanced and uniquely beautiful environment.
    By @Yanzl, @'RZL and @Oliver aka The Basalty Boys
    DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1984383383 






     
  12. Like
    Yanzl got a reaction from Serialmapper in Basalt   
    A bomb defusal map set in an undisclosed location in Iceland. Unsettling evidence discovered by researchers will foil the terrorists plan for world domination. Unless they can blow it all up...
    The level is designed in a way that it is easy to learn but hard to master. It is compact but offers a lot of depth with clever use of effective elevation changes, boost spots, lines of sight and rigorously tested timings -- ultimately allowing players from both teams to look for encounters that suit their playstyle in a balanced and uniquely beautiful environment.
    By @Yanzl, @'RZL and @Oliver aka The Basalty Boys
    DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1984383383 






     
  13. Like
    Yanzl got a reaction from That50'sGuy in Basalt   
    A bomb defusal map set in an undisclosed location in Iceland. Unsettling evidence discovered by researchers will foil the terrorists plan for world domination. Unless they can blow it all up...
    The level is designed in a way that it is easy to learn but hard to master. It is compact but offers a lot of depth with clever use of effective elevation changes, boost spots, lines of sight and rigorously tested timings -- ultimately allowing players from both teams to look for encounters that suit their playstyle in a balanced and uniquely beautiful environment.
    By @Yanzl, @'RZL and @Oliver aka The Basalty Boys
    DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1984383383 






     
  14. Like
    Yanzl got a reaction from will2k in Basalt   
    A bomb defusal map set in an undisclosed location in Iceland. Unsettling evidence discovered by researchers will foil the terrorists plan for world domination. Unless they can blow it all up...
    The level is designed in a way that it is easy to learn but hard to master. It is compact but offers a lot of depth with clever use of effective elevation changes, boost spots, lines of sight and rigorously tested timings -- ultimately allowing players from both teams to look for encounters that suit their playstyle in a balanced and uniquely beautiful environment.
    By @Yanzl, @'RZL and @Oliver aka The Basalty Boys
    DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1984383383 






     
  15. Like
    Yanzl got a reaction from Radix in Basalt   
    A bomb defusal map set in an undisclosed location in Iceland. Unsettling evidence discovered by researchers will foil the terrorists plan for world domination. Unless they can blow it all up...
    The level is designed in a way that it is easy to learn but hard to master. It is compact but offers a lot of depth with clever use of effective elevation changes, boost spots, lines of sight and rigorously tested timings -- ultimately allowing players from both teams to look for encounters that suit their playstyle in a balanced and uniquely beautiful environment.
    By @Yanzl, @'RZL and @Oliver aka The Basalty Boys
    DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1984383383 






     
  16. Awesome
    Yanzl got a reaction from Patty in Basalt   
    A bomb defusal map set in an undisclosed location in Iceland. Unsettling evidence discovered by researchers will foil the terrorists plan for world domination. Unless they can blow it all up...
    The level is designed in a way that it is easy to learn but hard to master. It is compact but offers a lot of depth with clever use of effective elevation changes, boost spots, lines of sight and rigorously tested timings -- ultimately allowing players from both teams to look for encounters that suit their playstyle in a balanced and uniquely beautiful environment.
    By @Yanzl, @'RZL and @Oliver aka The Basalty Boys
    DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1984383383 






     
  17. Like
    Yanzl got a reaction from Edude in [decompiled] dz_blacksite | dz_sirocco   
    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.

     
     
  18. Awesome
    Yanzl got a reaction from Edude in 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.
  19. Like
    Yanzl got a reaction from Ynel in 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. Can be used with masks from Terri's auto radar.
    Requires you to make overview image, playable area and spawn/plant zone masks.

    https://www.dropbox.com/s/mij82s8x9q98189/radargen.sbsar?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!
     
     
  20. Like
    Yanzl got a reaction from Coachi in 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. Can be used with masks from Terri's auto radar.
    Requires you to make overview image, playable area and spawn/plant zone masks.

    https://www.dropbox.com/s/mij82s8x9q98189/radargen.sbsar?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!
     
     
  21. Like
    Yanzl got a reaction from DeadKnife in 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. Can be used with masks from Terri's auto radar.
    Requires you to make overview image, playable area and spawn/plant zone masks.

    https://www.dropbox.com/s/mij82s8x9q98189/radargen.sbsar?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!
     
     
  22. Like
    Yanzl got a reaction from franktha in 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. Can be used with masks from Terri's auto radar.
    Requires you to make overview image, playable area and spawn/plant zone masks.

    https://www.dropbox.com/s/mij82s8x9q98189/radargen.sbsar?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!
     
     
  23. Awesome
    Yanzl got a reaction from General Vivi 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.
     
  24. Like
    Yanzl got a reaction from gav in 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. Can be used with masks from Terri's auto radar.
    Requires you to make overview image, playable area and spawn/plant zone masks.

    https://www.dropbox.com/s/mij82s8x9q98189/radargen.sbsar?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!
     
     
  25. Like
    Yanzl got a reaction from Rump3L 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.
     
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