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Yanzl

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  1. Like
    Yanzl got a reaction from RivFader in [CS:GO] DE_Resort   
    I saw that and made an official version:

    And also extended version of the lobby music:
     
  2. Like
    Yanzl got a reaction from Vilham in [CS:GO] DE_Resort   
    I saw that and made an official version:

    And also extended version of the lobby music:
     
  3. Like
    Yanzl got a reaction from tomm in CS:GO phong on world surfaces   
    Updated Resort materials to include phong:   http://i.imgur.com/ouhdMhk.jpg http://i.imgur.com/a8ImBuv.jpg http://i.imgur.com/9wnB9P3.jpg http://i.imgur.com/Z7urlaY.jpg http://i.imgur.com/YSDJpel.jpg   Some stuff I've learned (don't know if it's been said before):   It uses the same mask as envmap, so you can use it with both base alpha or normal alpha. It doesn't work on 4wayblend or water. Since it uses the same mask as envmap, you can only have one on a blend material. You don't need a normal map for it to work, unlike on vetexlitgeneric. $phongMaskContrastBrightness "[1 1]" - the first value is contrast and second one is brightness of the mask, but it's tricky to get results, values go very high, still need to play with this some more. $phongAmount "[1 1 1 1.0]" - this is in format [R G B power], but the last value also makes the whole material brighter instead of just the highlight, so it's best to leave it at 1. You control the specular intensity here with RGB float values, or with the brightness of the mask. And yeah, it only works with environment light, probably because it can use the dynamic shadows as a mask, instead of adding even more data to lightmaps.   And bonus: http://i.imgur.com/pbCQ1sa.jpg
  4. Like
    Yanzl got a reaction from jackophant in CS:GO phong on world surfaces   
    Updated Resort materials to include phong:   http://i.imgur.com/ouhdMhk.jpg http://i.imgur.com/a8ImBuv.jpg http://i.imgur.com/9wnB9P3.jpg http://i.imgur.com/Z7urlaY.jpg http://i.imgur.com/YSDJpel.jpg   Some stuff I've learned (don't know if it's been said before):   It uses the same mask as envmap, so you can use it with both base alpha or normal alpha. It doesn't work on 4wayblend or water. Since it uses the same mask as envmap, you can only have one on a blend material. You don't need a normal map for it to work, unlike on vetexlitgeneric. $phongMaskContrastBrightness "[1 1]" - the first value is contrast and second one is brightness of the mask, but it's tricky to get results, values go very high, still need to play with this some more. $phongAmount "[1 1 1 1.0]" - this is in format [R G B power], but the last value also makes the whole material brighter instead of just the highlight, so it's best to leave it at 1. You control the specular intensity here with RGB float values, or with the brightness of the mask. And yeah, it only works with environment light, probably because it can use the dynamic shadows as a mask, instead of adding even more data to lightmaps.   And bonus: http://i.imgur.com/pbCQ1sa.jpg
  5. Like
    Yanzl got a reaction from Single in CS:GO phong on world surfaces   
    I drew the sun on a spherical map of the sky and made the background black in Photoshop like this: http://i.imgur.com/jCvEfS8.pngThen I used HDRshop to convert it to hdr and cubemap format, added it on top of the skybox in Photoshop and changed the exposure +4. The images should be in this arrangement http://i.imgur.com/pa7lnGk.jpg  except mirrored vertical.
    I saved the image as .pfm (it has to end with _hdr) and used vtex to convert it to cubemap with
    cubemap 1
    pfm 1
    pfmscale 1
    nocompress 1
    Then you just add in in the vmt as $envmap "cubemaps/file_hdr"
  6. Like
    Yanzl got a reaction from Single in CS:GO phong on world surfaces   
    Well the water is not actually the new phong. It's the normal water shader with a custom cubemap.
  7. Like
    Yanzl got a reaction from Single in CS:GO phong on world surfaces   
    Updated Resort materials to include phong:   http://i.imgur.com/ouhdMhk.jpg http://i.imgur.com/a8ImBuv.jpg http://i.imgur.com/9wnB9P3.jpg http://i.imgur.com/Z7urlaY.jpg http://i.imgur.com/YSDJpel.jpg   Some stuff I've learned (don't know if it's been said before):   It uses the same mask as envmap, so you can use it with both base alpha or normal alpha. It doesn't work on 4wayblend or water. Since it uses the same mask as envmap, you can only have one on a blend material. You don't need a normal map for it to work, unlike on vetexlitgeneric. $phongMaskContrastBrightness "[1 1]" - the first value is contrast and second one is brightness of the mask, but it's tricky to get results, values go very high, still need to play with this some more. $phongAmount "[1 1 1 1.0]" - this is in format [R G B power], but the last value also makes the whole material brighter instead of just the highlight, so it's best to leave it at 1. You control the specular intensity here with RGB float values, or with the brightness of the mask. And yeah, it only works with environment light, probably because it can use the dynamic shadows as a mask, instead of adding even more data to lightmaps.   And bonus: http://i.imgur.com/pbCQ1sa.jpg
  8. Like
    Yanzl got a reaction from Squad in CS:GO phong on world surfaces   
    I drew the sun on a spherical map of the sky and made the background black in Photoshop like this: http://i.imgur.com/jCvEfS8.pngThen I used HDRshop to convert it to hdr and cubemap format, added it on top of the skybox in Photoshop and changed the exposure +4. The images should be in this arrangement http://i.imgur.com/pa7lnGk.jpg  except mirrored vertical.
    I saved the image as .pfm (it has to end with _hdr) and used vtex to convert it to cubemap with
    cubemap 1
    pfm 1
    pfmscale 1
    nocompress 1
    Then you just add in in the vmt as $envmap "cubemaps/file_hdr"
  9. Like
    Yanzl got a reaction from leplubodeslapin in CS:GO phong on world surfaces   
    I drew the sun on a spherical map of the sky and made the background black in Photoshop like this: http://i.imgur.com/jCvEfS8.pngThen I used HDRshop to convert it to hdr and cubemap format, added it on top of the skybox in Photoshop and changed the exposure +4. The images should be in this arrangement http://i.imgur.com/pa7lnGk.jpg  except mirrored vertical.
    I saved the image as .pfm (it has to end with _hdr) and used vtex to convert it to cubemap with
    cubemap 1
    pfm 1
    pfmscale 1
    nocompress 1
    Then you just add in in the vmt as $envmap "cubemaps/file_hdr"
  10. Like
    Yanzl got a reaction from spence in CS:GO phong on world surfaces   
    I drew the sun on a spherical map of the sky and made the background black in Photoshop like this: http://i.imgur.com/jCvEfS8.pngThen I used HDRshop to convert it to hdr and cubemap format, added it on top of the skybox in Photoshop and changed the exposure +4. The images should be in this arrangement http://i.imgur.com/pa7lnGk.jpg  except mirrored vertical.
    I saved the image as .pfm (it has to end with _hdr) and used vtex to convert it to cubemap with
    cubemap 1
    pfm 1
    pfmscale 1
    nocompress 1
    Then you just add in in the vmt as $envmap "cubemaps/file_hdr"
  11. Like
    Yanzl got a reaction from nicoreda in CS:GO phong on world surfaces   
    I drew the sun on a spherical map of the sky and made the background black in Photoshop like this: http://i.imgur.com/jCvEfS8.pngThen I used HDRshop to convert it to hdr and cubemap format, added it on top of the skybox in Photoshop and changed the exposure +4. The images should be in this arrangement http://i.imgur.com/pa7lnGk.jpg  except mirrored vertical.
    I saved the image as .pfm (it has to end with _hdr) and used vtex to convert it to cubemap with
    cubemap 1
    pfm 1
    pfmscale 1
    nocompress 1
    Then you just add in in the vmt as $envmap "cubemaps/file_hdr"
  12. Like
    Yanzl got a reaction from cashed in CS:GO phong on world surfaces   
    Updated Resort materials to include phong:   http://i.imgur.com/ouhdMhk.jpg http://i.imgur.com/a8ImBuv.jpg http://i.imgur.com/9wnB9P3.jpg http://i.imgur.com/Z7urlaY.jpg http://i.imgur.com/YSDJpel.jpg   Some stuff I've learned (don't know if it's been said before):   It uses the same mask as envmap, so you can use it with both base alpha or normal alpha. It doesn't work on 4wayblend or water. Since it uses the same mask as envmap, you can only have one on a blend material. You don't need a normal map for it to work, unlike on vetexlitgeneric. $phongMaskContrastBrightness "[1 1]" - the first value is contrast and second one is brightness of the mask, but it's tricky to get results, values go very high, still need to play with this some more. $phongAmount "[1 1 1 1.0]" - this is in format [R G B power], but the last value also makes the whole material brighter instead of just the highlight, so it's best to leave it at 1. You control the specular intensity here with RGB float values, or with the brightness of the mask. And yeah, it only works with environment light, probably because it can use the dynamic shadows as a mask, instead of adding even more data to lightmaps.   And bonus: http://i.imgur.com/pbCQ1sa.jpg
  13. Like
    Yanzl got a reaction from leplubodeslapin in CS:GO phong on world surfaces   
    Well the water is not actually the new phong. It's the normal water shader with a custom cubemap.
  14. Like
    Yanzl got a reaction from leplubodeslapin in CS:GO phong on world surfaces   
    Updated Resort materials to include phong:   http://i.imgur.com/ouhdMhk.jpg http://i.imgur.com/a8ImBuv.jpg http://i.imgur.com/9wnB9P3.jpg http://i.imgur.com/Z7urlaY.jpg http://i.imgur.com/YSDJpel.jpg   Some stuff I've learned (don't know if it's been said before):   It uses the same mask as envmap, so you can use it with both base alpha or normal alpha. It doesn't work on 4wayblend or water. Since it uses the same mask as envmap, you can only have one on a blend material. You don't need a normal map for it to work, unlike on vetexlitgeneric. $phongMaskContrastBrightness "[1 1]" - the first value is contrast and second one is brightness of the mask, but it's tricky to get results, values go very high, still need to play with this some more. $phongAmount "[1 1 1 1.0]" - this is in format [R G B power], but the last value also makes the whole material brighter instead of just the highlight, so it's best to leave it at 1. You control the specular intensity here with RGB float values, or with the brightness of the mask. And yeah, it only works with environment light, probably because it can use the dynamic shadows as a mask, instead of adding even more data to lightmaps.   And bonus: http://i.imgur.com/pbCQ1sa.jpg
  15. Like
    Yanzl got a reaction from DrywallDreams in CS:GO phong on world surfaces   
    Updated Resort materials to include phong:   http://i.imgur.com/ouhdMhk.jpg http://i.imgur.com/a8ImBuv.jpg http://i.imgur.com/9wnB9P3.jpg http://i.imgur.com/Z7urlaY.jpg http://i.imgur.com/YSDJpel.jpg   Some stuff I've learned (don't know if it's been said before):   It uses the same mask as envmap, so you can use it with both base alpha or normal alpha. It doesn't work on 4wayblend or water. Since it uses the same mask as envmap, you can only have one on a blend material. You don't need a normal map for it to work, unlike on vetexlitgeneric. $phongMaskContrastBrightness "[1 1]" - the first value is contrast and second one is brightness of the mask, but it's tricky to get results, values go very high, still need to play with this some more. $phongAmount "[1 1 1 1.0]" - this is in format [R G B power], but the last value also makes the whole material brighter instead of just the highlight, so it's best to leave it at 1. You control the specular intensity here with RGB float values, or with the brightness of the mask. And yeah, it only works with environment light, probably because it can use the dynamic shadows as a mask, instead of adding even more data to lightmaps.   And bonus: http://i.imgur.com/pbCQ1sa.jpg
  16. Like
    Yanzl got a reaction from Squad in CS:GO phong on world surfaces   
    Updated Resort materials to include phong:   http://i.imgur.com/ouhdMhk.jpg http://i.imgur.com/a8ImBuv.jpg http://i.imgur.com/9wnB9P3.jpg http://i.imgur.com/Z7urlaY.jpg http://i.imgur.com/YSDJpel.jpg   Some stuff I've learned (don't know if it's been said before):   It uses the same mask as envmap, so you can use it with both base alpha or normal alpha. It doesn't work on 4wayblend or water. Since it uses the same mask as envmap, you can only have one on a blend material. You don't need a normal map for it to work, unlike on vetexlitgeneric. $phongMaskContrastBrightness "[1 1]" - the first value is contrast and second one is brightness of the mask, but it's tricky to get results, values go very high, still need to play with this some more. $phongAmount "[1 1 1 1.0]" - this is in format [R G B power], but the last value also makes the whole material brighter instead of just the highlight, so it's best to leave it at 1. You control the specular intensity here with RGB float values, or with the brightness of the mask. And yeah, it only works with environment light, probably because it can use the dynamic shadows as a mask, instead of adding even more data to lightmaps.   And bonus: http://i.imgur.com/pbCQ1sa.jpg
  17. Like
    Yanzl got a reaction from 'RZL in CS:GO phong on world surfaces   
    Updated Resort materials to include phong:   http://i.imgur.com/ouhdMhk.jpg http://i.imgur.com/a8ImBuv.jpg http://i.imgur.com/9wnB9P3.jpg http://i.imgur.com/Z7urlaY.jpg http://i.imgur.com/YSDJpel.jpg   Some stuff I've learned (don't know if it's been said before):   It uses the same mask as envmap, so you can use it with both base alpha or normal alpha. It doesn't work on 4wayblend or water. Since it uses the same mask as envmap, you can only have one on a blend material. You don't need a normal map for it to work, unlike on vetexlitgeneric. $phongMaskContrastBrightness "[1 1]" - the first value is contrast and second one is brightness of the mask, but it's tricky to get results, values go very high, still need to play with this some more. $phongAmount "[1 1 1 1.0]" - this is in format [R G B power], but the last value also makes the whole material brighter instead of just the highlight, so it's best to leave it at 1. You control the specular intensity here with RGB float values, or with the brightness of the mask. And yeah, it only works with environment light, probably because it can use the dynamic shadows as a mask, instead of adding even more data to lightmaps.   And bonus: http://i.imgur.com/pbCQ1sa.jpg
  18. Like
    Yanzl got a reaction from El_Exodus in CS:GO phong on world surfaces   
    Updated Resort materials to include phong:   http://i.imgur.com/ouhdMhk.jpg http://i.imgur.com/a8ImBuv.jpg http://i.imgur.com/9wnB9P3.jpg http://i.imgur.com/Z7urlaY.jpg http://i.imgur.com/YSDJpel.jpg   Some stuff I've learned (don't know if it's been said before):   It uses the same mask as envmap, so you can use it with both base alpha or normal alpha. It doesn't work on 4wayblend or water. Since it uses the same mask as envmap, you can only have one on a blend material. You don't need a normal map for it to work, unlike on vetexlitgeneric. $phongMaskContrastBrightness "[1 1]" - the first value is contrast and second one is brightness of the mask, but it's tricky to get results, values go very high, still need to play with this some more. $phongAmount "[1 1 1 1.0]" - this is in format [R G B power], but the last value also makes the whole material brighter instead of just the highlight, so it's best to leave it at 1. You control the specular intensity here with RGB float values, or with the brightness of the mask. And yeah, it only works with environment light, probably because it can use the dynamic shadows as a mask, instead of adding even more data to lightmaps.   And bonus: http://i.imgur.com/pbCQ1sa.jpg
  19. Like
    Yanzl got a reaction from Vaya in CS:GO phong on world surfaces   
    Updated Resort materials to include phong:   http://i.imgur.com/ouhdMhk.jpg http://i.imgur.com/a8ImBuv.jpg http://i.imgur.com/9wnB9P3.jpg http://i.imgur.com/Z7urlaY.jpg http://i.imgur.com/YSDJpel.jpg   Some stuff I've learned (don't know if it's been said before):   It uses the same mask as envmap, so you can use it with both base alpha or normal alpha. It doesn't work on 4wayblend or water. Since it uses the same mask as envmap, you can only have one on a blend material. You don't need a normal map for it to work, unlike on vetexlitgeneric. $phongMaskContrastBrightness "[1 1]" - the first value is contrast and second one is brightness of the mask, but it's tricky to get results, values go very high, still need to play with this some more. $phongAmount "[1 1 1 1.0]" - this is in format [R G B power], but the last value also makes the whole material brighter instead of just the highlight, so it's best to leave it at 1. You control the specular intensity here with RGB float values, or with the brightness of the mask. And yeah, it only works with environment light, probably because it can use the dynamic shadows as a mask, instead of adding even more data to lightmaps.   And bonus: http://i.imgur.com/pbCQ1sa.jpg
  20. Like
    Yanzl got a reaction from Skacky in WIP in WIP, post your level screenshots!   
    Thanks for the feedback everyone! We've been thinking about some of the suggestions ourselves so I guess we're on good track. The problem is modelling all that stuff
    Anyway, here are some more screenshots:
     

     

     

     

     
    Merry Christmas!
  21. Like
    Yanzl got a reaction from ⌐■_■ in WIP in WIP, post your level screenshots!   
    Thanks for the feedback everyone! We've been thinking about some of the suggestions ourselves so I guess we're on good track. The problem is modelling all that stuff
    Anyway, here are some more screenshots:
     

     

     

     

     
    Merry Christmas!
  22. Like
    Yanzl got a reaction from pat h in WIP in WIP, post your level screenshots!   
    Thanks for the feedback everyone! We've been thinking about some of the suggestions ourselves so I guess we're on good track. The problem is modelling all that stuff
    Anyway, here are some more screenshots:
     

     

     

     

     
    Merry Christmas!
  23. Like
    Yanzl got a reaction from Deathy in WIP in WIP, post your level screenshots!   
    Thanks for the feedback everyone! We've been thinking about some of the suggestions ourselves so I guess we're on good track. The problem is modelling all that stuff
    Anyway, here are some more screenshots:
     

     

     

     

     
    Merry Christmas!
  24. Like
    Yanzl got a reaction from kinggambit in WIP in WIP, post your level screenshots!   
    Thanks for the feedback everyone! We've been thinking about some of the suggestions ourselves so I guess we're on good track. The problem is modelling all that stuff
    Anyway, here are some more screenshots:
     

     

     

     

     
    Merry Christmas!
  25. Like
    Yanzl got a reaction from esspho in WIP in WIP, post your level screenshots!   
    Thanks for the feedback everyone! We've been thinking about some of the suggestions ourselves so I guess we're on good track. The problem is modelling all that stuff
    Anyway, here are some more screenshots:
     

     

     

     

     
    Merry Christmas!
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