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Yanzl

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  1. Awesome
    Yanzl got a reaction from snaulX 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!
     
     
  2. 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.
     
  3. Awesome
    Yanzl got a reaction from spa 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!
     
     
  4. Like
    Yanzl got a reaction from Zwizzor in Yanzl's Source Emporium   
    I just said you could do that, not that it would produce good results  
    Hopefully this helps understand it better:

    Also you can have multiple CCs in one map, you can limit them with a radius or with a fog_volume, so only one is active at a time. 
  5. Like
    Yanzl got a reaction from Freaky_Banana in Yanzl's Source Emporium   
    I just said you could do that, not that it would produce good results  
    Hopefully this helps understand it better:

    Also you can have multiple CCs in one map, you can limit them with a radius or with a fog_volume, so only one is active at a time. 
  6. Awesome
    Yanzl got a reaction from spa 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.
  7. Like
    Yanzl got a reaction from That50'sGuy in VMT Editor - fast and simple editor for vmt files   
    LATEST UPDATE: Version 1.3.10 on Mar 27th, 2018
    LATEST RELEASE
    OFFICIAL WEBSITE
    DOCUMENTATION
    Hey Mapcore!
    This is an open source vmt editor that aims to improve the tedious experience of editing text files with an easy to use UI and fast workflow.
    Dima Butemann did most of the heavy lifting involving the programming while I took care of the UI and bothered him about updating it.
    It has texture previews, can convert jpgs, pngs or tgas to vtfs (and move them to proper directories), verify vmts, features a batch vmt creation and has support for (most of) new parameters introduced in Nuke CS:GO update. 

    Version 1.3.10 with all the required files can be found here: DOWNLOAD
    Alternatively, if any of you know Qt and C++ and would like to help with the project, you can check out our git repo at https://github.com/Gira-X/VMT-Editor
    Here is a quick video to demonstrate how fast making vmt files is:
    And converting textures to vtf: https://streamable.com/zlwed   If it doesn't find any games you have to manually add them in the Manage games dialog:
    And browse to the main game directory:

    Also a shoutout to the creators of VTFLib (http://nemesis.thewavelength.net/) that provides the texture converting and preview functionality. 
     
  8. 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.
     
  9. Like
    Yanzl got a reaction from Logic 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.
     
  10. Like
    Yanzl got a reaction from El_Exodus 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.
     
  11. Like
    Yanzl got a reaction from Quotingmc 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.
     
  12. Like
    Yanzl got a reaction from Squad 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.
     
  13. Like
    Yanzl got a reaction from Serialmapper 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.
     
  14. Awesome
    Yanzl got a reaction from untor 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.
     
  15. Like
    Yanzl got a reaction from Freaky_Banana 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.
     
  16. Like
    Yanzl got a reaction from MadsenFK 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.
  17. Like
    Yanzl got a reaction from Interfearance in Yanzl's Source Emporium   
    I've updated the Substance Painter shader to support the new 2018.2 update and added panorama radar generator with multiple color presets based on different Valve maps.
    https://www.dropbox.com/s/zegqf63yt1tt40u/radargen_panorama.zip?dl=0

  18. Awesome
    Yanzl got a reaction from Byron 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!
     
     
  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 JustFredrik 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
  22. Like
    Yanzl reacted to Vilham in Counter-Strike: Global Offensive   
    @Yanzl is even more famous
  23. Awesome
    Yanzl got a reaction from That50'sGuy in Yanzl's Source Emporium   
    I just said you could do that, not that it would produce good results  
    Hopefully this helps understand it better:

    Also you can have multiple CCs in one map, you can limit them with a radius or with a fog_volume, so only one is active at a time. 
  24. Like
    Yanzl got a reaction from Marbledemon 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.

     
     
  25. Like
    Yanzl got a reaction from +Rusty+ in WIP in WIP, post your level screenshots!   
    A trailer for a narrative exploration game I've been working on called The Gap. Hopefully releasing in 2019. 
     
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