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Yanzl

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  1. 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.

     
     
  2. Like
    Yanzl got a reaction from neptune 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.

     
     
  3. Like
    Yanzl got a reaction from CWardee 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.

     
     
  4. Like
    Yanzl got a reaction from Ringel 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.

     
     
  5. Awesome
    Yanzl got a reaction from Andre Valera 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.

     
     
  6. LOL
    Yanzl got a reaction from Sviter 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.

     
     
  7. Like
    Yanzl got a reaction from Lizard 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.

     
     
  8. Like
    Yanzl got a reaction from OrnateBaboon 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.

     
     
  9. Awesome
    Yanzl got a reaction from blackdog 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.

     
     
  10. Like
    Yanzl got a reaction from text_fish 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.

     
     
  11. Like
    Yanzl got a reaction from WAve 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.

     
     
  12. LOL
    Yanzl got a reaction from That50'sGuy 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.

     
     
  13. Awesome
    Yanzl got a reaction from ChA1NsAw 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.

     
     
  14. 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!
     
     
  15. 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. 
  16. Like
    Yanzl reacted to blackdog in Yanzl's Source Emporium   
    Thank you @Yanzl, exactly like I thought then
  17. 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. 
  18. Awesome
    Yanzl got a reaction from neptune 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. 
  19. Like
    Yanzl got a reaction from Interfearance 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. 
  20. Like
    Yanzl got a reaction from 'RZL 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. 
  21. Like
    Yanzl reacted to The Horse Strangler in [UE4] Darksiders 3 Art Dump   
    Hello Mapcore peeps, it's ya boi Horse Strangler aka BananaSandbags aka BillGatesFan69.
    Been working on this one for around two years now with the talented folks over at Gunfire Games. The game releases tonight (at the time of writing this post). Darksiders 3 is a Adventure/RPG hack and slash. A lot of the art here focused on a semi-stylized PBR look. It's not quite Blizzard hand painterly, but it's seen a lot of inspiration from it. Was a fun time transitioning that look and style to a pbr heavy engine like UE4. I plan to do a writieup of some of the interesting art challenges we faced working on the game for the site in the near future, so keep an eye out for that one!










     
     
  22. 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!
     
     
  23. 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.
  24. Awesome
    Yanzl got a reaction from neptune 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.
  25. Like
    Yanzl got a reaction from Interfearance 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.
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