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Everything posted by Mamorex

  1. A new pearlescent skin feature on models: It's a phong shader feature; "$phong" "1" and "$basemapalphaphongmask" "1" are obligatory. pearlescent.zip
  2. Mamorex

    [CS:GO] cs_sauna_2019

    I want to keep the defects of the original 1.6 map, like rounder pillar, but I made some changes. correct use of player clip brushes reworked "sauna" room to eliminate lighting and gameplay problems the benches were placed in a simple arrangement added some props for better details, especially on CT spawn and ceiling of swimming pool added trees in 3D skybox some other visual and gameplay changes rebuilt Panorama style radar to adapt it for all changes
  3. Mamorex

    [CS:GO] cs_sauna_2019

    https://steamcommunity.com/sharedfiles/filedetails/?id=1801661755 https://gamebanana.com/maps/205813
  4. Today, with CS 1.6 dust2, Valve added a new material parameter, "$pointsamplemagfilter" "1". It works only with "LightmappedGeneric" and Bilinear or Trilinear filtering. 1 (right) - textures are pixelated (not filtered) 0 (left) - textures are blurred (filtered) legacy_d2_crate01b.vmt It gives good results with pixel art textures.
  5. GoldSrc: https://gamebanana.com/textures/5279 CS:GO: https://gamebanana.com/textures/5018
  6. 1. Decrease Tools - Options - 3D views - Detail render distance value to make Hammer happy. 2. How it's done? Again I'm tried to discover without help from Valve - with success. I created a simple material using one of %detailtype made by Valve for a new map, "survival_grass_2" and I covered one big (~20k) displaced plane by this material. Here's the effect: detail.vbsp is in csgo folder, the other files not, so I used GCFScapes. survival_grass_2 using a "detail\detailsprites_survival" for detail sprites. So, Valve created three masks: "$worldspacetint" "detail/test_massive9_grass_tint" It looks like the darker = cover by grass, lighter = no grass. "$worldspacetype" "detail/test_massive9_grass_type" A few colors to decide, what type of grass will be placed. "$masks" "detail/detailsprites_survival_masks" I don't know, how it works, but colors are the same as in the previous one. So, if you want to use a detail sprites in your map like Valve, you must create a .vbsp file with a new detail sprites type and detail sprites material with a new masks, specially designed to your map. If you delete masks entries from your custom detail sprites material, sprites are placed or not by blend alpha value and parameters from .vbsp file.
  7. Valve used "$reflect3dskybox" 1 instead of "$reflect2dskybox" 1 in island_water_01 material. It is not described by Valve, I discovered it accidentally, ehhh... Now the 3d skybox and env_sun can be reflected by water. island_water_01: island_water_01_cheap: island_water_01_skybox: Reflections are broken when you don't make a 3d skybox (hollowed cube covered by toolskybox material with sky_camera entity inside). For maps without 3d skybox you must use "$reflect2dskybox" and env_sun will not be reflected.
  8. It has been repaired with today's update: http://blog.counter-strike.net/index.php/2018/07/20556/ (bug is not exist in patch notes, but we can find an updated Phong shader files in platform/shaders/fxc and it works on de_train). And, for me, all models using Phong shading (weapons, player models...) looks different after update.
  9. https://gamebanana.com/maps/194729 Hammer editor files are included. It's important to scale everything brushes for 1.125 from 1.6. And I stretched every brush to 4x, 8x etc. to eliminate compile bugs.
  10. I noticed a bug in CS:GO with a Phong shading from light_environment (it works well with other light sources) and prop_static entities. When prop_static collisions are on (VPhysics or Bounding Box), Phong shading from sun isn't working. When collisions are off, it works. It isn't working too, when I mix two entities with disabled and enabled collisions. Bug is noticeable on de_train. Props scaling used. I wrote about it to Valve CS:GO team, no answer.
  11. https://gamebanana.com/textures/4175 Add "$reflectance" "1" into mirror.vmt file, if you want fully reclectance mirror (brighter reflections). Stock value is 0.25. Files are still working, I compiled map for testing few minutes ago.
  12. $treesway will be good option, but it doesn't work with normal maps.
  13. https://developer.valvesoftware.com/wiki/Refract Note:Will not work when applied to world brushes. Note:When being used on a model, you must specify $model "1". Note:Multiple layers of the Refract shader will not render when applied on the same entity. For refract you must use "Refract" shader, not "LightmappedGeneric". And use it on brush entity or model, func_brush is the best. For me 1st option is working with every graphics settings. glass_d - texture glass_n - normal map Create yours with VTFEdit.
  14. 1st option Make a func_brush with this material: 2nd option Just use this material: All values must be changed for your map lighting and setup.
  15. Two envmapmasks works great. Bounce lighting from models works too. How? - turn on Enable Bounce Lighting in prop_static entity, from which we want to get a light - add -staticpropbounce 1-x parameter into $light_exe compile command line, for example, -staticpropbounce 16, higher number=more bounced light On the left these are red models with "Enable Bounced Lighting" on. On the right with off. Twice, on models and on brushes. On brushes bounced light is darkness. My $light_exe settings is: -final -staticpropbounce 16 -textureshadows -hdr -StaticPropLighting -StaticPropPolys -game $gamedir $path\$file
  16. I can't see any detail sprite at coop_cementplant made by Valve. These are invisible... Look at my screen: Now, look, how it must be: My graphics settings in menu are the highest. I tried delete cfg folder from csgo directory - still the same issue. Why? Because I have a Radeon graphics card? I want to try this: http://gamebanana.com/models/3800 , and I must can see grass sprites for a full satisfaction... Is there any command or something... for detail sprites?
  17. Mamorex

    Hammer SDK Message

    Shawn Olson writed about this and other issues: https://www.mapcore.org/topic/19925-csgo-fgd-error/ I haven't any issue with compile and bad .fgd - just red letters, but it's very easy to fix it.
  18. 1. Cubemaps are still not parallax corrected. 2. 2K cubemaps (unclick SmartEdit in env_cubemap entity and set cubemapsize to 10) must be rendered in 4K desktop resolution (Source must have 2048 pixels vertical and horizontal). 3. Very good models and shadows changes. Now we can create a map with a lot of them for better quality - details, like windows, looks better, we can use them for tesselled bricks etc. without bad lighting. 4. Valve has a Source 2 engine, with PBR etc. and I can see that Valve employees made a new de_nuke looks like on it - faked PBR, a lot of models... So... I think that we would see a new version of CS:GO, when all parents buy a new PC's for their children, who still spend a lot of money for skins and stickers. Valve can't release Source 2 patch, because it will not work on children PC's. Look at new de_nuke criticism posts on Valve sites. "Players" writing a lot of bad things about it, especially less FPS count... I have a good PC and framerate too. Then we had a commands for anisotropic reflections, didn't work properly at that time.
  19. – Detail sprites (like grass) have been improved so many more can be rendered for much cheaper. Really? That's it? Better shadows with LightmappedGeneric (still not dynamicly from sun, but grass is black in trees dynamic shadows), but not working (random artifacts) - we still must using UnlitGeneric shader. Nice improvement. Or... something else was added in patch.
  20. 1. After update I can't compile models with WallWorm. ERROR: d:\steam\steamapps\common\counter-strike global offensive\csgo\models\mamorex\grass.qc(13): - expecting number, got "-1.0" ERROR: Aborted Processing on 'mamorex/grass.mdl' CDynamicFunction: Closing library 'Kernel32.dll' (74DF0000) Press any key to continue . . . 2. I have an issue with ATI card like other players. 3. Static Props show up black and Valve will not fix it! They writed that I must use full compile all times (when Unreal Engine and other game engines have a real time editors)! https://developer.valvesoftware.com/wiki/Static_Props_show_up_black 4. What is the grass stuff? I can't find, how to use a new cs_grass shader. Sprites or what? Detail sprites not work for me by old method. --- Oh! We have a next update. ~123 MB http://blog.counter-strike.net/index.php/category/updates/ Veryfying game after update eternally. I must reinstall game. Nice.
  21. http://blog.counter-strike.net/index.php/category/updates/ Nice update, Valve! :-) – Detail sprites (like grass) have been improved so many more can be rendered for much cheaper. What does it mean? Detail sprites like in older games now working in CS:GO or static props will be rendered smoothly (better option - dynamic shadows...)?
  22. Mamorex

    Random Photo Thread

    Return from Przystanek Woodstock, Poland
  23. It works fine in CS:GO, but: - only with flat normal map - you can't place the water surfaces with "water" shader at rooms with mirrors - you must place your mirrors in one surface (like in other Source engine based games) csgo_mirror.zip
  24. Edit: Phong shading dev textures - http://csgo.gamebanana.com/textures/4174 My old animated puddles with Phong shading - http://csgo.gamebanana.com/textures/3968 EddieLTU They works fine for me. Bonus: "LightmappedGeneric" { "$basetexture" "folder/texture" "$phong" "1" "$phongexponent" "40" "$phongamount" "[5 5 5 1.0]" "$offset" "1" "Proxies" { //begin of "Proxies" "EntityRandom" { "scale" "3" "resultVar" "$offset" } "Sine" { "sineperiod" 1 "timeoffset" "$offset" "resultVar" "$phongamount[2]" } "Sine" { "sineperiod" 2 "timeoffset" "$offset" "resultVar" "$phongamount[0]" } "Sine" { "sineperiod" 3 "timeoffset" "$offset" "resultVar" "$phongamount[1]" } } //end of "Proxies" }
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