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Mamorex

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Posts posted by Mamorex

  1. 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

    cs_sauna_2019_v.1.4.thumb.jpg.1697c751d31d3a111a5bf5f848a4d739.jpg

     

  2. 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)

    Bez_tytułu_2.jpg

    legacy_d2_crate01b.vmt

    Quote

    LightmappedGeneric
    {
        $basetexture "dust2_legacy/legacy_d2_crate01b"
        $surfaceprop "metal"
        $POINTSAMPLEMAGFILTER 1
    }

    It gives good results with pixel art textures.

  3. 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.

    Spoiler

    "WorldVertexTransition"

    {

    "$basetexture" "mamorex/dev64_orange"
    "$basetexture2" "mamorex/dev64_grey"
    "%detailtype" "survival_grass_2"

    }

    Here's the effect:

    Spoiler

    20181210230630_1.jpg.eaf174a31bd793201faa0d47978cdabc.jpg

    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.

    Spoiler

    grass
    {
        "$basetexture"     "detail/detailsprites_survival"
        "$masks"           "detail/detailsprites_survival_masks"
        "$alphatest"       "1"
        "$vertexcolor"     "1"
        "$worldspacetype"  "detail/test_massive9_grass_type"
        "$worldspacetint"  "detail/test_massive9_grass_tint"
        "$worldspaceburn"  "_rt_grassburn"
        "$worldspacezone"  "_rt_zoneprojection"
        %notooltexture     "1"
    //    "$worldspacescale" ".75"
        "$minimumspritesize" "22"
    }

    So, Valve created three masks:

     "$worldspacetint"  "detail/test_massive9_grass_tint"

    test_massive9_grass_tint.jpg.dfa43014ed17f261026a015bd3bf407a.jpg

    It looks like the darker = cover by grass, lighter = no grass.

    "$worldspacetype"  "detail/test_massive9_grass_type"

    test_massive9_grass_type.jpg.dd31a3dd6aaa656472de7aac007c87da.jpg

    A few colors to decide, what type of grass will be placed.

    "$masks" "detail/detailsprites_survival_masks"

    detailsprites_survival_masks.thumb.jpg.c1f23b49646ab9f532d0736d5bc3f988.jpg

    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.

    Spoiler

    20181210235506_1.jpg.9e1ecb476f8a6ef84829d15d72945cd0.jpg

     

  4. 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:

    Spoiler

    "Water"
    {
        "%compilewater" 1
        "%tooltexture" "dev/water_normal"


        //forceexpensive Must be set to 1 for Portal 2 water reflections to work.
        $forceexpensive 1
        "$abovewater" 1
        "$surfaceprop" "water"
        "$bottommaterial" "dev/dev_waterbeneath2"
    //    "$normalmap" "dev/water_normal"
        "$normalmap" "de_nuke/hr_nuke/pool_water_normals_001"

        //Go with the flow!
        $flowmap "hr_massive/island_water_flowmap"
            $flow_normaluvscale 800
            $flow_worlduvscale 1
            $flow_timeintervalinseconds 1             // Amount of time before the change happens
            $flow_uvscrolldistance .5         // Stretch of UV Distance before change over to second set of flow
            $flow_bumpstrength 4
            $flow_timescale 1
            $flow_noise_texture "liquids/water_noise"
        $flow_noise_scale .001
            $flow_debug 0


        // Reflection
        "$reflecttexture" "_rt_WaterReflection"
        "$reflecttint" "{ 200 200 200 }"
        "$reflectskyboxonly" 0
    //    "$reflectentities" 1
         "$reflectonlymarkedentities" 1
    //    "$reflect2dskybox" 1
        "$reflect3dskybox" 1
        "$reflectamount" "0.9"


        // Refraction
        $refract 1
        "$refracttexture" "_rt_WaterRefraction"
        "$refractamount" "0.8"
        "$refracttint" "{ 200 200 200 }"

        // Fog stuff.
        "$fogenable" 1
        "$fogcolor" "{ 54 76 91 }"
        "$fogstart" -16
        "$fogend" 32
        $lightmapwaterfog 1

        "GPU<2"
        {
            "$fallbackmaterial" "hr_massive/island_water_01_cheap"
        }
    }

    island_water_01_cheap:

    Spoiler

    "Water"
    {
        "%compilewater" 1
        "%tooltexture" "dev/water_normal"


        //forceexpensive Must be set to 1 for Portal 2 water reflections to work.
    //    $forceexpensive 1
        "$abovewater" 1
        "$surfaceprop" "water"
        "$bottommaterial" "dev/dev_waterbeneath2"
        "$normalmap" "de_nuke/hr_nuke/pool_water_normals_001"

        // Reflection
        "$reflecttexture" "tools/toolsblack"
        "$reflecttint" "{ 200 200 200 }"
    //    "$reflectskyboxonly" 0
    //    "$reflectentities" 1
         "$reflectonlymarkedentities" 1
    //    "$reflect2dskybox" 1
    //    "$reflect3dskybox" 1
        "$reflectamount" "0.9"


        // Refraction
        $refract 1
        "$refracttexture" "_rt_WaterRefraction"
        "$refractamount" "0.1"
        "$refracttint" "{ 200 200 200 }"


        // Fog stuff.
        "$fogenable" 1
        "$fogcolor" "{ 54 76 91 }"
        "$fogstart" -10
        "$fogend" 15
        $lightmapwaterfog 1

    }

    island_water_01_skybox:

    Spoiler

    "Water"
    {
        "%compilewater" 1
        "%tooltexture" "dev/water_normal"


        //forceexpensive Must be set to 1 for Portal 2 water reflections to work.
        $forceexpensive 1
        "$abovewater" 1
        "$surfaceprop" "water"
        "$bottommaterial" "dev/dev_waterbeneath2"
        "$normalmap" "de_nuke/hr_nuke/pool_water_normals_001"

        // Reflection
        "$reflecttexture" "_rt_WaterReflection"
        "$reflecttint" "{ 200 200 200 }"
        "$reflectskyboxonly" 0
    //    "$reflectentities" 1
         "$reflectonlymarkedentities" 1
        "$reflect2dskybox" 1
    //    "$reflect3dskybox" 1
        "$reflectamount" "0.9"


        // Refraction
        $refract 1
        "$refracttexture" "_rt_WaterRefraction"
        "$refractamount" "0.8"
        "$refracttint" "{ 200 200 200 }"


        // Fog stuff.
        "$fogenable" 1
        "$fogcolor" "{ 54 76 91 }"
        "$fogstart" -10
        "$fogend" 15
        $lightmapwaterfog 1

        "GPU<2"
        {
            "$fallbackmaterial" "hr_massive/island_water_01_cheap"
        }
    }

    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.

  5. On 3/31/2018 at 9:23 AM, Mamorex said:

    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.

    20180330125603_1.jpg

    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.

  6. 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.

    20180330125603_1.jpg

  7. 16 hours ago, grapen said:

    The shaders you want are disabled on low settings, that's just the way things are in CSGO, the middle ground here is to have a desaturated, slightly transparent texture. I know, it doesn't look realistic, but players must be able to identify the glass on all settings, so as to not create any unfair advantage.

    https://developer.valvesoftware.com/wiki/Refract

    Note.png Note:Will not work when applied to world brushes.
    Note.png Note:When being used on a model, you must specify $model "1".
    Note.png 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 avatar_dbec918561e7_128.png
     
    glass_n - normal map 02_dot2_small.png
     
    2cenhgn.jpg

    Create yours with VTFEdit.

  8. 1st option

    Make a func_brush with this material:

    Quote

    "Refract"

    {

    "$surfaceprop" "glass"
    "%tooltexture" "mamorex/glass/glass_d" //texture in Hammer

    "$normalmap" "mamorex/glass/glass_n"
    "$refracttinttexture" "mamorex/glass/glass_d"

    "$refractamount" "0.02"
    //"$bluramount" "1" - use if you want a blur effect

    }

    2nd option

    Just use this material:

    Quote

    "LightmappedGeneric"

    {

    "$surfaceprop" "glass"

    "$basetexture" "mamorex/glass/glass_d"
    "$alpha" "0.25"

    //for high shader setting

    "$bumpmap" "mamorex/glass/glass_n"
    "$envmap" "env_cubemap"
    "$envmaptint" "[0 0 0]" //3x0 for Phong only, higher for Phong and cubemap reflections

    "$phong" "1"

    "$phongexponent" "150"
    "$phongamount" "[10 10 10 1.0]"

    }

    All values must be changed for your map lighting and setup.

  9. On 3.04.2017 at 10:44 PM, Yanzl said:

    Valve haven't released any documentation for the new shader stuff, but I found some new parameters in Hammer and -tools material editor.

    In Hammer you can add -staticpropbounce to vrad and there's a new setting in prop_static for bounced lighting, but don't really know if it works or not.

    As far as the new vmt parameters go, you can now have 2 envmapmasks and 2 detail textures for blend materials. There's also a new system for adjusting the blend border. On VertexLit they added a seperate tint mask that can also specular mask in the red channel. 

    I already implemented this stuff in VMT Editor https://github.com/Gira-X/VMT-Editor/releases/tag/v1.3.4 

    Two envmapmasks works great.

    21mevzc.jpg

    Quote

    "WorldVertexTransition" 

    //x - water
    //x2 - ground

    "$surfaceprop" "puddle" 
    "$surfaceprop2" "concrete" 

    "$blendmodulatetexture" "concrete/alley_blend"

    "$basetexture" "brick/hr_brick/venice/brick_ground_b"
    "$basetexture2" "brick/hr_brick/venice/brick_ground_b"

    "$bumpmap" "dev/water_normal"
    "$bumpmap2" "brick/hr_brick/venice/brick_ground_a_normals"

    "$bumptransform" "center 0.5 0.5 scale 2 2 rotate 0.0 translate 0.0 0.0"
    "$bumpframe" "0"

    "$envmapmask" "lights/white"
    "$envmapmask2" "brick/hr_brick/venice/brick_ground_b"

    "$envmap" "env_cubemap"
    "$envmaptint" "[0.6 0.6 0.6]"

    "$phong" "1"

    "$phongexponent" "150"
    "$phongamount" "[10 10 10 0.1]"

    "$phongexponent2" "15"
    "$phongamount2" "[10 10 10 1.0]"

    "Proxies"

    {
        "AnimatedTexture"
        {
            "animatedtexturevar" "$bumpmap"
            "animatedtextureframenumvar" "$bumpframe"
            "animatedtextureframerate" 30.00
        }
    }

    }

    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

    v5y73t.jpg

    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

  10. I can't see any detail sprite at coop_cementplant made by Valve. These are invisible... Look at my screen: 

    a09dv.jpg

    Now, look, how it must be:

    lqPS6XL.jpg

    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?

  11. 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.

    I remember reading a thread with some good information and experiments with phong shading on world materials. Search MapCore for it. I imagine it will be used quite a lot as the effect looks believable.

    Then we had a commands for anisotropic reflections, didn't work properly at that time.

  12. 284801.jpg

    – 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.

  13. 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.

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