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Mamorex

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  1. Awesome
    Mamorex got a reaction from That50'sGuy in Counter-Strike: Global Offensive   
    A new pearlescent skin feature on models:

    It's a phong shader feature; "$phong" "1" and "$basemapalphaphongmask" "1" are obligatory.
    pearlescent.zip
  2. Like
    Mamorex got a reaction from leplubodeslapin in Counter-Strike: Global Offensive   
    A new pearlescent skin feature on models:

    It's a phong shader feature; "$phong" "1" and "$basemapalphaphongmask" "1" are obligatory.
    pearlescent.zip
  3. Like
    Mamorex got a reaction from Interfearance in Counter-Strike: Global Offensive   
    A new pearlescent skin feature on models:

    It's a phong shader feature; "$phong" "1" and "$basemapalphaphongmask" "1" are obligatory.
    pearlescent.zip
  4. Awesome
    Mamorex got a reaction from DMU222 in Counter-Strike: Global Offensive   
    A new pearlescent skin feature on models:

    It's a phong shader feature; "$phong" "1" and "$basemapalphaphongmask" "1" are obligatory.
    pearlescent.zip
  5. Like
    Mamorex got a reaction from slavikov4 in [CS:GO] cs_sauna_2019   
    https://steamcommunity.com/sharedfiles/filedetails/?id=1801661755
    https://gamebanana.com/maps/205813

  6. Like
    Mamorex reacted to MikeGon in [CS:GO] cs_sauna_2019   
    Hi @Mamorex, your stuff looks pretty cool!!
    I know writing text is pretty boring, but a little explanation could go a long way in communicating your though process here! Design is all about decisions and intent... images don't communicate that as well as words.😀
    The diving board jump onto catwalk / baby pool drop thing is crazy and original, but I'm wondering how it's gonna play out in a real match. I think it would be fine if this was a niche side thing, but here it's one of the two routes to the hostages! Also it took me a few minutes to understand the baby pool drop thing, so I think a lot of players will be confused at first... and I don't think bots can do any of these jumps btw
    In the pool room again, the "concrete pillar on catwalk" part is weird... I know I'm supposed to walk on the railing next to it, but it doesn't feel great for both gameplay and fiction.
    There's a lot of awkward, dead-end little rooms packed with props... it's cool to add spaces for storytelling, but I think they shouldn't be playable (e.g. door is locked, we see a cool thing through a window, and that's it)
    A thing to keep in mind with interactible objects, is that as soon as we use one it creates the expectation that the next identical object will behave the same way. This isn't the case with doors in your map (green door interactible on T-spawn, green door non-interactible on CT-spawn...) I'd say make the interactible doors have 1 consistent appearance, and non-interactible doors have a different one.
    There's a few more props that encroach navigation space, like the benches in the locker room for instance... I suggest having a single row instead of 2 per section, to simplify it a bit, and moving them a bit further away in the alcove, not aligned with the lockers, to make it less likely to accidentally bump into them while moving across the room.
    This wall is at the awkward height of "Is jumpable question mark???" (it actually isn't). I'd make it a bit higher so it's visually clear

    There's also a lot of snagging on small collisions. Disabling collisions on small props and adding clip brushes will solve that (large window by the pool, railings in the staircase, doorframes, etc.)
    Overall it's looking pretty nice! Keep up the good work 😁
  7. Like
    Mamorex got a reaction from Beck in Counter-Strike: Global Offensive   
    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.
  8. Like
    Mamorex got a reaction from text_fish in Counter-Strike: Global Offensive   
    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.
  9. Like
    Mamorex got a reaction from That50'sGuy in Nane - textures/materials for GoldSrc and CS:GO   
    GoldSrc: https://gamebanana.com/textures/5279

    CS:GO: https://gamebanana.com/textures/5018
  10. Like
    Mamorex got a reaction from esspho in Nane - textures/materials for GoldSrc and CS:GO   
    GoldSrc: https://gamebanana.com/textures/5279

    CS:GO: https://gamebanana.com/textures/5018
  11. Like
    Mamorex got a reaction from Lizard in [decompiled] dz_blacksite | dz_sirocco   
    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.
     
  12. Like
    Mamorex got a reaction from cruptor in [decompiled] dz_blacksite | dz_sirocco   
    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.
     
  13. Like
    Mamorex got a reaction from Serialmapper in [decompiled] dz_blacksite | dz_sirocco   
    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.
     
  14. Like
    Mamorex got a reaction from T-Rexer in [decompiled] dz_blacksite | dz_sirocco   
    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.
     
  15. Like
    Mamorex got a reaction from Vaya in [decompiled] dz_blacksite | dz_sirocco   
    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.
     
  16. Awesome
    Mamorex got a reaction from maxlevelboi in [decompiled] dz_blacksite | dz_sirocco   
    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.
     
  17. Like
    Mamorex got a reaction from Squad in [decompiled] dz_blacksite | dz_sirocco   
    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.
     
  18. Awesome
    Mamorex got a reaction from untor in [decompiled] dz_blacksite | dz_sirocco   
    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.
     
  19. Like
    Mamorex got a reaction from esspho in [decompiled] dz_blacksite | dz_sirocco   
    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.
     
  20. Like
    Mamorex got a reaction from Squad in Counter-Strike: Global Offensive   
    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 "$reflect2dskybox" and env_sun will not be reflected.
  21. Like
    Mamorex got a reaction from Vaya in Counter-Strike: Global Offensive   
    Valve used "$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.
  22. Like
    Mamorex reacted to Yanzl 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
  23. Like
    Mamorex got a reaction from 'RZL in Counter-Strike: Global Offensive   
    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.
  24. Like
    Mamorex got a reaction from slavikov4 in Classic Offensive   
    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.

  25. Awesome
    Mamorex got a reaction from maxlevelboi in Classic Offensive   
    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.

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