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Serialmapper

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Serialmapper last won the day on October 5 2023

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    https://steamcommunity.com/id/septimiusAI

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  • Real Name
    Septimius A.I.
  • Location
    Las Palmas de Gran Canaria

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    https://gamebanana.com/members/1063605

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  1. How to create a custom cookie (thanks to @Slimek ): 1. In your custom addon folder create the following folders materials/effects/lightcookies , their name and order it´s important otherwise it won´t work. 2. Create your desired image that you want to project as tga (targa) an place it in the folder "lightcookies" 3. Using notepad or notepad++ ,create a vtex file using this code: <!-- dmx encoding keyvalues2_noids 1 format vtex 1 --> "CDmeVtex" { "m_inputTextureArray" "element_array" [ "CDmeInputTexture" { "m_name" "string" "InputTexture0" "m_fileName" "string" "materials/effects/lightcookies/stained_glass_01.tga" "m_colorSpace" "string" "srgb" "m_typeString" "string" "2D" "m_imageProcessorArray" "element_array" [ "CDmeImageProcessor" { "m_algorithm" "string" "None" "m_stringArg" "string" "" "m_vFloat4Arg" "vector4" "0 0 0 0" } ] } ] "m_outputTypeString" "string" "2D" "m_outputFormat" "string" "BGRA8888" "m_outputClearColor" "vector4" "0 0 0 0" "m_nOutputMinDimension" "int" "0" "m_nOutputMaxDimension" "int" "0" "m_textureOutputChannelArray" "element_array" [ "CDmeTextureOutputChannel" { "m_inputTextureArray" "string_array" [ "InputTexture0" ] "m_srcChannels" "string" "rgba" "m_dstChannels" "string" "rgba" "m_mipAlgorithm" "CDmeImageProcessor" { "m_algorithm" "string" "Box" "m_stringArg" "string" "" "m_vFloat4Arg" "vector4" "0 0 0 0" } "m_outputColorSpace" "string" "srgb" } ] "m_vClamp" "vector3" "0 0 0" "m_bNoLod" "bool" "1" } 4. Now you can apply it to a light_barn entity.
  2. de_anubis water uses a material that fades at a certain distance in the skybox. How to make a water material that fades at the distance you want: 1. make a water material using the "CSGO water fancy" shader, or decompile a water material using the source2viewer (i did the last method since i had no ideea how the shader really worked) 2. in your fancy water material settings look for these parameters: Those values don´t have to be equal, or the mesh a square, they just dictate the distance from the center of the editor to where the material fades into the skybox. 3. Place a big cubemap or a combined light probe volume on your water. 4. do not place other materials besides nodraw or solidblocklight beneath the water in the distance. Here are some results: the first is the desired one, the others if you place other materials beneath the water in the distance. (Also in the 3d skybox map place a cubemap or a combine light probe cubemap right in the center of the skycamera, end extend it to cover all the water´s surface.)
  3. de_barranco was updated on the steamworkshop here are some pictures of before/after
  4. if you are using nvidia, install the latest studio driver version, also check the file integrity of the cs2/tools
  5. After 21 matches in 2 weeks on the mapcore hubs and various updates here are the stats:
  6. Updated the canal area for hopefully a more fluid gameplay
  7. it was, but i had corrected it with the today´s update.
  8. I had updated the map: lowered the bridge by 32 units to attenuate the verticality replaced the crates with stairs at balcony/heaven site A
  9. After the yesterday´s testing i had adjusted some angles in A site and around A site.
  10. for me no to forget, because that discord thing makes me dizzy Group 2 (06.09.-20.09., 20.12.-27.12.): Barranco Canopy Echolab Elevation Fore Stronghold Timber some art
  11. and now the fun part will begin...
  12. I had updated the map, added some new props (windows and doors) that i made in Blender and Substance designer also i changed some materials. Slowly but surely until the deadline i will finish it up.
  13. Dust and Havana were abandoned for a reason.
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