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About THE OWL
- Birthday 10/15/2003
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Discord
THE OWL#5320
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Steam
https://steamcommunity.com/id/redesaile
Profile Information
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Job
Level Artist, Level Designer, Frontend Developer
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Location
Russian Federation
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Danijongo reacted to an article:
Customizing the loading screen for your map in CS:GO
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Introduction Have you ever looked at Valve's map loading screens and can't figure out how they added those damn icons, backgrounds, and more? This article will provide some information about it. A repository on Github that will allow you to better understand the location of the files. Note: Text surrounded by arrows indicates what needs to be entered here. Arrows should not be written, it is only necessary for a more convenient understanding of important elements. For example, instead of <mapname>.png I will write de_dust2.png Note: Spoiler blocks replaces code blocks Background The loading screen uses PNG images as background. You need to create two images, where the first image will be have resolution 640x360 and the second will be have 1920x1080. After creation, you need to put the images in these paths: Radar Loading screen uses default radar file. If you want to use some image instead of the radar that the player should not see on the map (for example, a screenshot of the map with heroes, as is done in some of Valve's cooperative maps), then you should use heights that will hide the unnecessary image somewhere in 32 thousand units from the zero point of the map. In the already created TXT file of the radar, we prescribe this code that adjusts the high-altitude images: The final version of the files needed for the radar: The problem with vertical sections of the radar If the sections contain the same values in AltitudeMax and AltitudeMin, then the game just crashes without any messages. The same values can only be in one of the parameters! Problem code example: Correct code example: Title I tried to find a file that regulates the names of official maps, but nothing came of it. For now, the name depends on the Steam Workshop and some sort of Valve magic file. Map icon The loading screen uses SVG for the map icon. Valve uses Adobe illustrator to create and export the svg. Export your svg You need to create a document with the resolution you want (Valve use 35x35 or 80x80), create your nice gamemode/map icon, and then save it (File > Save As) to this path: "../Counter-Strike Global Offensive/csgo/materials/panorama/images/map_icons/map_icon_<mapname>.svg" Settings for the Save As panel SVG Profiles: SVG 1.1 Fonts: • Type: SVG • Subsetting: None (Use System Fonts) Advanced Option: • CSS Properties: SVG • Decimal Places: 3 • Encoding: Unicode (UTF-8) • Addaptive SVG / Responsive: Disabled Description Go to the map folder and create a blank TXT there and name it with the BSP name, for example: de_dust2.txt Adding an official command with a list of authors Open an TXT file and write code like this: Using HTML syntax You can use the html syntax without COMMUNITYMAPCREDITS, but I am giving an example with this command. Open an TXT file and write code like this (Use HEX or RGB for colors): Final result Tags for search engines: Counter-Strike: Global Offensive, csgo, cs, mini-map.
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LARD reacted to an article:
Creating your own 4wayblend material with Danger Zone style grass
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func_illusionary reacted to an article:
Using official 4wayblend materials from Danger Zone
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THE OWL changed their profile photo
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Joy reacted to an article:
Using official 4wayblend materials from Danger Zone
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Serialmapper reacted to an article:
Creating your own 4wayblend material with Danger Zone style grass
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Ketal reacted to an article:
Creating your own 4wayblend material with Danger Zone style grass
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esspho reacted to an article:
Creating your own 4wayblend material with Danger Zone style grass
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CheersbigFella reacted to an article:
Using official 4wayblend materials from Danger Zone
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Creating a custom grass variant for the Danger Zone Open your GCFScape and after open pak01_dir.vpk in "Counter-Strike Global Offensive/csgo" go to "materials/hr_massive" and found there broken_road_1_4wayblend_1.vmt. Extract that file into your materials folder, for example: "../csgo/materials/my_project_folder", and rename it, example: my_custom_4wayblend_material.vmt. Go back to pak01_dir.vpk and find the detailsprites_survival.vmt file in "materials/detail", then extract it to "../csgo/materials/detail" Note: Rename "detailsprites_survival.vmt", for example: "detailsprites_test.vmt". Open the extracted file and delete the lines below to remove the texture that controls the density of the grass. Go to "../Counter-Strike Global Offensive/csgo" and find there detail.vbsp. Open it (You can use Notepad++) and find there the cluster "survival_grass_2". Copy that and paste after that cluster, but with new name, for example: survival_grass_theowl. Find line (inside the cluster) "associated_material" "detail\detailsprites_survival" and replace "detail\detailsprites_survival" to your custom texture which you created recently. Example: "associated_material" "detail\detailsprites_mycustommap") Inside your custom vmt file ("my_custom_4wayblend_material.vmt") you should replace %detailtype survival_grass_2 to %detailtype <your name of cluster inside detail.vbsp>", for example: %detailtype survival_grass_theowl Links • GCFScape • VMT Editor • Notepad++
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H1PP0P0T4MU5 reacted to an article:
Using official 4wayblend materials from Danger Zone
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El_Exodus reacted to an article:
Using official 4wayblend materials from Danger Zone
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First connection with Mapcore Hello! On Mapcore for the first time, so I don’t know if you write something like that here. In general, I recently encountered a problem I had been thinking about for a long time, and the solution was the simplest... 4wayblend textures stumped me and I didn't understand how to work with them. Since I could not find any articles about this issue, I decided to write about them. Connecting and using grass sprites on your map In order for 4wayblend textures to use grass, you must write the path to these details in the Map Properties (The path you must follow is shown below). Find the Map menu on the top panel in Hammer World Editor > Further Map Properties > Property Name Detail material file > Set the value of Detail material file to detail/detailsprites_survival. List of Danger Zone values for Detail material file: • detail/detailsprites_survival [dz_blacksite] • detail/dust_massive_detail_sprites [dz_sirocco] To set the grass to the material, use "Paint Alpha" in the Displacement settings, but be aware that the official materials are governed by a mask that will not allow you to set the grass manually, more on that in another thread. If you are using a mask and are experiencing performance troubles due to grass, click "Invert Alpha" to remove the already placed grass. Let's start blending Go to the settings "Displacement" and select there "Sculpt", then find the button "Blend" and there select the desired texture. Blending control: • [Left mouse button] – Apply selected texture. • [Ctrl] + [Left mouse button] – Remove selected texture. • [Right mouse button] + Mouse movement left or right – Resize blending area. Bug: If the camera mode in 3D view is set to "3D Shaded Textured Polygons", then you will not see the drawn part of the texture. Camera mode should be set to "3D Textured" when drawing (fixed in Hammer++). Creating your own 4wayblend material with Danger Zone style grass →
