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What I'm Working On, 2014-Forever

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Lovely! It's great you're going to post WIP shots, should be really interesting and fun to see the progress on your new projects.

Really gonna be looking forward to seeing future updates :)

 

I'm digging the second shot from de_season remake. Great shapes :)

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postfilter in de_grace makes the images look blurry (wedding_photo style) not sure if thats something you want de_season looks way better by contrast

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Thanks bros!

 

Dude. Loving the architecture in de_season. What's your reference?

Here are some :D

 

phTZwrc.jpg

0kcjIG9.jpg

UQbNF1B.jpg

 

 

postfilter in de_grace makes the images look blurry (wedding_photo style) not sure if thats something you want de_season looks way better by contrast

 
I think I agree, props mate!

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I was just thinking a while ago that if Season was to join the top competitive maps in CS:GO, it needs a remake because it has a non-original look. And here we go! a completely new feel!

Will the map be ready in time to join the next operation?

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I was just thinking a while ago that if Season was to join the top competitive maps in CS:GO, it needs a remake because it has a non-original look. And here we go! a completely new feel!

Will the map be ready in time to join the next operation?

 

I hope!

 

Shawns success: 

 

Remove social life

Remove girlfriend

Remove going outside

Never leave PC

 

:v

 

Sweet work dood. I need to stop going outside so I can finish my map too :(

 

If you removed all of those things I'm still not sure 747 would every release :P bastardo!

 

as for how to make a lot of stuff, spend 10 years with this editor, stay in good shape, thats the recipe. you need to be fit in order to map. also get an ergonomic mouse and eat healthy. also eat babies.

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The screenshots are going to be honest. I've identified that I'm sometimes bad at showing people my in progress work because I want everything to look amazing and perfect and that's not gonna be the way these next few months go down. It's gonna get sloppy up in here.

How dare you post incomplete screenshots of unfinished levels! :lol:

 

Great work mate, really digging grace.

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Every time i see one of your new maps, I want to play CS:GO. Then i remember i don't really like CS:GO.

 

One suggestion for that entrance : http://i.imgur.com/A3hSQa1.jpg

Make the "grass pebbles" ground be a glass window ground, and create a 3D diorama below : water, green plants, lights... http://poozers.com/wp-content/uploads/2014/05/Details-ground-floor-vestibule-Central-tree-of-life-modern-Glass-Stair-Railing-wooden-staircase-design-indoor-garden.jpg

 

Also, i'm not sure the Red is working here...

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    • Post in [decompiled] dz_blacksite
      Alright, I did some testing with the new detail sprites and found out how more specifically how they work. @Mamorex was on the right track but there's a few key things you left out. 

      Removing $alphatest from the material or adding $translucent

      First, the detail sprites material - it's 2 detail sprite sheets side by side, so version A and version B. The different versions have to have same sprite positions and sizes. You only specify version A coordinates in the .vbsp.


      Next up, the detail sprites masks. Red and blue are for wind offset -- so you can have different parts of the sprites sway in the wind differently, you can see Valve isolated some blades of grass for this effect. The green channel is a tint mask and controls how much the sprites are affected by the $worldspacetint. 

      That brings us to the world space textures. They seem to automatically get resized to fit the whole map area, so it you resize the map you'd have to resize the textures too.

      The world space tint texture is pretty self explanatory, controls what color to tint the grass, 127 grey means no tint. 

      The world space masks texture uses the red channel to select which version of the sprites to use -- 0 is version A and anything more is version B. 

      The green channel of the texture controls the sprite size -- 127 is default, with darker making the sprites smaller and brighter making the sprites larger. The vmt command $minimumspritesize controls the cutoff point for the sprites, so the sprites smaller than the specified value don't get rendered which can act as a placement mask. 

      I don't know what the blue channel of this texture does, changing it had no effect on the sprites for me. 

       

      All this means sprites still get placed by vbsp on map compile, so they still use displacement alpha for the placement, but the new masks can manipulate sprites size and color after map compile.


       

       
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