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FMPONE

What I'm Working On, 2014-Forever

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Good stuff, man! Some really cool shapes going on in the Season remake but I think the red in the "labs" makes the area a bit too sci-fi/techy but I'm sure there's plenty of experimentation left for the look.

 

The Grace stuff looks nice but I'm a bit worried about the maneuvrability of that displacement terrain.

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You're like some overclocked super machine, because you pump out so much amazing stuff in such short times!

 

I like how Season has very original visuals. Keep up the great work!  :hurg2: 

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The more people on Mapcore the better! We might have to donate to handle server costs tho O_O

 

Good stuff, man! Some really cool shapes going on in the Season remake but I think the red in the "labs" makes the area a bit too sci-fi/techy but I'm sure there's plenty of experimentation left for the look.

 

The Grace stuff looks nice but I'm a bit worried about the maneuvrability of that displacement terrain.

 

Really good feedback, thank you Puddy. I share the same concerns about Grace, I know I'm gonna have to clip it extremely well

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Next CSGO map pack: Operation FMPONE...  :v

 

From the screenshots, it looks like the maps have their assets and details created already; did you already block out the layouts? Planning on changing any of season? (noticed pit at B was missing)

 

haven't been able to attend the play tests recently but I gotta try out the new season!

Edited by kinggambit

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de_season... screens 1 to 4 are okay (~cs_agency style), but I dislike this bombsite. Looks like you used Portal textures. Even if the visibility is pretty good, I think this is too clean, I can't feel any battlefield.

You are doing a nice work to bring a new soul to this map anyway.

Edited by PouletFurtif

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Must be fun to roll your office chair around on these surfaces;
A3hSQa1.jpg

 

Also, I was wondering, is the name de_grace based on 'grace'  or ' de grâce'  -> french for the final blow?

In some wicked way I wish I was unemployed again, I barely have time to map besides work and my household! Looking proper!

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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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