clankill3r Posted February 5, 2016 Report Posted February 5, 2016 (edited) @NihilI just did your HAMMER: Advanced Tutorial #6 Part 1 Custom Textures tutorial and I dont think you have the normal map working, only the speculair map.Atleast I hope that is the case, else normal maps look really flat in source Edit:I made a grey texture and used the normal map from your tutorial and disabled speculair in the vmt and the normal map does work. I only expected a bit more from it.One note do, you use the normal map texture as a speculiar texture and have set that the alpha channel should be used. But the alpha channel is complete black. I think it looks a bit strange cause now you have a lot of specularity on places where you don't expect it. It would be better to have a specular texture as well. Now it might be a bit misleading. Still thanks do, great tutorials Edited February 5, 2016 by clankill3r NihiL 1 Quote
clankill3r Posted February 5, 2016 Report Posted February 5, 2016 (edited) For your tutorial HAMMER: Advanced Tutorial #6 Part 2 Custom Models (Props) your engine path is wrong.Check around the 8:42 mark, after you set it it's still red. You have to set it to the bin folder of 'Counter-Strike Global Offensive' so not of 'csgo'.For me it is:C:\My Programs\Steam\steamapps\common\Counter-Strike Global Offensive\binBut I readed that having this right is more important for DMX then SMD.----less important: I just figured out that if you do a scene export you end up with the same file. So you could have multiple models in 1 file and do a scene export to create multiple smd files I think. I thought you might like to know. Edited February 5, 2016 by clankill3r NihiL 1 Quote
clankill3r Posted February 5, 2016 Report Posted February 5, 2016 My first source model Furiosa and NihiL 2 Quote
NihiL Posted February 5, 2016 Author Report Posted February 5, 2016 (edited) Congratulations @clankill3r! Good job!About the issues:#1: The Normal/Specularmap: you're right! I didn't want to go through all the possible parameters you can have in a VMT and left that for the viewer to discover pretty much. Might make a good follow-up video at some point though. Yes, the alpha channel of the normal map is used as the specular map and my normal map is 3-channels so that could be improved hehe. I just didn't have a specular map for the texture and was too lazy to make one.#2: The engine path: interesting. The guide I was following said it should be "Counter-Strike Global Offensive/csgo" and I did indeed not notice at the time that the textbox in Blender turned red. Doesn't seem to make a difference when exporting SMDs though, as you said! Phew! Thanks for the feedback @clankill3r, that's very useful and good to know - for me and everybody else following along! Edited February 5, 2016 by NihiL Quote
clankill3r Posted February 5, 2016 Report Posted February 5, 2016 If you want I can look at your next tutorial before you release it to spot any errors etc. Quote
NihiL Posted February 10, 2016 Author Report Posted February 10, 2016 @clankill3r: That's a very nice offer but for new I'd rather push the videos out as quickly as possible (it's taking me long enough as is without dedicated 'testing') and as long as I don't make serious mistakes anywhere I feel like it's okay with the current process! I might come back to the offer later on though!Next episodes is out! This is the third installment in the custom assets series and, after explaining how to make custom textures, then custom props, goes into detail about how to pack all your assets into your BSP file using the free VIDE software:As always I hope this helps! That's a pretty big 45 minute tutorial series on custom assets done that everybody independent of favorite image editor and 3D modeling suite can use with only fully free software! Yay! Hope this helps, I'm already thinking about what topic to cover next! Ideas (in addition to the stuff that's been mentioned already in the thread) are always welcome! Freaky_Banana, Squad and Fnugz 3 Quote
NihiL Posted February 10, 2016 Author Report Posted February 10, 2016 Keep it up dude!Thank you very much, FMPONE, means a lot to me! Quote
NihiL Posted February 13, 2016 Author Report Posted February 13, 2016 @capslock I'm not sure what you mean with custom config? Can you elaborate? Quote
Radiofanat Posted February 16, 2016 Report Posted February 16, 2016 Hi, I saw on de_santorini FMPONE made some columns with displacements, can you show how to do that? NihiL 1 Quote
NihiL Posted February 16, 2016 Author Report Posted February 16, 2016 @NihiL sorry for late respond. http://steamcommunity.com/sharedfiles/filedetails/?id=623098704I made this map to learn how to apply custom config to any map in cs:goBut ı could not do that. There is 4 spawn in this map. 2t 2ct.what ı want in this map. I wanna change the warmup time and round time. and earn money amount when the map is loaded.sorry for my bad english, ı hope u understand what ı mean. I actually have no idea how to set game vars from a map. I think it is possible (although in a lot of cases there's server settings/plugins running with custom game modes that make the changes) but I honestly only have experience with standard defuse/hostage maps.Hi, I saw on de_santorini FMPONE made some columns with displacements, can you show how to do that?Hey, sounds interesting. Can you tell/show me which columns you mean exactly? There's a lot on the map! Quote
Squad Posted February 16, 2016 Report Posted February 16, 2016 Hi, I saw on de_santorini FMPONE made some columns with displacements, can you show how to do that?Hey, sounds interesting. Can you tell/show me which columns you mean exactly? There's a lot on the map! Fnugz and NihiL 2 Quote
NihiL Posted February 16, 2016 Author Report Posted February 16, 2016 (edited) Interesting. I hadn't heard of that method. Horrible tutorial (silent, huge scale, calls brushes rectangles) but very unique method. Problem with it, and correct me if I'm wrong here, is that flashbangs in CSGO aren't blocked by displacements. So I *think* (without testing) that you would get flashes even behind a pillar. Take a look at the Dust 2 Long T-side wall problem that pops up on Reddit almost every week (there was a thread just now in fact about it again) where you can throw flashes behind the wall and still get fully flashed.I'm also not quite sure what the point is to make cylinders this way when you can just use props or cylinder brushes, both of which work perfectly fine even with flashbangs. Is it for further deformation? Or texture alpha painting? EDIT: Yep, just tested it. Displacements do not block flashbang flashes. So I would not use them in CSGO for anything that is cover or vertical in any way that you can get behind. Not sure if there's a way with invisible brushes to block flashbang flashes that can be used in addition to the displacement to rectify the issue..? Edited February 16, 2016 by NihiL Quote
Squad Posted February 16, 2016 Report Posted February 16, 2016 Interesting. I hadn't heard of that method. Horrible tutorial (silent, huge scale, calls brushes rectangles) but very unique method. Problem with it, and correct me if I'm wrong here, is that flashbangs in CSGO aren't blocked by displacements. So I *think* (without testing) that you would get flashes even behind a pillar. Take a look at the Dust 2 Long T-side wall problem that pops up on Reddit almost every week (there was a thread just now in fact about it again) where you can throw flashes behind the wall and still get fully flashed.I'm also not quite sure what the point is to make cylinders this way when you can just use props or cylinder brushes, both of which work perfectly fine even with flashbangs. Is it for further deformation? Or texture alpha painting? EDIT: Yep, just tested it. Displacements do not block flashbang flashes. So I would not use them in CSGO for anything that is cover or vertical in any way that you can get behind. Not sure if there's a way with invisible brushes to block flashbang flashes that can be used in addition to the displacement to rectify the issue..?I think displacements block flashes just fine. The issue you mentioned seems to be because displacements don't have a backside. So in case of a pillar they go all the way around and they do block flashes (just tested it).The reason to use this method over props or cylinder brushes is easy. It's easier and faster than making a prop (and not everyone can make models) and it looks better than a cylinder brush. NihiL and El_Exodus 2 Quote
NihiL Posted February 16, 2016 Author Report Posted February 16, 2016 (edited) I stand corrected! You're right, I only tested a one-dimensional displacement.EDIT: Wow, I meant one-sided. Need. more. sleep. Edited February 19, 2016 by NihiL Quote
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