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de_nuke_zoo [New content resource]


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Posted (edited)

Today I found out, via r/csmapmakers, that Valve also added a de_nuke_zoo.vmf to the update.

It is amazing! It follows in the footsteps of the prop libraries A Boojum Snark made for TF2

ZooFull.thumb.png.318046a98df5ca25c00ddf

PropZoo.thumb.jpg.17335030dcded509ea2ae1

TextureZoo.thumb.png.73840307c98baed6d5d

So if you want to get an eye for the new content, and see what has been made available, go take a look!
You can find the vmf in your common\Counter-Strike Global Offensive\sdk_content\maps directory.

 

Edited by Tyker
Posted

Yes. You need to extract a shitload of props from the bsp though. I zipped them and uploaded it here. Extract into csgo\models\props\autocombine\de_nuke.

Works for me without any fuss. Just opened the .vmf and it was all good.

Posted (edited)

My favourite new props are without a doubt the moving clouds:

models/props/de_nuke/hr_nuke/nuke_skydome_001/nuke_skydome_002.mdl
models/props/de_nuke/hr_nuke/nuke_skydome_001/nuke_skydome_003.mdl

Render a cloudless sky scene in your preferred modeling package and use that as a 2D skybox. Add these props to your 3D skybox. It looks very good.

Worth to note on the topic is that Valve also added a new, better looking sun flare that DOESN'T flicker when aiming at it:

sprites/nuke_sunflare_001

Edited by grapen
Posted

Content creators should take note of Valve increasing the standards for CS:GO level design in more than one way. With new nuke it's evident they are creating textures in 2048*2048 and then downscaling them on brushes to 0.125, doubling the amount of pixels per hammer unit. This is basically making me regret everything right now..

Posted

I get this:

huAMQ0G.jpg

The same happened to me before I extracted the models where you said. Weird that it happens only to some of us.

I like their new approach to props in terms of making them in neutral grey, so you can customize the color. Gives more room to make custom maps feel different and have their own color style.

Posted

Anyone else notice they're using these generic envmaps for basically anything with specularity now, instead of cubemap reflections? It seems sort of like a faked PBR to me, since cubemaps do tend to make everything look like they've got a coat of oil.

I think it looks pretty good.

And also the return of 3D Shaded Textured. NICE

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