Yanzl 936 Report post Posted May 9, 2018 (edited) Hey, I've decided to make a topic where I'll put together all the links to different stuff I've released for Source/CS:GO. Assets Assets from my CS:GO maps. Free for non-commercial use as long as you give appropriate credit. Breach Newly released assets from Breach! Over 600 models and over 100 materials. Includes a zoo map. https://www.dropbox.com/s/xsfp5kobdv22voa/Breach.zip?dl=0 Thrill Assets from Thrill. Includes a zoo map. https://www.dropbox.com/s/tkgw959whnubnla/Thrill.zip?dl=0 Cruise https://www.dropbox.com/s/q3ybhzd1p2q522t/Cruise.zip?dl=0 Resort https://www.dropbox.com/s/dwasa7bs5g3wo1a/Resort.zip?dl=0 Zoo https://www.dropbox.com/s/xehbw0k67tximp4/Zoo.zip?dl=0 Castle https://www.dropbox.com/s/e76x6st0nsbpafq/Castle.zip?dl=0 Water Pack Collection of 4 different water textures that work both on high and low shader settings. Free to modify. https://gortnar.com/vmt/liquids.zip Source Engine Tools Streamline the Source engine workflow. Mostly substance stuff. Substance Shaders (and templates) Newly updated shaders for Substance Designer and Substance Painter. Supports Diffuse, Envmap reflection, Specular reflection, Glossiness, Metallic (Diffuse tint), Fresnel ranges and LightmappedGeneric mode. Also includes Painter templates and export presets and a glossiness wizard filter for Painter that can be used to create glossiness and envmap mask maps from specular mask or roughness. https://gortnar.com/vmt/sbs_shaders.zip https://gortnar.com/vmt/painter_templates.zip VMT Editor PBR to Source A substance file and a VMT template that aim to match the PBR look as close as possible in Source (still a long way off). I don't suggest relying on this to make your materials (learn how Source handles materials instead), but it does an alright job with any PBR materials you might want to use in Source. Note that this converter only works on VertexLitGeneric. There's a brush version included but it requires manual tweaking based on the material. https://gortnar.com/vmt/pbr_to_source.zip Radar generator Generates CS:GO radar images, both regular and spectate versions. For multi level radars you have to use multiple generators and blend them together. Can be used with masks from Terri's auto radar. Requires you to make overview image, playable area and spawn/plant zone masks. https://www.dropbox.com/s/mij82s8x9q98189/radargen.sbsar?dl=0 Sun color calculator A quick test project, calculates the color of your light_environment direct brightness based on the fact that the final color depends on both ambient and direct. https://codepen.io/gortnar/full/xYJGLj/ If you have any questions, ask away! Edited May 6, 2019 by Yanzl 45 37 VeXserenity, Vaya, JohnDunphy and 79 others reacted to this Quote Share this post Link to post Share on other sites
Squad 2,754 Report post Posted May 10, 2018 This thread makes so much sense, it's weird it wasn't made before. Great job! 4 TECHNICKER, SirK, Yanzl and 1 other reacted to this Quote Share this post Link to post Share on other sites
catfood 748 Report post Posted May 10, 2018 great stuff man! btw those water shaders look awesome 2 gav and Yanzl reacted to this Quote Share this post Link to post Share on other sites
blackdog 4,443 Report post Posted May 10, 2018 This could change the workshop 2 Yanzl and TECHNICKER reacted to this Quote Share this post Link to post Share on other sites
General Vivi 1,604 Report post Posted May 10, 2018 This is great! Thanks for posting. 1 Yanzl reacted to this Quote Share this post Link to post Share on other sites
That50'sGuy 512 Report post Posted May 10, 2018 Wow! Thank you so much! I love all your content! 1 Yanzl reacted to this Quote Share this post Link to post Share on other sites
Vilham 1,239 Report post Posted May 13, 2018 Awesome. 2 That50'sGuy and Yanzl reacted to this Quote Share this post Link to post Share on other sites
Overflow 3 Report post Posted May 13, 2018 Wow! These are awesome thanks for sharing these. Pbr to Source link is dead btw. 2 That50'sGuy and Yanzl reacted to this Quote Share this post Link to post Share on other sites
Yanzl 936 Report post Posted May 16, 2018 On 5/13/2018 at 1:42 PM, Overflow said: Wow! These are awesome thanks for sharing these. Pbr to Source link is dead btw. Fixed the link, thanks! 1 Overflow reacted to this Quote Share this post Link to post Share on other sites
Yanzl 936 Report post Posted August 7, 2018 I've updated the Substance Painter shader to support the new 2018.2 update and added panorama radar generator with multiple color presets based on different Valve maps. https://www.dropbox.com/s/zegqf63yt1tt40u/radargen_panorama.zip?dl=0 7 4 Freaky_Banana, esspho, VIOLATION and 8 others reacted to this Quote Share this post Link to post Share on other sites
trevor 4 Report post Posted September 15, 2018 Allowing non-commercial access to all this is insane man. I know once I finish my first layout attempt that the radar generator will be immensely helpful. All these assets as well are astonishing as well. 1 Yanzl reacted to this Quote Share this post Link to post Share on other sites
maxgiddens 67 Report post Posted October 30, 2018 Can you add in that color correction thingamabob you made for photoshop? Quote Share this post Link to post Share on other sites
Yanzl 936 Report post Posted October 31, 2018 I didn't make any Photoshop specific things, but here's the process for making a color correction file in Photoshop: 1. Download this image (this is the off.raw color correction LUT you can find in materials/correction, converted to png) 2. Open a screenshot of your map in Photoshop. 3. Drag the above LUT onto the Photoshop file. Don't change the scale. Move it to a corner. It should look something like this: 4. Either apply the color correction adjustments you want using adjustment layers or flatten the image and use the regular color correction tools. 5. When you're happy with the result, crop the image to the LUT size - 1024 x 32 px. 6. Save the file as .raw with the following settings and move it into materials/correction. 7. You can now reference that file in Hammer and color correction should work. Don't forget to pack it when uploading to workshop. 15 7 Edude, Rump3L, El Moroes and 19 others reacted to this Quote Share this post Link to post Share on other sites
Sklär 13 Report post Posted November 24, 2018 (edited) Woah I didn't know Hammer could do that. That's sick. Edited November 24, 2018 by Sklär 1 Interfearance reacted to this Quote Share this post Link to post Share on other sites
blackdog 4,443 Report post Posted November 25, 2018 I’m not sure I understand, is the LUT meant to disappear during editing to give proper colour balance, or is it gonna be modified by the adjustment layers and you save that result? Quote Share this post Link to post Share on other sites