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Yanzl's Source Emporium


Yanzl

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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.

Basalt

Most of the assets from the map Basalt.

9gUJslh.png

https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0

Breach

Assets from Breach. Over 600 models and over 100 materials. Includes a zoo map. 

67oKomW.jpg

https://www.dropbox.com/s/xsfp5kobdv22voa/Breach.zip?dl=0

Thrill

Assets from Thrill. Includes a zoo map.

HJLATWa.jpg

https://www.dropbox.com/s/tkgw959whnubnla/Thrill.zip?dl=0

Pitstop

https://www.dropbox.com/s/x6tn3b6nfo2u77d/Pitstop.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. 

KH1HtiC.jpg

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.

z32Yo7y.png

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.

RXQpKIF.png

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.

image.png.37835a9a335d8f5470f114f9131ab1a4.png

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 by Yanzl
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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)

off.png.11b588376ab8b0017abca8a726cc5427.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:

ERAEYLe.jpg

4. Either apply the color correction adjustments you want using adjustment layers or flatten the image and use the regular color correction tools. 

image.png.2c4bf57c03ab9d5aaa3cb670f3a89811.png

5. When you're happy with the result, crop the image to the LUT size - 1024 x 32 px. 

image.png.45c4e4ddcf07893eb1c7e60006e46300.png

image.png.60ab60e33723683947f9896e622600fc.png

6. Save the file as .raw with the following settings and move it into materials/correction. 

image.png.d8ed8aa48823495b596c4a0d478d0168.png

7. You can now reference that file in Hammer and color correction should work. Don't forget to pack it when uploading to workshop.

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