morozov Posted July 25, 2019 Author Report Posted July 25, 2019 8 hours ago, Interfearance said: So I always did 3d modeling, but I would use Iray materials for renders in Marmoset (to name one renderer). I usually use Keyshot. But when it comes directly to the content for the game, there is nothing better than to show it in the game engine. So you can not fool the viewer. 8 hours ago, Interfearance said: What kinds of materials do you use for source models? Do you make them, or are preexisting ones adequate? From situation to situation. For each model in different ways. UV models are designed to use one of the standard textures from the game. In case if I will be limit, I’ll just change the path from my textures to the textures from the developers. 8 hours ago, Interfearance said: Also is that a water blend texture, or are those particles on the water decals? I used 2 layers. Base layer - it is water, similar material like the aztec map. And second layer above a first - it is a blend texture with alpha. Interfearance and Lefty 2
Vanx Posted July 28, 2019 Report Posted July 28, 2019 (edited) cant await to playtest it, looks overwelming. Edited July 28, 2019 by Vanx
That50'sGuy Posted July 28, 2019 Report Posted July 28, 2019 I always liked the Swamp level in L4D2, so I'm glad to see this made! Lefty 1
morozov Posted July 29, 2019 Author Report Posted July 29, 2019 I heard that in the swamps people often disappear. I will be excited if you disappear in my swamp. A lot of work and a lot of things I want to do, before the first public playtest. Spoiler text_fish, Harry Godden, Anduriel and 24 others 20 7
morozov Posted August 10, 2019 Author Report Posted August 10, 2019 (edited) Swamp autocombine of props Hi Mapcore! Today, I want to show you, great stuff! I finally figured out the issue of auto-combination of props_static. I have a many props environment, tree, woods construction and others, and all built on a modular system. And I initially wanted that, as a result, they were clustered. But without the final problems and mistake at release. Quote Completed static prop combine. 12 clusters of group "woodwall_planks", average 9.9 models 13 clusters of group "wallframe", average 5.2 models 51 clusters of group "swamp_woodroad", average 4.7 models 25 clusters of group "swamp_cypress_medium", average 5.7 models 27 clusters of group "swamp_cypress_medium_leaves", average 6.1 models 29 clusters of group "swamp_cypress_medium_moss", average 5.8 models 35 clusters of group "swamp_cypress_medium_branches", average 4.3 models Props combined away: 859 Cluster models built: 192 Spoiler Edited August 10, 2019 by untor Freaky_Banana, Logic, Gawshaark and 13 others 12 4
gordonfeetman Posted August 10, 2019 Report Posted August 10, 2019 Yeah, at this point I'll just accept the fact that my map won't make it very far.. Gawshaark, Roald and Karthoum 3
El_Exodus Posted August 11, 2019 Report Posted August 11, 2019 On 8/10/2019 at 12:18 PM, untor said: Swamp autocombine of props Hi Mapcore! Today, I want to show you, great stuff!I finally figured out the issue of auto-combination of props_static. I have a many props environment, tree, woods construction and others, and all built on a modular system. And I initially wanted that, as a result, they were clustered. But without the final problems and mistake at release. What's your process of that if I may ask? I thought autocombine turned out unusable for us non-Valve plebs. Would be cool to see how it's done properly
Vaya Posted August 11, 2019 Report Posted August 11, 2019 5 hours ago, El_Exodus said: What's your process of that if I may ask? I thought autocombine turned out unusable for us non-Valve plebs. Would be cool to see how it's done properly https://developer.valvesoftware.com/wiki/Static_Prop_Combine you need the source filesfor the models + qcs. not sure if crowbar works.
morozov Posted August 12, 2019 Author Report Posted August 12, 2019 13 hours ago, El_Exodus said: What's your process of that if I may ask? I thought autocombine turned out unusable for us non-Valve plebs. Would be cool to see how it's done properly Its work for my, only on my content. I was make copy CS:GO folder and rename it to "game" (*//common/game/*) and change source folder for my source .qcs and .fbx files to "content" (*//common/content/*) and full recompile all my props. I think, if you want used original content, you must recompile it. Now i have a 2 copy CS:GO games: 1 - clear for play, 2 - for mapping. Then you need make a "*//common/game/csgo/scripts/hammer/spcombinerules.txt" Quote "wood_planks" //name of the combine group, used for the final model name in the level { // this is a stub qc that will be used to generate combined models "qc_template_path" "scripts/hammer/spcombinerules/qc_templates/wood_planks.qc" // max models per cluster using these peers "cluster_limit" 8 // don't cluster models greater than this far apart "distance_limit" 12 // these are models that can combine with each other "peers" { "models/swamp/woods/wood_rail_128.mdl" "" "models/swamp/woods/wood_rail_128_a.mdl" "" "models/swamp/woods/wood_rail_64.mdl" "" "models/swamp/woods/wood_rail_64_a.mdl" "" } } and now you need a stub file in "*//common/game/csgo/scripts/hammer/spcombinerules/qc_templates/example.qc" it eazy file Quote $cdmaterials "models\swamp\woods" $staticprop $surfaceprop "wood" $texturegroup wood_planks { { "wood_planks_a" } { "wood_planks_b" } } and now, need compile a map with Combine settings in VBSP -StaticPropCombine -StaticPropCombine_AutoCombine -StaticPropCombine_SuggestRules -KeepSources (for checking in hammer) -StaticPropCombine_ColorInstances (for checking after compile in game, it add random color for combined props) Serialmapper, sir goober, Squad and 3 others 6
morozov Posted October 2, 2019 Author Report Posted October 2, 2019 Radix, Vanx, Lefty and 22 others 21 4
Radix Posted October 3, 2019 Report Posted October 3, 2019 (edited) Looks really cool so far! Take care of player visibility! On 8/10/2019 at 12:18 PM, untor said: Hi Mapcore! Today, I want to show you, great stuff! I finally figured out the issue of auto-combination of props_static. Seems like you are still the only one who managed to make the autocombine feature work... I tried it for a while, but it still doesn't do anything. No errors, nothing at all... - So the *.qc (and the other source files) of your model has to be in "SteamApps/common/content/csgo/", right? - Anything special about the qc? Is there a chance that you could share an example *.qc file? - What about the other source files: Which file format? *.smd or *.dmx? - What compiler do you use to compile the model? (Is "Crowbar" ok? https://steamcommunity.com/groups/CrowbarTool ) On 8/12/2019 at 7:55 AM, untor said: and now, need compile a map with Combine settings in VBSP -StaticPropCombine -StaticPropCombine_AutoCombine -StaticPropCombine_SuggestRules -KeepSources (for checking in hammer) -StaticPropCombine_ColorInstances (for checking after compile in game, it add random color for combined props) - So these are your compile commands for vbsp: -StaticPropCombine -StaticPropCombine_AutoCombine -StaticPropCombine_SuggestRules -KeepSources -StaticPropCombine_ColorInstances -game $gamedir $path\$file ( -StaticPropCombine_AutoCombine makes it ignore your spcombinerules.txt afaik) - stub qc and spcombinerules.txt as you described above (according to this: https://developer.valvesoftware.com/wiki/Static_Prop_Combine ) - anything else? Edited October 3, 2019 by Radix
morozov Posted October 4, 2019 Author Report Posted October 4, 2019 10 hours ago, Radix said: Looks really cool so far! Take care of player visibility! Seems like you are still the only one who managed to make the autocombine feature work... I tried it for a while, but it still doesn't do anything. No errors, nothing at all... - So the *.qc (and the other source files) of your model has to be in "SteamApps/common/content/csgo/", right? - Anything special about the qc? Is there a chance that you could share an example *.qc file? - What about the other source files: Which file format? *.smd or *.dmx? - What compiler do you use to compile the model? (Is "Crowbar" ok? https://steamcommunity.com/groups/CrowbarTool ) - So these are your compile commands for vbsp: -StaticPropCombine -StaticPropCombine_AutoCombine -StaticPropCombine_SuggestRules -KeepSources -StaticPropCombine_ColorInstances -game $gamedir $path\$file ( -StaticPropCombine_AutoCombine makes it ignore your spcombinerules.txt afaik) - stub qc and spcombinerules.txt as you described above (according to this: https://developer.valvesoftware.com/wiki/Static_Prop_Combine ) - anything else? If you want, i can told with you in Discord and try to help you with Autocombine, and then you can help me write a tutorial on english)) Anduriel 1
Anduriel Posted October 4, 2019 Report Posted October 4, 2019 (edited) Yes, please write a tutorial Swamp is a map that I'm really looking forward to. Your detail work and the assets you create are so good. Keep up the good work! You're also motivating me to get better Edited October 4, 2019 by Anduriel
Radix Posted October 4, 2019 Report Posted October 4, 2019 (edited) 19 hours ago, untor said: If you want, i can told with you in Discord and try to help you with Autocombine, and then you can help me write a tutorial on english)) Sure, I can try to help you if none of the "tutorial guys" wants to. Further discussion via pm I suggest, I don't want to hijack your thread. Edited October 4, 2019 by Radix
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