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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. 

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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

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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.

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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)

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