[CS:GO]Death Valley

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Re: [CS:GO]Death Valley

Postby Fi3nD on Sun Sep 09, 2012 1:07 am

MaK wrote:You should look into adding a blendmodulate texture. It would help the alpha blending on your displacements look better.

I used this an it looked the same as before. $blendmasktransform "center .5 .5 scale 1 1 rotate 0 translate 0 0"

Then I tried $blendmodulatetexture "center .5 .5 scale 1 1 rotate 0 translate 0 0"

Here's a pic:
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nub wrote:Oh yeah you definitely don't want to use anything below 512x512 pixels when it comes to world textures (aside from trim textures and stuff). Hell, if I'm using custom textures I tend to stick to 1024x1024.

Ya the sand texture is 1024x1024 I think. The street texture I used is 512x512. But when I try to blend the two the sand texture is set to 128.


In the link Mak posted at the bottom it says "$basetexture2. 128 is normal". Do know of anyway to change the default size? An how to fix the blend? A little confused haven't messed with textures an blending much.
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Re: [CS:GO]Death Valley

Postby mookie on Sun Sep 09, 2012 1:47 pm

It looks like it's using purple checkerboard for the modulation. Could you post the entire VMT file for this material, and list any custom VTF files you've created that you're using for it? Normally I believe a blend-modulate material uses three textures: the two textures to be blended, and a third texture that specified the hardness of the blend at any particular point.
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Re: [CS:GO]Death Valley

Postby MaK on Sun Sep 09, 2012 11:07 pm

You don't need to do the center thing, that's only really an issue with alien swarm I think. All you need in your vmt is something like: "$blendmodulatetexture" "mak/mak_blendtexture"
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Re: [CS:GO]Death Valley

Postby Fi3nD on Mon Sep 10, 2012 1:10 am

MaK wrote:You don't need to do the center thing, that's only really an issue with alien swarm I think. All you need in your vmt is something like: "$blendmodulatetexture" "mak/mak_blendtexture"


Got it to work but the street blend doesn't look that good here's some pictures:

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I like this look better then the blend:
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Other:
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Re: [CS:GO]Death Valley

Postby nub on Mon Sep 10, 2012 2:23 am

Yes, have the sand displacements pile on top of the road (rather than the opposite), but still use the blending so you don't get those hard edges where the sand ends and the road begins. The modulate texture you used looks really good in my opinion.


As for the rock textures. I think you should keep the one you're currently using, but only use in on cliffs and large boulders. But use a different texture when painting the ground. It just looks too repetitive painting the sane rock texture that all the boulders and cliffs use on the ground. Your map needs more noise.


And a few dried up shrubs here and there wouldn't hurt at all. Even some cacti would look good.
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Re: [CS:GO]Death Valley

Postby MayheM on Mon Sep 10, 2012 9:02 pm

Roads are looking a lot better in the new pics. A nice dust particle effect on the edges of the road blowing onto them would be sweet! It would also be sweet to have some birds circling overhead. Maybe even some half buried broken down cars on the side of the road. And I agree with nub, some simple dead shrubs would be nice.

All and all it looks pretty awesome man.
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Re: [CS:GO]Death Valley

Postby cpl. punishment on Mon Sep 10, 2012 9:59 pm

Also, what about half buried building framework, or something?
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Re: [CS:GO]Death Valley

Postby Fi3nD on Tue Sep 11, 2012 4:31 am

nub wrote:Yes, have the sand displacements pile on top of the road (rather than the opposite), but still use the blending so you don't get those hard edges where the sand ends and the road begins. The modulate texture you used looks really good in my opinion.


As for the rock textures. I think you should keep the one you're currently using, but only use in on cliffs and large boulders. But use a different texture when painting the ground. It just looks too repetitive painting the sane rock texture that all the boulders and cliffs use on the ground. Your map needs more noise.


And a few dried up shrubs here and there wouldn't hurt at all. Even some cacti would look good.

Its not the texture blend it looks great for the road. Its just the way the shadow of the displacement shows up. I dont like the way it looks. Still debating on keeping it or just going with no blend.

Ill try some different rock textures.
I might use this texture instead of the rock an sand blend as like a hard sand.
Image
(Just have to re-size it. Texture from CS 1.6)

Added some dry shrubs an trees. Think i'm going to add more been looking at some pics on Google an not all the shrubs look so dead or the trees but the default models in CS:GO aren't that great not a lot to chose from going to look around.

Some concept pictures I've been looking at:
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MayheM wrote:Roads are looking a lot better in the new pics. A nice dust particle effect on the edges of the road blowing onto them would be sweet! It would also be sweet to have some birds circling overhead. Maybe even some half buried broken down cars on the side of the road. And I agree with nub, some simple dead shrubs would be nice.

All and all it looks pretty awesome man.


Thanks man. Ya Still getting around to the particles an dust. I have one ported from cs:s but it looks like a flat sprite floating in the air Ill take some pics.

cpl. punishment wrote:Also, what about half buried building framework, or something?


Their are some if you look closely.

Update:
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(added the bridge)
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Re: [CS:GO]Death Valley

Postby Dives on Tue Sep 11, 2012 5:06 am

I see some weird shadowing where the sand meets the road. You can disable shadow casting on a material by creating a new material file for it with $alphatest 1. Just make sure it doesn't have an alpha channel or you might end up with invisible sand.
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Re: [CS:GO]Death Valley

Postby nub on Tue Sep 11, 2012 5:57 am

Figured there wasn't much he could do about that since he's overlaying displacements. Those weird shadows tend to appear when you do that.

He could integrate the roads in to the terrain displacements instead of making the roads a separate displacement, but he wouldn't be able to get the angled roads if he did; unless he used some vague asphalt texture that didn't have any lines painted on it to resemble a road. But that would probably look a bit strange.

I really wish Source had a road tool like Cryengine 3 does. It would be so unbelievably convenient.
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Re: [CS:GO]Death Valley

Postby Fi3nD on Wed Sep 12, 2012 3:58 am

Dives wrote:I see some weird shadowing where the sand meets the road. You can disable shadow casting on a material by creating a new material file for it with $alphatest 1. Just make sure it doesn't have an alpha channel or you might end up with invisible sand.



It worked thanks man.

nub wrote:I really wish Source had a road tool like Cryengine 3 does. It would be so unbelievably convenient.


That would be nice.

Found a pavement texture to use for the road looks way better with $alphatest 1 and the blend. I'm think about remaking the 3d skybox. I changed the rock texture an added some more boulders an sand dunes. It was making it look a little repetitive.
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I added a smoke dust particle . you can barley see it in some of the pics. I made the default color on the dust particle yellow but they look black idk.
Some update pics:
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Re: [CS:GO]Death Valley

Postby nub on Wed Sep 12, 2012 5:50 am

Looking much better. As for the dust; I say just drop it. It looks really strange since it's rendering black.

I think the next thing you should do is find a more suitable sky texture. One that matches the brightness of your light_environment. For now, I'd say just stick with the Dust skybox and light_environment settings as a placeholder until you can find a good, custom sky texture.
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Re: [CS:GO]Death Valley

Postby Fi3nD on Thu Sep 13, 2012 12:30 am

The skybox texture did look a little off.

I ported the CS:S sky texture in. The CS:GO one had buildings every where. I also found another custom one

Which one do you guys think looks better?

CS:S Dust sky:
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Custom Sky:
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Last edited by Fi3nD on Thu Sep 13, 2012 12:45 am, edited 1 time in total.
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Re: [CS:GO]Death Valley

Postby Gary on Thu Sep 13, 2012 12:43 am

Custom one.
Have a question related to modding or something I posted? Something that needs staff attention? I haven't been active lately, but feel free to PM me or message me on Steam(link below)

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Re: [CS:GO]Death Valley

Postby Fi3nD on Thu Sep 13, 2012 4:24 am

Gary wrote:Custom one.


It does look better.

One more problem. It's always the little things :smt021.

I'm compiling with light setting: -both(HDR an LDR) -finale blah blah(takes its sweet time)

The light on certain props are looking like crap with HDR. When I compile with no hdr just ldr the road displacements get darker. I want the full compile HDR an LDR. Anyone know how to fix the lighting on the car models an weapons on the ground?

Picture of hdr car:
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(HDR turns the model on full bright same with the models for the weapons you drop)

Displacement:
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