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Disco's Mapping Blog

#1
As you may know, I like to do lots of experiments in CS:GO mapping, and I like to share the cool stuff I create.  I'll update this thread with videos/screenshots of my CS:GO creations, and some explanation to how they are done.  

Here's a link to my YouTube playlist of mapping videos:  Playlist

Replies are welcome if they are on-topic, but please avoid mass-quoting and other things that clutter the thread   Angel
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#2


This video is a quick demo of some of the things I have been working on for my map, bhop_degree_2.

Showcased are an all-directional booster, as well as a pointer arrow, done using vscripts.
The glowing concrete texture is created with  self-illumination map, and a material proxy to adjust colour by player speed.
The wavy portal effect is done using the refract shader, and an animated normal map
The screen effect after leaving the portal is created using a point_clientcommand entity and the r_screenoverlay command.  The duration is dictated by a vscript.
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#3
Decal designs using blend modulators.

[Image: 4fVwCqC.jpg]

This effect is created using a blend modulator texture, on a normal 2 channel texture, or "blend" texture, on a displacement.
To put it simply, a blend modulate texture is a map of the thresh-hold value for what the first texture should transition to the second on a displacement.

Here is the VMT file for the material used:
Code:
"WorldVertexTransition"
{
"$basetexture" "RealWorldTextures/de_artcenter/concrete01"
"$basetexture2" "siesta/concrete_d"
"$bumpmap" "de_artcenter/concrete01_NRM"
"$bumpmap2" "siesta/concrete_n"

"$blendmodulatetexture" "disco/blenders/tree1"

"$surfaceprop" "Concrete"
"$surfaceprop2" "Concrete"
}


Blend modulate texture:                    Second concrete texture:
[Image: kR8KWG5.png][Image: fl2t3NT.jpg]
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#4
this is cool stuff, you have real potential
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#5
You're actually a nutty ass mapper. Good Job.
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#6
well would you look at that

disco is being a good mapper
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#7
So over the Christmas break I got a copy of Substance Designer and started getting some practice with it.  I've created a few textures so far but this is the first one I've used in source engine.  Normal map noise is too intense but it looks pretty nice after just throwing down 2 lights

[Image: R67kxnq.jpg]
[Image: Nf6pPvr.jpg]

If anyone wants me to create textures for them i'd be glad to do so for practice.  Provided they aren't too complicated.
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#8
Looks sick. Can I see the normal map?
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#9
They have been changed slightly since when I took the screenshot, but here are the Base Colour and Normal Map textures.  I tried to upload in full resolution, but Imgur converted them to JPG.  Message me if you want the proper download for them.

Here is the Substance Designer graph for the material
[Image: Dk0vbBw.png]
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#10
Screenshots of a new map I'm working on
[Image: 7B105FC9E781866B98F6B74ABB1DDBD31B7F78F6]

[Image: DBF2660DABBFFA85AD12325C924296D06F4ED42C]
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