CS2's Windows

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LED

LED

Күн бұрын

Пікірлер: 265
@jorge69696
@jorge69696 8 ай бұрын
Another great video, 3kliksphilip!
@gimok2k5
@gimok2k5 8 ай бұрын
Indeed, even if he sounds a touch less english this time around. Ah, maybe he got 2kliksphillip to do the voice-over or something... :P
@barrupa
@barrupa 8 ай бұрын
4kliksphilip
@gaebreeuhl
@gaebreeuhl 8 ай бұрын
no we're missing caboosing
@residays
@residays 8 ай бұрын
@@gaebreeuhl Caboosing was on break. He was playing for too long.
@AgsmaJustAgsma
@AgsmaJustAgsma 8 ай бұрын
@@barrupaRGBkliksphilip
@combinefan2006
@combinefan2006 8 ай бұрын
as someone who has spent about 2,000 hours on gm_construct 13 i can safely say that the flat window textures in source 1 also use concrete for it's texturing, so at least valve is consistent.
@hxgonic
@hxgonic 8 ай бұрын
This effect was also used in some source 1 games too! Take the light strips in portal 2 for example, they are simply a flat image but they have this same effect applied to them to give them depth
@LEDs
@LEDs 8 ай бұрын
Interesting... I've never used portal 2's version of the source engine, so I didn't know
@commodore7331
@commodore7331 8 ай бұрын
i think this only applies to the lights used in the puzzlemaker which was added after released, the ones in the base game render actual lights behind the glass.
@kiogmd
@kiogmd 8 ай бұрын
i was going to write the same comment but ok
@TechnologicallyTechnical
@TechnologicallyTechnical 8 ай бұрын
That technology wasn’t new when Portal 2 came out, the Source engine had that capability upon release back in 2004, and Valve even demonstrated it over a year earlier at E3.
@TinyDeskEngineer
@TinyDeskEngineer 8 ай бұрын
​@@commodore7331 The puzzlemaker lights use the same model as those used in the campaign.
@FBombFitzgerald
@FBombFitzgerald 8 ай бұрын
When your video began explaining how you were running out of wall/stair/window related items to talk about in TF2, I was really hoping you'd say you were "running into a wall" with the topic.
@blockwearingman
@blockwearingman 7 ай бұрын
yo i think we know eachother
@Positroni
@Positroni 8 ай бұрын
This seems like an evolution of the Portal 2 lights that use parallax to simulate depth. Really cool shader trick.
@dsobransingh
@dsobransingh 8 ай бұрын
i use arch btw
@drevcronsole
@drevcronsole 8 ай бұрын
I use arch btw
@mr.shplorb662
@mr.shplorb662 8 ай бұрын
I use arch btw
@ChiliCheeseNuggies
@ChiliCheeseNuggies 8 ай бұрын
I use arch btw
@duc6639
@duc6639 8 ай бұрын
I use arch btw
@cvico12
@cvico12 8 ай бұрын
when i saw that thumbnail i tought this was a 3kliksphilip video lol
@camerontodd4686
@camerontodd4686 8 ай бұрын
It’s close, but there’s no lens flare in the thumbnail
@cvico12
@cvico12 8 ай бұрын
@@camerontodd4686 true
@D_037
@D_037 8 ай бұрын
Shaders and computer graphics is absolutely magical. The fact that a thin plane can render depth is amazing to me. It's like that illusion of infinite depth from two one-way mirror and led strips type of stuff. So cool!
@noxmore
@noxmore 8 ай бұрын
Totally agree! If you don't know him already, Acerola makes videos going behind the scenes into more graphics programming stuff, i highly recommend his videos
@impulse_76
@impulse_76 8 ай бұрын
Furry
@wclifton968gameplaystutorials
@wclifton968gameplaystutorials 8 ай бұрын
I believe they also used the Parallax Effect in the Unreal Engine 5 tech demo they released a couple years ago as a proof of concept which makes game worlds more realistic while reducing development time of it's implementation in the game world over building traditional rooms behind windows as seen in CS:GO or the Hitman series.
@MrMoon-hy6pn
@MrMoon-hy6pn 8 ай бұрын
Fairly certain that unreal demo (lumen in the land of nanite I think it was) made heavy use of nanite not parallax mapping. Which is a very different technique.
@JayTheComputerGuy
@JayTheComputerGuy 8 ай бұрын
@@MrMoon-hy6pni think he’s talking about the matrix awakens ue5 demo
@randoguy7488
@randoguy7488 8 ай бұрын
It's also used in Forza Horizon 5 (came out one month before the demo) and PlayStation's Spider Man
@aleksihiltunen7063
@aleksihiltunen7063 8 ай бұрын
@@randoguy7488if you are talking about the spider man fake interior effect, that’s not exactly the same effect but very similar. Parallax mapping is relatively easy shader effect that has been used for many many years now. You are absolutely right, this is nothing new. Really cool effect though
@randoguy7488
@randoguy7488 8 ай бұрын
@@aleksihiltunen7063 You're right, I looked up "Spiderman interior mapping" and apparently it is called "interior mapping" haha. There's an article on gamedeveloper by Joost van Dongen describing how he came up with it in 2007, so 6 years after parallax in 2001.
@Gustavofrompizzatower
@Gustavofrompizzatower 8 ай бұрын
those are certainly windows
@i_like_vids
@i_like_vids 8 ай бұрын
Yep
@zzyxxyzz5442
@zzyxxyzz5442 8 ай бұрын
im no window expert but yea those seem to be windows
@hxgonic
@hxgonic 8 ай бұрын
you might be right there. Definitely windows
@ico1
@ico1 8 ай бұрын
A certified window recognizer.
@perplxxd
@perplxxd 8 ай бұрын
who made you mayor of windowtown
@HaHAjax
@HaHAjax 8 ай бұрын
The skyscraper windows in a few of the Spiderman games made by Sony also use parallax, albeit a different variant. They basically show what appears to be an entire 3D modeled room, but it's entirely flat. That might be an interesting thing you could look into in another video :)
@LEDs
@LEDs 8 ай бұрын
There are so many cool applications of the parallax effect that people have brought to light with me recently, they're incredible to see
@gaebreeuhl
@gaebreeuhl 8 ай бұрын
wait where's the caboosing music
@turd2937
@turd2937 8 ай бұрын
i like to imagine this guy is just a multi-dimensional source game traveler that likes to look at walls.
@ryanbrunette3870
@ryanbrunette3870 8 ай бұрын
the normal map has an Alpha layer added after the normal map was made. Not sure what it is used for but the alpha is not being rendered in the previews. Because the alpha is not pre multiplied it doesn't affect the colour.
@FoxSpaceMagik
@FoxSpaceMagik 8 ай бұрын
Solid thumbnail
@SneedFeedAndSeed
@SneedFeedAndSeed 8 ай бұрын
NO! THAT IS NOT SOLID-
@MirelRC
@MirelRC 8 ай бұрын
I've came here expecting a video of how windows on exterior doesn't match the windows in the interior, but I've got informed on how the windows are made in CS2. Cool video.
@thebreadman7487
@thebreadman7487 8 ай бұрын
Man I wish TF2 was on source 2
@ziphy_6471
@ziphy_6471 8 ай бұрын
I don't.
@maciejlehr4874
@maciejlehr4874 8 ай бұрын
​@@ziphy_6471Why 😭
@TinyDeskEngineer
@TinyDeskEngineer 8 ай бұрын
After having to install CS2 (For Hammer++) I really hope that never comes to fruition. Or at least if it does, that it's a separate game instead of replacing current TF2.
@ziphy_6471
@ziphy_6471 8 ай бұрын
@@maciejlehr4874 My potato pc will spontaneously combust.
@maciejlehr4874
@maciejlehr4874 8 ай бұрын
@@ziphy_6471 Pretty sure it would be more fluid than before due to better code
@1ups_15
@1ups_15 2 ай бұрын
even if quite limited, it's awesome to see that's it's possible to do this kind of thing out of the box in the source 2 engine! when you said it was parallax mapping I was 100% ready for you to explain shader code haha
@LEDs
@LEDs 2 ай бұрын
I wonder if we'll get any other interesting tricks/hacks in the future
@elliejohnson2786
@elliejohnson2786 8 ай бұрын
Skyrim is well known for having many graphical limitations, but it also actually uses parallax on ice! Even in 2011, this technique has been used in games that released quite dated, so it's quite an old and still very effective technique by today's standards.
@GraveUypo
@GraveUypo 8 ай бұрын
if i'm not mistaken, it's even in oblivion. i recall seeing this there.
@rKaype.
@rKaype. 8 ай бұрын
Certain the Concreate Texture has an Alpha mask baked in and used for the scuffs and scratches on the windows. The Curtain texture in which you were seeing a frame and trees are just artifacts from that part not being textured because they're using a mask to mask that artifacting out (The mask right below it). Would've possibly been cheaper and easier to have baked that mask into the Alpha channel of the Curtain Texture which is something I'm interested into why they didn't do that since POM is already pretty expensive to render.
@Povilaz
@Povilaz 8 ай бұрын
Very interesting!
@RT-.
@RT-. 8 ай бұрын
Is that your cat?
@StaleCroissant_
@StaleCroissant_ 8 ай бұрын
Hey, VFX Artist (student) here! The way parallaxing works is by offsetting the UV's based on the angle on the camera in comparison to the vertex normal of the mesh. A parallax generally used "steps". For each steps of the parallax a certain area of the material gets masked out. It's kind if like how those paper calanders work, but with greyscale images. Ussually parallaxing is pretty expensive since the ammount of layers you need to get a detailed effect can get pretty high. That's why more games are leaning towards depth refection (at least for this type of effect), rather than parallaxing.
@LEDs
@LEDs 8 ай бұрын
This video here is a fantastic resource for understand parallax mapping: kzbin.info/www/bejne/mX6ag517qb96ftksi=JEC2PipBAI1vF7lr
@gamejoker977
@gamejoker977 8 ай бұрын
I think the same or similar windows were used in Half-Life Alyx in a few instances. This has given me some inspiration to create some possible trippy textures with some cool depth in vr, wish me luck on my experiments!
@lonesomevinn
@lonesomevinn 8 ай бұрын
i was expecting a buff engineer parallax behind a window as a joke
@craftablescience
@craftablescience 8 ай бұрын
weird that no one's mentioned it yet, but Source 1 has a material editor too! it looks like the source 2 version of the tool is based on it you have to launch in tools mode to open it, its called "Material Editor" just like source 2 and is in the same place the particle editor, commentary editor and ActBusy tools are located
@LEDs
@LEDs 8 ай бұрын
Interesting
@leaf_up
@leaf_up 7 ай бұрын
Wow, this is my favourite part of texturing! Ok you've convinced me, I gotta make a CS2 map! Never played the game though
@stevethepocket
@stevethepocket 6 ай бұрын
You might try hunting down places where map makers hang out online and ask around if anyone needs texture work done. I have no idea how map makers and asset makers find each other in this age of impersonal social media, but clearly they do because you never see maps get adopted that are all just stock assets that shipped with the game anymore.
@Galko655e
@Galko655e 6 ай бұрын
The reason concrete texture for glass is to imitate the dirty window. It's easy to setup from concrete to glass: set color to alpha & select primary color of concrete.
@Wilzzub0b
@Wilzzub0b 8 ай бұрын
This is the first video I've seen from you and the quality and attention to detail is impressive. I checked your other CS2 videos and they were just as good. Great content man, hope you keep exploring CS2 more!
@LEDs
@LEDs 8 ай бұрын
I definitely plan on it!
@minerkey682
@minerkey682 17 күн бұрын
its a good use of the effect, rather than simply adding parallax-occlusion mapping to everything and having to use like 20 steps to get it looking good. Some GPUs don't tend to handle shaders like this very well, so it makes more sense to use it sparingly
@Cyberfishofant
@Cyberfishofant 8 ай бұрын
0:28 ooo lemmy guess it's the same shenanigan as p2 had
@WoodmanTK
@WoodmanTK 8 ай бұрын
great videos and the best channel name
@jerichohasfun
@jerichohasfun 7 ай бұрын
Filled glass bottles in half life Alyx and I believe the Molotov works in a similar way.
@pux0rb
@pux0rb 8 ай бұрын
Ellie D, thank you for another great video!
@nixel1324
@nixel1324 8 ай бұрын
3:06 I suspect the preview display doesn't support transparency, which it looks like the normal map uses somehow. And just transparency by the looks of it, not the usual (or normal, if you will) colors.
@666nevermore
@666nevermore 8 ай бұрын
Parallax is everywhere. Sometimes displacement isn’t affordable. It’s a famous technique used to do building windows, it’s not a valve technique at all. It’s actually quite simple, the UV of the texture is deformed based on the camera tangent space. It is honestly used for a lot of things other than faking depth on windows, it’s a little bit expensive to iterate in a loop in the graphics card, so it’s not used lightly
@LEDs
@LEDs 8 ай бұрын
It's not simple at all. You just happen to (supposedly) understand it. There are different types of parallax mapping, each with its pros and cons. The version in CS2 only uses three steps, so it's not expensive, but true parallax occlusion mapping is.
@666nevermore
@666nevermore 8 ай бұрын
@@LEDs in computer graphics or graphics programming this is the standard since many years. The very basic concept of parallax was even present in old 2d games, websites etc. Then there are more aggressive algorithms (should be linear: the higher the steps the more expensive, I think it is O(n) linear in general but I could be wrong). Anyway I have nothing against you or whatever I didn’t want to pass this vibe sorry, just that in my opinion it sounded like you were complimenting valve for a very standard practice while they actually do some incredible stuff that only valve does
@JarvisDezvoltator
@JarvisDezvoltator 8 ай бұрын
Your videos are so relaxing and interesting at the same time I really love it thank you
@LEDs
@LEDs 8 ай бұрын
😊
@ferenccseh4037
@ferenccseh4037 8 ай бұрын
Knowing I made a shader that does this and also fills the space in between in godot makes me feel pretty intelligent
@chyza2012
@chyza2012 8 ай бұрын
Parallax mapping isn't actually that fast on modern gpus, they're great at rendering tons of geometry but comparatively slow at accessing memory quickly, and parallax shading requires multiple dependent texture reads (meaning a texture access depends on a previous result so has to wait for it and can't be done in parallel). Depending on a bunch of factors tesselation (aka displacement mapping) can actually be faster. I'm pretty sure the effect used on the windows is different than regular parallax mapping though, it being distinct layers rather than a single texture controlling the displacement makes it much faster, and that's why valve used it instead of extra geometry.
@HenrichAchberger
@HenrichAchberger 8 ай бұрын
for brick textures you only need one layer, but uv offset amount is driven by height texture, that creates continuous surface. however if tat is not enough and creates artifacts you need to use parallax occlusion mapping which is more fancy -layered version of same effect I didnt spend 2000 in csgo but I spent 12000 hours as tech artsit
@LEDs
@LEDs 8 ай бұрын
There is no parallax occlusion shader in CS2. This three layer parallax shader looks to be steep parallax mapping limited to three steps.
@Wadetata
@Wadetata Ай бұрын
5:13 I CANT UNSEE IT I CANT UNSEE IT I CANT UNSEE IT
@TRGavin
@TRGavin 8 ай бұрын
i love your videos dude this shit is fire
@Joe-dy7bb
@Joe-dy7bb 8 ай бұрын
I clicked the thumbnail thinking it was a 3kliksphilip video
@perify_
@perify_ 8 ай бұрын
In Half-Life Alyx, there is a particular brick texture that uses the parallax effect. I can't refer you to the name of said texture but you can definitely make convincing parallax non-transparent materials in source 2. (I'll have a look for it and if I come across it I'll leave it here) Edit: I managed to find the texture. It is "brick_2a_parallax". If I'm wrong about my suggestion please be free to correct me.
@bengregg2632
@bengregg2632 8 ай бұрын
YESSS, I was gonna comment about the same thing. The odd thing about that brick texture is that I don't recall it ever being used anywhere within HL:A... makes me wonder if it was just made to test the shader and the devs decided "nah, let's not use this shader for [insert development/performance reason here]"
@LEDs
@LEDs 8 ай бұрын
Is it a 3-layer parallax shader or full-on parallax occlusion mapping?
@bengregg2632
@bengregg2632 8 ай бұрын
@@LEDs I THINK it's a proper parallax occlusion shader, but the way it renders is VERY similar to the 3-layer parallax shader (just a series of layers, except with a near-infinite number of layers and each layer is dictated by a depth map). idk if that's how parallax occlusion shaders work in other game engines
@bengregg2632
@bengregg2632 8 ай бұрын
@LEDs the parallax shader (in HL:A) is called "Vr Parallax Occlusion", if you want to toy around with it
@Mici1
@Mici1 8 ай бұрын
"This is LED switching off" wait that outro kinda goes hard
@PumpkinHook
@PumpkinHook 8 ай бұрын
At 3:05, you talk about how the material uses a Normal Map with seemingly no detail Looking at the texture in the file explorer we can see it has an Alpha Channel, meaning there is likely more information stored through just the alpha, although I cannot say what information as I havent explored the CS2 materials myself personally. Edit: Thinking on it and seeing how replacing the normal map with a blank one changes the effect; it is possible the alpha texture is some form of bump map texture? Although that is an assumption built from the lack of information seen.
@LEDs
@LEDs 8 ай бұрын
That could be true
@vibaj16
@vibaj16 8 ай бұрын
CS2 does support full on parallax occlusion. It's used for bullet holes and I think for water ripples.
@LEDs
@LEDs 8 ай бұрын
You can't use it though.
@vibaj16
@vibaj16 8 ай бұрын
@@LEDs sadly
@tehjamerz
@tehjamerz 8 ай бұрын
Ive recently noticed that CS2 has a fisheye lens at all times. Textures on the edges of your screen are more legible, and larger, than those in the center
@linuxization4205
@linuxization4205 8 ай бұрын
That's called perspective view. It's in almost every 3D game, and the first 3D games have it as well.
@michealmach
@michealmach 8 ай бұрын
Was there a way to move around the texture cube while moving the parallax slider? I think it would’ve been really helpful to further visualize the difference 4:46
@LEDs
@LEDs 8 ай бұрын
Yeah, you can move it to whatever orientation you like. In this example, I moved it to that angle so you could see the curtains move towards (left) or away (right) from the surface of the window
@abdel-azizs5720
@abdel-azizs5720 7 ай бұрын
Im sorry but that thumbnail is amazing
@zyhgar25
@zyhgar25 8 ай бұрын
Parallaxes are fucking cool i first saw this in use in stalker that made bricks and walls really pop out broke my mind back then.
@smartix2277
@smartix2277 8 ай бұрын
isn't this similar to the lightpanell in portal 2?
@Nacil_54
@Nacil_54 8 ай бұрын
It is.
@autismspirit
@autismspirit 8 ай бұрын
Literally the same shader. LED likes to pretend that all of this stuff is unknown magic for some reason.
@MrMagicSandwich
@MrMagicSandwich 8 ай бұрын
Heavy like a brinks truck
@vulcan6460
@vulcan6460 8 ай бұрын
2:29 Reminds me of those crazy cube textures you see in Shin Megami Tensei V's Taito region. Is this what was actually going on? I remember it being one of the coolest things I've seen in a video game.
@krispyking2450
@krispyking2450 8 ай бұрын
other modern games like the recent spider-man ps games also do this but they parallax whole interiors not just curtains like cs2
@LEDs
@LEDs 8 ай бұрын
Awesome stuff
@grande1900
@grande1900 6 ай бұрын
Source1 _does_ have a wyswyg vmt editor, you just have to launch the game with -tools
@mattymclaughlin5900
@mattymclaughlin5900 8 ай бұрын
Thanks 3k
@Mittzys
@Mittzys 8 ай бұрын
Look in to "Parallax Occlusion Mapping", it's this but has the ability to represent stuff like bricks.
@LEDs
@LEDs 8 ай бұрын
Yes, I know what that is
@iGaktan
@iGaktan 8 ай бұрын
@@LEDs You're mistaking parallax mapping with parallax occlusion mapping in the video, which are widely different
@watercat1248
@watercat1248 8 ай бұрын
i have this system on my game as well I have not think wean to use thos layers wet but i know how to achieve very similar technical in unity the best part is that im able to multiple 3D effects as layer if wand to like for example 1. fake interior 2. parallax or even combination off the thos 2 i what shader i end up make is 100% on my one of the things i wand to fund but i haven't found yet is metallic map (i don't know how the call) but i way for my to decide wear to make the matiral to shine and wean to not shine I'm sure ther is way to do that but i don't know how wet one off the waen work on shader some time in the future i look in to it
@Soldier_Whocamefrom_2006
@Soldier_Whocamefrom_2006 3 ай бұрын
0:33 Is that window from hello neighbor?
@TechnologicallyTechnical
@TechnologicallyTechnical 8 ай бұрын
I love when people discover bump mapping like it’s this new breakthrough technology, even though games have been using it for at least 20 years by now
@ozzyosbourne6
@ozzyosbourne6 8 ай бұрын
I am not sure but it seems they didn't use any packed textures for this window material. I am not a technical artist but I know that all these processes are done in a pixel shader and using so many individual textures or masks are expensive thing to do. If the other materials are same they can actually make better optimization for the game.
@Grimmjow251
@Grimmjow251 8 ай бұрын
More please!
@thealandude9146
@thealandude9146 8 ай бұрын
I remember seeing something similar in the Spiderman game but I'm not sure if it's similar tech
@2EyedGlasses
@2EyedGlasses 8 ай бұрын
Hey LED can you make a video about cs2 water physics?
@Faremax_
@Faremax_ 8 ай бұрын
lets fuckikgngoooo i love when people nerd out about graphic engines
@landonamick2212
@landonamick2212 8 ай бұрын
hey real quick i've been trying to pull the new cs2 inferno from the game files in order to make some edits to mess around with my friends and am very inexperienced with hammer and source in general would you happen to have any good tutorials on getting the files from the map to an editable state?
@LEDs
@LEDs 8 ай бұрын
Unfortunately there's not much help I can offer here. The tools don't have many tutorials, and working with decompiled stuff in Source 2 is very finnicky. You can give it a shot though by using this: valveresourceformat.github.io/
@landonamick2212
@landonamick2212 8 ай бұрын
@@LEDs thanks for the reply man I thought my answer would end up like my reddit questions a month ago lol
@Slimek
@Slimek 8 ай бұрын
1:59 HLA does support this
@Ben_diez
@Ben_diez 8 ай бұрын
Daym nice video, after this one I think tf2 on source 2 would be really beautiful but i heard csgo players are not happy with source 2 so idk
@LEDs
@LEDs 8 ай бұрын
Been thinking about making a video exploring that, we'll see how it goes
@_pixelatedsilver2a412
@_pixelatedsilver2a412 8 ай бұрын
I think the glass lights in Portal 2 on Source 1 seem to use a similar shader?
@Zahn-rad
@Zahn-rad 8 ай бұрын
I wonder if you could make a Skybox out of this
@denispusnei4608
@denispusnei4608 8 ай бұрын
i say next time to talk about the water
@SimPiko
@SimPiko 8 ай бұрын
um, "ackchyually" there IS material editor in Source 1. (to launch it, in console type without quotes "toolload vmt"; sidenote: in SFM, you'll also need to press F11 to see the editor) ...but it's not as pretty looking like it's s2 counterpart and, while it's functional (as in, yes, it lets you browse through available shaders and tinker with their parameters), sadly, in most source1 games/branches, it's rather crash-prone. afaik the most stable version is in Alien Swarm SDK, (but it also doesn't have many shaders to play with if i remember right so... ;l ). by crash-prone i mean: you can't pick some shaders (despite being listed) ; you can't save materials through it (spits empty files); hell, even undo-ing causes crash anyway, that's how I found VortWarp's "$warpparam" and "$entityorigin" parameters are doing quite neat effect that i'd want to use someday in sfm (haven't played hl2 episodes, but it's most likely what is used in the intro of one of 'em)
@Zedorfska
@Zedorfska 7 ай бұрын
AFAIK the chamber lights in Portal 2 do something similar
@stevethepocket
@stevethepocket 6 ай бұрын
The fluorescent ones? Nope, those are fully modeled 3D tubes behind a clear surface with a $refact shader.
@habjammer
@habjammer 8 ай бұрын
Arrived from datonedoomslayer
@Jadeapple420
@Jadeapple420 8 ай бұрын
I see you
@twingolord
@twingolord 8 ай бұрын
haiiii :3
@Jadeapple420
@Jadeapple420 8 ай бұрын
@@twingolord OK hello
@hapsti
@hapsti 8 ай бұрын
hey :3
@Jadeapple420
@Jadeapple420 8 ай бұрын
@@hapsti AAAAAAAAAAAA
@nachosucker2014
@nachosucker2014 8 ай бұрын
So do I
@segsfault
@segsfault 8 ай бұрын
this is called "parallax mapping", a technique that spider man games use ALOT... i mean ALOT ALOT!
@cubirk
@cubirk 8 ай бұрын
MAGICCCC
@hadharigamerz
@hadharigamerz 8 ай бұрын
Buff men
@handsomemug3342
@handsomemug3342 8 ай бұрын
next the room with the pizza
@bshap495
@bshap495 8 ай бұрын
I don't think the color texture is supposed to be concrete, but is just opaque glass with lots of dirt and scratches.
@LEDs
@LEDs 8 ай бұрын
Maybe
@Brickiridart
@Brickiridart 8 ай бұрын
bery good tu,mb nail
@Brickiridart
@Brickiridart 8 ай бұрын
:steamhappy:
@LEDs
@LEDs 8 ай бұрын
thnx
@XxguaxinimxX.
@XxguaxinimxX. 8 ай бұрын
I'm seeing CS2 Windows while on Windows, and not on Linux 🙃
@peanutsveryepicchannel8699
@peanutsveryepicchannel8699 8 ай бұрын
tick tock heavy like a...
@superlegofan7067
@superlegofan7067 8 ай бұрын
Hey LED, you should make a TF2 map based on SCP-087 "The Stairwell" what do you think.
@be4ns06
@be4ns06 8 ай бұрын
Holy crap American kliksphilip
@NicCrimson
@NicCrimson 8 ай бұрын
Does anyone know who makes the maps in CS2 at Valve?
@muhammadal-ghifari1645
@muhammadal-ghifari1645 8 ай бұрын
Valve Software Team
@T0moko2001
@T0moko2001 8 ай бұрын
Lmao the thumbnail
@JuiceyDev
@JuiceyDev 8 ай бұрын
When linux?
@Foxtrop13
@Foxtrop13 8 ай бұрын
uhh is parallax mapping the same tha shader with parallax layers?
@LEDs
@LEDs 8 ай бұрын
3 layer parallax is like steep parallax mapping with three steps. Check out this video for a proper explanation and demonstration: kzbin.info/www/bejne/mX6ag517qb96ftksi=8NVViFf8kKBcs1Yk&t=3593
@mikejr7727
@mikejr7727 8 ай бұрын
Man, I could only wish for more games in Source 2. I enjoyed Alyx, and I don't have the skill for CS2.
@Runaova
@Runaova 4 ай бұрын
Doesnt portal 2 use this for their lights? I thought this is how they got the 3d effect without using 3d
@captainribeye
@captainribeye 8 ай бұрын
w thumbnail
@charlieking7600
@charlieking7600 8 ай бұрын
This is pretty old trick, used in Bioshock Infinite.
@MrBrax
@MrBrax 8 ай бұрын
Alyx does have parallax, at least it's in s&box
@LEDs
@LEDs 8 ай бұрын
What kind of parallax?
@MrBrax
@MrBrax 8 ай бұрын
@@LEDs it renders a ton of layers based off the height map, essentially making a displacement
@dude2542
@dude2542 8 ай бұрын
I think bullet holes use the same method to create depths
@LEDs
@LEDs 8 ай бұрын
Yup!
@ozzyosbourne6
@ozzyosbourne6 8 ай бұрын
i guess they only use normal maps to fake the real depth effect its much cheaper.
@-dragonhead1_0
@-dragonhead1_0 7 ай бұрын
Maybe you could remake some TF2 maps in Source 2?
@LEDs
@LEDs 7 ай бұрын
Ok
@federigodelazion6738
@federigodelazion6738 8 ай бұрын
a new record 45 seconds then straight to deep sleep
@45545videos
@45545videos 8 ай бұрын
You should use Hammer++
@Noonecareslj96
@Noonecareslj96 8 ай бұрын
Someone please edit in the caboosing, thanks.
@_fetcher
@_fetcher 8 ай бұрын
parallax occlusion mapping?
@LEDs
@LEDs 8 ай бұрын
Nope
@_fetcher
@_fetcher 8 ай бұрын
@@LEDs poggies
@GameBacardi
@GameBacardi 8 ай бұрын
And Nvidia fans demand expensive RayTrace effect
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