CS:GO Lighting and Shader Improvements

With the introduction of Operation Wildfire and the update of de_nuke, come a number of visual upgrades and features that we think mapmakers and community content creators alike will find useful and exciting. The following is an overview of these features and how they can be enabled in your own maps and content.

HAMMER EDITOR IMPROVEMENTS

With the increasing complexity of our maps moving into the future, we upped the memory available to Hammer to allow for more stability.

When developing Nuke, we took a look at how our assets could be built to be more flexible, re-useable and efficient for level designers and artists, both internally and externally moving forward. We started by building a series of extensive modular systems for all of our most commonly used assets such as pipes, wires, HVACs, fences, I beams, joists, trims, etc. These systems are built to be as customizable as possible with options for tinting, multiple surface types (skins) and sizes that are also able to fully interconnect with each another. The idea being that we only need to build one prop set that can be re-used in an almost infinite number of scenarios.

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Thank you for reading. We hope that you find these updates useful, and we are really looking forward to seeing what you lot build in the future!

Source

counter-strike, CS, csgo, Global Offensive, go

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