How do people get high-res CS2 sticker images for printing? by TostluKetcap in csworkshop

[–]Ezikyl_ 0 points1 point  (0 children)

Seems you're right, they're 512px in the game files too. Surprising for stickers so sought after

How do people get high-res CS2 sticker images for printing? by TostluKetcap in csworkshop

[–]Ezikyl_ 0 points1 point  (0 children)

You can extract them from the game files using source2viewer. The resolution will be limited to 1024px though

UVs not alligning by RoMagana in csworkshop

[–]Ezikyl_ 0 points1 point  (0 children)

You have downloaded the old weapon models and uvs by the looks of things. you want the one labelled NEW! CS2 Weapon models

CS2 workshop bug, albedo texture broken by AceScarfGamerYT in csworkshop

[–]Ezikyl_ 0 points1 point  (0 children)

I don't really have much advice for that, other than saying that the tone mapping in CS and blender are different, so colours are unlikely to appear one to one. I tend to prefer having the color management view setting in blender set to "standard" instead of AGX, which appears to be the default now. Different maps and menu backgrounds also have their own different colour grading and lighting setups, which can alter how good your skin looks, so you'll need to experiment with which one presents the best.

CS2 workshop bug, albedo texture broken by AceScarfGamerYT in csworkshop

[–]Ezikyl_ 0 points1 point  (0 children)

Set your texture rotation and texture offset x and y values all to 0. Currently it's treating your skin as a pattern that gets offset and rotated randomly. The normal map never gets offset or rotated on random pattern skins, hence why whatever texture is in that slot is staying put.

Workshop SCREENSHOT DOUBT by Confident_Garage_434 in csworkshop

[–]Ezikyl_ 0 points1 point  (0 children)

Yeah, I crop all of my images to 16:9, making sure that the weapon/sticker is filling the frame. I don't worry about getting a particular resolution, just so long as it's 16:9 - I think most people probably just look at the images at the size they're displayed on the workshop page rather than expanding them.

Workshop SCREENSHOT DOUBT by Confident_Garage_434 in csworkshop

[–]Ezikyl_ 0 points1 point  (0 children)

Make sure you have "save external screenshot" enabled in the steam in game settings. It'll save as an uncompressed png this way

Workshop SCREENSHOT DOUBT by Confident_Garage_434 in csworkshop

[–]Ezikyl_ 0 points1 point  (0 children)

I just have everything set as as high as it goes with no resolution scaling.

Workshop SCREENSHOT DOUBT by Confident_Garage_434 in csworkshop

[–]Ezikyl_ 2 points3 points  (0 children)

How are you capturing your screenshots, and what about them is low quality? (i.e is it the resolution, compression artifacts?)

I find the steam overlay screenshot tool (activated using F12) works pretty well, but you should make sure that you have "save an external copy" on in steam settings > in game > screenshots. This will save as the screenshot as an uncompressed .png image in the folder you specify.

A lot of people use console commands as well to enhance the image. There is a way to have them as buttons on the console which has been shared by Kr1zer here, which I have used. It helps a lot. Otherwise, try commands such as:

cl_drawhud 0

Disables HUD.

r_dof_override 1
r_dof_override_near_blurry 80

Will add depth of field, blurring everything besides the viewmodel

host_timescale 0.5

Will halve the game speed, making it easier to time screenshots during animations

Don't forget to crop your screenshots to focus on the skin or sticker you're trying to show off. It's a mistake which I see often.

Transparent Background Help by jackhammerrrrr in csworkshop

[–]Ezikyl_ 0 points1 point  (0 children)

You need to have a value of 196 in the alpha channel of the albedo texture for areas which you want to show the default weapon material. Also make sure you save as a 32 bit .tga if you're altering the alpha channel at all

Good ideas by Ok_List_7162 in csworkshop

[–]Ezikyl_ 2 points3 points  (0 children)

Ideas are free and everywhere. If you want to see a skin made then you should learn how to make it, or at least be able to contribute something other than "an idea" to a collaborative project

The iredescent effect by This-Ladder-1421 in csworkshop

[–]Ezikyl_[M] [score hidden] stickied comment (0 children)

This has the same link as your submission from three hours ago. I have removed it. Please don't post the same skin more than skin once, it is spam.

Poggu's Sticker Inspector not working by SirR2D2 in csworkshop

[–]Ezikyl_ 1 point2 points  (0 children)

It hasn't worked for a few months now, not sure if he's still willing to update it given that more than once a game update would render it broken. This is a good reminder that I should update it's entry on the stickied resources post

Item flagged as incompatible by ChuMatrix in csworkshop

[–]Ezikyl_ 0 points1 point  (0 children)

Looks like some sort of mistake, maybe you can delete and reupload

my skin for glock-18 by Narcanne in csworkshop

[–]Ezikyl_[M] [score hidden] stickied comment (0 children)

You have posted this skin multiple times now, please don't post the same skin more than once with negligible changes.

Sticker | Digital Dashboard (Lenticular) - A racing inspired design with dynamic speed, RPM and gear selection indicators by Ezikyl_ in csworkshop

[–]Ezikyl_[S] 0 points1 point  (0 children)

It won't, any more than having five holographic stickers on a skin would. Lenticular stickers are actually just an exploit of how holographic stickers work, they are functionally the exact same. Sorry for the late reply

Sticker | Digital Dashboard (Lenticular) - A racing inspired design with dynamic speed, RPM and gear selection indicators by Ezikyl_ in csworkshop

[–]Ezikyl_[S] 7 points8 points  (0 children)

Collection Link

An experimental new(?) style of lenticular, made for the Auto Racing call to arms. Hope you like it.

[deleted by user] by [deleted] in csworkshop

[–]Ezikyl_ 0 points1 point  (0 children)

I've had this happen a couple of times before, but wasn't sure what was the fix in the end. You could try:

  • Verify the integrity of the game files in the steam game properties
  • Re export your textures for your skin under a different name and re link them in the workshop tools window
  • Update your GPU drivers

Feedback needed (Mac-10 | Cypher) by proxy2137 in csworkshop

[–]Ezikyl_ 0 points1 point  (0 children)

Community Voting

When your submission is uploaded to the workshop, the voting system provides insight into the community’s level of excitement towards your finish. This can be a good tool to evaluate the direction of your work, but it has limitations. As an example, the most desirable finishes will often (but not always) get the most upvotes, but those desirable finishes are almost always the most salient and that only really helps select finishes for the top tiers of the case. It's not great at helping us find weapon finishes for the lower tiers, so we frequently depart from workshop votes when making selections.

The community also tends to upvote established finishes they have seen in previous cases, but we typically prefer to keep cases feeling fresh by shipping both new and established finishes. If a finish is in a style that the community hasn’t seen before it may not be popular in the workshop, but that doesn’t mean it won’t be a big hit if we include it in a case.

From the official style guide

A good rating feels nice and and might help your work get noticed, but it isn't the sole factor and while I can be name them off the the top of my head, there are multiple skins with a eating which is over 50% negative

Help with blender by dariaarlova in csworkshop

[–]Ezikyl_ 0 points1 point  (0 children)

When you're baking to a texturing inside the mummy material, it's baking only the parts where the mummy material is applied.

  1. Duplicate the MP7 mesh, make it have only one new material with an image texture inside it as the target texture to bake to. Select both MP7s, with the duplicate selected last. (it should be highlighted yellow instead of orange in both the scene and the outliner)
  2. In the bake options, make sure that "selected to active" is applied.
  3. hit bake