You already have a crosshair? I'd much rather use that than this blurry ass camera.
Also I doubt this shows player models, since the reflection off scopes doesn't either. I don't know much about skins but I reckon this uses the same features.
Steam Workshop Page:
[https://steamcommunity.com/sharedfiles/filedetails/?id=3238377417&searchtext=](https://steamcommunity.com/sharedfiles/filedetails/?id=3238377417&searchtext=)
What do you think about this skin? I would like to hear your feedback.
While it's quite a feat, the see through + zoom model could get advantages that valve doesn't want.
... and that some pro could somehow exploit.
So please continue, i'm impress, however I really doubt it reaches the game.
( Maybe publish something like that for L4D2 ? They'd love it and it would be allowed)
i'm almost definitely wrong in some way, but i imagine this uses cubemaps for the effect -- cubemaps are pre-rendered and don't change, so they can't reflect things like players. it's the same tech used for the reflections in the back of sniper scopes.
It might be able to be used to aim from inside smokes.
Using a truly abhorrent viewmodel (fov 60 x -2 y -2 z 1.5) I could just barely see the cubemap with an awp from inside a smoke, but it's less useful since it's backwards, and the parallax isn't exact either.
The effect is fucking sick on the mac 10 though.
its just the cubemap of your current area.
also what he doesnt show is how it looks when you go from a spot with one cubemap to another witch a different one. because thats just an abrupt complete change which i cant imahine looks even remotely polished or good.
its a very cool idea but i dont see this ever making it into the game with the severe shortcomings and issues.
Grab the rendered frame, crop to the given size, & update the object's texture with the cropped texture at the known UV coordinates.
EDIT: For clarity, this was simply a suggestion of a possibility. My bad on making it sound as if it's the answer.
As others have pointed out, this effect is through cubemapping & inverted normals.
But it's surprising that the skins support this! There must be some special texture property that allows the material to use the current viewport texture.
Ah a comment below revealed that it's just a reflection using cubemaps, made possible with an inverted normal. Genious, but as others said probably doesn't look too good when moving.
Thats an extremely unique way of rendering it.
Not sure why I'm being down voted wrt render textures, but to answer your question, you can do that, via., another texture input slot, or just alter the materials base texture to begin with.
I'm not certain how Source 2 handles this, but render textures at least exist within Unity. I used additional cameras to render out billboards of players in the audience for a concert once.
I think you're being downvoted for giving an explanation that was not correct and not presenting it as a guess.
Working on a complete Unity project is not comparable to making skins for counter-strike. Obvious engine differences aside, I don't think skin makers have access to things like render textures which require programmatic control. To my knowledge, CS skins are essentially just a combination of static texture files defining the texture and the material properties and things such as bump maps etc.
That's a fair assessment of my response. I'll update it so it's better understood as a possibility.
Good read, thanks 🙂
That would make sense. I'm not entirely certain what tools skinners have available. I'd imagine you'd need some refined control, so far as to at least add a script on the weapon to capture the rendered texture on something like OnFrameRendered & pass that to the shader.
Are skinners allowed to add custom shaders? From your response, my gut feeling says no.
That's definitely not what's happening here. From what I can see it's just using the cubemap reflections but inverted the direction to make it match the point of view instead of reflecting what's behind it.
Yes, as others have mentioned & corrected me.
However, as the phrase goes, "there's more than one way to skin a cat."
T'was merely a possibility 🙂 Probably a more effective one to be honest, considering this won't render player models or effects like smokes. Using the cubemap will only render the static environment information.
> Probably a more effective one to be honest
In the ways you're describing that's definitely true, but the cubemap reflections barely cost any performance at all :P
Rendering the viewport twice costs a lot of performance (see PIP scopes in Insurgency or Escape from Tarkov) and that wouldn't fly well in a game like CS haha.
If you're curious I think it would actually be possible to do this way, well at least in source 1 I believe. I'm not so sure now.
Basically you could make a material that uses render target texture, and then it would render what you see, there was also one where you could use render target of a camera placed in a map (just put in _rt_Camera instead of a image file), so you could make a top down view of a minimap that could be displayed on the actual map, or as an overlay on your screen. Although that is probably very different now, but render target textures are a common concept that are used for many other things too.
I'm not familiar enough with Source 2 to answer that question.
With that said, yes, you could do that if the engine you're using supports render textures, e.g., Unity.
I don't think CS2 will allow that much manipulation for a texture on a skin though lol. That's essentially vision through walls. If you were building your own game & wanted to do heat vision, that is an effective way of handling it on a weapon.
The skin above won't allow renders for it as it uses cubemaps from what I was informed on. This skin probably won't render player models since the cubemap is just the environment, either. Correct me if I'm wrong. A render texture would capture the player models, though, because it's exactly what the camera is seeing.
Using the cubemap for reflections means it would only look good in a few spots and only when looking in the right direction at that spot. Fun and novel idea though.
just think about what happens when you go from one cubmap to another. that change is not transitioned at all. its a hard swap. how do you think that would look.
I assume it uses scope mechanics so it always shows you the center of your own screen?
If that's not true, then the camera is an actual camera, right? Couldn't you nade this bitch down mid, then zoom into it with an AWP to gather info at their chokepoint? Not sure how dropped gun mechanics work, but either way, this is a wild skin lol
No, what you see in the "camera view" is just a reflection. The normal is flipped in such a way that it faces forwards, and reflects the cubemap in front of the player.
This is awesome! A few suggestions:
1. I think it would be cool/funny to name it CAM-10 or 01-CAM since it will have the same letters as the gun itself.
2. Not sure how easy it will be to do (or if it will look good), but maybe have wear effect the video where high floats have BW/sepia video and low floats have full color
Other than that, this is awesome! Can’t wait to use it in game
This is lovely. Perhaps a spin on this could be an analog variant.
there is waist level viewfinders, but not for moving picture kind of stuff. maybe something like [Kodak Brownie?](https://www.browniecam.com/brownie-movie-cameras/) It comes with a very rudimentary viewfinder - but would really fit the MAC-10 shape.
This is just conceptual correct? Candidly I haven't fully familiarized myself with the new workshop materials and tools for CS2 yet, but this was never been the universe of being possible previously. Seems exceptionally far fetched that you have the ability to dynamically update the skin model.
If it is conceptual it seems a bit deceptive to not disclose that in your post, as you have with many of your former posts.
Edit: I stand correcteded sounds like it can be done! Insanely creative idea 🔥
At this point i really dont know whats possible and whats not with skins, really cool
CS2 added some really cool effects. I hope we get more in the blues/purps so theyre available to everyone
Imagine this skin but with built-in x-ray/walls like the [FarSight from Perfect Dark](https://i.ytimg.com/vi/RqvCqk5WDrQ/maxresdefault.jpg)
at some point it becomes a cartoon game
This skin is simply brilliant
its also OP because its giving you a frigging real-time scope for headshots. Actual competitive advantage skin.
it's just very clever usage of the cubemaps. it's not an actual camera.
if enemies dont show in it I'd say it's perfectly fine. Alternatively you could just un-zoom too.
Brother you are not going to be using this as a scope for headshots on a Mac-10, have you played this game?
You can't stop me from trying!
It looks like 144p on 1080p res just imagine how it looks on 960p or whatever Your ass gonna be playing Mario 1 or something
That's how some people play for frames anyways
You already have a crosshair? I'd much rather use that than this blurry ass camera. Also I doubt this shows player models, since the reflection off scopes doesn't either. I don't know much about skins but I reckon this uses the same features.
Steam Workshop Page: [https://steamcommunity.com/sharedfiles/filedetails/?id=3238377417&searchtext=](https://steamcommunity.com/sharedfiles/filedetails/?id=3238377417&searchtext=) What do you think about this skin? I would like to hear your feedback.
This is so sick 🔥🔥🔥
The dynamic camera projection is sick, I just wish the rest of the skin was just a bit fancier to really hit that purple to pink rarity!
While it's quite a feat, the see through + zoom model could get advantages that valve doesn't want. ... and that some pro could somehow exploit. So please continue, i'm impress, however I really doubt it reaches the game. ( Maybe publish something like that for L4D2 ? They'd love it and it would be allowed)
i'm almost definitely wrong in some way, but i imagine this uses cubemaps for the effect -- cubemaps are pre-rendered and don't change, so they can't reflect things like players. it's the same tech used for the reflections in the back of sniper scopes.
100% uses cubemaps, whether realtime or prebaked, but you can see it on the texture quality and text, it's reflected backwards.
It might be able to be used to aim from inside smokes. Using a truly abhorrent viewmodel (fov 60 x -2 y -2 z 1.5) I could just barely see the cubemap with an awp from inside a smoke, but it's less useful since it's backwards, and the parallax isn't exact either. The effect is fucking sick on the mac 10 though.
With this tech you could make a heartbeat sensor like the one in Modern Warfare 2 or a similar camera-mounted gun thing like CornerShot.
Have u ever seen a brownie camera by Kodak? I would recommend making the outside of the skin look like a brownie camera model d
I wonder how the viewmodel influences things, is the "camera" view what's under the crosshair?
its just the cubemap of your current area. also what he doesnt show is how it looks when you go from a spot with one cubemap to another witch a different one. because thats just an abrupt complete change which i cant imahine looks even remotely polished or good. its a very cool idea but i dont see this ever making it into the game with the severe shortcomings and issues.
thats sick, how is this possible?
we had the "glas ak" a while back. its basically the same thing.
It's cubemaps. Notice how when it moves left & right it goes the opposite direction
Grab the rendered frame, crop to the given size, & update the object's texture with the cropped texture at the known UV coordinates. EDIT: For clarity, this was simply a suggestion of a possibility. My bad on making it sound as if it's the answer. As others have pointed out, this effect is through cubemapping & inverted normals.
But it's surprising that the skins support this! There must be some special texture property that allows the material to use the current viewport texture. Ah a comment below revealed that it's just a reflection using cubemaps, made possible with an inverted normal. Genious, but as others said probably doesn't look too good when moving.
Thats an extremely unique way of rendering it. Not sure why I'm being down voted wrt render textures, but to answer your question, you can do that, via., another texture input slot, or just alter the materials base texture to begin with. I'm not certain how Source 2 handles this, but render textures at least exist within Unity. I used additional cameras to render out billboards of players in the audience for a concert once.
I think you're being downvoted for giving an explanation that was not correct and not presenting it as a guess. Working on a complete Unity project is not comparable to making skins for counter-strike. Obvious engine differences aside, I don't think skin makers have access to things like render textures which require programmatic control. To my knowledge, CS skins are essentially just a combination of static texture files defining the texture and the material properties and things such as bump maps etc.
That's a fair assessment of my response. I'll update it so it's better understood as a possibility. Good read, thanks 🙂 That would make sense. I'm not entirely certain what tools skinners have available. I'd imagine you'd need some refined control, so far as to at least add a script on the weapon to capture the rendered texture on something like OnFrameRendered & pass that to the shader. Are skinners allowed to add custom shaders? From your response, my gut feeling says no.
allowing skin makers to add custom shaders would mean valve has to ship that shader to every single client for a single skin.
That's definitely not what's happening here. From what I can see it's just using the cubemap reflections but inverted the direction to make it match the point of view instead of reflecting what's behind it.
Yes, as others have mentioned & corrected me. However, as the phrase goes, "there's more than one way to skin a cat." T'was merely a possibility 🙂 Probably a more effective one to be honest, considering this won't render player models or effects like smokes. Using the cubemap will only render the static environment information.
> Probably a more effective one to be honest In the ways you're describing that's definitely true, but the cubemap reflections barely cost any performance at all :P Rendering the viewport twice costs a lot of performance (see PIP scopes in Insurgency or Escape from Tarkov) and that wouldn't fly well in a game like CS haha.
If you're curious I think it would actually be possible to do this way, well at least in source 1 I believe. I'm not so sure now. Basically you could make a material that uses render target texture, and then it would render what you see, there was also one where you could use render target of a camera placed in a map (just put in _rt_Camera instead of a image file), so you could make a top down view of a minimap that could be displayed on the actual map, or as an overlay on your screen. Although that is probably very different now, but render target textures are a common concept that are used for many other things too.
Can you grab the rendered frame, disable z-buffer and make the game render player models? WH embedded into your gun (aka thermal vision)
I'm not familiar enough with Source 2 to answer that question. With that said, yes, you could do that if the engine you're using supports render textures, e.g., Unity. I don't think CS2 will allow that much manipulation for a texture on a skin though lol. That's essentially vision through walls. If you were building your own game & wanted to do heat vision, that is an effective way of handling it on a weapon. The skin above won't allow renders for it as it uses cubemaps from what I was informed on. This skin probably won't render player models since the cubemap is just the environment, either. Correct me if I'm wrong. A render texture would capture the player models, though, because it's exactly what the camera is seeing.
suggesting a "possibility" which is very much not a possibility in the game is kinda weird..
MAC-10? More like CAM-10...
01-CAM
Fair enough.
Beautiful work! Hopefully soon I will be playing with this weapon myself!
we hardly ever see workshop skins submitted on here, even if given 100% praise make a case
Maybe you could make a ghost hunt game mode with this where players are invisible and only show up on the camera
Dima and Nadeking would love shit like this for their invisibility-related content
Amazing
amazing but i cant see valve putting anything like this in game
Using the cubemap for reflections means it would only look good in a few spots and only when looking in the right direction at that spot. Fun and novel idea though.
Yeah, also movement would completely break it
Wait isn't that what parallax corrected cubemaps are for in CS2 though?
just think about what happens when you go from one cubmap to another. that change is not transitioned at all. its a hard swap. how do you think that would look.
Right, but at least within one room it should look nice when walking around
They used the same method for the sniper scopes in CS:S. It did look wonky when transitioning between cubemaps.
it's the same method the snipers still use, and also used in csgo
I assume it uses scope mechanics so it always shows you the center of your own screen? If that's not true, then the camera is an actual camera, right? Couldn't you nade this bitch down mid, then zoom into it with an AWP to gather info at their chokepoint? Not sure how dropped gun mechanics work, but either way, this is a wild skin lol
No, what you see in the "camera view" is just a reflection. The normal is flipped in such a way that it faces forwards, and reflects the cubemap in front of the player.
Is it based on cube maps? Cool idea but pretty sus that you're not moving in any of the clips
This is awesome! A few suggestions: 1. I think it would be cool/funny to name it CAM-10 or 01-CAM since it will have the same letters as the gun itself. 2. Not sure how easy it will be to do (or if it will look good), but maybe have wear effect the video where high floats have BW/sepia video and low floats have full color Other than that, this is awesome! Can’t wait to use it in game
cam 01
Sony is in trouble
REC-10
People used to record ufos with these in 70s.
Get clipped
No
This is lovely. Perhaps a spin on this could be an analog variant. there is waist level viewfinders, but not for moving picture kind of stuff. maybe something like [Kodak Brownie?](https://www.browniecam.com/brownie-movie-cameras/) It comes with a very rudimentary viewfinder - but would really fit the MAC-10 shape.
+ reps
Why is it mirrored?
Probably a limitation of the technology that is being used.
Sick skin but i dont think this has any chance to ever be added. U basically just gave the Mac a scope to hold pixel angles for info
It's just the cubemap
Oh i have no idea about skinmaking tbh but in that case its a cool skin ngl
This is just conceptual correct? Candidly I haven't fully familiarized myself with the new workshop materials and tools for CS2 yet, but this was never been the universe of being possible previously. Seems exceptionally far fetched that you have the ability to dynamically update the skin model. If it is conceptual it seems a bit deceptive to not disclose that in your post, as you have with many of your former posts. Edit: I stand correcteded sounds like it can be done! Insanely creative idea 🔥
No, this can work. You just have to give it a strong reflection and do some normal map fuckery. that's similar to how those 3d effect skins work too.
Shit will then I stand corrected, that's pretty fuckin nuts. Appreciate the explanation!
kino
I thought the skin would be named: Picture day, model US
Nice :D
Thats sick. Would never use that skin because i would constantly be distracted but pretty cool nonetheless
I like it from a technical standpoint, but that would simply be too distracting for me to play with lol
CAM-10
honestly doesnt seem like a advantage in comp just a damn cool skin
cool idea but it's kinda ugly
But why are you using a telephoto lens?
I upvoted it because I thought it was dope but I would never use it in game, great work tho
If this isn't called "MACtion camera" I'm going to riot.
wtf that's so cool
this rules
That is quite unique, never seen anything like it
Counter-Strike: Phasmaphobia
thats so retraded i love it
Cool concept but won't ever be implemented to the game
Looking at crosshair for targets: I sleep Playing 4:3 for wider targets: I sleep Using my Mac10's camera to zoom into enemy: R E A L S H I T
mac-10 | say cheese , mac-10 | peek-a-boo
This is really dope
Technically it's not working, it's out of focus.
MAC Kodiak
nice
I actually love this.
mom get the camera
it will not render players or weapons.
How is it even possible? Can someone explain?
MAC-10 | SECURITY EMPLYEE
You really like flashy stuff and get amazed whit this childish shit, go play Fortnite or R6 trashy idiots
But why
because we can
Still don’t get it…