The Official Facepunch Mapping WiP Thread v18: Source Engine and Friends
935 replies, posted
https://my.mixtape.moe/qmswke.jpg
why is it so hard to get nice-looking foliage in this damn engine
got bored and made some spooky shit
https://files.facepunch.com/forum/upload/58090/500b6b7c-15fd-41ae-89a3-8ed879f13a34/lightning2.webm
https://files.facepunch.com/forum/upload/58090/7ed46274-ca73-45ec-a5bd-867386c0883d/2018-10-12 22-13-12.mp4
Okay, so I'm not so sure how this is gonna fly in the final version...but I had an idea and decided to try it out. Maybe it's already been done (probably) but who knows.
Pseudo (but not really) parallax reflections on a TV. Basically, a transparent screen texture (the borders of the tv are opaque) to darken a func_reflective_glass.
https://files.facepunch.com/forum/upload/132374/314dc5d4-0733-4e79-9b6a-3aff7be2b8a2/image.png
https://files.facepunch.com/forum/upload/132374/26ddf434-3764-42a1-9b48-c06707aa5a96/image.png
https://files.facepunch.com/forum/upload/132374/da28ac1b-2a74-45e7-8fef-cdd0b9f87ac2/image.png
I'm building a map that will have this as part of one of the rooms, it'll be a little brighter (white walls) and the lighting will obviously be better given these screenshots are from a "fuck it here are some lights" test map.
I made a door today
Its got to be one of the best feelings ever to not have to use stock HL2 doors.
https://i.imgur.com/wiQ6kan.jpg
Do the doorknobs turn when you open them?
That's beautiful, I'd be making my own door packs if I was even slightly proficient at animating, I wouldn't want to pass my models off with static doorhandles
If I remember correctly you pretty much just have to animate the knob turning, which could be as simple as a 3 frame animation and decompile the half-life 2 door to have all the correct compile settings.
It's been years since I've touched that stuff though so I might be wrong
Humm, I'll have to look into that, thanks
Only thing I'm afraid of is the rigging part fucking up, but if crowbar properly decompiles stuff then I should just be able to look at the hl2 door on how to rig it aswell probably
I wish.
Its actually why I went with knob style locksets instead of a lever based. Its harder to tell its not moving
You should only need 2 bones I think, one for the main door and one for the handle. The positioning of the bones shouldn't matter, the main thing is the models origin, which you can easily match by importing the smd you would get from crowbar
I like the vaulted ceiling...but I'm having a hard time trying to figure out how to liven up these dead ass walls. One can only hang so much art.
https://files.facepunch.com/forum/upload/132374/27066755-baca-4bde-8e47-db00475f4f8a/20181021160947_1.jpg
https://files.facepunch.com/forum/upload/132374/279535a2-6e48-41f1-919c-df8207dc86a0/20181021160935_1.jpg
https://files.facepunch.com/forum/upload/132374/5eb7d594-21a6-40a1-8134-ed93e89570a7/20181021160930_1.jpg
I'll probably put a window in the corner by the fireplace eventually, or something.
Any ideas? I plan on trying to actually release this one for posing and shit (I guess idk I've said that before and it never happened) but I'd like to get at least one thing out there.
I would definitely put trims on the bottom and maybe top of the walls. Maybe put some columns embedded into the walls? Putting windows above the sliding door would help as well, like so:
https://st.hzcdn.com/simgs/b1c1a6f60f170042_4-7532/home-design.jpg
https://i.pinimg.com/originals/85/96/95/8596956604dfd3cf1b3e61375f0bea4d.jpg
Also, I would consider putting a skylight in the ceiling. Not much light is going to come through since it's nighttime, but just having that would be a nice touch. Googling "skylight in living room" will get you some decent references.
Two years ago I've made a program to set up a voxel space and cut out properly textured and texture-aligned rooms from it.
My motivation was that working with brushes to fill floors and walls turned way too complex really fast, so the problem of
attaching a corridor to a room would become a bigger challenge than it should be.
The solid voxels would be merged piece by piece as the texturing allowed, yielding a few different sets of possible brushes.
From those sets I've picked the one with the fewest brushes. Layouting the brushes and worrying about overlaps and stuff
was now the task of the program, and not mine as the designer.
The results look a little messy in the editor, but they were quite usable and in the same ballpark as brushes made by hand.
https://files.facepunch.com/forum/upload/132786/4be175e8-ed8b-4b95-a84c-a4cd23c15b39/Cx5-YpeWgAA-rfz.jpg orig.jpg
https://files.facepunch.com/forum/upload/132786/2785a482-2b89-4156-90dd-de083b424a06/CyYV10YWgAAe_Hv.jpg orig.jpg
That project ultimately failed in part because I could not represent corners of trims and borders properly, where by hand I'd cut up a brush at a 45° angle and texture
both parts differently. In this experiment I've used featureless textures for the corners, but that looked ugly.
Fast forward to today, I have some voxel code here that I think should be able to handle those slope problems really well.
The next feature I want to add to my generator is therefore this. Creating and destroying voxel spaces and filling them with data
and then letting the program calculate brushes from that.
https://files.facepunch.com/forum/upload/132786/6022d3f5-df3e-4f5b-a82e-329043a9d7c6/image.png
I am convinced that this way of working with the level data, where you can think of rooms and corridors instead of walls
and brushes making up the floors, is an important prerequisite to making good randomly generated levels for this kind of game engine.
A bit late, but you can uncheck "DD" and "3D" up at the top to see displacement brushes without destroying them
https://i.imgur.com/VblyUD6.png
https://i.imgur.com/Cni5xsy.png
Gotcha. Thoughts?
https://files.facepunch.com/forum/upload/132374/15d17e22-b847-4cb7-90d3-d1efa02212e5/image.png
https://files.facepunch.com/forum/upload/132374/c0e82600-4c81-4245-b5ad-cb7271df54f0/image.png
Here's how it looks now, plus a shot of the book-nook fireplace thingie. Tv reflection plays on the room nicely.
And I gotta say, pretty big fan of guitar dad's bachelor pad and spaghetti painting.
where's evocity 3
your light entities are kind of close to the light sources, everything else looks really good
Okay, nixed the spots, the map is going to be themed for a halloween party anyway, so that leaves me room to be creative with accent lighting.
Here's where I'm at now:
https://files.facepunch.com/forum/upload/132374/b24a2c18-afe0-4f66-8bd6-e3e31f26332d/image.png
So yesterday I got this:
https://files.facepunch.com/forum/upload/132786/f4d49d04-4997-4981-8d17-82731562e628/2018-10-25 csg ingame.jpg
I've made small performance improvements to the code today and ran another test. These are 64 rooms cut out randomly with a voxel grid of 16 units, and two faces painted with a lamp texture by hand afterwards.
The generator took one second to build this level.
I think I'll need a voxel resolution of 16 or 8 units per voxel cell in the end, so this is very well in the ballpark of enough performance for complex levels. I recon that the raw computation work for a medium sized deathmatch level could be in one or two minutes in the end.
https://files.facepunch.com/forum/upload/132786/20cf4466-d31a-45c7-89e4-d7abc5f8cb55/2018-10-26 csg ingame.jpg
Even though it looks like it at first glance, I can assure you there is no z-fighting at all because no face overlaps with another face anywhere.
Is there another site you post these on? I'd hate to miss out on all the cool externally generated map tech after Facepunch goes down.
The first test of work on the Plaza district from Episode 17.
I do not change the traditions, and it turned out a little dark :)
(in fact, I will try to make the final scene brighter).
https://files.facepunch.com/forum/upload/179525/ed97ae22-55df-4f32-9207-174576bb2db5/ep17_city040063.png
I don't normally post my little experiments, but I think this could be handy to the right person, maybe?
Back when RP maps were all the rage, I wanted to try to have dozens if not more very detailed "painted wall" textures and keep the overall file size under a couple MBs. Namely to save packed .bsp size.
Knowing that "$color" existed, I wanted to see if it could do the heavy lifting. I made a simple off white texture and gave it a pretty detailed "$normalmap" and "$envmap" and added "$color" "{ 117 29 19 }" (Red)
Wouldn't you know it! It worked to great effect! ... Sort of.
https://i.imgur.com/K2PvXLD.jpg
https://i.imgur.com/WVde2PD.jpg
I never found out for sure if when VRAD ran it would consider the "$color" value when it did light reflections. I think it does. But worse then any possible reflectivity issues- when you hit the surface with the flashlight It would have a bleaching effect, removing the colour from the wall. I couldn't figure out how to prevent that and I eventually move on to other things.
But! I got exactly what I wanted. Each 1024^2 texture is 'essentially' 1KB large and look pretty dang fantastic.
https://i.imgur.com/CRT4ixO.jpg
If I had compressed both the $basetexture and the $normalmap (I was bad about not compressing textures in 2011), the total file size would be around 3MBs. Pretty neat stuff!
MOVING ON:
In the spirit of having alternative models to the HL2 stuff; this week I made a simple dome light. Somehow I made it with less poly then the HL2 Model.
https://i.imgur.com/qgbEw5v.jpg
Also some colourful anime boxes. ~Kawaii~
https://i.imgur.com/86URn4v.jpg
I think your school is in the midst of some, uh...action
Hey guys, I'm trying to make a straight piece curve accurately to the original.
Any advice? The upper left is original, which I'm trying to imitate on the right.
I intend for it to go down the other slope without a track on it.
https://files.facepunch.com/forum/upload/341714/c0f1da0c-b2b6-4cfa-b44f-d4ef2642a5c4/mapping help.png
I've tried the arch tool and clipping but I have a feeling I'm giving myself way more work than needed.
Any help is appreciated!
http://www.interlopers.net/forum/viewtopic.php?f=11&t=20367
Have a look at this tutorial and play with the vertex editor
I'm trying to build a simple deathmatch level now.
https://files.facepunch.com/forum/upload/132786/ac16de77-fd48-4f7b-b837-69a470e9aa6f/dm1.jpg
https://files.facepunch.com/forum/upload/132786/50567ec7-3fec-4014-9374-670d61f105bb/dm2.jpg
https://files.facepunch.com/forum/upload/132786/631e14d9-cadf-485c-9478-3c8e637ef804/dm3.jpg
It's all the same level, and it mutates a bit every time you look at it.
Picking textures is really hard and takes me hours. x_x. It was way easier in Quake 4, and way harder in the stock HL2 without Black Mesa.
https://files.facepunch.com/forum/upload/132786/4a88981f-5d68-4372-ac3b-c7b8b9502b6c/w.jpg
Here, I've made the program detect some patterns, especially where there's space for a big floor tile and what constitutes a column.
What to do for lighting? I want to put small lamps at the ceiling in randomly selected cells, as texture lighting works quite well here.
After a long break away from Source and PC in general I decided to get back into CSGO SDK...
https://files.facepunch.com/forum/upload/331744/a16e154c-bb4d-4409-bfcd-1d025788ff51/20181031223012_1.jpg
Chernobyl Nuclear Power Plant (With "New Safe Confinement")
Reference Image for comparison:
https://files.facepunch.com/forum/upload/331744/43ab3910-735f-4da6-acb6-e8513e5617e8/2018-10-05T143715Z_1_LYNXNPEE9417C_RTROPTP_2_UKRAINE-CHERNOBYL-SOLAR.JPG.cf.jpg
(Yes, I realise the arch needs to be taller)