The Official Facepunch Mapping WiP Thread v18: Source Engine and Friends
935 replies, posted
This level is now auto-lit with a good measure of randomness, completely built by the generator. :3
https://files.facepunch.com/forum/upload/132786/8cc48a44-1925-4748-9e12-160bb0dc4247/w.jpg
https://files.facepunch.com/forum/upload/331744/d99f35f5-fe91-4672-bd09-6fdd40028fb7/20181102004345_1.jpg
Progress... slowly but surely
Must admit I did not expect to be as rusty with Source as what I'm experiencing just now!
Would appreciate if anyone has some constructive criticism so I know where I'm going wrong
(On an irrelevant note, its been that long that I lost access to my old 'Hawx' FP account, I take it that there is no way to recover? )
https://files.facepunch.com/forum/upload/113201/3ae407db-8c85-449b-a35f-03b13f01d715/help.dib
Anyone know why my grids look like this? I had to reset up my custom config and for some reason it looks like this now
Omg. That glitch is so old i dunno anymore. Google hints. You have the wrong gameconfig and invalid gameinfo id loaded?
Open hammer from your garrysmod/bin directory
Check gameconfig.txt. By default Hammer creates config for HL2, which points to hl2 folder.
Chernobyl would actually be a pretty nice place to have a cs map.
for defuse, you could blow up the reactor and piss off a bunch of historians and others.
Bro have a way to talk with u in private?
Wth is this random encounter? Private talk about what? Ofc not. If you got tech questions start asking everybody aka the forum. You get alot more answers.
Mapping Questions Megathread V7
Since people don't strictly post Source only maps here anymore I decided to join in so I can post *something* again since it's been a while since I touched Hammer - I've been getting into mapping for Doom, specifically GZDoom with it's upgraded graphics engine and been slowly designing this over the course of a few days - after constant redesigns on the geometry I've locked it into a specific theme that I want to go with
https://files.facepunch.com/forum/upload/238864/6e3e9530-c5f2-44c4-bb6d-a1b314bcf5c5/Screenshot_Doom_20181103_070412.png
(made myself some dev textures and used some ported system shock 2 textures among others - also low FOV for fancy screenshot purpose only :V )
sorry I did not want to bother you, the question is about a topic where I can not ask anymore, sorry if not explicit in my question, it's about sketchfab.
I dunno where the thread has gone. If you want sketchfab ripping advice or tools you can move to xentax to ask somebody.
https://files.facepunch.com/forum/upload/113201/db03f08a-0c1a-4828-87af-39260ebfa72d/20181106122105_1.jpg
https://files.facepunch.com/forum/upload/113201/3ac180e1-be59-452d-b792-a11cecc12980/20181106122058_1.jpg
I'm making an RP map set in Brazil. Anyone have any suggestions or ideas?
https://files.facepunch.com/forum/upload/331744/44c645d5-e516-4002-95b1-b6bca21d6bd8/Layout_Final.jpg
https://files.facepunch.com/forum/upload/331744/11484946-645c-4ef0-9086-d3cd0b70a380/20181110174103_1.jpg
(I'm swapping CT and T spawns around to whats in the above diagram)
https://files.facepunch.com/forum/upload/331744/dbc12efd-46e6-4594-a9ac-793be6b2a970/20181111230801_1.jpg
We are getting somewhere now! (Window textures need updating!)
Going for the vibe of Chernobyl being made safe/rebuilt and operational again... something different.
I think you're going to want to replace the exterior curved building with some modelling. Or, if not making it entirely a model, you could use some sort of relatively high-poly model to cover up the edges of the brush. (if you're going to be using a trim or something)
If you're going for a realistic look, I would suggest making the whole site bigger, if possible.
The Arch's span is 257 metres and the height is 109 metres. The Sarcophagus pipe has a catwalk built onto it leading to the cut top, which was made to fit the Arch inside. There's also a stairway and pipes leading to the top of the Arch from both sides and a catwalk ontop of the Arch for maintenance.
Feel like you should make the layout smaller and have some proportions realistic. The layout you posted is too big, even if you crank it down, it will look kind of odd.
https://files.facepunch.com/forum/upload/111851/f2140cfb-8d97-4439-a2f4-5d1cb9234e5d/20181019011312_1.jpg
https://files.facepunch.com/forum/upload/111851/0c7f5415-5303-40df-ae75-8773894a0938/image.png
I've been developing this masterpiece for Fistful of Frags, I call it 'Barrel Football'.
It's a lot like American football but you kick around a gunpowder barrel. Along the way I've learned quite a bit of logic in regards to making certain key events happen and when it should happen, that sort of thing. The barrel is explosive so you can blow up people with it but all at the same time, you can kick it through the 'try' (that goal post) or on the rock ground behind it. I haven't posted anything on Facepunch regarding mapping in a couple of months to over a year max because I think of loads of projects but just never get around to finishing them. This project took me about a week and a half to fully complete and I feel quite happy with the result that's come out of it.
Multiplayer playtesting hasn't been done yet, since I don't have a listen server nor all the time in the world to host one anymore, but I think the gameplay should work out fine for the most part.
I'm wondering what you guys think so far as well!
please fix your panels on the right
i beg you
I'd love to be able to use a model for the arch but I can't model to save myself! (sadly)
If someone would be willing to model me it then I'd be highly grateful (and will credit where due), in all fairness the brush work is a temp thing/placeholder.
Where abouts?
He is telling you to move or drag the "Manifest" panel under the "Move selected, Categories, Objects, Create Prefab" panel so that there isn't as much wasted white space in your hammer editor window. Also, Manifest may move back to the position in the image when you minimize then maximize your hammer editor, so make sure to move it back under the "Move selected, Categories, Objects, Create Prefab" panel each time that happens.
Modular Stuff:
https://i.imgur.com/fQwCFpm.jpg
Most Modules are 256x256:
https://i.imgur.com/tHuYw13.jpg
i dont think they work for gmod but correct me if im wrong
Why is it that gmod or the sdk13 does not support the muliblend displacements? They are good. Just testing the default asw shaders. I dunno where this will go. The shaders are under control tho. I gotta add some normal maps and spec next. Maybe selfillum. I'm aware this is all 'old' dx9.3 tech.
https://i.imgur.com/w9BnLum.jpg
It'd need both engine and shader updates. Also multiblend does not support lightmaps.
Well. Yes. There's more data that is generated by the compiler. I have no clue (yet?) how this is stored, but it does support lightmaps (now). I didn't plan to do this right now, but it was a rather quick shader edit.
https://i.imgur.com/eJB8DK3.jpg
It's a good portion of cleanup still to get the shader inputs kinda standard done. If i can strip all the old shader code and get it to sm3.0 entirely, i have achieved something.
You could probably contact rubat or willox about adding support for it in gmod maybe.
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