The Official Facepunch Mapping WiP Thread v18: Source Engine and Friends
935 replies, posted
https://files.facepunch.com/forum/upload/109738/4c48524d-04f7-4365-9286-b2314b6f6b93/image.png
Make those trees upright D:
That aside, your hills/blending looks really nice.
Yeah... I may have gone a little overboard on the tilt of those trees. Some trees on mountain slopes are tilted because of land erosion or snow, but as you can see, I'm still working on when I should or should not tilt trees. Or how much tilt to give them.
Thanks for the feedback!
Does anybody here have the old facepunch asset collaboration pack? I lost mine awhile ago and can't find it again.
https://files.facepunch.com/forum/upload/252090/d911e8eb-bb45-43ac-81e9-eb6c1a0abcd0/officepart0009.jpg
https://files.facepunch.com/forum/upload/252090/e0422592-83ac-429f-8960-2cf52f4a4992/officepart0007.jpg
https://files.facepunch.com/forum/upload/252090/159456cd-89ee-4816-a775-380dbdc6e013/officepart0008.jpg
making a little office for no reason, lighting is pretty shit
I also made an office for no reason, but this one is taking eons to compile so it will probably be abandoned.
Pardon the shit lighting.
https://files.facepunch.com/forum/upload/132374/db4147f5-7e2f-40d8-8aa9-6af58f0ca995/image.png
Beautiful detail in that house.
Is there a current guide to getting the hammer toolchain set up for GMod? It had been set up for years on my PC but I had to reinstall windows. I remember having to do several config tweaks and file editing to get hammer to launch properly, so I'd like to know if there's a current, agreed upon "right way" to set everything up properly.
The last time I set things up you still used the original Source SDK launcher if that gives you an idea of how long it's been since I've done this.
One of my problems is that I focus too much on detail. I start detailing as soon as I close in any space, and it's almost always a death sentence for a map. I think it really just boils down to I have more fun creating and bringing to life these spaces than I do putting in the extra work to publish them. There was a map I made months ago last summer, called simply pond, and the idea with that was to make the most detail-packed map I could possibly make. I'm sure it's floating around in my post history if you look enough (and those results aren't locked or whatever garry did to them) If you want, I can post pictures or give you a copy of the map. It was a cozy little project, but hit a snag trying to make the lake work.
gmod has its own version of hammer now in common\GarrysMod\bin
pretty sure it's all setup there afaik except for maybe the ttt fgd or something similar if you want that
oh, whaddya know
I knew that was there but previously it had never worked right and was always missing dependencies or the like. Seems like it's alright this time around though. Thanks.
i'd like to see this, sounds pretty cool
There is this tutorial about skewing textures in Hammer: [Tutorial] Skewing textures in Hammer | TF2Maps.net
It uses a neat trick with that camera-based texture alignment thing feature.
I want to make something that's easier to control.
My idea so far:
Make an env_cubemap entity and use it to point at brush faces. It's the only entity I know that can be used for that without any hassle. You can just select its Brush faces property and point to a few faces interactively.
Make two named info_nulls and point at them from the env_cubemap:
https://files.facepunch.com/forum/upload/132786/a87f4db2-2a60-4176-96df-d1d3ba87770e/image.png
https://files.facepunch.com/forum/upload/132786/70134eaa-c55f-41e8-9d39-30cb51930edb/image.png
The input names have no meaning in Hammer, but the targetname of the env_cubemap in connection with those input names is something I can detect!
3. Process the VMF file, find cubemap entities targeting nulls and following this naming scheme, and project the brush faces accordingly, spanning to u and v.
It should take only a brief time to set up or copy from a reference file, and yield the desired results quickly.
It was this map.
https://files.facepunch.com/forum/upload/132374/336d9890-56e4-4bb1-8ccf-ad0131c90023/20180912173035_1.jpg
https://files.facepunch.com/forum/upload/132374/458919fb-2e8d-4bb0-a462-d18668eb9bc5/20180506030555_1.jpg
https://files.facepunch.com/forum/upload/132374/c2c06852-cd76-4742-9032-37c2a6904e23/20170710000211_1.jpg
https://files.facepunch.com/forum/upload/132374/69768941-ddd4-4320-82d0-aadddd5cf31b/20170710000022_1.jpg
https://files.facepunch.com/forum/upload/132374/00042266-583c-4e45-b967-e0517559e71c/20170709235934_1.jpg
https://files.facepunch.com/forum/upload/132374/5fdc0246-0fef-4d78-b4fb-38a0bbdce575/20170709235953_1.jpg
https://files.facepunch.com/forum/upload/132374/55943500-c31e-442d-bb0a-3b0749e3fc04/20170709235353_1.jpg
https://files.facepunch.com/forum/upload/132374/be9e2db4-dec3-4482-99b2-e2c094e1af21/20170603210702_1.jpg
And this map was my sally into destructible and reactive environments. That was fun.
The projection thingy worked. I hope skewed texture alignment would see better adoption with this.
Source vmf:
https://files.facepunch.com/forum/upload/132786/43f9c959-d1ae-4078-a483-22dfb956d46b/2018-12-26 modifying vmf with dicts 1.png
Modified vmf:
https://files.facepunch.com/forum/upload/132786/7b22767c-ecf2-4570-9678-fbc3690f60b0/2018-12-26 modifying vmf with dicts 2.png
trying this again...
https://files.facepunch.com/forum/upload/132963/61fe81dd-6138-4979-a98a-bdcc58f1d375/image.png
https://steamuserimages-a.akamaihd.net/ugc/964232955159985919/A0B7975EDE466767E68F659F27DD5383C489128D/
https://steamuserimages-a.akamaihd.net/ugc/964232955159985828/251E6C8F5F3E7D875273791494B613FC3DCBC12A/
see you next year
https://imgur.com/a/n5fehw2
Anyone possibly have any ideas on how to recreate these light values in source?
https://files.facepunch.com/forum/upload/113201/da81877e-402c-4cad-89f6-94c7a078652e/large.jpg
I'd have an orange light_environment point straight down with a high sun angle like 20 and a bluepink ambient for it.
Skypaint for the sky. It is quite the tool once you learn how to use it fully. Make the sky colours the pink and magenta. Then use a combination of dusk colours and a huge amount of sun colour and put the sun just below the horizon.
For the light, do what stiffy said but not straight down. It looks like a pre-sunrise so id say -10 to -20 pitch (-90 being high noon) and yaw to where you have the sun coming from.
And post pics!
I'd love to see a pakratted release of this as-is, it's something else to look at!
Here ya go. 110 MB. Don't say I didn't warn ya.
pond_pakrat.bsp
I do this weird thing...where I make maps just to explore myself. I never publish anything. I love making stuff. I barely optimize, other than meticulous nodraw and func_detail to cut down on compile time. For what, for me?
It's nice to be able to share. Let me know what you think. :}
I think every mapper here can attest to the same thing, honestly; I know I have a several gig folder full of maps that I work on for fun and never finish.
Finished the last interior for a RP map I've been working on and off for almost 3 years
https://imgur.com/a/VbSwpho
I'll make a thread next year
experimenting with "time travel"
https://files.facepunch.com/forum/upload/132374/e818726a-30e7-4578-b647-df19b9920025/time.mp4
Dude you gotta post that house, the detail it has is amazing, pretty weird to see such detailed house on Gmod.
I can work on this for you, the missing props is a simple fix (they're handmade) and the glass texture-
Is the texture missing, or is the cubemap messed up? Try mat_specular 0, if it goes away and they look normal, it's the cubemaps. Another snag that caused the abandonment of that map.
So I just finished The Shining. (the book)
Fucking excellent. Way better than the Kubrick movie. In the book, Jack becomes obsessed with a small, dark little room filled with records and shit from the Hotel's history. All the dirt and bad shit he finds about the hotel he finds in this creepy little room, slowly losing his mind. I made the records room.
https://files.facepunch.com/forum/upload/132374/2fc107a6-54ca-4234-8706-8762da59465d/image.png
"They walked into a long, rectangular room that seemed to stretch for miles. Watson pulled a cord and a single seventyfive-watt bulb cast a sickish, swinging glow over the area they were standing in. Straight ahead was the bottom of the elevator shaft, heavy greased cables descending to pulleys twenty feet in diameter and a huge, grease-clogged motor. Newspapers were everywhere, bundled and banded and boxed. Other cartons were marked Records or Invoices or ReceiptsSAV$1 The smell was yellow and moldy. Some of the cartons were falling apart, spilling yellow flimsy sheets that might have been twenty years old out onto the floor. Jack stared around, fascinated. The Overlook's entire history might be here, buried in these rotting cartons."
Add
$reflectivity "[1 1 1]"
to the mirror vmt
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