The Official Facepunch Mapping WiP Thread v18: Source Engine and Friends
935 replies, posted
The textures are missing for some reason.
its an unlitgeneric texture on a model but ill make a lightmap version with brushes because why not
uhhhh how do i make these stairs so that they curve up to the next level? similar to the first picture
https://files.facepunch.com/forum/upload/113201/c8d9855c-4553-4b09-b6c7-6ab713961858/365_2160.jpg
https://files.facepunch.com/forum/upload/113201/e9d39850-0543-4ae7-b07c-af006a2d1b70/uhhh.png
Try a 180 degree arc primitive and shift each segment up by a certain offset?
and how do i go about that, if it's okay to ask? I'm a novice when it comes to arches and primitives
Near the bottom right (where you select entities to place) there's a drop-down that says "block". Change it to arch and use these settings:
https://files.facepunch.com/forum/upload/596/a27e1999-cd27-46f2-97c4-6f88736a960e/Hammer_Arch_AddHeight.png
Made this giant brush replica of the combine autoturret from ep2 last summer. Probably won't use it for anything.
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Sooo? Did you managed to fix the errors?
I've been busy with work, I'll post it here when I can.
Back to working on my deathmatch level...
https://files.facepunch.com/forum/upload/132786/f1999fb1-1d9e-474f-b316-782743915ed8/dev.jpg
https://files.facepunch.com/forum/upload/132786/558e7185-12c9-4268-91aa-8645f5fc1b92/dev2.jpg
Looks good! I like the textures.
I feel like gameplay could be improved if there were some walls/half walls between some of those pillars.
I've put that on my todo list.
I got a good deal on lamps by my local lamps dealer:
https://files.facepunch.com/forum/upload/132786/ae7f4607-5dbf-40ce-90f0-d06335233000/toomanylamps.jpg
Hey bad boys and/or bad girls. I've been hosting some mapping competitions in a Source Modding Discord server, figured I should start posting them here. The second big boy competition just started, with an Episode One theme.
You don't have to join the server to participate, but it'd be nice. Here are some details:
https://files.facepunch.com/forum/upload/797/a2417c39-f813-4ccb-b636-351359512307/ml002_e1_social.png
Also the mod template mentioned has some rad enhanced Ep. 1 Citadel assets created by @Demolisher (who is also a judge) so make sure to peep that if you're interested in joining in.
My level has two themes, which basically comprise the texturing, the lighting and later on also the stairs. The proper "concrete" theme doesn't have stairs yet, and the simple neutral development theme has a simple ramp as a placeholder, and no pattern detection for columns or floor tiles. I've now made it so that when building the level, when a theme is lacking a feature, that feature will just be taken from the default theme. That way I can develop things gradually and test around and so on.
Working on this today, I've accidentally intermixed features from both themes, and this turned out to be interesting.
This is the "concrete" theme with the very simple and bland lighting of the neutral theme (and a ramp instead of a stairs model as a fallback):
https://files.facepunch.com/forum/upload/132786/3367b844-4603-4f1b-93a1-402d00d5ccf5/a1.jpg
And this is the neutral theme with the proper lamp models and holes carved into the ceilings from the "concrete" theme:
https://files.facepunch.com/forum/upload/132786/d619fc3f-e8a1-4a90-8749-4921d8bb7916/a2.jpg
https://youtu.be/p77onUC2TGg
https://steamuserimages-a.akamaihd.net/ugc/964234088060391733/7C428663708D7848BD9036A653031E936479C46E/
CHeeki Breeki map I'm working on. Very work in progress.
uhhh how do i get rid of these weird blue squares from the lighting
https://files.facepunch.com/forum/upload/113201/722f4945-00ba-46ef-80c6-870766227c02/20190107204358_1.jpg
Compile with -final
is there a way i can compile with -final and without HDR?
Posted this map a while back, finished it now and for its release VAVLIE made a showcase vid:
https://www.youtube.com/watch?v=gfL4dhReJCc
Screenies:
https://i.imgur.com/o0Q32O6.jpg
https://i.imgur.com/5UnToMR.jpg
https://i.imgur.com/PpZVJQm.jpg
https://i.imgur.com/qlcyqNt.jpg
https://i.imgur.com/c6n3Lj5.jpg
https://i.imgur.com/TrMO4ZQ.jpg
https://i.imgur.com/lO4zp8f.jpg
https://i.imgur.com/AfhI5eO.jpg
https://i.imgur.com/ywEhtOy.jpg
https://i.imgur.com/Z4vDOe5.jpg
Just omit the -hdr parameter. -final only affects the quality of your light_environment's ambient lighting (and the prop_static lighting in CS:GO) and has no relation to HDR/LDR modes.
Work in progress Milrp map
https://imgur.com/a/b4FS6Aq
I've programmed more stuff!
This is a version of the level that has all four corners active and has all the variable measurements set to a minimum.
I still need to add more stairwells and look into grouping the columns into func_details.
https://files.facepunch.com/forum/upload/132786/dec986b0-7d3a-48eb-81d1-0614aaa4f48a/p1.png
https://files.facepunch.com/forum/upload/132786/6a24f81f-a18c-4251-a2e7-e1138d7675e6/p2.jpg
It's less about tutorials for me and more about getting into the mindset of how do you use a reference or follow a specific style as a guide without copying and rather build the buildings and the way the player is guided between everything, or if more open ended making it feel more natural when roaming around and when it comes to block the player from progressing
Infra dlc?
thats great but i juist wanna know how he does his water shaders or where the hell he got them from lol
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