• The Official Facepunch Mapping WiP Thread v18: Source Engine and Friends
    935 replies, posted
Looks like the L4D2+ normalmap scaled up with the standard Portal 2+ shader, without refraction.
Custom normal map.
Here's a w.i.p. lobby type map I was working on. https://imgur.com/a/zVoMdQR
animated?
Huh. Reboot of Sassilization perhaps?
Taking my code apart and preparing it to make modules from it, I could do a test today for how well this overall approach could scale. And I'm fine wit what the engine could handle here. This is the layout I've been working on for so long generated stacked four times. https://files.facepunch.com/forum/upload/132786/5842fd91-0bef-40bf-943b-f7d181c5d75e/r1.jpg https://files.facepunch.com/forum/upload/132786/6eb387cc-843e-4b6a-b432-2564ed1c09b2/r2.jpg Some stats from the stock compiler: brushes 44%, brush sides 33%, entdata 48% vis built 597 visible clusters. rad took 1min48s on my (dated) computer.
Cool. I like what you doing. Procedural maps. Looking good. But (there always is one) how'd you balance the gameplay? Those are 'just' mace deathmatches right now.
Gameplay stuff isn't programmed yet. The gameplay pass will analyze the layout and try to distribute weapons and ammo in a halfway sane manner. And because it'll be a module, there can be different flavors of it, like "a lot of heavy weapons" or "just small arms". The principal things put together to create a level will be the layout (where are the rooms, stairs, etc.), the theme (how does it look/wall textures/light fixtures), and gameplay (items, mobs). Gameplay should also determine some instructions for the theme regarding placing obstacles for cover and the like.
Got bored, probably going to expand on this - need to add more combine stuff, cameras and door lock devices, I'm unsnure on if I want to change the skylight texture all over to the opaque one seen in the last screenshot or not, having only the ceiling skylights transparent looks inconsistent anyways https://i.imgur.com/zQjZvU2.jpg https://i.imgur.com/7U5lyIz.jpg https://i.imgur.com/o7yphJM.jpg
The volumetrics are neat, but those arches certainly need some smoothing if they're going to be so prominent.
I have smoothed all insides of the stone arches, for whatever reason the faces on the bottom most brushes of the arch completely ignore it
Hmmm https://i.imgur.com/FyrCFH7.jpg
Modeling question: if most of my UE4 assets will be a solid color, do I need texture map them? Or should I do it anyway so I can try auto-generating lightmaps? Just trying to save time.
https://i.imgur.com/ziMiJ94.jpg I'm a horrible person. don't worry, I haven't scripted it...yet
What is that ??
I was planning on sneaking one in on a black mesa map but you beat me to the punch. Cant wait to see the shitstorm that will come of this. Godspeed you magnificent bastard. Something very naughty.
At the moment I just made it for funsies to de-rust since I haven't been using Hammer for a while, but now that you mention it I very well might make something usable out of it. Hardest part would be getting the center ring to work. Ideally I'd rig something up like phys_magnets that activate and grab the hands and feet of a ragdoll but I'm not sure if they can target specific body parts/bone names. Here's a vmf for it if you wanna take a crack at it https://www.dropbox.com/s/hprwloo97jag0zj/thedevice.vmf?dl=0
If you can guess where this is set you get a cookie Anyone have any suggestions on how to make this look better? https://files.facepunch.com/forum/upload/113201/72cec3af-bf7b-4b4e-9267-e03c56ab68c4/20190123205556_1.jpg https://files.facepunch.com/forum/upload/113201/fc1bba01-7b33-4440-a985-e04723ada06e/20190123205547_1.jpg
I think you should put some gutters and antenna or something like that onto that building to look it more detailed. Maybe try replacing window textures with models? Without final texture on building I can't say anymore https://imgur.com/RbUofZO https://imgur.com/5b2gYab https://imgur.com/pgO39I8 Sorry for that carpet texture. :v (placeholder) xD
https://files.facepunch.com/forum/upload/132734/769588fc-5eed-4e1e-b064-6fc2b77ac106/image.png
https://files.facepunch.com/forum/upload/1086/95059911-349a-44b5-9b6f-c57b5ec73dd1/hl2_2019-01-25_01-47-14.jpg https://files.facepunch.com/forum/upload/1086/39b6cb99-3a9a-4dab-a532-470d9fc1e109/hl2_2019-01-25_01-49-59.jpg Need to tone down sun brightness, it's disgustingly bright in HDR - and smoothing on my arches are still fucked after re-doing them multiple times
Much more fleshed it. It still needs something but I'm not sure what. Maybe it's the walls behind the little benches and trees? Maybe give them some columns and geometry too to make them pop out. Maybe this trainstation is having some maintenance as well, perhaps some scaffolding, loose paint cans and the sort? Nice otherwise.
https://files.facepunch.com/forum/upload/107301/1f01d210-4676-4281-8642-a5e15647e216/20190125131124_1.jpg https://files.facepunch.com/forum/upload/107301/66a1d43e-cf53-4721-8f56-c81b5e4ab6af/20190125131110_1.jpg https://files.facepunch.com/forum/upload/107301/3d24fdac-9e3f-4798-baf5-641423a1f387/20190125131041_1.jpg https://files.facepunch.com/forum/upload/107301/d16fb935-7b7f-4f95-9b2d-a7db57d77e36/20190125130940_1.jpg https://files.facepunch.com/forum/upload/107301/7dcec419-7718-4709-8cbb-40f9044e7962/20190112232323_1.jpg Working on a map for Garrysmod Zombie Survival. Figured I'd go all out, make my own models, textures and all that jazz. https://files.facepunch.com/forum/upload/107301/22eb6bf5-b368-4482-a20a-5d3454556ebb/20190112232317_1.jpg
Out of curiosity how did you go about making your own textures? Did you use photo references?
The textures themselves no, I meant the .VMTs :p
Oh so you found textures online? I do the same thing
3rd first map for cs1.6 Not gonna lie, those look like some pretty east european windows. Gonna guess Cheernobyl
Messing around with Source SDK 2013 SP for the first time, I think I drank too much vodka blyat cheeki breeki https://giant.gfycat.com/MediumBetterBasil.webm
Still working on our game, though this time I'm working on a different chapter. Sorry for the lack of compiled screenshots, it's a long way from done and I'm looking for some feedback. I'm basing both the lighthouse and the light keeper's house on the real lighthouse at West Quoddy Head in Maine while doing a few things on my own creativity. The interior of the house has been left to my own imagination as I couldn't find any reference photos from before the lighthouse was automated and the keeper's house was turned into a visitors center. https://too.lewd.se/3fefb5b8c7d6_hammer_2019-01-28_11-02-57.png https://too.lewd.se/fc34fbd53c56_hammer_2019-01-28_11-05-58.png https://too.lewd.se/f8762c39c400_hammer_2019-01-28_11-07-07.png https://too.lewd.se/e12ede075e4f_hammer_2019-01-28_11-07-29.png https://too.lewd.se/024085f0642c_hammer_2019-01-28_11-08-26.png https://too.lewd.se/4779ed59b539_hammer_2019-01-28_11-09-26.png
Are you making a game? Which one?
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