• The Official Facepunch Mapping WiP Thread v18: Source Engine and Friends
    935 replies, posted
I made it using Space Engine, it's a free space simulator thing, and it has an export skybox feature. here's the skybox I made vilfreoSkybox It's about 128 mb, it's because I exported the textures in 2048.
I think I'm going to put this map on hold for now and work on something else in the meantime... well, here's a video of everything I have so far over the course of about a year. https://www.youtube.com/watch?v=9u0sp_fjN1I
Nice interior. It's lacking the skybox connection thru the windows tho.
Be sure to back up what you have so far, this looks pretty nifty!
In materials/correction would be the usual place.
This is pretty darn cool.
Ready for a playtest tomorrow for my recreation of Diamond Heist from Payday: The Heist. (It's for TTT) https://i.imgur.com/caUjOpa.jpg
I find that having a plan makes mapping much easier. It also keeps me from going overboard when adding stuff to the map lol
A little landscape map created for intro https://files.facepunch.com/forum/upload/133429/1e8f2cc3-9120-4c0b-960b-591aa09ca884/Half Life Source Screenshot 2018.06.27 - 17.54.10.61.png https://files.facepunch.com/forum/upload/133429/bf5e300d-3bb6-4b67-9c02-f624aa60c9a2/Half Life Source Screenshot 2018.06.27 - 17.54.39.85.png https://files.facepunch.com/forum/upload/133429/fc2cb7b9-58b7-496e-8827-5619df0454f5/MapEdited.mp4
I'm working on loading VMF files in Badger for doing something about imprecise plane data. Behold my highly sophisticated and thoroughly well designed sample world: https://files.facepunch.com/forum/upload/132786/4d0ca934-eaca-42b1-b635-3d9406f0f9b8/image.png
https://youtu.be/OuwsO3LIh1M https://steamuserimages-a.akamaihd.net/ugc/963090736873688809/0C7B9471243D2C22FE047E54CAD853E7352A8942/ https://steamuserimages-a.akamaihd.net/ugc/963090736873763722/F58210B92A149F06FBEB5B310B3D211413A28823/
I just bought CSGO because I like how pretty the maps look in them, so I can appreciate the maps I never release in a fancy new engine. Here's a jail for the terrorist so I can take screenshots because I can't get the game to launch without him being there :V https://files.facepunch.com/forum/upload/132374/d429a21a-2588-487b-955f-3fe30e64b965/20180630110046_1.jpg
"RDM! Unarrest me!!!"
i am the law
I'm in the process of creating an alpha layout for a gmod rp map set in Brazil, but I'm having an issue coming up with a layout. Below is my current idea; several city blocks around a park, which is the spawning point. I want to make it a bit more linear because I feel that this current layout would be too far-reaching and confusing. Does anyone have any suggestions? https://files.facepunch.com/forum/upload/113201/1e347047-0e09-4100-8400-a662fd0583b0/BRAZILRPMAPLAYOUT.jpg
When in doubt, use google maps for layout ideas. Best tip i have for ya.
That's actually what I did! I'm just not necessarily satisfied with the result. https://files.facepunch.com/forum/upload/113201/e4a48d52-9c46-4ad1-a79b-0d97de2ddd35/download.png
lol. Okay. I found the coffe shop. It's quite the square city. No 3D but full streetview. I mean this is enough information to make it work in terms of mapping this particular building style. I dunno tho what makes it a good rp map. Driving or walking around? Maybe choose a different location? Not being a square city may help getting it to look more organic.
I guess maybe I should just look closer at the layout of the buildings and choose where to block things off and how ¯\_(ツ)_/¯
Maybe base it around just 1 of those blocks and add vertical detail?
Messing with parenting brush entities to each other, and got a bit carried away https://files.facepunch.com/forum/upload/110346/88557922-b873-4db5-afcf-a63c37a2b90e/2018-07-03 00-44-06.mp4
Here comes dat boi
Everything is very simple - just make "mini-towns" in advanced shapes. Like on my picture (Blue dots are buildings). Also you can create new shapes for every single "mini-town". Also I suggest to make something like big Shopping malls, like on map rp_bangclaw (Big cubes on my picture). Idk why it looks like radiation hazard, HONESTLY ! https://files.facepunch.com/forum/upload/133429/47e90521-d983-41dd-bcb4-8afbb2da4421/Map_Schem.png
New avatar?
Uhhhh I guess this is a good start? I'm taking Mr. Kleiner's advice https://files.facepunch.com/forum/upload/113201/75446952-1e1d-419f-a5a5-6dca179d20ce/uhhhhlayout.jpg
Now it doesnt looks very simple. Actually very good start! Also I recommend to do some underground stuff which will connect all parts of the city, because players must have alternative ways to exit their "mini-town" (For example to escape from the police ). And thins underground mustnt look like naked tunnels without any decorations.
https://files.facepunch.com/forum/upload/110346/23f03d22-0802-45a0-8682-7022297529e4/horsebrush2.mp4
Was godd the first time. The second one? You tryna milk the joke? mmh.
I figured out how to do the thing with the trees and the moving from the last thread. Insurgency's models use really small values for the $treeSway parameters in the material, and since I was using a cl_tree_sway_dir of like "1 0", they were moving so little I couldn't even tell. I thought something was wrong with the models. I had to use a cl_tree_sway_dir of "100, 0" to get this. https://files.facepunch.com/forum/upload/277767/b4cdd4fe-3256-47a6-8147-e02507e49d0c/woosh.mp4 The only issue is that the direction seems to be local to the prop so rotating the object also rotates the direction the object is blowing. In this there are two grass models rotated ~180 degrees and they seem to be bending opposite directions. It's really only noticeable on small stuff. https://files.facepunch.com/forum/upload/277767/c742bc57-2768-4c27-9956-e559e28e5564/woosh2.mp4 It really makes a huge difference for gmod maps though, and I'd love to see env_wind support, so the gusts actually change the animation intensity.
You might wanna check the VMT that blend textured displacement on the ground. If it has a custom blend modulate texture, then try removing any detail parameters from the VMT and the blend modulate texture should work again.
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