• The Official Facepunch Mapping WiP Thread v18: Source Engine and Friends
    935 replies, posted
Making progress! I still gotta start the underground section tho https://files.facepunch.com/forum/upload/113201/2ccd74d5-9c50-423b-83be-e313c261f2d9/20190207173426_1.jpg https://files.facepunch.com/forum/upload/113201/d863d6c5-c5da-48c6-b62c-13c7e5bd598d/20190207173458_1.jpg https://files.facepunch.com/forum/upload/113201/71fa5315-ffae-497a-84ce-73108d79581c/20190207173410_1.jpg https://files.facepunch.com/forum/upload/113201/32dc37b5-19de-4f52-a7f9-a6ce6c988a33/20190207173417_1.jpg
I added two layers of rotation, the star field rotates to simulate the player being on a station where gravity is simulated via centripetal force. Then that center revolves around mars. Mars also rotates slowly, then there is also a bone for a light_dynamic on mars which also rotates slowly so the lighting looks more accurate. If the player was just revolving around mars it would look more like a satellite does in kerbal I based it somewhat on this
Does any of you knows if Blend texture can support Cubemaps or any sort of reflective shader? (Portal 2) I can't seem to get it to work The same texture is used on both, The wall is using a type of Mirror like texture for test purpose The floor is using the same, with the only difference being a Blend texture https://files.facepunch.com/forum/upload/133999/24f6efe2-9d96-4fee-95e1-43802a88922b/image.png
Did a playtest for a server I'm working on, and needed to create a lobby while people joined in, threw this together in a few hours: https://s.gvid.me/s/2019/02/08/02.png https://s.gvid.me/s/2019/02/08/03.png https://s.gvid.me/s/2019/02/08/04.png https://s.gvid.me/s/2019/02/08/05.png https://s.gvid.me/s/2019/02/08/2019-02-08_21-51-46.mkv_encoded35.webm It's pretty simple, but is super relaxing to play on, plus it'll never see use outside its small purpose, so figured I should share it.
That is a very pretty lobby. It's like a different realm, lifted from of Minecraft and remade in Source. -- I've just put together a new layout in paint that I needed for further development of the detailing mechanism. It was supposed to be just a small thing with a defined floor space, walls, angles, etc. But after writing it down for the level generator, it started to look like a self-contained deathmatch level? Guess I'll end up playing this stupid test layout later on too. P: https://files.facepunch.com/forum/upload/132786/b81070b4-40e7-4838-8494-d774bab5f154/image.png https://files.facepunch.com/forum/upload/132786/76dee198-f3f9-476b-be65-d4fa900f43d6/lay.jpg
wip https://i.imgur.com/Q2mEUph.jpg
I wasn't happy with how the interior of the shop looked so I redid it. Is there any way to project a texture onto the tv screens above the counter? https://files.facepunch.com/forum/upload/113201/d853e764-07f9-4c98-b845-eb6ed6f1772c/20190211214035_1.jpg https://files.facepunch.com/forum/upload/113201/9570f1b2-095f-4799-8373-954c49fbeffe/20190211214040_1.jpg
func_monitor if you want to show something live from the map or just use an animated or custom screen texture and put it on a func_brush with shadows and collisions disabled over the screen
Is that fullbright or just really overly bright?
Another map made for the same project, no artsty stuff here: https://www.youtube.com/watch?v=5BjMlTGMpPo Lots of weird stuff for testing weapons/lua that is being made.
It's just really bright. I guess I should lower it a bit.
tame impala 🙏
Gotta have something good goin' in your earholes when mapping, that's for sure.
What is the best way to plan out a map's layout before I actually begin work in Hammer?
Honestly hammer can be used to plan a map. Using a program like paint works for simple things but depth is a feature lacking in most maps and has to be factored in from the start. What I did a while ago is re-color the dev_blendmesure texture to other colors. Then I block out a map with each color representing things like grass, water, brick, stone and so on https://files.facepunch.com/forum/upload/197903/246cf02c-4d6c-44c6-aeea-81f14c2ef927/Capture.PNG Putting all of them into a separate vis usergroup and I can toggle on and off while testing. Also its worth noting that you can compile and run a map without sealing it so you can slap a player_start on this sort of geometry and test out how it feels without bothering with sky boxes and vvis
Man, there is something innately fun in creating and messing around with test maps.
Would you happen to have those textures available for download? Also, what's the best approach to making walls? I always trip myself up with trying to make them "inside" the boundaries of a room or "outside", and it gets worse when I have rooms that wrap around each other.
dev.zip As for walls, never do either. In terms of architecturally designing any sort of building you should have the exterior faces be your perfect grid aligned pieces, since repeating textures usually are obvious when short or long a few units Below is a basic example of what you should start doing with walls. Using the vertex tools to lower the amount of faces exposed to the player isn't just good for performance, it also make changing textures (or aligning textures) much easier since you have to do less clicking later. https://files.facepunch.com/forum/upload/197903/8ef3547e-c504-47f8-93fa-1672dd526e6e/Capture22.PNG
https://files.facepunch.com/forum/upload/107301/16a0061e-1424-4a37-9a47-8da46c6a67c7/20190212225945_1.jpg https://files.facepunch.com/forum/upload/107301/31784b61-2c2a-4638-9df5-73c3e734e367/20190213094139_1.jpg https://files.facepunch.com/forum/upload/107301/2ba0fec7-37ed-44ae-a0d3-068a393bf277/20190212231526_1.jpg
Started on this last night. I actually like where this is going. Might turn it into a ZS map. https://files.facepunch.com/forum/upload/224464/c1737ed8-42be-498b-83b4-c68522d65c71/20190212205211_1.jpg
Isn't that an area in HL2? What's so special about it?
The Nova Prospekt atmosphere I great. I would recommend redesigning the pillars though, they look a bit weird with those wall textures.
Subway spawn of Pinescity v3. Light problem on metro doors, i use light_dynamic. https://www.youtube.com/watch?v=myYRznplX0s
Pretty cool, how does that work out with multiple players if they spawn in that train? Do they have to wait for the train to go all the way around?
Players wait 1 minute then teleport metro, i add soundscape and env_shake for movement simulation https://files.facepunch.com/forum/upload/420729/fa8ebf8b-35ca-474f-8168-a1305ba0bc52/Capture.PNG
I fucking love that so hard, wow. Awesome work dude.
Hi another mapping competition just started. @ me on Twitter or Discord if you have any questions. https://twitter.com/MapLabsComps/status/1096423058846507010
Freeman Statue speaks out https://files.facepunch.com/forum/upload/300012/8698b5ba-389d-4665-84df-c67bed71093b/test_area0000.jpg
https://files.facepunch.com/forum/upload/107301/37cbaf82-f345-4e22-aecb-ffe706515dd8/20190216113727_1.jpg https://files.facepunch.com/forum/upload/107301/453398d8-867e-48b3-af1d-dfb70e1348d5/20190216113648_1.jpg
After the humens built a John Freeman statue, they decided to build one for his brother too. But in silver cause he's number 2.
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