• The Official Facepunch Mapping WiP Thread v18: Source Engine and Friends
    935 replies, posted
To be honest it looks like something that could be in Fistful of Frags which would look pretty fucking sick not gonna lie.
https://files.facepunch.com/forum/upload/300012/058c2012-d5b7-4b7f-9d0c-5c465f438725/venice0005.jpg https://files.facepunch.com/forum/upload/300012/3740272d-de08-4261-ab4f-b68b63c07cf6/venice0006.jpg https://files.facepunch.com/forum/upload/300012/cc3f4f2d-108b-4eeb-8a89-4777c5c36cc6/venice0007.jpg
That environment looks beautiful! I hope you don't mind me asking, but where did you find those tree models from? Are they from a Source game or are they custom assets?
Make sure you give some diversity in Z so they're not flat topped. Alternatively, you could try doing rounded tops with cardboard trees like I did here and add some large displacements to the skybox to look like a mountain such as in the background. https://files.facepunch.com/forum/upload/285360/9fcabed5-3eae-45bc-8799-f41cd36f95d9/20190224063058_1.jpg https://files.facepunch.com/forum/upload/285360/a865e331-7235-4ff7-9585-8a0a5e453d49/20190224063158_1.jpg
Long time no see folks, I've been busy working with the lads at Puny Human doing back-end fixes and optimization work for them. I guess that makes me a professional now? It is a strange thought. Here is something I started working on the other week and quickly dropped. I took all my decent dead WIP projects and tried to put them all into one place. http://www.wduwant.com/index_uploads/uploads/1121e1b00350.png https://steamuserimages-a.akamaihd.net/ugc/922582912918227341/9D92477904B271FB64096A96C21BE4137F1B2B82/ https://steamuserimages-a.akamaihd.net/ugc/922582912918227547/C8D80E28C8D5506C77DB18CF9D1EA89780F72653/ https://steamuserimages-a.akamaihd.net/ugc/922582912918214269/229520E4F776D47B4146B0403C76AB2D4B1EC924/ I also might have shown this before, but I also started re-creating ph_thesecondfloor, my most popular and arguable worst map. The original I made in three days. https://steamuserimages-a.akamaihd.net/ugc/925931440174887991/F18A2AF283BE8712C5972EBF17F7901369CF8608/ https://steamuserimages-a.akamaihd.net/ugc/925931440174888402/683DBE13DBF654F02FEB2B2AE4E3932421936646/ https://steamuserimages-a.akamaihd.net/ugc/925931440174888202/EAC4464F3AABD66BF6423F9C9BF076644177F0F3/ I also pose a question to you good and faithful lads of the once proud mapping section, how do you keep the spark going? With every passing year I find it harder and harder to open Hammer. I once had a lot of fun mapping, but now, it almost feels like a chore. Even for passion projects, the drive to sit down and really get the details on a door frame right is just, gone after a day or two. How do you guys do it?
I had a art teacher who told us all inspiration is lie and you have to motivate yourself to get anything done and that's pretty much true. She didn't help much in getting us motivated but a few things which work for me are; Actually schelduing a dedicated time for mapping out in the day or week, just a hour or so where I do nothing but map. By having it written out preferably on paper it kind of motivates me to get to work and helps stop wasting time down the hole of youtube and facepunch. Continue working on projects, way too easy to fall into the trap of starting other again and again. I find that being part of a collaborative project helps with this as you can't really drop the project without quitting. Work under strict time restraints, give yourself a deadline for something to be finished. This could be for the entire project but I recommend setting deadlines for each small part which allows everything to seem more achievable. Taking part in mapping competitions really forces you to get your map done by the deadline or it won't be accepted.
If I worked by those guidelines I'd quickly grow to resent it as a hobby
Hey, I got a quick question. The third picture you posted, how did you take that picture? It seems like a Fullbright but it has shadows? Thanks.
Ambient occlusion?
mat_fullbright 2
I dunno gmod or csgo, but i think that's lighting only. Without textures.
That is exactly what mat_fullbright 2 does, though. https://files.facepunch.com/forum/upload/1823/f6d7cf97-33ae-48df-8ceb-d01ee043a231/hl2_IJYBO3pxXj.png
Yes. I think i just counted the pictures wrong. Oops. That 4th sure is mat_full 2.
This is correct, but I have forced Nvidia HBAO enabled. It makes Source look that much less deprecated. A bit of a cheat admittedly, but it works wonders for making your map appear more polished on the workshop or for portfolio showcasing. However it does break with fog enabled, so be wary of that.
My program can now make grass! https://files.facepunch.com/forum/upload/132786/f1b398e6-b5d9-4ed1-879d-36d4422718f8/2019-04-01 dm level 1.jpg https://files.facepunch.com/forum/upload/132786/d7015765-dde6-4971-bcc8-be9b08b35bfd/2019-04-01 dm level 2.jpg https://files.facepunch.com/forum/upload/132786/f87b4043-0abe-4574-a4bf-821af891f9f7/2019-04-01 dm level 3.jpg https://files.facepunch.com/forum/upload/132786/a950593c-c623-4ef3-bcc1-bae867ae8584/2019-04-01 dm level 4.jpg As a programmer, it was my duty to make the grass wobbly.
I know obviously this isn't a mapping question per say, but how do I add a new skin to a model? I want to add a new flag to the fairgrounds_flagpole01 model.
You can't as i know. You either need to decompile - recompile model to add new skins to it, so in the end you're using new model with skins you need. Or you can hex edit model to have different name and to look for different materials, so you'll have second model with same number of skins. There has been some info that it's possible to add new skins to models by hexing. but i can't find it.
Use Crowbar to decompile the model, edit the .qc file to add skingroups by adding this, for example, under the line with $cdmaterials: $cdmaterials "" $texturegroup "skinfamilies" { { "models\props\stuff\fairgrounds_flagpole01"       } { "models\props\stuff\fairgrounds_flagpole01_skin1" } } It's important to know what's on the $cdmaterials line. If it's something else than "", then you'll need to do like this: $cdmaterials "models\props\stuff\" $texturegroup "skinfamilies" { { "fairgrounds_flagpole01"       } { "fairgrounds_flagpole01_skin1" } } See how it works? So I repeat, don't modify the $cdmaterials line, but what you need to write next depends of what it says. After that, just recompile the model (with Crowbar too) and make the second VTF and VMT files with the _skin1 suffix. Of course, you can, if you want, just not do any of this and replace the original texture with the one you want. Skins are for when you want to use both textures in a single map.
I have so many unfinished projects lol https://files.facepunch.com/forum/upload/113201/abde2469-120c-4f0d-85f8-3db70119e13f/20190402201617_1.jpg https://files.facepunch.com/forum/upload/113201/3ef3d8d6-eb54-4bf6-bfba-da0addd6a9dc/20190402201614_1.jpg https://files.facepunch.com/forum/upload/113201/e4c53c8b-f3d1-4219-a103-b5f7273fd6da/20190402201602_1.jpg
You could use neotokyo's telephone posts there, they would fit better.
I think this is the right place to post this. I know I'm not the only one who checks out this thread as often as possible just to see the amazing work you people do. I have a deep love and respect for the gigantic amount of work you, the mappers, produce, whether it's your first time or you're a level design veteran. Because I have myself an unhealthy obsession with community-made Source maps, I have made a gallery of the most beautiful, detailed, impressive and immersive maps ever made for CSGO. I plan to do one for CSS and GMod too one day. There are a lot of them (150 currently), but they're all accompanied with a short description, a world location and most importantly, a link to check out the makers and to download it. The exact reason why I made this is because over the years, I've seen hundreds of people pour their heart and soul into making masterful maps, and not even a handful of them got to have their map made official and playable. The rest? Left to dry and to be forgotten. Thus I made this gallery. So these amazing maps, that may have taken months if not years of work, don't go buried under the flow and forgotten, like so many "community-made" things everywhere. In any case, it's still a beautiful gallery, where I've taken every single screenshot myself, and a great way to see what's been done before if you're not sure about it for your map. I'm sorry if you feel this is inappropriate for this thread.
Where can I find them?
On neotokyo, the mod.
Is anyone aware of a way to eliminate clipping from the sky_camera when the skybox scale is really high? Anything near the worldspace gets clipped if you're too near to the skybox.
Well you could just have player clips to prevent them from getting too close to the skybox. You're going to need to find a way to decrease nearZ otherwise
Thing is, I wanted the skybox scale at (are you ready?) 10,000x scale to virtually eliminate parallax on skybox elements that are meant to be really far away. Needless to say, no matter where you were in the map was too close. I ended up just going with 64x and it seems to work well enough, even though the skybox looks pretty cheap as a caveat.
These maps are all legit so pretty! I wish there was a way you could get Gmod with CSGO graphics
Well you can, but you need to do a lot of tinkering and work-arounds.
Added a 3d skybox to my map so now there is a skyline of downtown Spring Yard City https://files.facepunch.com/forum/upload/256233/f8672b66-8e96-4f85-936c-cef7c74bdcf9/20190404112029_1.jpg https://files.facepunch.com/forum/upload/256233/2ff7f8e5-bf97-4a41-b0f2-7bf165dd7c33/20190404110417_1.jpg i did a big woops i didn't align the skybox right its fine that will be fixed
Magman77 posted: How do I get two prop_static inside different volumes to share exact lighting information? I can't get rid of these seams and it's driving me absolutely bonkers. [ https://youtu.be/7AcS0SgMjqc ] Mirroring this here for exposure
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