The Official Facepunch Mapping WiP Thread v18: Source Engine and Friends
935 replies, posted
Looking great! Is it in a playable state? I would love to see a little walkthrough video or something.
I'll be honest on the first pic, the only thing I can imagine is that corpse spinning around as the ceiling fans spin
It does!
https://files.facepunch.com/forum/upload/224464/608a412f-d58b-42c5-b3f5-859c0cdd5bc1/Half Life Source 2019.05.01 - 15.50.50.01.mp4
So I'm kind of cheating cause I'm working on a source engine branch with deferred lighting, PBR, and CSM, but I love this forest so much I had to share it
https://files.facepunch.com/forum/upload/132479/f23f26b5-0399-4b94-9477-b7c135b6634c/image.png
https://files.facepunch.com/forum/upload/132479/642b09ca-afe0-4db4-b94e-9e8fc5362c05/image.png
anyone have any tips on how to recreate this style?
https://files.facepunch.com/forum/upload/113201/722611b8-2259-4c24-9833-472f3287e520/courtyard_template003f.png
If I had to guess, it's probably a mish-mash of photos + some other photoshop editing.
CGTextures is a good site for finding photographs to use for making textures.
I imagine some other people in this thread may give more helpful advice, though.
If you are looking to replicate the hl2 texture style really closely I would recommend looking into the same image sources valve used in making them. Marlin studio's Great textures of europe pack and others were used to make a ton of HL2 textures. Sadly seems like most of these packs aren't purchasable anymore.
Receate this? This is a simple photoshop task. Just get good photos and composite them. Or...
To make it complex. To get the most technical textures (like AO or SSNormals or whatever) out of it you should model the wall and window geometry, with those basic paint and wood textures. Maybe seperate the color and the 'chip' mask and whatnot and reperately bake whatever you need. to make it look the best within source's limits.
Visually upgraded, the sill (i dunno what that means i googled) should be some extra polygons you gotta extrude with a brush somehow. The window frame details being pushed into the wall could be done with some cheap and instanced models too, or lend themselves to use a parallax technique to get it into the wall and the most out of it
finally making something
https://files.facepunch.com/forum/upload/113201/e185cd6d-32e8-4636-a5f3-d43f91f12efe/exercise.png
https://files.facepunch.com/forum/upload/113201/7e3b31a4-a83f-4d83-80f6-71190214df56/window.png
The level geometry is done, only a bit of button/trigger scripting needs to be done and then it's finished. :-)
https://imgur.com/a/uYmJiOF
I get that this is supposed to be a Mario Kart map, but it's reminding me of CTF-LavaGiants.
Fam this is fucking sick. You going for somewhere in the North or South?
Must be all the lava ;)
I'm adding gameplay elements to my levels now.
Halfway plausible player starts were a difficult problem for me, but after finding a way to do it, I can now place items too.
Next I should balance this a bit. :P
https://files.facepunch.com/forum/upload/132786/66cda3f1-8dfa-4e4a-8e58-308ea996fa0e/guns.jpg
And I've tweaked the lens flare sprite settings a bit to look a bit better than before (placement, size, color, etc.).
https://files.facepunch.com/forum/upload/132786/e6989641-8ea8-4b0b-bdc4-c6978d5db00d/lens.jpg
The nice thing about this is that I've basically tweaked a little prefab a bit (the ceiling lamp), and it instantly applies to all of my levels.
MP5 INTENSIFIES
Little progress in P2: Abyss
Map is done by Seji Evan, I mostly work on ambient and lighting
https://files.facepunch.com/forum/upload/133999/68be43db-17f4-4c45-b4b0-1a004863c2d8/portal2_WHBhbdyrqB.png
https://files.facepunch.com/forum/upload/133999/e8d9099d-d548-4cde-b5ae-c8bdf527849b/portal2_uRsPS3pgOB.png
https://youtu.be/U12bD1rVxoU
https://youtu.be/UOlGiS7HfcI
Portal2 sure has some nice assets and looks. The lighting cones got some issues tho. The edges of the sprites should align with the cones of the lamps imho. This is what makes the edges. The one in foreground seems a lil bogus too. Angle is off. And the first video looks a lil too half life 2 esque imho. Far from that, it's nice.
Polished it all a bit more and now the levels have proper loadouts (focusing on bullet weapons or all weapons), an intermission cam, etc., and I've learned that point entities should be at least 1 unit above the floor. Oh.
Let's build 10 distinct deathmatch levels!
https://files.facepunch.com/forum/upload/132786/6b645706-5c33-4eda-80ea-ed6d63f8a526/image.png
Running that script and then a script to batch-compile it all, I get:
https://files.facepunch.com/forum/upload/132786/aa7bf31c-e5d3-441c-b93c-9bbfd60d12a7/image.png
What does the "Bullets" loadout look like?
https://files.facepunch.com/forum/upload/132786/700c0bfc-3188-4660-9946-22f9d5fb70cc/image.png
It basically goes in stages, chopping off X available floor tiles from the pool and putting the things on them. This accounts for levels of different total playable floor area.
"All" is balanced differently and in the end takes bigger chunks:
https://files.facepunch.com/forum/upload/132786/af4b6d72-e1f9-4052-bdd9-1909d670adae/image.png
It turns out that if you want something to be easy to control, it also ends up easy to mod.
One could just copy one of those game plans to a new name, rebuild the libraries, and readily have it available for the next level to build.
https://files.facepunch.com/forum/upload/132786/6eb26f4e-ba19-4006-b444-bbe42b262369/image.png
(Singleplayer.Neutral just places one info_player_start and that's it.)
Does anyone want to look at deathmatch levels I've just built but never actually looked at yet?
Here's a download (they are for Black Mesa retail): badrandgen_cust
Each level is generated with a singleplayer starting point too in case you want to load them in SP.
...
🤔
Badger Random Generator - I had to abbreviate this somehow.
We've played far too long last night and random people joined our server. It paid off to set up fast downloads sv_downloadurl. :>
Some people gave actual feedback on the levels as if I had built them by hand. One guy said he doesn't understand why I would build so many levels for a "dead" game since BM doesn't have that many online players anymore. Hehe... but the effort I need to put in to make a new level now is almost nil.
It was a rather good session. And while we've played I've made notes on what to change, especially about the level layouts. A few of these will get a sky ceiling, and we agreed that we should have a second maze, as an outdoors level. Overall, I've also added more guns to the game plans - and oh, I had forgotten to put in the snarks.
Later on, when we toyed around with random things in cheat mode, I for the first time entered one of those floor rooms. And then I've noticed that the doors down there are absolutely huge. I must trim them down quite a bit.
Now that all the research is done, I'm looking at what game to target next... CS:GO should have more polished gameplay mechanics, so I could substitute the models, reskin things, and change the loadouts accordingly - for a version of the generator that supports both games.
Slowly growing more and more tired of source and it's asshattery....trying out some new engines. whipped up this duct model in blender and shoved it in Unity.
I have no idea how texture models yet, and this room is bland as shit, but...it's a start, right?
https://files.facepunch.com/forum/upload/132374/eafe3165-9edf-4c6a-a947-183ea5b7c598/image.png
I dunno. It looks very overbright. You just starting tho. Have fun on your lil adventure.
i literally just discovered the vertex tool and it's so much easier to use! the whole time i was using the clipping tool
wtf is wrong with me
Clipping tool is useful, but you should use it in moderation.
In my ten years of source mapping, this is the first I've heard this, lol. Then again I've never been a king of optimization and such, which was definitely a detriment to myself as a developer, though as I never released anything for anyone but me, I sort of always shrugged it off. I never even learned how to use AreaPortals.
From what I know about Hammer, it seems to be "Hammer has the ability to [X]"
"Use [X] in moderation or Hammer will crash"
Being that whenever I use hammer my right hand is on my mouse, and while I frequently WASD with my left hand, it's 'home place' is Ctrl + S seventeen times between every single minute adjustment.
Of all my years of hammer, the one thing I've developed more than anything else is trust issues with the engine.
I rarely have crashing issues with hammer, my advice with the clipping tool is less to avoid crashes and more to avoid breaking map geometry since misusing the clip tool will inevitably result in invalid brushes. Just use it for splitting brushes, opening doors and windows and shaving off edges.
I'm up there with you on optimization and area portals though.
It does offer a bit of comfort that those uses of the clipping tool are exactly what I use them for- splitting to open doorways and windows, or for duplicating & manipulating a brush of similar length from a wall to a ceiling. Or, beveling an edge.
Now performance wise, am I correct in thinking that, for a beveled edge, it would be better to have two blocks with a triangle forming the bevel, and worse to just clip a corner off a brush?
This logic comes from the knowledge that stairs perform better as several adjacent vertical brushes sitting on top of a large wedge, clipped to sit right on said wedge, and that allegedly, Hammer in general performs better the more strictly angular your geometry is. Sorry for the lack of visuals, I'm in a car and my phone's drawing tools aren't the best otherwise I would illustrate my question.
Anyone thats ever worked with hammer will hit CTRL + S for as little as just staring at the screen and not touching anything or just simply moving the camera in the 3d view, and that thing transitions into other software easily.
I think you're mistaking the clipping tool with the carve tool, as the clipping tool is one of the most useful tools I found. I'd also suggest this tutorial on that case: About carving | Goldsource Engine Tutorials
I know it says "GoldSrc", but it also applies to Source.
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