The Official Facepunch Mapping WiP Thread v18: Source Engine and Friends
935 replies, posted
Apparently, the Valve Developer Website has been compromised and is sending out malware to people who go on there.
https://twitter.com/LambdaGen/status/1014471979674624005
Hopefully it'll be taken care of.
Background info: Valve employees last visited the site 2 years ago, and the MediaWiki software was last updated 4 YEARS ago. Some russian kiddies attempted to inject XSS into some pages, and they nearly succeeded. Valve finally took notice of it after a week of sending emails. Currently it looks like this:
https://files.facepunch.com/forum/upload/111014/f5d6832c-6399-406d-bfd4-01d971ebedb1/IMG_1565.PNG
Might as well show my own port, Thrill from CSGO.
Also, I have a confession to make... I have an unhealthy obsession with getting lightmaps exactly right. I can do it for hours and hours without pause, I love doing it so much. Am I retarded?
https://steamuserimages-a.akamaihd.net/ugc/948454029953441498/E8FF26920FB05F7389B0F0275CD093B438291777/
https://steamuserimages-a.akamaihd.net/ugc/948454029953442117/782614AD3404E18AE800EC0F523FA1EEC980FF9C/
https://steamuserimages-a.akamaihd.net/ugc/948454511077675779/B86063F80CC4CCFAC68213A58C717389693FE31A/
https://steamuserimages-a.akamaihd.net/ugc/948454511077675144/BE56FC08E9C9EF3334EC872E444DE5E5E737F127/
https://steamuserimages-a.akamaihd.net/ugc/948454029953442460/D86855632F5C4B0FCD8CFAFC0EB14B460A2C3F14/
Colored props are still a pain in the ass though. But it should be finished this week.
If someone knows how to avoid pixelated shadows on lightmaps that are like between 3 an 12, I'd love to hear that.
Just my luck that I went there yesterday to check on the blendmodulate stuff from the last page. It was down for maintenance at the time, and I didn't even think anything of it.
Honestly, map ist beatiful, but looks more like Team fortress 2 map.
I'm really not sure what to make of this. It's an amusement park, so I guess it is supposed to look... erm... like it does.
Nice work. Reminds me of the preset buildings in Planet Coaster.
Is there anything at all I can do to make a ranger station/firewatch tower more interesting? All the references I find online are just drab boxes so that's what I've done here, but I feel like I could spice up the design somehow.
https://my.mixtape.moe/popmuv.jpg
A firewatch tower would probably have better visibility outwards, aka large open windows going along the entire walls and not tiny lil' bab windows
The Long Dark has some pretty comfy looking lookout towers
https://files.facepunch.com/forum/upload/277767/dcb061ae-8096-4417-bf7f-3108ecb3ec50/image.png
https://files.facepunch.com/forum/upload/277767/2b1803b2-82a2-4cb2-975b-d0a14c20c4a3/image.png
Here's some other random ones I found on Google:
https://files.facepunch.com/forum/upload/277767/b945ff28-7fc7-43f0-84fe-89eb0598c8ca/image.png
https://files.facepunch.com/forum/upload/277767/445d8b92-d431-4ae3-acac-84ff2f4f197e/image.png
Check out the game Firewatch, that's literally what it's about so I'd imagine the towers would look pretty good
There are a few drab octagon shaped ones, but in general making it look nice is going to come from a well designed roof and support structure. There's not much variety floor-plan wise.
Making progress! This is only one portion of the map, and it isn't necessarily to scale.
https://files.facepunch.com/forum/upload/113201/d06edff0-d139-419c-8cde-2230deec95f3/CBD Extension.jpg
So I've started making a map approximately one year ago but never got around to finishing it because it was an ungodly mess. However for the past month I've decided to rebuild it and actually publish it. I would enjoy if you guys could give feedback on the map?
This map is heavily inspired by gm_Carcon_ws...
I plan on updating the map Bi-Weekly if possible.
https://steamcommunity.com/sharedfiles/filedetails/?id=1434873143
https://files.facepunch.com/forum/upload/132674/ff696d54-bb7a-4eaf-bfb4-6fd775f63661/20180707223658_1.jpg
https://files.facepunch.com/forum/upload/132674/b8256109-377b-4b8e-97a7-045886f3a74d/20180707223641_1.jpg
https://files.facepunch.com/forum/upload/132674/bc0a9417-68f0-4faf-a35b-af66599c49b7/20180707223638_1.jpg
https://files.facepunch.com/forum/upload/132674/fa51ac9f-bfd5-4d14-b420-e422a8436e61/20180707223626_1.jpg
https://files.facepunch.com/forum/upload/132674/7acdf4b7-6ac1-458e-809f-ce04789eb25c/20180707223619_1 - Copy.jpg
https://files.facepunch.com/forum/upload/132674/4965e37f-eb93-4b87-8bee-fce77436e757/20180707223552_1.jpg
https://files.facepunch.com/forum/upload/132674/4b600783-5c23-4cb6-9d4b-2e34dfb2dd30/20180707223559_1.jpg
https://files.facepunch.com/forum/upload/132674/d11639d7-648e-4f97-b7c5-64a4b26137ee/20180707223531_1.jpg
https://files.facepunch.com/forum/upload/132674/87e23786-bbfa-4579-a37c-76e722530f38/20180707223513_1.jpg
Contents:
Rock wall
Dirt Track
Open Road
3-Lane Dragstrip
Garages
Flat Concrete Area
Water
Things-to-come:
Second Rock Wall
Underground layer
More Garages
Drag Strip count down timer
Larger Open top area (if possible)
Checked it in-game and in hammer. Map is well-made, occurate func_details, good optimisation In next update try to make more realistic mountais between the roads.
Are these too many visleafs? Map is fairly big, contains a road hovering in the air. Right now there are 938 numportals.
https://files.facepunch.com/forum/upload/710/13f64fbe-53ce-4a40-8aad-0f766e2c4f4a/image.png
I boxed my skybox by making a big brush hollow. Can I improve this anyhow?
You can use viscluster
What's that? Sorry, completely new to mapping
func_viscluster
I believe that everything inside it is handled as if its in 1 vis leaf.
As for if its a bad thing, many visleafs can slow compile (and rendering to a far smaller extent) but it needs to be far more than what you have there. Also if your building isn't blocking any visibility maybe you could func_detail it (meaning it wont split visleafs)
t's a brush for opitimizing. In This open skybox case you should fill the inside of this skybox with it. You know howto then press Ctrl+T and change the class to func_viscluster? Then reload the portal file and see what it did. In more complex maps this will also reduce vvis compile time by a significant amount.
Xsample application. In your case you should/may not have any portals at all.
https://i.imgur.com/BWsDA8T.gif
sweet I've set up a viscluster. On a (perhaps) un-related note:
https://cdn.discordapp.com/attachments/454173739077206017/466250459783364608/unknown.png
Any idea what might be causing these black triangles at the corners of my skybox? They appear in every corner when looked at (both with or without viscluster)
I believe thats the render cutoff distance and only happens on extremely big maps, do you have a 3d skybox (i think that fixes it)?
So at a certain distance stuff just isn't rendered. I think the skybox is supposed to fill in that space though.
3D Skybox
https://developer.valvesoftware.com/wiki/Sky_camera
I think that everything is ok
That should be called a bug or glitch. The skybox rendering is usually not clipped.
To fix this you could attempt to use a env_fogcontroller and set the farz clipping distance to something high. 65536 is the maximum, that cover the whole build cube diagonal. Problem with this is you need a point_clientcommand or the console ingame to cheat set r_farz to -1 so it uses the fog controller value.
In the other case you could use a logic_auto and point clientommand to set the r_farz directly without depending on the fog controller.
Thanks for this. Luckily, for some unknown reason, the issue is fixed.
All of this just to make playermodels work in TF2, all in-map without plugins
https://files.facepunch.com/forum/upload/111014/43fff334-cba8-4dd8-86ce-19acccfa6fe2/greatio.png
And the results:
https://steamuserimages-a.akamaihd.net/ugc/951831269046710800/A88582BB943903F5393D3C249BAB63F0FA7737AB/
Was it worth it?
Uhh - are you just parenting a bunch of stuff to players or what?
Pretty much, and I have to account for each unique combination that can happen
I have been working on this map for a couple of days now... I just opened hammer, then it dawned on me, "big under ground facility" and so here we are...
I know, the main area is bland, but I have plans to install huge rafters with actual lights pointing down and all that jazz.
The design idea that I have here is for there to be as much space as possible with some structures in place to at least make it appear supported. I have plans to install a range of buildings, since this is like some crazy hidden science facility with some living accommodations, which will be installed into the walls and pillars of this place.
The first building I am making is simply the control area, the idea is to have an admin office, a lunch room, and a huge control area complete with monitors and stuff. The control room will be able to flood the testing area, freeze the ground and make it slippery, etc ....
As far as future building go, I have an engineering bay, an AI battle field complete with advanced nodes. and the living area. It will have rooms and a mini hospital build in it. I might, but that all depends, make a store front too.
I also plan to make an above ground area with a giant elevator that will take the player's and their inventions to the surface.
Have a look, what do you think?
https://files.facepunch.com/forum/upload/293415/de39135b-2861-4b28-ae55-926d0ed0dd68/20180710213025_1.jpg
https://files.facepunch.com/forum/upload/293415/f618856a-4dac-4628-955c-76dd0cff7287/20180710213202_1.jpg
https://files.facepunch.com/forum/upload/293415/13c11c59-0c87-49dc-892f-162c2b162587/20180710213244_1.jpg
https://files.facepunch.com/forum/upload/293415/0a8e7203-7769-4de9-817e-f806dcbf9149/20180710213220_1.jpg
https://files.facepunch.com/forum/upload/293415/fe038f7b-18f6-479b-85c3-9a0bf1500795/20180710215215_1.jpg
https://files.facepunch.com/forum/upload/293415/a4099f33-b471-4844-9ba4-dc57a1079c49/Untitled.png
Reminds me of early HL2 Beta maps.
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