• The Official Facepunch Mapping WiP Thread v18: Source Engine and Friends
    935 replies, posted
Hi there, I've been lurking for a while and finally decided to make a post about what i've been working on. First off i just want to say that this thread has been amazing for inspiration and it's great to see how great the source engine can look when used correctly. I'm currently working on a map for Garrys mod, i've been mapping for years and never released anything, hopefully this map shall be my first release. It's heavily inspired by Underhell and also Breadmans Ghosthunt series in the sense I want to utilise random event triggers. Sound is going to be my primary focus on this project, however, once starting the project I realised that everything needs to work together so now i'm focused on making it look good aswell. Anyway enough of my rambling, here's some pics. Lighting is currently a huge issue but I'm focusing on making everything to scale first then tackling lighting on a room by room basis. https://files.facepunch.com/forum/upload/412926/65f735d7-dd04-4f7f-81ba-d5258f4044b0/4000_screenshots_20190412104817_1.jpg https://files.facepunch.com/forum/upload/412926/1e42befe-8daa-48af-974e-64509505fac4/4000_screenshots_20190318200939_1.jpg https://files.facepunch.com/forum/upload/412926/a8085793-14d7-469b-abc0-73c61df14371/4000_screenshots_20190318200922_1.jpg
I honestly thought the clipping tool was the dreaded carve tool and I had no idea why people hated it so much lmaoooo
https://i.imgur.com/znFSuJi.png https://i.imgur.com/BniuK0q.png https://i.imgur.com/VnQNSXX.png https://i.imgur.com/XmGUhwr.png https://i.imgur.com/uMpun3I.png https://i.imgur.com/lUoJ22S.png https://i.imgur.com/sH7GXWS.png https://i.imgur.com/knuzQwx.png https://i.imgur.com/W7OSjQ4.png https://i.imgur.com/HOZu7HE.png https://i.imgur.com/C8ZdWz9.png This thing's still in slow development, just been too busy and focused on stuff besides mapping these days but I still come back and add pieces every now and again. Custom skybox on the first 4 images as well, that was a nightmare setting up lmao
Any advice on how to create a curved sloping road like this? https://files.facepunch.com/forum/upload/113201/c04cc8fc-8779-4f64-805d-001d2cab27a1/aa.png
Smooth curved and sloped roads using displacements
Uhhh how can I correctly align these textures? https://files.facepunch.com/forum/upload/113201/91ad3eaf-7adb-4a90-afd2-d291a0d1ffb6/20190520205328_1.jpg also https://files.facepunch.com/forum/upload/113201/edd163d9-2fda-4d64-ab34-ba7bb86db576/20190520205350_1.jpg https://files.facepunch.com/forum/upload/113201/1516aafb-cf6e-44ee-bee8-0ab2ce704c08/20190520205346_1.jpg https://files.facepunch.com/forum/upload/113201/1ef73464-3e76-4bf0-916d-4f20ea948e7a/20190520205335_1.jpg
Try using the Texture shift settings in the Face Edit tool? Also some updates on my current map. https://files.facepunch.com/forum/upload/412926/5c997001-4af2-4ed8-a172-1201ffe98c3f/download.jpg https://files.facepunch.com/forum/upload/412926/d62c2c5d-4116-4928-8e62-d69b886b53ba/4000_screenshots_20190521121344_1.jpg Anyone have any ideas on making rooms look less boxy? I've tried adding props and detail to try an mask, I think the first screenshot shows this the most but some rooms just look boring and it bugs me.
Click on the side of the pavement with the face edit tool active, then hold alt and right click on the top of the pavement, it'll align the top to the side's angle.
Part of the problem is that the room on the bottom is just too big. There isn't really anything going on in there, so you want to fill the space with props and such so it's less empty...but if it's just too big, there's only so much you can do. And unsurprisingly, one can find a good bit of inspiration from design blogs. After all, you are designing a space. Makes sense that it could apply here as well. However if you don't want to litter the area with props, a big honkin' hole in the floor (or ceiling, or both) could distract the player and act as a focal point. To elaborate further, what caused the hole?
YES THIS IS HOW ITS DONE https://www.youtube.com/watch?v=gz4qV5_zuMo
Now this is podracing useful I've got a huge pack of world photo and I was looking for an efficient way of extracting texture from those You can probably do this with photoshop but this method is pretty nice too
Thanks! that's some really helpful advice. I've already designed the map around the second image so i'm going to opt for a focal point, I like the idea of a giant hole in the ceiling and will probably link it in the the story as well.
Does anyone know how to use door dev texture ? what's the purpose of that gray space ? https://files.facepunch.com/forum/upload/133429/e76c6471-7da0-41da-8503-4cf295e54e29/Desktop Screenshot 2019.05.31 - 13.42.34.84.png
The gray space is not needed. The orange part is all you need to use: https://i.imgur.com/BvPc787.png 56x112 is the whole door including the frame, while the 48x108 is the actual door you can open.
You should cut the grey space, it's only there so that the texture is a multiple of 2.
Ok, thank you
Speaking of doors and dev textures https://files.facepunch.com/forum/upload/110585/0dcc18e8-bed2-404e-b6ed-af441b2c281e/image.png I made a dev texture for player-scale doors It's the same scale as door01_medium from the door resource you can find on here Sadly, the walls are noticeably too big at 128 units tall compared to the doors (and npcs), which can be fixed by dropping the ceiling to 112 units. First is 128, second is 112. https://files.facepunch.com/forum/upload/110585/48d72a6f-4d83-4d06-a9f0-afed0cb1c2ad/20190531155539_1.jpg https://files.facepunch.com/forum/upload/110585/71d67584-2834-4698-ac71-edfe64c2ae83/20190531155526_1.jpg I really don't understand why they went for different scale for humans/physics props, and the world/statics props Custom Dev Door - To use with the Scaled doors pack PS : This is mostly aimed at the less experienced mappers on this thread. But i'm sure someone will find this useful
A door texture that's 48 by 96 units would be easier to neatly place on the grid, though I don't know if that would fuck with the compatibility with door01_medium or not.
It would I set it up this way so that if you were to align/scale a door texture correctly, the borders would line up with the texture.
How to properly use "Start position" paramemter on momentary_rot_button ? I want this button to spawn for example at 153 degree position out of 360 I need an example. https://files.facepunch.com/forum/upload/133429/c09df141-3d5f-457b-a57a-7040b192d131/Desktop Screenshot 2019.06.01 - 20.43.15.43.png
Wouldn't you then set start position to 0.425?
Hey, that streetview looks Hungarian If there's one general change I'd suggest for the building in the map, it's to make the windows slightly smaller. Old buildings like that usually have smaller windows and thicker walls
No. Didnt work
Is it possible to use a logic_auto to manually change the position on map load?
should work but try this try settting a math_counter between 0-360, then use a math_remap to remap that to 0-1, inputting math_remap value into the momentary_rot_button via setposition then you can just use a logic_auto to set 153 into the math_counter
Welcome to Doors : Ep1 https://files.facepunch.com/forum/upload/110585/39bf97b5-c35c-4205-9a02-4374ad881e80/image.png https://files.facepunch.com/forum/upload/110585/9852c856-dc64-4ec4-8196-377794a8ec08/image.png I'm experimenting with details and doors (as if nobody noticed) So, I created this door frame model to add a little bit of flair to doors Might do a double one too, since double doors are always cool The bonus of using a model is that you can change the skin of both the door and the frame together Of course, the endgame would be to make new doors models altogether, but this will suffice for the moment And hey, it's vanilla friendly!
you know too much... :gun:
What exatly bothers you about their lighting?
What bothers me more in your map is that many of your lightmap levels are too high. Some of the shadows are way too sharp, as if they were in broad daylight, while it's actually a dark overcast sky.
Should I have more blurry shadows?
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