The Official Facepunch Mapping WiP Thread v18: Source Engine and Friends
935 replies, posted
Yes. I'm assuming you are using lightmaps of 1 right now, from a glance; realistic would be 8 if it was a clear moon, 16 or even 24 if overcast. You're going for the "moon-lit" style so I'd recommend 8 or 6.
The problem is that I can't find any real life pictures of a moonlit scene so it's hard for me to make sure. I have to guess this from my memory and from my knowledge of light physics.
As always, if you want me to take care of the entirety of lightmaps for you, I am always at your service. Fast, discreet and efficient. Hire me now!
Every once in a while i return to hammer to make myself a little map.
https://files.facepunch.com/forum/upload/236944/c2cd4753-1c86-4927-9645-0abd755cb7f6/20190604213711_1.jpg
How should I go about making a large brush of grass on the other side of this displacement road
https://files.facepunch.com/forum/upload/113201/63660c7b-ed71-42f2-91f4-ca61e98792e7/uhhh.png
What I would do is re-make the road with a bit of grass on the side that you can use to mask the seam between road and grass (push down the edge of the grass into the other grass)
I love how well it captures the "A lot of very smart people poured their passion into this tiny room but now only dust lives here" vibe.
Could anyone assist, please? I am seeking a texture that will allow me to display quite a substantial amount of grass. I have seen several examples within this thread but I could not locate anything that was downloadable.
Yes. Other than upping your lightmap scales, you can up the SunSpreadAngle value in your light_environment to blur the shadows produced by it.
How can I edit the occular and specular maps I made to make the wood still look dark, but also have less intense reflections?
https://files.facepunch.com/forum/upload/113201/0aaaff0a-dc58-403e-9b68-718ee6d6ddd4/20190605172214_1.jpg
https://files.facepunch.com/forum/upload/113201/03ea426f-0b37-4fa2-8dcf-613f0aa5cfd6/20190605171924_1.jpg
$envmaptint "[0.5 0.5 0.5]" 0.5 will make it half as intense, 0.25 a quarter, and so on.
How do I add the specular into the alpha? in photoshop
click Window>Channels
click new button (its next to trash can icon)
https://files.facepunch.com/forum/upload/350531/ad60231d-7f07-4dba-81f4-c082aa2ec4ef/20190605190809_1.jpg
https://files.facepunch.com/forum/upload/350531/ec30cc21-5175-4bd1-85ea-d553973165e4/20190605195117_1.jpg
Already have like 10 layers of floors.
Also my Chicago Map
https://files.facepunch.com/forum/upload/350531/fce17df9-7453-4519-8010-80b300665cbf/20190527115810_1.jpg
Real businesses
https://files.facepunch.com/forum/upload/350531/cf50459a-fbe5-4a21-8a5d-a16aa4252689/20190602134354_1.jpg
Monuments
https://files.facepunch.com/forum/upload/350531/7d890c3e-2b87-4585-912a-1e68b58f849a/20190527124226_1.jpg
And Chicago shit in general. Sorry about the missing textures (recently cleaned out my computer and forgot to include Counter Strike Textures, don't plan using CSS at this point.)
does this look better? I lowered the tint and I set contrast to 0, but I'm still sort of confused as how to add the specular map into the normal alpha
https://files.facepunch.com/forum/upload/113201/706865d4-86c8-483c-beab-ca7436a220aa/20190606085518_1.jpg
https://files.facepunch.com/forum/upload/113201/31b634d6-e440-4e2a-a402-0547d5668a7d/20190606085528_1.jpg
and here's the specular and normal maps if anyone's curious, to make sure I'm doing it right
wood_panel_nrm_SPEC.tga
wood_panel_nrm.tga
Do you plan on releasing your models?
You need to embed the specular in the alpha channel of the normalmap TGA.
https://s.gvid.me/s/2019/06/06/mj5777.webm
it looks mostly good now but now it has a weird green glow around the bottom???
https://files.facepunch.com/forum/upload/113201/8c46c73b-778b-447a-816d-a8b4d518e47c/20190606163441_1.jpg
https://files.facepunch.com/forum/upload/113201/04824376-f481-4994-88a5-7c6d6e3f7286/20190606163335_1.jpg
what textures should I use for the walls and ceiling around the stairs, in everyone's opinion?
https://files.facepunch.com/forum/upload/113201/fa191ff6-ba67-4de4-917f-ecef854eebe9/20190607133234_1.jpg
I would either continue the paneling straight up on that one wall and continue whatever's on the floor above on the adjacent wall at the top of the stairs, or panel both.
If this is one of those "meh" 70s or 60s sort of finished basements, I can see the wall with the door simply being left patched drywall.
I love that wood texture, by the way. very cozy
You should definitely add a trim to separate the two.
Probably, although it's mostly proof of concept
I might bump the Door thread and post them there, since it's made to complement those
Feature creep, never once
But there's an almost complete skybox now and no more crashes, woo
Release soonishâ„¢
https://files.facepunch.com/forum/upload/517/363378a3-ae12-4e5a-8462-02fc8cb0d07a/rp_smallbunker_v6_clean0001.jpg
https://files.facepunch.com/forum/upload/517/8ee9f242-7da8-4df1-b1b9-e95878b6f039/rp_smallbunker_v6_clean0002.jpg
https://files.facepunch.com/forum/upload/517/32992997-d36c-4e94-8517-1f6fd5bb494a/rp_smallbunker_v6_clean0004.jpg
https://files.facepunch.com/forum/upload/517/dc783a0e-4e5c-4b12-952d-cf2b513742b1/rp_smallbunker_v6_clean0006.jpg
https://files.facepunch.com/forum/upload/517/d81a7f6c-92f5-4c86-be55-78eed7843b8d/rp_smallbunker_v6_clean0003.jpg
https://files.facepunch.com/forum/upload/517/e172abb5-c857-4da0-a11e-6f67f137878c/smallbunker_vaporize (1).webm
Also, is there a way to disable the constant sound that the env_Citadel_energy_core emits? It has quite a large radius and is audible on almost the entire map unless I disable it via triggers when the player gets far enough away
Make a custom soundscript with a lower soundlevel.
INFRA made on Netflix:
https://images-ext-1.discordapp.net/external/Nv9R3tUmHAy9CHJJwjp39N_9Fwr3WIOXR6JZd-fPVkE/https/files.facepunch.com/forum/upload/1195/51351989-2f42-49a2-b941-412a46abed6b/infra2.mp4
I keep trying to make a func_precipitation brush out of a trigger texture for rain outside the window, but for some reason it won't work?? What am I doing wrong
https://files.facepunch.com/forum/upload/113201/c9837f14-81d9-4431-b7e7-16f124112984/help.png
Try making the precipitation brush larger, at least 128 units high, and see if that works - might be something else, but i remember them not working well when the brush is too small.
For the TV you need to either find and replace the vtf texture for the screen in your game Files (materials/models/.../TV_screen_vtf_here), or, if you want more flexibility, you can decompile the TV model mdl file with Crowbar, and add new skin variants via skin groups: Multiple Skins for a Single Model
Progress! I still need to figure out how to fix the rain and make the TV texture
https://files.facepunch.com/forum/upload/113201/aa69c1f3-9ddb-4f71-b24d-0be01fcee603/20190609182802_1.jpg
https://files.facepunch.com/forum/upload/113201/eb74d719-ffaf-40b9-a875-9eb056635b3c/20190609182736_1.jpg
https://files.facepunch.com/forum/upload/113201/7fb42f75-42f1-4a7a-9cec-c26f31c6206f/20190609182745_1.jpg
find the tv model ( .mdl ) drag'n'drop it here MDLTextureInfo.exe --> see the texture name --> find it in the materials folder --> export as tga with vtf edit --> visually explore this texture --> now you see the screen part --> edit screen part --> convert back to vtf --> replace it in the source folder --> profit !
OR
If you dont trust the program I've sent:
Use Crowbar to decompile the .mdl file --> check the "re-create QC" checkbox --> decompile --> open the recreated QC --> check the $cdmaterials line and see where our materials are stored --> open this folder --> try to find out which texture do we need --> export as tga with vtf edit --> do the same steps as listed in first variant --> Profit !
OR if u dont like guessing
Use Crowbar to decompile the .mdl file ( but now dont recreate QC ) --> import recreated smd files in Blender --> see the material name in the material settings --> find it in the source folder --> do the same steps as listed in first variant --> Profit !
If you have any questions - fell free to reply here or contact me through Discord or Steam ! ( see my profile )
is there something wrong with my soundscape file? for some reason the rain sound won't play. I made sure to loop the wav file in wavosaur
"gm_night_in.general"
{
"dsp" "8"
"playlooping"
{
"volume" "0.4"
"pitch" "100"
"position" "1"
"wave" "mysounds\mariokartscreen.wav"
}
"playlooping"
{
"volume" "0.7"
"pitch" "1"
"wave" "mysounds\raininside.wav"
}
"playrandom"
{
"time" "20,35"
"volume" "0.2,0.4"
"pitch" "90,100"
"rndwave"
{
"ambient\voices\cough1.wav"
"ambient\voices\cough2.wav"
"ambient\voices\cough3.wav"
"ambient\voices\cough4.wav"
}
}
"playrandom"
{
"time" "60,90"
"volume" "0.3,0.6"
"pitch" "70,80"
"rndwave"
{
"ambient\materials\footsteps_wood1.wav"
"ambient\materials\footsteps_wood2.wav"
}
}
}
triple-check and make sure your .wav is 44100 khz
Why not Demon's Souls maps?
https://files.facepunch.com/forum/upload/132519/f7e48ddb-181e-41e6-9021-dd6be3c8a026/20190610003008_1.jpg
https://files.facepunch.com/forum/upload/132519/6845c882-689a-45f4-be99-972532129d4c/20190610160040_1.jpg
Now to try and light this :VVVV
Word around the block is that FP is gonna' die.
Hop on Knockout (the FP community-made replacement) boyos.
https://knockout.chat/
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