• The Official Facepunch Mapping WiP Thread v18: Source Engine and Friends
    935 replies, posted
That looks absolutely beautiful. I have been hoping for a long time for a map like this. Just make sure to give it a big, full skybox so it does not feel like it exists in the middle of nowhere! On my end, did some work on the Xen island from Blue Shift: https://files.facepunch.com/forum/upload/132519/f8e018bf-24a6-48c3-9eba-8565be61939d/20180818210545_1.jpg https://files.facepunch.com/forum/upload/132519/c7f7d715-3883-4cab-a090-8711240c2b08/20180818210623_1.jpg https://files.facepunch.com/forum/upload/132519/744d1350-e4b8-4b23-bc28-c4d194ff3834/20180818210737_1.jpg
The last one, but thanks for your helpful answer. Nice that it can all be used like that.
Were the files not available to simply rip?
I wasted hours of my life playing glover ill never get back looks good though
I love how 5th Gen map ports are a thing now.
Someone should do the entirety of Kattelox Island from Megaman Legends.
cool volumetric effect using transparent textures https://files.facepunch.com/forum/upload/58090/4bcb466e-dbb7-4fac-840f-1efafc0bbe44/lighting_test 2018-8-21 19-49-53.webm
Pics from a second first map im making https://files.facepunch.com/forum/upload/113109/adca19ad-6263-48c6-bbbd-53da318a2b63/20180812224519_1.jpg https://files.facepunch.com/forum/upload/113109/e35fe859-56a8-45a2-97c6-30cb03b0ef7e/20180813210421_1.jpg https://files.facepunch.com/forum/upload/113109/bded5e86-b2b6-46b2-b18d-d8ca372ef67b/20180819001717_1.jpg https://files.facepunch.com/forum/upload/113109/ed455cc8-06d8-43a0-819e-dde66d4e19bd/20180821185614_1.jpg
https://i.imgur.com/VkLxHSl.jpg felt like making something london-y...tfl pls no sue
Trying to get back into hammer. Still suck at it. When I realised that CSGO had a map set in Venice I just had to grab the models and materials and play around with them. Trying to figure out why the corner trimmings and that one window on the top left are turning dark / red. Going to expand on the canal for a bit so in the end, the player's gonna ride a gondola through this part of the city, witnessing combine oppressing people and so on. https://files.facepunch.com/forum/upload/109843/792b0d81-d528-4a46-baec-6b3ba333729f/20180831201943_1.jpg
Do any of you source wizards know how I can get my particle system to draw correctly in fog? Could it be a VMT edit? https://files.facepunch.com/forum/upload/710/3abeba13-03af-4df2-b63f-6959c1a312a3/image.png
Question thread is this way: Mapping Questions Megathread V7 Check if the particle VMT contains the $nofog parameter. You'll want to remove that.
https://files.facepunch.com/forum/upload/134756/910a59d4-abb1-4c14-8923-243c28d21a9d/20180908035541_1.jpg https://files.facepunch.com/forum/upload/134756/3092d9a3-3fce-4fd9-bb46-3100761ddc74/20180908040912_1.jpg https://files.facepunch.com/forum/upload/134756/9aedb9fe-7fe7-42c4-ad50-678a9fd4d377/20180908035600_1.jpg https://files.facepunch.com/forum/upload/134756/692f6130-90b7-4f9d-958b-6969b8efc926/20180908040831_1.jpg https://files.facepunch.com/forum/upload/134756/acaaa713-6ec8-4e81-9a77-3813d9437cf2/20180908035523_1.jpg https://files.facepunch.com/forum/upload/134756/a0885b04-45d9-48e9-bae1-c9ab16a7a6eb/20180908035530_1.jpg https://files.facepunch.com/forum/upload/134756/018c357c-890f-4624-8465-ed6da902085a/20180908035712_1.jpg https://files.facepunch.com/forum/upload/134756/b422b213-967b-4d9a-9921-59c99ab12c84/20180908035759_1.jpg Some more from that Coolant Facility Goldsrc map. Don't really have the time to dedicate to it, so I just occasionally work on bits when I have free time. Also a bonus: https://files.facepunch.com/forum/upload/134756/b638adfc-4301-4282-bd8a-62ce3d4b6d32/20180908035906_1.jpg
Thanks, posted there!
I love the way you lit the indoor spaces, it just fits the spaces and in combination with your fine brushwork makes the whole place feel very grounded in reality The only thing that looks a bit flat is the pump station itself, it has this overall cyan-blue hue to it that kind of takes away the depth and size of the room - maybe some accented lights in the background or more pronounced sky-lighting from the windows? Other than that, your goldsrc mapping amazes me <3
Hey, thanks a lot! Its really easy when you're mapping something alone to kinda get stuck into the original version of something and not wanting to change it, but taking a second look at the clarifier room I can see that you're definitely right, it either needs another lighting source with a colour to offset the cyan-blue coolant, or stronger sky lights. I'll experiment with both!
https://steamuserimages-a.akamaihd.net/ugc/967600617578752047/B05DAA019F19B81CE45940EABC5B63FAC0C75B5D/ https://steamuserimages-a.akamaihd.net/ugc/967600617578752313/5262C2D25510687ACB7F1E8C3BCF4267ECBC505B/ was kind of bored today, threw this together in an hour to make sure i dont get rusty with architectural work. still flat in some places but i'll fix that later. ik its kinda dark, there's only 1 light entity in the whole map
https://files.facepunch.com/forum/upload/113201/b5b18349-e645-4820-a904-cf0a2e36ca16/20180909185924_1.jpg https://files.facepunch.com/forum/upload/113201/8262a1b3-99a1-4599-8b01-161217c33cfb/20180909185934_1.jpg Anyone have ideas on how to create forest areas that don't look so scraggly and thinly spread? I'm going to add them to the circled areas eventually.
https://steamuserimages-a.akamaihd.net/ugc/967600617583241394/E44D8E9CEB0C583059587550040DB7607539ACE9/ https://steamuserimages-a.akamaihd.net/ugc/967600617583241690/FA28D3D79D29EABBAABEA6848CA5A410384FCE5E/ fixed a few buildings and added wip color correction
wanted it more somber https://files.facepunch.com/forum/upload/132734/0ea5bad8-1809-48a3-9a9d-39898f00a98e/image.png
using grouped tree models helps a lot
I love playing with Insurgency materials etc https://files.facepunch.com/forum/upload/110442/fb8eb44c-4d98-4758-9956-a6d227ca394a/6-5fb19136-2c76-4be4-b430-1430d1d85c74.jpg https://files.facepunch.com/forum/upload/110442/3703bc6f-7dce-44e3-b1ca-0bcab58458af/8-5f77b9ab-6626-4f0f-8259-aab4c0308d47.jpg
REALLY, people prefer it more intense? lol
Maybe its just my monitor, but I can hardly even see the darker ones you posted. Those first ones, while yeah a little over the top, immediately captured my attention and made the geometry a lot clearer
I wanted to make the map have a much more dusk/night vibe to it, hence the intense orange lighting from what I believe is inspiration from streetlights. I'll edit the environmental lighting and add a few more stronger lights and see what happens. From the backside of things, this color correction had a lot more detail put into it.
https://steamuserimages-a.akamaihd.net/ugc/952964242162760075/9D7DB4DF4822162FE78C8E5953C8E7122659CA32/ I've been updating my map with new features, this cave is an unfinished spawn for Antlions. Giant bugs and fast chasers You can play it and see more screens/progress here
Grouped? What does that mean?? As in several trees lumped together into one model?
Ctrl + G
multiple trees in one model yes
https://files.facepunch.com/forum/upload/58090/f5d41643-e05a-41c2-b653-e7369d13107a/049.mp4
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