• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
Update on my map for Source Karts: [U]Screenies:[/U] [t]http://puu.sh/4hNO6.jpg[/t] [t]http://puu.sh/4hNPa.jpg[/t] [t]http://puu.sh/4hNPZ.jpg[/t] [U]Gameplay:[/U] [t]http://cloud-2.steampowered.com/ugc/1118305043120121609/868F76C997BFD060B67A7B5E27530CCB124B51D8/[/t][t]http://cloud-2.steampowered.com/ugc/1118305043120119930/BC988FE0469C25494ED25F7DCE5FA88706CC79FE/[/t][t]http://cloud-2.steampowered.com/ugc/1118305043120113890/4EA18D3EC6DB5BF9B8CBEFA26253E63F28B39BB5/[/t] [t]https://trello-attachments.s3.amazonaws.com/4f8d1e6c691fc20475374ff0/506eae0c7620855708c11343/87344ceebdff7f6e006208bfa2d6ef26/ss_(2013-09-02_at_05.52.26).jpg[/t]
Will this be on Gmod Tower or standalone? Gmod tower is good and all, but sometimes I rather play a game without having to wait awhile or without having to stop a bit after X amount of rounds.
[QUOTE=matt000024;42061033]Will this be on Gmod Tower or standalone? Gmod tower is good and all, but sometimes I rather play a game without having to wait awhile or without having to stop a bit after X amount of rounds.[/QUOTE] Tower for now.
[QUOTE=Marbledemon;42056166]Looks astonishing! Could you provide a 1920x1080 version, please? Seems like a nice wallpaper ...[/QUOTE] not sure if i could. my native resolution's 1280x1024. i'll see if i can scale it up though. but thanks!
[QUOTE=GameDev;42060744][t]http://puu.sh/4hNO6.jpg[/t][/QUOTE] My god this looks awesome.
More trains. [IMG]http://files.1337upload.net/juna_mutta_UV_ON_PASKA.png[/IMG] [editline]3rd September 2013[/editline] Next i'll model train engine.
very nice i like
I'll just leave these here [t]http://cloud-2.steampowered.com/ugc/576747352976877863/EE528908BC51D601FC0D8AABABC5E8886583D5AB/[/t] [t]http://cloud-2.steampowered.com/ugc/576747352976881560/ADA552DBA67C06FCBEA76995EFBE02866E4E289D/[/t] [t]http://cloud-3.steampowered.com/ugc/576747352976943990/10D354A5218B84288BBD2366FAC1040233A5170A/[/t] Goddamnit Valve, all we ask is to lightmap these things. Is it so hard?
They look a little bit bland for my taste, but it's okay nonetheless. It's probably just the lighting, though why exactly aren't they lightmapped?
[QUOTE=Azzator;42064645]They look a little bit bland for my taste, but it's okay nonetheless. It's probably just the lighting, though why exactly aren't they lightmapped?[/QUOTE] Models I guess ? Just shooting in the dark
[QUOTE=Azzator;42064645]They look a little bit bland for my taste, but it's okay nonetheless. It's probably just the lighting, though why exactly aren't they lightmapped?[/QUOTE] Everything except the grass displacements is a model
[QUOTE=hiyougami;42064618]I'll just leave these here Goddamnit Valve, all we ask is to lightmap these things. Is it so hard?[/QUOTE] Are they models? Couldn't you mimic the approximate sun angle and bake a lightmap of your choice directly on to each model's diffuse wrap?
[QUOTE=:smugspike:;42064837]Are they models? Couldn't you mimic the approximate sun angle and bake a lightmap of your choice directly on to each model's diffuse wrap?[/QUOTE] That involves making a model-specific diffuse texture, meaning for memory's sake it gets squashed and warped to hell due to resolution. Now because this model was a test and was by no means optimised for UV wrapping this is the result of a bake (just AO with separate sheets baked for diffuse, bump and spec). [t]http://cloud.steampowered.com/ugc/576747352978267428/28AA189C559157EDDA34F52963499468370DDB16/[/t] *Grumbles inaudibly* Anyways, let there be phong! [t]http://cloud-2.steampowered.com/ugc/576747352978890216/3768E593DF073EFA0F8CCA5B0459F68FA305801F/[/t]
What kind of memory occupancy are we talking just to match the same level of detail as, say, a source engine 16x lightmap grid scale?
[QUOTE=:smugspike:;42065237]What kind of memory occupancy are we talking just to match the same level of detail as, say, a source engine 16x lightmap grid scale?[/QUOTE] It would look similar to a 16 unit texel density if I had made the model correctly.
[QUOTE=GameDev;42060744]Update on my map for Source Karts: [U]Screenies:[/U] [t]http://puu.sh/4hNO6.jpg[/t] [t]http://puu.sh/4hNPa.jpg[/t] [t]http://puu.sh/4hNPZ.jpg[/t] <More Stuff>[/QUOTE] Looks fantastical. Are the arrows along the walls animated textures? If not they totally should be.
[QUOTE=hiyougami;42064618]I'll just leave these here Goddamnit Valve, all we ask is to lightmap these things. Is it so hard?[/QUOTE] Or you could, you know, make these rather simple shapes out of brushes.
[QUOTE=Grenade Man;42066133]Or you could, you know, make these rather simple shapes out of brushes.[/QUOTE] Brush limit.
[QUOTE=hiyougami;42064618]I'll just leave these here [t]http://cloud-2.steampowered.com/ugc/576747352976877863/EE528908BC51D601FC0D8AABABC5E8886583D5AB/[/t] [t]http://cloud-2.steampowered.com/ugc/576747352976881560/ADA552DBA67C06FCBEA76995EFBE02866E4E289D/[/t] [t]http://cloud-3.steampowered.com/ugc/576747352976943990/10D354A5218B84288BBD2366FAC1040233A5170A/[/t] Goddamnit Valve, all we ask is to lightmap these things. Is it so hard?[/QUOTE] i say make the main body of the building out of brushes, and other details, such as arches and rectangles all combined in a single model.
[QUOTE=wauterboi;42066209]Brush limit.[/QUOTE] Also, sanity limit.
[QUOTE=wauterboi;42066209]Brush limit.[/QUOTE] Those buildings are incredibly simple shapes (apart from the curved parts but those could be simple models without lighting issues). Don't act like the brush limit is THAT low. It really isn't.
[QUOTE=:smugspike:;42064837]Are they models? Couldn't you mimic the approximate sun angle and bake a lightmap of your choice directly on to each model's diffuse wrap?[/QUOTE] you could, but then you would have the compiled light information overlay'd on top of that.
[QUOTE=Grenade Man;42068224]Those buildings are incredibly simple shapes (apart from the curved parts but those could be simple models without lighting issues). Don't act like the brush limit is THAT low. It really isn't.[/QUOTE] You're completely right. [code]Source Engine brush limits: 8192 brushes 128 faces on a single brush 65536 faces overall[/code] If anything those buildings look like they'd take up two-four thousand brushes maximum, that including windows/the like.
2,000 - 4,000 brushes is pushing it way too far. If you were to block it out, and maybe do a little simplifying (i.e. propper) you would probably get only around 1,000+ brushes at least.
[QUOTE=GoldPlatinum;42066253]i say make the main body of the building out of brushes, and other details, such as arches and rectangles all combined in a single model.[/QUOTE] That's a great idea, I was actually thinking about something similar last night but forgot. I'll make the main body of the building out of brushes in 3ds Max, that way I can still preserve the exact same shape and texture coords. [QUOTE=Grenade Man;42068224]Those buildings are incredibly simple shapes (apart from the curved parts but those could be simple models without lighting issues). Don't act like the brush limit is THAT low. It really isn't.[/QUOTE] I made similar buildings for gpk_freecity back in '09 and hit the brush limit with that map. I tend to make very expansive maps, so if these buildings aren't enterable or interactive I'd rather have them as models. Gives me a lot more control over their shape, too. Also I just don't like brushes
[QUOTE=hiyougami;42071497]Also I just don't like brushes[/QUOTE] Too bad you are mapping for the source engine :v: I hope Source 2 will have proper light-map/lighting for models.
[QUOTE=soullink;42074622]I hope Source 2 will have proper light-map/lighting for models.[/QUOTE] I don't see why everyone is so jumpy about Source Engine 2, when we know nothing about it. Hell, I'd be happy just to have an engine with the lighting in CS:GO and/or water from L4D2. Or at the very least, rain that isn't just blue lines by default.
[QUOTE=Gamershaze;42075140]I don't see why everyone is so jumpy about Source Engine 2, when we know nothing about it. Hell, I'd be happy just to have an engine with the lighting in CS:GO and/or water from L4D2. Or at the very least, rain that isn't just blue lines by default.[/QUOTE] I'd be happy if they finally make only one hammer config instead of a different one for almost each games...
[QUOTE=Gamershaze;42075140]I don't see why everyone is so jumpy about Source Engine 2, when we know nothing about it. Hell, I'd be happy just to have an engine with the lighting in CS:GO and/or water from L4D2. Or at the very least, rain that isn't just blue lines by default.[/QUOTE] Biohazard is working on it If that isn't reason enough to be jumpy, I don't know what is
Are you SURREEEEE
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