• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=thefrog;42164112][t]http://puu.sh/4plwP.jpg[/t] [t]http://puu.sh/4plxO.jpg[/t] Still in need of changing a lot of these hl2 textures, but for now they are just place holders. [t]http://puu.sh/4plwv.jpg[/t] [t]http://puu.sh/4plwb.jpg[/t][/QUOTE] is that cherno?
Its Elektro, or loosely based off of it (i use loosely because my scale sucks)
[QUOTE=Stiffy360;42164397]This was for a trade_server map, but I was REALLY liking how this hallway came out so I thought I'd share. [t]http://i.imgur.com/tsiVHib.jpg[/t] First time with no editing too[/QUOTE] The more lights you add, the better it looks. Just give them more colour - warm for comfort, cold for discomfort. Or mix and match between the two to create contrast in mood and make the emotive set more complex.
[QUOTE=Stiffy360;42164397]This was for a trade_server map, but I was REALLY liking how this hallway came out so I thought I'd share. [t]http://i.imgur.com/tsiVHib.jpg[/t] First time with no editing too[/QUOTE] Use downward facing light_spot for those ceiling lights rather than just a light. The current light setup makes no sense with that style of light.
[QUOTE=Framperton;42168612]A bland, grey hallway?[/QUOTE] sure, but I like how the lights came out.
[QUOTE=samuel2213;42172996]Use downward facing light_spot for those ceiling lights rather than just a light. The current light setup makes no sense with that style of light.[/QUOTE] That's what I suggested but he likes the normal light entities better
you can still use a regular light with a low brightness value to smooth out the cone cast by the light_spot. it'll look much better, trust me.
[QUOTE=l33tkill;42137091]Tried to make a kitchen for the horror map. It feels empty. What should I add? [t]http://i.imgur.com/8Nk4mph.jpg[/t][/QUOTE] I like it! I'd recommend that unless the ovens have a special purpose and you want to draw attention to them, center the light in the room more. That way the walls aren't as defined, making the room look more spacious in a scary way.
[thumb] http://filesmelt.com/dl/13540830642081628378_2013-09-13_00005.png[/thumb] the cliffs didn't turn out as nice as i had hoped, and the rocks look pretty iffy but whatev
[QUOTE=Rubs10;42176951]I like it! I'd recommend that unless the ovens have a special purpose and you want to draw attention to them, center the light in the room more. That way the walls aren't as defined, making the room look more spacious in a scary way.[/QUOTE] Hmm maybe the spacious effect could be achieved by flipping the light around to the other side closer to the serving line. Then instead of having a full glow I could dim the light+sprite and add a flickering effect to make it seem the light is about to go out. It would leave the stoves hardly lit. But maybe I can add an event where the all the stoves turn on at once for no apparent reason, while that said light bulb burns out. I could definitely try centering it to see what it would look like. I'll experiment around with it. Thank you!
[img]http://puu.sh/4qkVP.jpg[/img]
How do you guys achieve the scripted event effect of having the room change behind the player? Is it a system of teleports with identical rooms (in the one direction the player is facing) activated by trigger_looks? Or is it physically altering the map due to the trigger_looks? Like are you somehow spawning walls behind them that weren't there earlier?
[QUOTE=MindMuncher;42191745]How do you guys achieve the scripted event effect of having the room change behind the player? Is it a system of teleports with identical rooms (in the one direction the player is facing) activated by trigger_looks? Or is it physically altering the map due to the trigger_looks? Like are you somehow spawning walls behind them that weren't there earlier?[/QUOTE] Clever use to trigger_looks and brushes that are able to move/disappear.
[QUOTE=MindMuncher;42191745]How do you guys achieve the scripted event effect of having the room change behind the player? Is it a system of teleports with identical rooms (in the one direction the player is facing) activated by trigger_looks? Or is it physically altering the map due to the trigger_looks? Like are you somehow spawning walls behind them that weren't there earlier?[/QUOTE] Trigger_looks, and Func_wall_toggle =)
[QUOTE=MindMuncher;42191745]How do you guys achieve the scripted event effect of having the room change behind the player? Is it a system of teleports with identical rooms (in the one direction the player is facing) activated by trigger_looks? Or is it physically altering the map due to the trigger_looks? Like are you somehow spawning walls behind them that weren't there earlier?[/QUOTE] Once you get trigger_look's going, the options are limitless. Play around with all kinds of entities, because it doesn't matter how it happens, if the player doesn't see it. They only see the before and after, and their imagination takes the rest.
[t]http://puu.sh/4s3Ef.jpg[/t] Making this for my WWII class. Window border is because I'm too lazy to not use puush :L EDIT: fully textured!
i think it needs a [i]lot[/i] more detail before it can look up to snuff; trims, extrusions, and all that jazz. looks good so far though!
[QUOTE=thefrog;42179872][img]http://puu.sh/4qkVP.jpg[/img][/QUOTE] Arma 2 supermarket, yes?
[QUOTE=Zovox;42203730]Arma 2 supermarket, yes?[/QUOTE] Yes, yes it is. I'm making Elektro for a source filmmaker short
*I will fix the glow later* [t]http://cloud-2.steampowered.com/ugc/1101417743039570436/DABE3B3E5E9E493759B4EBD0AA752177D8FE9468/[/t] Testing foliage/Forest with portal 2. I will need more Foliage model where can i get some? [t]http://cloud-2.steampowered.com/ugc/1117178416897222364/589DB6EA2A27345F3632C326F0D6E5C620883339/[/t] Designing the old facility. [t]http://cloud-2.steampowered.com/ugc/1117178416897227349/D5A43B127012649AE0FB8CC796C8761BFEA1A95F/[/t] Giant Old Warehouse concept [t]http://cloud.steampowered.com/ugc/1119428406233036461/679389A3BFA9429F27A1F05E9E9F297EBCB7B9A0/[/t]
[QUOTE=pac0master;42207113] Testing foliage/Forest with portal 2. I will need more Foliage model where can i get some? [t]http://cloud-2.steampowered.com/ugc/1117178416897222364/589DB6EA2A27345F3632C326F0D6E5C620883339/[/t] [/QUOTE] RnL has some nice foliage. [url]http://www.garrysmod.org/downloads/?a=view&id=129055[/url]
[QUOTE=Stiffy360;42207499]RnL has some nice foliage. [url]http://www.garrysmod.org/downloads/?a=view&id=129055[/url][/QUOTE] Thank you. I will check it out. ////////////////////////////// Updated the Warehouse/Facility. It is way bigger than before Portal 2 - Aperture Science Concept of the Loading Port. Should I add Train and railway? [t]http://cloud-2.steampowered.com/ugc/1101417743080278195/6E17B32F4B8C3AB4E06A402CEC62DED0EF194D28/[/t] [t]http://cloud-2.steampowered.com/ugc/1101417743080277068/D3AE951D423DCE94DC9C99C004F32FDD7F43CB26/[/t] [t]http://cloud-2.steampowered.com/ugc/1101417743080274061/7F2A966F3EF63C9A1359EEF889F8E30D03F18E34/[/t]
We posted a video of our WIP HL1 svencoop map on the sc forums but I guess I can post here too. It's a survival map twice the size of source's max. [video=youtube;mQx4NUGDb8o]http://www.youtube.com/watch?v=mQx4NUGDb8o[/video] more info here: [URL]http://forums.svencoop.com/showthread.php/41225-sc_tempest[/URL]
it's certainly big
Got some cool custom life preserver models that give you the illusion of them being recessed into the yacht's wall. I'm trying to get them to blend in to the wall better though, the brush wall and model wall use the same texture however they don't blend in properly in certain lighting conditions. Shining a bright light at them seems to help a bit, but hasn't solved the problem entirely. [img]http://i193.photobucket.com/albums/z105/sporkfire222/ttt_yacht_alpha740004_zps7d9db956.jpg[/img] [img]http://i193.photobucket.com/albums/z105/sporkfire222/ttt_yacht_alpha740005_zps2530ed53.jpg[/img]
[QUOTE=Lamar;42220341]Got some cool custom life preserver models that give you the illusion of them being recessed into the yacht's wall. I'm trying to get them to blend in to the wall better though, the brush wall and model wall use the same texture however they don't blend in properly in certain lighting conditions. Shining a bright light at them seems to help a bit, but hasn't solved the problem entirely. [img]http://i193.photobucket.com/albums/z105/sporkfire222/ttt_yacht_alpha740004_zps7d9db956.jpg[/img] [img]http://i193.photobucket.com/albums/z105/sporkfire222/ttt_yacht_alpha740005_zps2530ed53.jpg[/img][/QUOTE] Info_lighting?
Props can't use lightmaps like brushes do; Source cannot make this model blend seamlessly. If you want that smooth inset for the life preserver, I'd recommend making the brush flush with the circle, and having a metal rim (or something) on the prop to hide the seam.
try baking the lighting into the texture, or do it manually via photoshop by brightening or darkening certain parts
[thumb] http://filesmelt.com/dl/13540830642081628378_2013-09-17_00002.png[/thumb] shantytown stuff, heavy wip. don't ask me about the building supports im still trying to figure it out :v: i want to populate the entire canyon with these shitty shacks; hopefully source won't give up on me.
[QUOTE=Dr_Spud;42220560]Props can't use lightmaps like brushes do; Source cannot make this model blend seamlessly. If you want that smooth inset for the life preserver, I'd recommend making the brush flush with the circle, and having a metal rim (or something) on the prop to hide the seam.[/QUOTE] He should instead have it as a whole panel, floor to ceiling then add some cupboards below it and a sign above it and it would fit in better.
Sorry, you need to Log In to post a reply to this thread.