The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=cardboardtheory;39953329]Can you post it somewhere? Pretty please? (Maybe even in the Dropbox folder so we can all get it down, even though that's ironic)[/QUOTE]
Well I started reuploading it to dropbox but I'm pretty sure I'll have to reinvite people as it might not be the same folder considering I left it.
We're talking about 800mb of textures so it might take a while.
edit: well it's green now... I've no idea of what's going on.
edit2: from what I'm seeing, it looks like Phone-Booth deleted everything about 10 days ago. Everyone that's still subscribed to the folder might have everything appear again. Can anyone confirm?
[QUOTE=Phone-Booth;39949372]I was waiting for people to request textures, and if I recall right, no one ever did. I left it because it was taking up too much room in my dropbox and I needed to move files around.
I could be up for it again, but I'd rather a different way for me to contribute then dropbox.[/QUOTE]
It would be awesome if you just opt out instead of deleting all the files next time, if that's all good.
Thanks Anthracite! I can confirm that everything seems to be there and seems to be working.
[img]https://dl.dropbox.com/u/3779442/Screenshots/sky_cloudy006_ingame.jpg[/img]
[url="https://dl.dropbox.com/u/3779442/Skybox_website/sunfolder/Cloudy.html"]Sky_cloudy006_hdr[/url]
[SUB][SUB][I]ignore the [B]seam[/B]ingly small seam.[/I][/SUB][/SUB]
Hmm, what could this be a future glimpse of...?
[img_thumb]http://cloud-2.steampowered.com/ugc/541829240084183688/20FC584109E1D5BAEC3E4A1C8AFB9E408412E015/[/img_thumb]
[img_thumb]http://cloud-2.steampowered.com/ugc/541829240084166755/2BC16938DFD39482D4CE5A4B78F583C1A5270C48/[/img_thumb]
[QUOTE=charlie.;39953360]Are all of the models made by you or did you download the models from some website?[/QUOTE]
By me and some are ported from other games. Such as the bridge, which is from Neotokyo, or the rocks which are from an unreal engine game.
[QUOTE=hiyougami;39954945]Hmm, what could this be a future glimpse of...?
[img_thumb]http://cloud-2.steampowered.com/ugc/541829240084183688/20FC584109E1D5BAEC3E4A1C8AFB9E408412E015/[/img_thumb]
[img_thumb]http://cloud-2.steampowered.com/ugc/541829240084166755/2BC16938DFD39482D4CE5A4B78F583C1A5270C48/[/img_thumb][/QUOTE]
it's a glimpse into future pain and suffering.
[img]http://shrani.si/f/3n/13p/MnOZIRd/1/2013-03-1800001.jpg[/img]
Does anyone have an idea why this guy is just standing there doing nothing until I'm directly infront of him?
I've set up all the nodes and I've even set up a ai_goal_follow and made him follow the player ( a more or less hacky way of making him search for the player ),
yet he still just stands there doing jack shit.
I'm not really good with ai stuff, but I would use a npc_enemyfinder.
[img]http://cloud.steampowered.com/ugc/884102811735990642/5D2AE7C0F034A50732AC824B0EED77167EFAB7DB/[/img]
[img]http://cloud-2.steampowered.com/ugc/884102811735866827/963E440DCDEE382A464D44F2FE5FD94E8E46B247/[/img]
Anything I can do to improve this scene?
I know the sprites are a bit fucky, they go all small-like when you get close
I don't even have "Fade Near" set to enable
Do you guys listen to music when you develop?
For this current project, I want to make the lights feel worn out but welcoming
I want the buildings to have this sense of still-lived in negligence without the revulsion
And a mellow scene requires mellow music
[media]http://www.youtube.com/watch?v=P1ypzqFY1Mw[/media]
[media]http://www.youtube.com/watch?v=5yYMicbSf98[/media]
nice, you used my building!
[thumb]http://cloud.steampowered.com/ugc/884102811735990642/5D2AE7C0F034A50732AC824B0EED77167EFAB7DB/[/thumb]
[QUOTE=Stiffy360;39962956]nice, you used my building!
[/QUOTE]
Yep, just re-detailing everything to pass the time
[QUOTE=Zay333;39959929][img]http://shrani.si/f/3n/13p/MnOZIRd/1/2013-03-1800001.jpg[/img]
Does anyone have an idea why this guy is just standing there doing nothing until I'm directly infront of him?
I've set up all the nodes and I've even set up a ai_goal_follow and made him follow the player ( a more or less hacky way of making him search for the player ),
yet he still just stands there doing jack shit.[/QUOTE]
Rotate him to already be facing the player, also make sure he doesn't have a flag checked to make him asleep until he sees the player.
[QUOTE=Zay333;39959929][img]http://shrani.si/f/3n/13p/MnOZIRd/1/2013-03-1800001.jpg[/img]
Does anyone have an idea why this guy is just standing there doing nothing until I'm directly infront of him?
I've set up all the nodes and I've even set up a ai_goal_follow and made him follow the player ( a more or less hacky way of making him search for the player ),
yet he still just stands there doing jack shit.[/QUOTE]
He looks creepy as it is.
[QUOTE=Grenade Man;39960017]I'm not really good with ai stuff, but I would use a npc_enemyfinder.[/QUOTE]
Thanks, I'll try that.
[QUOTE=Armageddon104;39966773]Rotate him to already be facing the player, also make sure he doesn't have a flag checked to make him asleep until he sees the player.[/QUOTE]
Well the thing is this is just one of the spawn points that the game randomly chooses where to spawn an enemy and not a hand placed npc. And besides, I don't want him to just wait there for the player to come in his field of view but to more or less just wander around and occasionally search of the player.
[QUOTE=Zay333;39969326]
I don't want him to just wait there for the player to come in his field of view but to more or less just wander around and occasionally search of the player.[/QUOTE]
Use an aiscripted_schedule.
This entity allows you to pick an NPC name or classname (I.E. all NPCs of a type, npc_zombie for example) and tell it what to attack and/or where to go.
You must first set what type/name of NPC it will look for, the search range (0 for infinite), and in "schedule to run" choose "[B]Set enemy to goal entity AND run to goal entity[/B]". In interruptability, choose "[B]Death[/B]" (this will make the NPC search for the player continuously until death), and set goal entity to [B]!player[/B].
You may also want to set "all in radius" to "[B]yes[/B]" (if you do so, then every NPC with the name/classname you specified will be targeted, if you don't, it will only target the closest one to the aiscripted_schedule.)
[QUOTE=Zay333;39959929][img]http://shrani.si/f/3n/13p/MnOZIRd/1/2013-03-1800001.jpg[/img]
Does anyone have an idea why this guy is just standing there doing nothing until I'm directly infront of him?
I've set up all the nodes and I've even set up a ai_goal_follow and made him follow the player ( a more or less hacky way of making him search for the player ),
yet he still just stands there doing jack shit.[/QUOTE]
use ai_scriptedschedule
[QUOTE=The_Blazer;39970216]Use an aiscripted_schedule.
This entity allows you to pick an NPC name or classname (I.E. all NPCs of a type, npc_zombie for example) and tell it what to attack and/or where to go.
You must first set what type/name of NPC it will look for, the search range (0 for infinite), and in "schedule to run" choose "[B]Set enemy to goal entity AND run to goal entity[/B]". In interruptability, choose "[B]Death[/B]" (this will make the NPC search for the player continuously until death), and set goal entity to [B]!player[/B].
You may also want to set "all in radius" to "[B]yes[/B]" (if you do so, then every NPC with the name/classname you specified will be targeted, if you don't, it will only target the closest one to the aiscripted_schedule.)[/QUOTE]
Damn it didn't work. I really don't know what might be causing the problem.
Make sure you have a trigger_once that will start scripting the aiscripted_schedule.
My first time working with entities and NPC's/sound.
[media]http://www.youtube.com/watch?v=IlDVN38S_b8&feature=youtu.be[/media]
Be gentle!
I have an extremly hard time with lighting, so I'm trying to improve on it.
[img]http://cloud-2.steampowered.com/ugc/596998708735097449/1801E5213362FB177CC286ABEF3AEAF9DA0CBF0A/1024x576.resizedimage[/img]
[img]http://cloud-2.steampowered.com/ugc/596998708735100650/CB502D6AD4A61BA019BE9C827012114AE35D5E29/1024x576.resizedimage[/img]
I think if you add a very subtle light entity in the middle of the room, you can really take the edge off those shadows.
[QUOTE=simzboy;39976763]I have an extremly hard time with lighting, so I'm trying to improve on it.
[img]http://cloud-2.steampowered.com/ugc/596998708735097449/1801E5213362FB177CC286ABEF3AEAF9DA0CBF0A/1024x576.resizedimage[/img]
[img]http://cloud-2.steampowered.com/ugc/596998708735100650/CB502D6AD4A61BA019BE9C827012114AE35D5E29/1024x576.resizedimage[/img][/QUOTE]
If you want nice crisp shadows with those lights instead of the 'fuzziness'
I'd suggesting upping the lightmap scale on all faces in focus
Things like the walls, ceiling and floor
Looks like it's on the default 16 scale, I'd suggest playing with any setting below 8 for some interesting results
For me, my personal butterzone is 4 and 2; 2 being for the very fine details and 4 for everything the light touches
[QUOTE=wauterboi;39977110]I think if you add a very subtle light entity in the middle of the room, you can really take the edge off those shadows.[/QUOTE]
Yeah, adding a very low power constant (or linear falloff) light to room can really help if your shadows look too sharp, or the lighting is just too bright in a lot of the areas, but the overall space is still dark.
Haven't mapped in months because of what not, but today, I felt the urge to pick up Hammer again.
[thumb]http://filesmelt.com/dl/dm_rubble0018.jpg[/thumb][thumb]http://filesmelt.com/dl/dm_rubble0019.jpg[/thumb]
[thumb]http://filesmelt.com/dl/dm_rubble0020.jpg[/thumb][thumb]http://filesmelt.com/dl/dm_rubble0021.jpg[/thumb]
Obviously still a heavy work in progress. Still a helluva lot more things to do, optimization, texturing, and a bunch of other stuff. I'm kinda' losing steam with the project as I don't really know what direction I want it to take, and it's cumbersome as hell to make, especially with the broken walls which involves a lot of clipping and vertex manipulation.
So anyway, I could use some feedback as well as some ideas on what might be interesting to add to the map. As it is, I'm having a hard time coming up with good building architecture. In fact, I plan to scrap the yellow apartment building in the corner later because it just looks really ugly for me right now. :V:
[QUOTE=Azzator;39980385]Haven't mapped in months because of what not, but today, I felt the urge to pick up Hammer again.
Obviously still a heavy work in progress. Still a helluva lot more things to do, optimization, texturing, and a bunch of other stuff. I'm kinda' losing steam with the project as I don't really know what direction I want it to take, and it's cumbersome as hell to make, especially with the broken walls which involves a lot of clipping and vertex manipulation.
So anyway, I could use some feedback as well as some ideas on what might be interesting to add to the map. As it is, I'm having a hard time coming up with good building architecture. In fact, I plan to scrap the yellow apartment building in the corner later because it just looks really ugly for me right now. :V:[/QUOTE]
That lighting is beautiful. Are there any tutorials on advanced lighting like this anywhere? Those screenshots make my outdoor scenes look like the work of a two year old.
[QUOTE=Azzator;39980385]Haven't mapped in months because of what not, but today, I felt the urge to pick up Hammer again.
[thumb]http://filesmelt.com/dl/dm_rubble0018.jpg[/thumb][thumb]http://filesmelt.com/dl/dm_rubble0019.jpg[/thumb]
[thumb]http://filesmelt.com/dl/dm_rubble0020.jpg[/thumb][thumb]http://filesmelt.com/dl/dm_rubble0021.jpg[/thumb]
Obviously still a heavy work in progress. Still a helluva lot more things to do, optimization, texturing, and a bunch of other stuff. I'm kinda' losing steam with the project as I don't really know what direction I want it to take, and it's cumbersome as hell to make, especially with the broken walls which involves a lot of clipping and vertex manipulation.
So anyway, I could use some feedback as well as some ideas on what might be interesting to add to the map. As it is, I'm having a hard time coming up with good building architecture. In fact, I plan to scrap the yellow apartment building in the corner later because it just looks really ugly for me right now. :V:[/QUOTE]
Looks great.
[QUOTE=Mkadeshkode;39977463]If you want nice crisp shadows with those lights instead of the 'fuzziness'
I'd suggesting upping the lightmap scale on all faces in focus
Things like the walls, ceiling and floor
Looks like it's on the default 16 scale, I'd suggest playing with any setting below 8 for some interesting results
For me, my personal butterzone is 4 and 2; 2 being for the very fine details and 4 for everything the light touches[/QUOTE]Thanks for the help, guys. Here's what it looks like now after I lowered the lightmap scale and added a couple of subtle lights in the middle of the room.
[t]http://i1090.photobucket.com/albums/i372/Dreyzienumbergoeshere/2013-03-20_00001_zps95738bed.jpg[/t]
Does it look any better?
[QUOTE=simzboy;39984068]Thanks for the help, guys. Here's what it looks like now after I lowered the lightmap scale and added a couple of subtle lights in the middle of the room.
[t]http://i1090.photobucket.com/albums/i372/Dreyzienumbergoeshere/2013-03-20_00001_zps95738bed.jpg[/t]
Does it look any better?[/QUOTE]
It looks great, really warm feeling. Great work!
Great job!
At first glance, it looks like a render
[QUOTE=ssser;39981748]That lighting is beautiful. Are there any tutorials on advanced lighting like this anywhere? Those screenshots make my outdoor scenes look like the work of a two year old.[/QUOTE]
Thanks, but tbh setting up the lighting was pretty simple. I left the lightmap scale at the default 16, though I have to give the credit to the skybox, which is really beautiful, but the lighting itself took only a few simple adjustments with light_environment.
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