The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=Stiffy360;42278028]As I said, they use some new kind of optimization which allows them to render a bunch of polygons on the screen at once.[/QUOTE]
Well it's not new, not at all. Polygons are just generally free as long as the shader isn't super complex...
And if you look at CSGO, you can see it's not really that special like all Source games, so it runs good.
[t]http://cloud-3.steampowered.com/ugc/1101418703181064632/93FD6ED3F226F3141D293017080E57A1A917B629/[/t]
Still dev textures, but it's getting there. If anyone wants to help and make a couple of nature textures for me that would be the greatest thing.
Also playing with my Christmas light particle I made.
[t]http://cloud.steampowered.com/ugc/1101418703141559874/257117A63CB10157945421DE4DE4E34CD858FF6D/[/t]
[t]http://cloud-2.steampowered.com/ugc/1101418703140990825/FC6C2C5225F8DC543E54F373B171A7B2D38DA230/[/t]
a little teaser of my wip map
[t]http://cloud-2.steampowered.com/ugc/1101418703183789283/0A4E344E7119057511A9D4E44D0E7C60E2D41C38/[/t]
[QUOTE=Armageddon104;42280644]
Also playing with my Christmas light particle I made.
[t]http://cloud.steampowered.com/ugc/1101418703141559874/257117A63CB10157945421DE4DE4E34CD858FF6D/[/t]
[t]http://cloud-2.steampowered.com/ugc/1101418703140990825/FC6C2C5225F8DC543E54F373B171A7B2D38DA230/[/t][/QUOTE]
looks gorgeous. how much of an impact does it have on performance?
content
[t]http://filesmelt.com/dl/13540830642081628378_2013-09-23_00007.png[/t]
ugh my automerge
Those glows are way too much - they just seem like ugly glowing orbs rather than lights. I like everything else - you just need to figure out something to do with those sprites.
[QUOTE=wauterboi;42283264]Those glows are way too much - they just seem like ugly glowing orbs rather than lights. I like everything else - you just need to figure out something to do with those sprites.[/QUOTE]
i don't quite get it - you want them removed or replaced? beside that, i have to agree. they do look pretty bad on some angles but i'm not sure how else i can simulate proper light glow. i'll try looking into the env_lightglow to see if it's any better. thanks though.
IMO you have too many lights, which make the scene more cluttered than it should. Try removing a few and making the others a bit brighter.
try adding smokevolume, some particles will be less visible behind the smoke and will look alright
[QUOTE=Azzator;42282635]ugh my automerge[/QUOTE]
what
that's like a 4-hour difference between posts
This is the [URL="http://www.youtube.com/watch?v=-zva_go8Ajw"]first time I mapped in a very long time[/URL] and I am still poor at it. This was going to be a lighting test for the windows at first but it got expanded into a library.
[thumb]http://i.imgur.com/6vYirMe.png[/thumb]
[QUOTE=Azzator;42281362]looks gorgeous. how much of an impact does it have on performance?[/QUOTE]
None at all, they're just Additive sprites really.
[QUOTE=Daniel Smith;42286881]This is the [URL="http://www.youtube.com/watch?v=-zva_go8Ajw"]first time I mapped in a very long time[/URL] and I am still poor at it. This was going to be a lighting test for the windows at first but it got expanded into a library.
[thumb]http://i.imgur.com/6vYirMe.png[/thumb][/QUOTE]
Can't see shit boss
[QUOTE=kaskade700;42287468]Can't see shit boss[/QUOTE]
It only shows the outside of the 'room' in the 3D panel, the video shows everything inside the compiled map.
[QUOTE=Azzator;42282635]content
[t]http://filesmelt.com/dl/13540830642081628378_2013-09-23_00007.png[/t]
ugh my automerge[/QUOTE]
Love the look, but too many glows like people have said, I think if you got rid of like half you could have a really good atmospheric thing going on, you especially dont need so many near the top.
I really think less is more applies here.
Welp, so TF2 added the ability to scale dynamic props from hammer using modelscale.
Issues are it only works with prop_dynamic and I think prop_physics. You can't scale static props.
the second issue is you can't see the immediate effects of scaling in hammer.
After working on a map for a long time I feel like the entities system is perfect but the grid system is flawed and slow in too many ways...
[QUOTE=Azzator;42282635]content
[t]http://filesmelt.com/dl/13540830642081628378_2013-09-23_00007.png[/t]
ugh my automerge[/QUOTE]
I feel like there's a lack of hierarchy, not necessarily too many lights. There should be more variety in color, shape, and brightness IMO. There are a few instances where one big light could take the place of two small ones, reducing the visual clutter but keeping it just as well-lit. Maybe you could have some spot lights shining across the chasm, etc.
[QUOTE=Uberslug;42289702]I feel like there's a lack of hierarchy, not necessarily too many lights. There should be more variety in color, shape, and brightness IMO. There are a few instances where one big light could take the place of two small ones, reducing the visual clutter but keeping it just as well-lit. Maybe you could have some spot lights shining across the chasm, etc.[/QUOTE]
Expanding that idea of hierarchy, he could have the higher lights be slightly brighter and the lower ones be slightly darker to get an interesting effect going. Or tone them to be warmer the closer they get to the bottom.
Why wouldn't the settlers just mount lights on the opposite cliff and shine upon whole buildings?
[QUOTE=Stiffy360;42288542]Welp, so TF2 added the ability to scale dynamic props from hammer using modelscale.
Issues are it only works with prop_dynamic and I think prop_physics. You can't scale static props.
the second issue is you can't see the immediate effects of scaling in hammer.[/QUOTE]
I really hope this gets implemented into other Source games, at least the other games of the 2013 branch.
I would not call "not scaling static props" a huge issue. Just make it a prop_dynamic_override if manually adding a keyvalue fails. I did not play with this yet, I'll have to see if its an FGD issue or Valve did not actually intend adding it to prop_static as it's part of the StudioModel base. Besides, since static props can't have names, you can't send an inputs to scale it with I/O.
Second "issue" I guess is to avoid stupid side effects if they did try to add it. Dunno, maybe Valve just did not want to edit Hammer.
[QUOTE=Armageddon104;42290774]Why wouldn't the settlers just mount lights on the opposite cliff and shine upon whole buildings?[/QUOTE]
Rock climbing equipment / scaffolds, running wire across the gap, having to go through the hassle whenever one needs servicing or a bulb replacement, the shadows would be massive if someone or something is in the light's way, and those lights would have to be pretty strong to have much of an effect.
So today in ididnotmakethisinhammerifounditinreallife...
[t]https://db.tt/uq9MVmxR[/t]
It's right opposite where I sit to sketch bits of maps
[t]https://db.tt/xRe5TCoh[/t]
Woah hey check out my shitty ze map.
[IMG_THUMB]http://files.gamebanana.com/img/ss/maps/50fe472572d1d.jpg[/IMG_THUMB]
[IMG_THUMB]http://files.gamebanana.com/img/ss/maps/50fe472d18445.jpg[/IMG_THUMB]
[IMG_THUMB]http://files.gamebanana.com/img/ss/maps/50fe473058154.jpg[/IMG_THUMB]
These are older screenshots. I'll upload the next one...eventually.
On a quick note, how do I fix that no-middle-cubemap issue that you can see in the second image?
(I put a cubemap there and nothing happened)
[QUOTE=FlandersNed;42292021]Woah hey check out my shitty ze map.
[IMG_THUMB]http://files.gamebanana.com/img/ss/maps/50fe472572d1d.jpg[/IMG_THUMB]
[IMG_THUMB]http://files.gamebanana.com/img/ss/maps/50fe472d18445.jpg[/IMG_THUMB]
[IMG_THUMB]http://files.gamebanana.com/img/ss/maps/50fe473058154.jpg[/IMG_THUMB]
These are older screenshots. I'll upload the next one...eventually.
On a quick note, how do I fix that no-middle-cubemap issue that you can see in the second image?
(I put a cubemap there and nothing happened)[/QUOTE]
i fucking love ZE and it annoys me so much how good-looking maps for it are next to non-existent. is this a real necessity or are mappers just really lazy. this map, for example, needs a [i]ton[/i] more work because it makes zero sense atm. the lighting, texturing, and brushwork; everything, is just plain horrid.
[QUOTE=Azzator;42292088]i fucking love ZE and it annoys me so much how good-looking maps for it are next to non-existent. is this a real necessity or are mappers just really lazy. this map, for example, needs a [i]ton[/i] more work because it makes zero sense atm. the lighting, texturing, and brushwork; everything, is just plain horrid.[/QUOTE]
I did say it was shitty, didn't I?
Anyway, this map is basically an attempt to make do with an unfinished ze map project, as seen here:
[url]http://css.gamebanana.com/mips/1267[/url]
For future reference, what is wrong with the lighting?
I can see what is wrong with the texturing (contrast aaahh) and the brushwork (mostly not mine but it is my first map anyway)
[QUOTE=FlandersNed;42292226]I did say it was shitty, didn't I?
Anyway, this map is basically an attempt to make do with an unfinished ze map project, as seen here:
[url]http://css.gamebanana.com/mips/1267[/url]
For future reference, what is wrong with the lighting?
I can see what is wrong with the texturing (contrast aaahh) and the brushwork (mostly not mine but it is my first map anyway)[/QUOTE]
the lighting is too monotone and saturated for it to work correctly. Sunlight tends to be a bit desaturated and yellow. You can play around with it and see what you get, but try not to saturate it too much unless you know what you are doing.
Ambient light is typically blue, or a shade of grey. You can play with that as well, just make it a lot dimmer than your sunliught.
Sunlight and other lights work like this
0 0 0 100
R G B brightness
Sunlight usually has a brightness of around 200-500 sometimes more or less
While ambient has a brightness of around 20-100 maybe even 200.
[URL="https://developer.valvesoftware.com/wiki/Sky_List"]Here's[/URL] a guide to what lighting valve uses for each of their skyboxes. You don't have to stick with what they have, but it's a good starting point.
[QUOTE=Uberslug;42289702]I feel like there's a lack of hierarchy, not necessarily too many lights. There should be more variety in color, shape, and brightness IMO. There are a few instances where one big light could take the place of two small ones, reducing the visual clutter but keeping it just as well-lit. Maybe you could have some spot lights shining across the chasm, etc.[/QUOTE]
While we're brainstorming I think hollowing out some of those shacks and giving them some cheap/broken windows + light shining out would make it more believable
Just started training some more advanced and realistic crossings, it's entirely based on gta v.. It's funny to try using only those three textures on those squares, rest is overlays :v:
[T]https://dl.dropboxusercontent.com/u/23199863/hl2%202013-09-24%2021-14-20-24.png[/T]
I havn't posted anything in awhile so:
Lighting and textures still wip but post if you see something you don't like.
[t]http://i.imgur.com/5s0nxdr.jpg[/t]
[t]http://i.imgur.com/juw2Owy.jpg[/t]
[t]http://i.imgur.com/6fFras7.jpg[/t]
[t]http://i.imgur.com/XV7qUFB.jpg[/t]
[t]http://i.imgur.com/X14BCSv.jpg[/t]
[t]http://i.imgur.com/3YCH7rp.jpg[/t]
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