• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
Hey quick question about mapping for CS:GO. If you purchase Operation Bravo are those map's models, content, and textures added to be used in hammer? Same goes for Operation Payback, like can they be used?
[QUOTE=MadPro119;42298759]Hey quick question about mapping for CS:GO. If you purchase Operation Bravo are those map's models, content, and textures added to be used in hammer? Same goes for Operation Payback, like can they be used?[/QUOTE] No they can not.
[QUOTE=MadPro119;42298759]Hey quick question about mapping for CS:GO. If you purchase Operation Bravo are those map's models, content, and textures added to be used in hammer? Same goes for Operation Payback, like can they be used?[/QUOTE] They aren't officially added to the game, it just runs the addons from workshop.
[QUOTE=Joey1;42295538]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][/QUOTE] I have a road fetish now. Which road texture is the tan one? I can't find it in my CS:GO sdk.
[QUOTE=Armageddon104;42298971]I have a road fetish now. Which road texture is the tan one? I can't find it in my CS:GO sdk.[/QUOTE] search asphalt or pavement
Worked a lil' more on the rails. I'll probably need to tweak the overall look the of these models once they're all in place though. [img]https://dl.dropboxusercontent.com/u/22707688/dev_station00005.jpg[/img]
I'm assuming you made those textures/models?
[QUOTE=Armageddon104;42298971]I have a road fetish now. Which road texture is the tan one? I can't find it in my CS:GO sdk.[/QUOTE] I think it's highway texture from L4D2, I'll take a look when i get back home from work
[IMG]http://i.imgur.com/uDCMEGJ.jpg[/IMG]. I need some handholding here - uh. I've tried my damndest to understand but still cannot successfullly make hdr skyboxes,sprites,glass. Any help?? :[
Just a test for a blast door in Metro style, been thinking about creating some post apocalyptic open world for a while now, but I never quite got around to it. [img]http://i.imgur.com/PhD1G1Q.jpg?1[/img] [img]http://i.imgur.com/DpzpXQY.jpg?1[/img] Speaking of, would anyone happen to know if there is any lua mod or suchlike that includes artifacts and anomalies like STALKER and can be incorporated in a map without coding it in?
[QUOTE=Armageddon104;42298971]I have a road fetish now. Which road texture is the tan one? I can't find it in my CS:GO sdk.[/QUOTE] So to actually answer this question .. texture is "concrete/highway_02" possibly from L4D2 And just to keep thread alive .. I decided to make it even more complicated by bending that intersection [T]http://cloud-2.steampowered.com/ugc/595889932148091386/D37DC86BC67935F9054C0B95E99674E5D9C343E6/[/T] Anybody knows some pack of textures with those traffic arrows, but in white colour? maybe even little bit worn out, thanks for any info
[QUOTE=Joey1;42304506]So to actually answer this question .. texture is "concrete/highway_02" possibly from L4D2 And just to keep thread alive .. I decided to make it even more complicated by bending that intersection [T]http://cloud-2.steampowered.com/ugc/595889932148091386/D37DC86BC67935F9054C0B95E99674E5D9C343E6/[/T] Anybody knows some pack of textures with those traffic arrows, but in white colour? maybe even little bit worn out, thanks for any info[/QUOTE] That intersection looks really nice. How messy is it in hammer :v:
[QUOTE=nomad1;42304756]That intersection looks really nice. How messy is it in hammer :v:[/QUOTE] [T]https://dl.dropboxusercontent.com/u/23199863/pic000.png[/T] It's not that bad ... atleast i think so
[QUOTE=LATTEH;42298391]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] [/QUOTE] Great design so far. I like it. but I think your catwalk would need more support.
[QUOTE=Joey1;42304506]Anybody knows some pack of textures with those traffic arrows, but in white colour? maybe even little bit worn out, thanks for any info[/QUOTE] [QUOTE=Iron Soul;41981416]Could've sworn there was a texture pimpage thread. Click for original UK [url=http://files.1337upload.net/roadpack_uk_827.png][img]http://files.1337upload.net/roadpack_uk_827_small.jpg[/img][/url] US [url=http://files.1337upload.net/roadpack_us_827.png][img]http://files.1337upload.net/roadpack_us_827_small.jpg[/img][/url] Already have a bunch for rest-of-Europe but need to update them, and eventually Japan but for now fuck that[/QUOTE]
[QUOTE=Joey1;42304506]So to actually answer this question .. texture is "concrete/highway_02" possibly from L4D2 And just to keep thread alive .. I decided to make it even more complicated by bending that intersection [T]http://cloud-2.steampowered.com/ugc/595889932148091386/D37DC86BC67935F9054C0B95E99674E5D9C343E6/[/T] Anybody knows some pack of textures with those traffic arrows, but in white colour? maybe even little bit worn out, thanks for any info[/QUOTE] the arrows need to be stretched
[QUOTE=MenteR;42307487]the arrows need to be stretched[/QUOTE] Those were only temporary, I'm currently looking for those white ones (thanks for suggestion Pyth) Now it looks like this and I'm pretty happy how it turned out [T]https://dl.dropboxusercontent.com/u/23199863/hl2%202013-09-25%2022-29-33-12.png[/T]
[t]https://dl.dropboxusercontent.com/u/37624951/brandenburg/wwii.jpg[/t] Not 100% satisfied, but then again, my history teacher isn't exactly a mapper. It's "good enough."
[QUOTE=Cosine;42307924][t]https://dl.dropboxusercontent.com/u/37624951/brandenburg/wwii.jpg[/t] Not 100% satisfied, but then again, my history teacher isn't exactly a mapper. It's "good enough."[/QUOTE] can you show it in color? everything looks neat save for that building in the distance, but i assume it's a wip so whatever. on the other hand, it would help if you gave that sort of 'Pantheon' building thing more detail. i'm particularly not liking how bare the top end of the columns are.
[QUOTE=Cosine;42307924][t]https://dl.dropboxusercontent.com/u/37624951/brandenburg/wwii.jpg[/t] Not 100% satisfied, but then again, my history teacher isn't exactly a mapper. It's "good enough."[/QUOTE] you should probably change the car model if you're doing a world war two map. use something from day of defeat: source.
[QUOTE=Joey1;42307564]Those were only temporary, I'm currently looking for those white ones (thanks for suggestion Pyth) Now it looks like this and I'm pretty happy how it turned out [T]https://dl.dropboxusercontent.com/u/23199863/hl2%202013-09-25%2022-29-33-12.png[/T][/QUOTE] It's got a really cool look, but the crosswalks seem really weird to me. What place has crosswalks like that?
[QUOTE=Uberslug;42315163]It's got a really cool look, but the crosswalks seem really weird to me. What place has crosswalks like that?[/QUOTE] Los Santos
Picture omitted, see here: [url]http://facepunch.com/showthread.php?t=1250104&p=42318809&viewfull=1#post42318809[/url] For the Source ship combat game I've been working on the latter half of my life. Front's barely started, rest of it is kinda mostly done. Sort've. Started this the night before last. ~10 hours work.
cs_bootyland
[QUOTE=NotExactly;42315256]Los Santos[/QUOTE] And Moses Lake Washington, most likely Seattle, and some places in Louisiana most likely have this. Not sure how many though in total.
The stern of that ship is beautiful. Nice work. [editline]26th September 2013[/editline] Did you use any ship in particular for reference?
Colorful edition: [t]https://dl.dropboxusercontent.com/u/37624951/brandenburg/wwii%20color.jpg[/t] Bear in mind I picked textures with the B&W filter in mind. I wanted to use a better fitting car model, but unfortunately I don't own DOD:S. Edit: Forgot to mention, I presented the project today, so any changes are pretty much moot. Still might do them just for posterity.
It looks really good, but there is a bunch of stuff that just doesn't belong; the postwar cars, the dumpster, the concrete pipes, the yellow concrete pylon, [B]the cookie box[/B]... Really you just need to go on gmod.org and search "WW2, DoD" for suitable WW2 era models to fit the scene. :wink:
[QUOTE=Sam Za Nemesis;42316336]Holy shit is that all brushwork?[/QUOTE] Entirely. Obviously all the details get Propper'd like with all the other boats. The end result is optimised easily well enough so it can sail around and be destructable. Plus y'know... destroy other boats with the cannons. [QUOTE=Hellsten;42316643]The stern of that ship is beautiful. Nice work. [editline]26th September 2013[/editline] Did you use any ship in particular for reference?[/QUOTE] I prefer to use ships already in games as inspiration, then I just sort've see where the hammer controls take me and get it to look "right". Blueprints are hard to gain proportion from in three dimensions (I find). I started with: [URL]http://images2.wikia.nocookie.net/__cb20080315095612/potbs/images/1/14/'Raa'_Heavy_Frigate.jpg[/URL] While the ship you see looks fine, in hammer it didn't look curvy enough for my tastes so I incorporated designs from other ships of the same period: [URL]http://www.modelships.de/Museums_and_replicas/Science_Museum_London/gIMG_0578.jpg[/URL] The chubbier at the front/slimmer at the back I felt gave it more character which to the untrained eye is worth more than direct accuracy in copying a model. Since the game's going to be aimed at everyone and not just naval history buffs it's a lot easier to derive character by skewing the reality a little rather than painstakingly reconstructing things for no major aesthetic difference. Apparently on Sunday I should have some purpose-made quality textures handed to me so I'll probably post another status report on it then... unless I get a real happy over doing the bow which normally causes me a ragequit or two before it looks right. May aswell edit an update on here before I go to sleep. Tried something new - made a lot of triangles. Lots and lots of triangles. Then went mad with the morph tool. [img]http://img51.imageshack.us/img51/5536/k289.png[/img]
Hey, so I've been working with water again; and I've noticed a lot of people stick with the old animated normalmap from hl2; or when working with the new flowmap'd water, use the L4D2 static normalmap; so I figured I'd make a new animated water normalmap. Old animated normalap, and the static L4D2 one. [vid]http://static.glitchvid.com/facepunch/mapping/content/release/animmap/samp/old256.mp4[/vid][t]http://static.glitchvid.com/facepunch/mapping/content/release/animmap/samp/water_river_normal_sharp.png[/t] And here's my 512 animated: [vid]http://static.glitchvid.com/facepunch/mapping/content/release/animmap/samp/512new.mp4[/vid] It tiles seamlessly, and loops as well. Download: [url]http://static.glitchvid.com/facepunch/mapping/content/release/animmap/water_anim_512d5.7z[/url] Oh yeah, It's all under kopimi license, share it, sell it, whatever.
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