• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
That's great of you to do but I knew it would be way too powerful from the amount of green. [img]http://cloud-2.steampowered.com/ugc/1099167284451163392/F4CE4C3D766DD57E7A12CED3807DD7AC470CA0C5/[/img] The pattern is nice though, it just needs to be toned down. And EP2 needs to allow a flowmap shader so my island won't look so unnatural.
[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] I scrolled by a little too fast and honestly thought it was a real picture first. Nice job!
[QUOTE=Armageddon104;42322897]That's great of you to do but I knew it would be way too powerful from the amount of green. [img]http://cloud-2.steampowered.com/ugc/1099167284451163392/F4CE4C3D766DD57E7A12CED3807DD7AC470CA0C5/[/img] The pattern is nice though, it just needs to be toned down. And EP2 needs to allow a flowmap shader so my island won't look so unnatural.[/QUOTE] $refractamount
[QUOTE=Legend286;42325383]$refractamount[/QUOTE] Yeah, iirc you can also change the bump amount in VTFedit, aside from the refract var above. [t]http://static.glitchvid.com/facepunch/mapping/content/release/animmap/samp/wateranimap.png[/t]
[QUOTE=glitchvid;42327085]Yeah, iirc you can also change the bump amount in VTFedit, aside from the refract var above. [t]http://static.glitchvid.com/facepunch/mapping/content/release/animmap/samp/wateranimap.png[/t][/QUOTE] Not sure it actually works though.
Does this look a-okay for the start of a bombsite for a Counter-Strike map? [t]http://cloud-2.steampowered.com/ugc/882994502358100037/D5D86F34A6F8B5A2265E9A197894C96B95C9A6AF/[/t]
[QUOTE=ashton93;42329106]Does this look a-okay for the start of a bombsite for a Counter-Strike map? [t]http://cloud-2.steampowered.com/ugc/882994502358100037/D5D86F34A6F8B5A2265E9A197894C96B95C9A6AF/[/t][/QUOTE] Looks nice, but I think it will need more cover some places. Looks a bit open the site itself. But it's a nice start.
[QUOTE=ashton93;42329106]Does this look a-okay for the start of a bombsite for a Counter-Strike map? [t]http://cloud-2.steampowered.com/ugc/882994502358100037/D5D86F34A6F8B5A2265E9A197894C96B95C9A6AF/[/t][/QUOTE] It looks good, but it also looks like every other counter strike map. Excellent practice though. It's not just me that thinks that most counterstrike maps look the same, right?I realize that some of that is due to gameplay constraints because the players need a lot of cover and boxes serve really well for it. [editline]27th September 2013[/editline] Don't take this as an insult! I'm not calling you out, I'm just commenting on counter strike maps in general. Your map looks like a great start to a counter strike map, as you said you're making it.
[QUOTE=MindMuncher;42329450]It looks good, but it also looks like every other counter strike map. Excellent practice though. It's not just me that thinks that most counterstrike maps look the same, right?I realize that some of that is due to gameplay constraints because the players need a lot of cover and boxes serve really well for it. [editline]27th September 2013[/editline] Don't take this as an insult! I'm not calling you out, I'm just commenting on counter strike maps in general. Your map looks like a great start to a counter strike map, as you said you're making it.[/QUOTE] I really need to come up with something unique when it comes to cover, should be interesting finding stuff that might fit that arent boxes :)
Since a lot of people on older engine branches don't have flowmap support, I made a version of the texture that visibly flows south (if you need it to flow elsewhere, just rotate the material in hammer). [url]http://static.glitchvid.com/facepunch/mapping/content/release/animmap/water_anim_512d5_rollsouth.7z[/url]
There's supposed to be an Abrams M1 tank in there too but apparently it couldn't be used as a static prop so you'll be seeing that one later. [t]http://cloud-4.steampowered.com/ugc/919023475182015355/5DBB41C5FEFCEFF65DACA893BA54CABD746F1D7D/[/t] [t]http://cloud-2.steampowered.com/ugc/919023475182032574/0E2729482BBD25532CF1C954C36774FF8735D44E/[/t] [t]http://cloud-2.steampowered.com/ugc/919023475182026891/56079EF6A9D720B8FDDB1B1D6163C4D1A6CA15D8/[/t] [t]http://cloud-2.steampowered.com/ugc/919023475182024347/EB14D748EFC26DC701D5AB86E0FD585F09253240/[/t] [t]http://cloud-2.steampowered.com/ugc/919023475182021365/2EE1EA8092FC42AD6A25B7D8E967C0BCC48800CD/[/t] [t]http://cloud-2.steampowered.com/ugc/919023475182018173/11EDD4745E59D25D8C9866DA6623A76108D5F839/[/t]
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[QUOTE=122jimbo;42331295]Im almost done to.[/QUOTE] No it needs work.
[t]http://cloud-2.steampowered.com/ugc/1099167284479778624/C68B24DD765FF4BED2A48606CDB619094E27EC05/[/t] Refract went from '2' to '.1'. Not much change. Also lowered reflection, nothing's changing the intensity. Also the VTFEdit thing is broken.
[QUOTE=Armageddon104;42331854][t]http://cloud-2.steampowered.com/ugc/1099167284479778624/C68B24DD765FF4BED2A48606CDB619094E27EC05/[/t] Refract went from '2' to '.1'. Not much change. Also lowered reflection, nothing's changing the intensity. Also the VTFEdit thing is broken.[/QUOTE] Why not increase the intensity of actual texture itself? this might help [url]http://www.polycount.com/forum/showthread.php?t=105935[/url]
Not sure if this is the right place, but I don't think it would really fit anywhere else. I've been trying out Terragen 2 for skybox creation and every image renders properly except for one, which is the top one. It appears the image doesn't fully render; there are black parts in the corners. What do I do? Here's an image: [t]https://dl.dropboxusercontent.com/s/ziiv86v164b5g5b/holp.bmp[/t] I'm following this tutorial: [url]https://developer.valvesoftware.com/wiki/Skyboxes_with_Terragen_2[/url] Again, I apologise if this isn't the correct thread, but I guess skybox creation is more of a mapper's topic than a modeller's.
[QUOTE=Armageddon104;42322897]That's great of you to do but I knew it would be way too powerful from the amount of green. [img]http://cloud-2.steampowered.com/ugc/1099167284451163392/F4CE4C3D766DD57E7A12CED3807DD7AC470CA0C5/[/img] The pattern is nice though, it just needs to be toned down. And EP2 needs to allow a flowmap shader so my island won't look so unnatural.[/QUOTE] The current implementation of the water shader in Source can only decently represent water up to 4 on the [URL="http://en.wikipedia.org/wiki/Beaufort_scale"]Beaufort scale[/URL]. At 5 and above you start seeing foam and waves too big to be represented on a 2D surface. It's not worth trying to go past 4, as the results will be less than convincing. [img_thumb]http://cloud-2.steampowered.com/ugc/848077718594681400/F278E60A6C7FF6D9B3DB37A4ED186F65FDF39703/[/img_thumb] I found that keeping it low-key gets the best results. In terms of lowering the normal map strength, I do not think it would produce convincing results, as the normal map pattern is that of intense winds.
[QUOTE=Armageddon104;42331854][t]http://cloud-2.steampowered.com/ugc/1099167284479778624/C68B24DD765FF4BED2A48606CDB619094E27EC05/[/t] Refract went from '2' to '.1'. Not much change. Also lowered reflection, nothing's changing the intensity. Also the VTFEdit thing is broken.[/QUOTE] Try lowering $reflectamount instead, to something like .2.
[img]http://img96.imageshack.us/img96/8585/ezi8.png[/img] [img]http://img543.imageshack.us/img543/5214/od2s.png[/img] [img]http://img713.imageshack.us/img713/4853/klfk.png[/img] [img]http://img15.imageshack.us/img15/6530/gj18.png[/img] Added the grates on the lower deck, including the access to the decks below which will be in a separate instance via a parented teleport. Tweaked the curve at the back so it looks right, redone the bow since it was way too pointy before, and added some colour. Cannons are redone entirely, and a friend has started making various detail props to pretty this up. Going to start working on the belowdecks until I get some better textures to compile all the new cannons/lanterns/etc then I'll post some pictures of it textured up properly with decent models.
informative: day zing: night late : dawn [IMG]http://i.imgur.com/PzzdVtyl.jpg[/IMG] [IMG]http://i.imgur.com/vS3kH8sl.jpg[/IMG] [IMG]http://i.imgur.com/8p2BL4rl.jpg[/IMG]
Try either "$reflectamount" "0.30" (lower this for less bump) or $flow_bumpstrength 0.75 (I think this only works on flowmapped water, but give it a try) In any event, rendering a lower intensity version anyway.
I already tried that, lowered it down to ".1", anyways I'll try and figure out how to render something like this. [t]http://cloud-2.steampowered.com/ugc/848077718594681400/F278E60A6C7FF6D9B3DB37A4ED186F65FDF39703/[/t] How did you make your's glitchvid?
[QUOTE=Armageddon104;42340104]I already tried that, lowered it down to ".1", anyways I'll try and figure out how to render something like this. [t]http://cloud-2.steampowered.com/ugc/848077718594681400/F278E60A6C7FF6D9B3DB37A4ED186F65FDF39703/[/t] How did you make your's glitchvid?[/QUOTE] High poly plane with wind, waves, etc, with it's normals baked to tangent. Alright, lower intensity version [url]http://static.glitchvid.com/facepunch/mapping/content/release/animmap/water_anim_512d5_lowamp.7z[/url] [editline]28th September 2013[/editline] [QUOTE=DwarfOverlord;42333854]Not sure if this is the right place, but I don't think it would really fit anywhere else. I've been trying out Terragen 2 for skybox creation and every image renders properly except for one, which is the top one. It appears the image doesn't fully render; there are black parts in the corners. What do I do? Here's an image: [t]https://dl.dropboxusercontent.com/s/ziiv86v164b5g5b/holp.bmp[/t] I'm following this tutorial: [url]https://developer.valvesoftware.com/wiki/Skyboxes_with_Terragen_2[/url] Again, I apologise if this isn't the correct thread, but I guess skybox creation is more of a mapper's topic than a modeller's.[/QUOTE] That's a bad-ish tutorial. use [url]https://developer.valvesoftware.com/wiki/Skybox_(2D)_with_Terragen[/url] instead. it works pretty well with TG2. Keep a 90 FOV. I worked on a project with it, so here's my PFM and VTF stuff [url]http://static.glitchvid.com/facepunch/mapping/content/mg/skybox.7z[/url]
[QUOTE=DildoOfDaDoom;42336655]informative: day zing: night late : dawn [IMG]http://i.imgur.com/PzzdVtyl.jpg[/IMG] [IMG]http://i.imgur.com/vS3kH8sl.jpg[/IMG] [IMG]http://i.imgur.com/8p2BL4rl.jpg[/IMG][/QUOTE] i think night would be a lot better if the skybox was less blue.
[t]http://cloud-2.steampowered.com/ugc/1099167284514638561/92E3A8E38264DB8B101D122CC7EDBEED3C4A96E1/[/t] Much better, but could be toned down a bit more, when viewing from a standing angle in Source there's a lot of black spots from over refraction.
Opened up hammer in quite some time to see what I can do, I've got rid of the exterior walkways for my yacht as I thought they didn't look good and wouldn't probably work out to well from a game-play perspective. I'm finding that designing a yacht as a level is just very challenging. This is still in EP2 engine, I am considering going with CS:GO. [img]http://i193.photobucket.com/albums/z105/sporkfire222/cs_yacht50000_zpsc4ed244d.jpg[/img]
Heavy WIP from the FP Google Hangout. [t]http://imageshack.com/scaled/large/593/yek7.png[/t] I'm an artist [t]http://cloud-4.steampowered.com/ugc/1101419084333566042/591B401613CBFB6407549F2A8EA9AC3D7188212E/[/t] [t]http://cloud-3.steampowered.com/ugc/1101419084333567751/2A55D112074BEE19B091BC4A9160BF4261BAB2F8/[/t]
Currently working on a spooky themed Slide map for TF2. I plan to have it finished before Halloween. [IMG]http://cloud-2.steampowered.com/ugc/613904599101228355/DD7394FFA59D89C8FF8C1E5B6AE00DDB9D82A12F/[/IMG] [IMG]http://cloud-2.steampowered.com/ugc/613904599099441241/F9E07DC955EABA9D1E87CFE009A1D942B5FA9AD7/[/IMG] Ignore the wrong-coloured chandeliers and candles. I have not compiled cubemaps as of yet. I plan to gradually make it more and more nightmareish as you slide through it until you end up in basically a nightmare world with incredibly difficult challenges.
I really like the shadows in GO, the edges look crisp. [t]http://i.imgur.com/GmvLUu8.jpg[/t] But yeah I'm probably never going to touch this again...
are models in CS:GO lit per-pixel or is it the same crappy per-vertex lighting?
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