The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=Azzator;42345065]are models in CS:GO lit per-pixel or is it the same crappy per-vertex lighting?[/QUOTE]
Both. Per pixel when at close range and hit by the environment lighting. Per-vertex at longer ranges and inside.
[QUOTE=samuel2213;42345434]Both. Per pixel when at close range and hit by the environment lighting. Per-vertex at longer ranges and inside.[/QUOTE]
I thought it was per-poly?
Whatever, as long as you don't use static props in a place with harsh contrast per-poly works.
adn tbh, I like the per-poly lighting as lightmapping models is incredibly annoying.
[QUOTE=Azzator;42345065]are models in CS:GO lit per-pixel or is it the same crappy per-vertex lighting?[/QUOTE]
per pixel when lighted with light_env, and vertex when lighted with ligh or light_spot entities
Just started this like an hour ago, threw a skybox around it to get some pictures to show off.
[IMG_THUMB]http://oi44.tinypic.com/14w635l.jpg[/IMG_THUMB]
[IMG_THUMB]http://oi42.tinypic.com/2r3uog1.jpg[/IMG_THUMB]
I give you sludge
[URL=http://cubeupload.com/im/XnJC3Z.jpg][IMG]http://i.cubeupload.com/XnJC3Z.jpg[/IMG][/URL]
[QUOTE=GoldPlatinum;42347333]per pixel when lighted with light_env, and vertex when lighted with ligh or light_spot entities[/QUOTE]
why didn't they just light everything per-pixel considering source is behind other game engines as it is?
[URL="https://dl.dropboxusercontent.com/u/36747491/ep2_funhotel.bsp"]I was bored so I made a small "comedy" map for ep2.[/URL]
I don't know where else to post it and it is poorly designed so don't expect much.
[QUOTE=Whitby;42352735]Pics of awesome boats[/QUOTE]
You did a really good job for just using brushes!
[QUOTE=Whitby;42352735]witchcraft[/QUOTE]
Burn the witch!
Hi guys :) Small image of my new map. Your opinion?
[IMG]http://img14.imageshack.us/img14/7615/9kkg.png[/IMG]
[IMG]http://img443.imageshack.us/img443/4728/bh2k.png[/IMG]
[QUOTE=cRUSHpl;42354089]Hi guys :) Small image of my new map. Your opinion?
[IMG]http://img14.imageshack.us/img14/7615/9kkg.png[/IMG]
[IMG]http://img443.imageshack.us/img443/4728/bh2k.png[/IMG][/QUOTE]
Looks ok so far, but you might want to increase the amount of faces on the fountain so it is more circular and less octagonal. Unless that is the shape you want. Try changing from 8 to 16. Also, is this a spawn or an area in the middle of the map? It might need some more cover if it's a place that will probably be frequented by players.
[QUOTE=DwarfOverlord;42354144]It might need some more cover if it's a place that will probably be frequented by players.[/QUOTE]
I forgot to mention that it's TT spawn. Bombsites are well covered but because of my computer im detailing in pieces.
[QUOTE=Azzator;42351272]why didn't they just light everything per-pixel considering source is behind other game engines as it is?[/QUOTE]
i think it has to do with performance. Valve wants people with low end computers to enjoy the game too
I have been working on a Cave. It is my first attempt to create a cave though.
WIP
[img]http://cloud-2.steampowered.com/ugc/1101419084369161488/3BF544A6B9A896FE8A4BCCC0B164C1D6D84DA886/[/img]
[QUOTE=Whitby;42352735][img]http://img844.imageshack.us/img844/6434/hwia.png[/img][/QUOTE]
MAX_MAP_BRUSH?
I mean, you should really consider proppering that, or at least part of it, the brush count looks really high, and unless you plan to make that the only ship in your map, you may hit the limit.
[QUOTE=The_Blazer;42356082]MAX_MAP_BRUSH?
I mean, you should really consider proppering that, or at least part of it, the brush count looks really high, and unless you plan to make that the only ship in your map, you may hit the limit.[/QUOTE]
not all of it is a brush silly.
[QUOTE=GoldPlatinum;42354308]i think it has to do with performance. Valve wants people with low end computers to enjoy the game too[/QUOTE]
yet they remove LOD support from csgo and use an absurb amount of triangles on their props. funny Valve.
[QUOTE=The_Blazer;42356082]MAX_MAP_BRUSH?
I mean, you should really consider proppering that, or at least part of it, the brush count looks really high, and unless you plan to make that the only ship in your map, you may hit the limit.[/QUOTE]
Maximum brushes is over 8000. Without propper on anything but the cannons/anchors and stuff that couldn't not be models anyway it's somewhere around 1200 brushes. It'll be less than 800 when optimised for gameplay, once the handrails and stern gallery are converted into models. There's no reason I can find within the limits of source preventing there being around 6 similar boats in any one given combat instance, and given the hardware people are running nowadays the limitation is Source, not so much optimisation and/or lag issues. That's 6 similar boats including their belowdecks/hold in separate instances via parented teleports, fully destructable, etc.
Currently been working on the cannons, had a very interesting learning experience enabling me to directly and accurately plot cannon trajectory for each individual cannon type ingame yesterday. This coupled with the adjustable elevation on each cannon seems to be working out as intended. For the alpha which I hope to be playing with my friends in the next month or so I hope to have a couple of these boats combat capable, and if it works out I'm thinking of begging for donations to use to pay somebody to do a half decent gamemode script tied into the map.
[QUOTE=pac0master;42355012]I have been working on a Cave. It is my first attempt to create a cave though.
WIP[/QUOTE]
Throw a dynamic light projector in there so it gives off nice shadows from all the trusses and catwalks. Also, maybe you might wanna smooth the displacement walls a little bit.
[QUOTE=Whitby;42358255]Maximum brushes is over 8000. Without propper on anything but the cannons/anchors and stuff that couldn't not be models anyway it's somewhere around 1200 brushes. It'll be less than 800 when optimised for gameplay, once the handrails and stern gallery are converted into models. There's no reason I can find within the limits of source preventing there being around 6 similar boats in any one given combat instance, and given the hardware people are running nowadays the limitation is Source, not so much optimisation and/or lag issues. That's 6 similar boats including their belowdecks/hold in separate instances via parented teleports, fully destructable, etc.
Currently been working on the cannons, had a very interesting learning experience enabling me to directly and accurately plot cannon trajectory for each individual cannon type ingame yesterday. This coupled with the adjustable elevation on each cannon seems to be working out as intended. For the alpha which I hope to be playing with my friends in the next month or so I hope to have a couple of these boats combat capable, and if it works out I'm thinking of begging for donations to use to pay somebody to do a half decent gamemode script tied into the map.[/QUOTE]
You are my hero.
I hope that you find that someone to code the gamemode, and I hope they realize how much shrapnel comes from cannon fire. People die far more often from wood shrapnel than from cannon hits. Being on the boat you'd be getting peppered every time someone hit it, and if you're too close you may get an arm-length chunk of wood through your chest.
With that in mind, I hope someone make a chef role on the ship as the medic so people can go chow down on some hard tack in the galley to slowly regain health, taking them off the guns for a bit or something.
I'd play it.
[QUOTE=Whitby;42352735][img]http://img844.imageshack.us/img844/6434/hwia.png[/img][/QUOTE]
I cannot [i]wait[/i] to see this in-engine
BAM! Update!
Map: Introduction to the Abyss
Project: Portal 2 Abyss
Map progress: About 25%
Project Page [url=http://www.moddb.com/mods/portal-2-abyss/]MODDB[/url]
Images thumb
[t]http://cloud-2.steampowered.com/ugc/1101419084389681739/96E45F205029E1681849A73FFF89DD1B5CAC20B6/[/t]
[t]http://cloud-3.steampowered.com/ugc/1101419084389679721/5C507A24B0F17CBD1B003D57725FE2AB749CF751/[/t]
[t]http://cloud-3.steampowered.com/ugc/1101419084389683303/7CBC0C07FFA07A3655D861DD367C69DEBE87D132/[/t]
[QUOTE=cRUSHpl;42354089]Hi guys :) Small image of my new map. Your opinion?
[IMG]http://img14.imageshack.us/img14/7615/9kkg.png[/IMG]
[IMG]http://img443.imageshack.us/img443/4728/bh2k.png[/IMG][/QUOTE]
It's a good start but your fountain brush looks stretched.
Also consider doing a displacement for the ground, if you look at pictures of old brick outdoor floors often they have small raises in them where the brick didn't lay flat.
[QUOTE=wazanator;42365599]It's a good start but your fountain brush looks stretched.
Also consider doing a displacement for the ground, if you look at pictures of old brick outdoor floors often they have small raises in them where the brick didn't lay flat.[/QUOTE]
I displaced ground but it dont look displaced at all.
[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"]*pic*[/URL]
US
[URL="http://files.1337upload.net/roadpack_us_827.png"]*pic*[/URL]
Already have a bunch for rest-of-Europe but need to update them, and eventually Japan but for now fuck that[/QUOTE]
I had made a detail texture for asphalt a while back if you would want to use it for your textures, it really helps add some definition close up:
[thumb]http://cloud-2.steampowered.com/ugc/884120578910514459/081C3BDDC89CE0C78832BF152474B10E68811084/[/thumb]
I made sure I avoided the stupid "sharpen" filter that the .VTF compiler uses by default for mipmaps, so it's a nice natural fade out at a distance rather than the disgusting tiling you'd normally get.
If your textures are 1024^2 and applied at the default .25 scale that Hammer uses, setting "$detailscale" to "5" should look about right.
[URL]https://dl.dropboxusercontent.com/u/27508759/dt_asphalt_hd.vtf[/URL]
Just drop it in "materials/detail" and set it up somewhat like this:
[code]
LightmappedGeneric
{
$basetexture "concrete/street"
$surfaceprop "concrete"
$detail "detail/dt_asphalt_hd"
$detailscale "5"
}
[/code]
Worked a bit on the lighting
[img]http://imageshack.com/scaled/800x600/109/6l8j.jpg[/img]
[img]http://imageshack.com/scaled/800x600/547/fvqb.jpg[/img]
[img]http://imageshack.com/scaled/800x600/401/ulrs.jpg[/img]
[img]http://imageshack.com/scaled/800x600/844/oiko.jpg[/img]
So I've been working on a Left 4 Dead 2 survival map (I know, there's way too many out there). I just want to see if anyone could provide some constructive criticism as to what could possibly be wrong with my map here. So far the only ratings have either been mixed or negative on my workshop (talking about all files, not this specific one even though the only rating was a downvote). I'm guessing it's either too boring-looking/generic or just no fun but I want to see what you guys think.
[IMG]http://173.55.37.90/steamworkshop_webupload_previewfile_173321411_preview.jpg[/IMG]
[IMG]http://173.55.37.90/steamworkshop_webupload_previewfile_173321411_preview (1).jpg[/IMG]
[IMG]http://173.55.37.90/steamworkshop_webupload_previewfile_173321411_preview (2).jpg[/IMG]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=173321411[/url] (Workshop link if anyone wants to test)
Yay for random old material!
[thumb]https://dl.dropboxusercontent.com/u/16218991/Punt/devmap_artpass_puzzle600000.jpg[/thumb]
[thumb]https://dl.dropboxusercontent.com/u/16218991/Punt/devtest_intro010000hall.jpg[/thumb]
[thumb]https://dl.dropboxusercontent.com/u/16218991/leavemealonekthx.jpg[/thumb]
[thumb]https://dl.dropboxusercontent.com/u/16218991/Punt/punt_a_030001.jpg[/thumb]
[thumb]https://dl.dropboxusercontent.com/u/16218991/testchmb_13-demo0003.jpg[/thumb]
Just things I wanted to share with you. Some of it is months old, others a bit more. I did not do anything productive today.
Some screens from the first chapter of a L4D2 campaign I've been working on
[IMG_THUMB]http://173.55.37.90/2013-10-01_00003.jpg[/IMG_THUMB]
[IMG_THUMB]http://173.55.37.90/2013-10-01_00004.jpg[/IMG_THUMB]
[IMG_THUMB]http://173.55.37.90/2013-10-01_00005.jpg[/IMG_THUMB]
[IMG_THUMB]http://173.55.37.90/2013-10-01_00006.jpg[/IMG_THUMB]
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