• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
How do you deal with vertexes going slightly off-grid whenever you reopen a map with complex brush constructions?
Added a few more bits to my college map. Also tided up the brush work because it's god awful. I hate how fidgety Hammer is. [IMG]http://i.imgur.com/9JIBT7O.jpg[/IMG] The big ass TV thing is some sort of Android computer mounted on the wall that gives access to college email and their student data system. [IMG]http://i.imgur.com/PEbNMSO.jpg[/IMG]
[QUOTE=HGrunt;42432101]How do you deal with vertexes going slightly off-grid whenever you reopen a map with complex brush constructions?[/QUOTE] I don't. I work on a power of 10, when the guy who designed Propper did so, he added in a scale factor with dealing with that problem in mind. Plus that took me 45 minutes to make from scratch and any slight issues which occur in the one save it takes to Propper it the inbuilt autosew deals with. So to make a 60x40x40 prop, you do it on 600x400x400 then use a 0.1 modifier on the scale factor. Easy peasy. ;) Oh, on the boats it happens from time to time, but only if you save over and over into the same .vmf. If you load an earlier one it's where it should be and you can just copy paste the error'd brush to fix it. Up to _b53 on that boat I keep posting pics of. Anything goes wrong, one of the 52 prior files will be aligned right. [img]http://img22.imageshack.us/img22/1267/o2qj.png[/img] Point and click parented, mouse aimable swivel gun. Each shot = 3 damage. Only damages players. Only difficult bit was getting the mount to move on the intended axis only.
[URL="http://www.filedropper.com/frigate"][IMG]http://img600.imageshack.us/img600/3347/sbn.png[/IMG] Might I trouble anybody who keeps clicking me shiny ratings to pre-alpha test this boat for general bugs and such?[/URL] -Ropes disabled in this version, they weren't working with GMod. This is temporary but I felt too lazy to re-pakrat. Not sure why they don't work in GMod. -Swivel guns only work with EP2 and not GMod. -Concerned about this. Would love to hear people's thoughts. -Everything else is the same. Pakratted everything except the [url=http://facepunch.com/showthread.php?t=970112]Skybox[/url] which I couldn't for some reason. -All the breakable stuff has like 5 health. This is because if I put it to 150 health with 125 minimum damage to hurt (as it will be in the final game) you'd never know it was breakable due to not having a cannon to fire at it. Keep that in mind when you realise how flimsy the boat is. -There's see-through bits in places. These move around depending where I place the boat in the editor before compiling. Is there a fix to this? Do keep in mind it needs ~20 seconds to level before you enter the gundeck since it spawns above-water or you'll be bounced about amusingly.
[QUOTE=Whitby;42443114]Might I trouble anybody who keeps clicking me shiny ratings to pre-alpha test this boat for general bugs and such?[/QUOTE] The only thing I found was missing textures in EP2, but in GMod they show up fine. Also the swivel gun works in GMod, same with the normal cannons. For the cannons I just had to press e like 3 times, but that might be that the map kinda lags in GMod for me while it doesn't in EP2.
[QUOTE=Torekk;42443995]The only thing I found was missing textures in EP2, but in GMod they show up fine. Also the swivel gun works in GMod, same with the normal cannons. For the cannons I just had to press e like 3 times, but that might be that the map kinda lags in GMod for me while it doesn't in EP2.[/QUOTE] The swivels work for you in GMod? What gamemode were you running, might I ask? As for the textures, I'll commit it to memory, I'd assume it's the deck textures? They're from CS: Source.
[QUOTE=Whitby;42443114][URL="http://www.filedropper.com/frigate"][IMG]http://img600.imageshack.us/img600/3347/sbn.png[/IMG] Might I trouble anybody who keeps clicking me shiny ratings to pre-alpha test this boat for general bugs and such?[/URL] -Ropes disabled in this version, they weren't working with GMod. This is temporary but I felt too lazy to re-pakrat. Not sure why they don't work in GMod. -Swivel guns only work with EP2 and not GMod. -Concerned about this. Would love to hear people's thoughts. -Everything else is the same. Pakratted everything except the Skybox which I couldn't for some reason. [B]If anybody can remember the name of the guy who made a big thread of public skyboxes which seems to have vanished I'll credit it.[/B] -All the breakable stuff has like 5 health. This is because if I put it to 150 health with 125 minimum damage to hurt (as it will be in the final game) you'd never know it was breakable due to not having a cannon to fire at it. Keep that in mind when you realise how flimsy the boat is. -There's see-through bits in places. These move around depending where I place the boat in the editor before compiling. Is there a fix to this? Do keep in mind it needs ~20 seconds to level before you enter the gundeck since it spawns above-water or you'll be bounced about amusingly.[/QUOTE] Firegod.
[QUOTE=Whitby;42443114][URL="http://www.filedropper.com/frigate"][IMG]http://img600.imageshack.us/img600/3347/sbn.png[/IMG] Might I trouble anybody who keeps clicking me shiny ratings to pre-alpha test this boat for general bugs and such?[/URL] -Ropes disabled in this version, they weren't working with GMod. This is temporary but I felt too lazy to re-pakrat. Not sure why they don't work in GMod. -Swivel guns only work with EP2 and not GMod. -Concerned about this. Would love to hear people's thoughts. -Everything else is the same. Pakratted everything except the Skybox which I couldn't for some reason. If anybody can remember the name of the guy who made a big thread of public skyboxes which seems to have vanished I'll credit it. -All the breakable stuff has like 5 health. This is because if I put it to 150 health with 125 minimum damage to hurt (as it will be in the final game) you'd never know it was breakable due to not having a cannon to fire at it. Keep that in mind when you realise how flimsy the boat is. -There's see-through bits in places. These move around depending where I place the boat in the editor before compiling. Is there a fix to this? Do keep in mind it needs ~20 seconds to level before you enter the gundeck since it spawns above-water or you'll be bounced about amusingly.[/QUOTE] I believe you need to fix the whole ship breaking part. I'm not talking about the sides I'm talking about the fact that the deck itself is destroyable
[QUOTE=Kickin Balls;42445801]I believe you need to fix the whole ship breaking part. I'm not talking about the sides I'm talking about the fact that the deck itself is destroyable[/QUOTE] But real decks are breakable. How would this detract from gameplay? As long as the health was balanced, and the deck was broken into a few breakable sections instead of one, wouldn't it be fine?
[QUOTE=MindMuncher;42447230]But real decks are breakable. How would this detract from gameplay? As long as the health was balanced, and the deck was broken into a few breakable sections instead of one, wouldn't it be fine?[/QUOTE] The fact that the entire deck disappears with a single smg bullet is kinda...weird. Sorry, what I meant to add on to what I mentioned was that if it was intentional, then it should be in sections, because holy shit, as soon as a cannon ball hits the deck, it's just gonna poof, and insta-win the team
[QUOTE=Whitby;42444653]The swivels work for you in GMod? What gamemode were you running, might I ask?[/QUOTE] Sandbox. [QUOTE=Whitby;42444653]As for the textures, I'll commit it to memory, I'd assume it's the deck textures? They're from CS: Source.[/QUOTE] The deck textures and mostly the wheels of the cannons. [thumb]http://i.imgur.com/DfDuEBI.jpg[/thumb] But I guess you were just using EP2 for testing the cannons and the map is for a GMod gamemode.
[QUOTE=pac0master;42413482]Woops Here is the screenshot with Maxed out AA etc.. [img]http://cloud-2.steampowered.com/ugc/1099167936538751863/B8322BD7111612A265B49F7D4EDDA91E3B84A5FB/[/img] [img]http://cloud.steampowered.com/ugc/1099167936538750510/637ADC59F2B4EC4D0F353E8E87DE94787125388A/[/img][/QUOTE] This is kind of late, but if you use Valve's noise detail in the .vmt for the concrete floor, than it would look alot better than it is now.
[QUOTE=opti2000;42425416]Hi all! [t]http://abload.de/img/2013-10-06_000033vuza.jpg[/t][/QUOTE] Get some bump mapping on those walls!
I've been working on a garrys mod build map for quite some time I want to see what you guys think so far. [thumb]http://cloud-2.steampowered.com/ugc/577876279810245288/CC2816E25708B7DA03DAEE2E79A2656A5EE0C146/[/thumb] [thumb]http://cloud-2.steampowered.com/ugc/577876279810242836/493837625F7D6D0E1C82DBAB6B139E53DC7C9886/[/thumb] [thumb]http://cloud-3.steampowered.com/ugc/577876279810239915/0FAEF534DBD825FBD121890AB2BC454CD6B2813C/[/thumb] [thumb]http://cloud-2.steampowered.com/ugc/577876279810244514/CB2CF93FB2547033258FBB6F4737238D5569DA1F/[/thumb] [thumb]http://cloud-3.steampowered.com/ugc/577876279810246351/5238078392F68F6971D7FF4576F742B3C1C8B356/[/thumb] [thumb]http://cloud-4.steampowered.com/ugc/577876279810247226/8154830AB70C3D0A3A121E0520536A15D04CD96D/[/thumb] [thumb]http://cloud.steampowered.com/ugc/577876279810241587/F74E40108F7C18541D30D63FABC7B70422EA143B/[/thumb] [video=youtube;-8T6dtWuo70]http://www.youtube.com/watch?v=-8T6dtWuo70[/video]
[QUOTE=Kickin Balls;42447929]The fact that the entire deck disappears with a single smg bullet is kinda...weird. Sorry, what I meant to add on to what I mentioned was that if it was intentional, then it should be in sections, because holy shit, as soon as a cannon ball hits the deck, it's just gonna poof, and insta-win the team[/QUOTE] The deck's health will be around 10,000. Chill. Like I said, all the health is around nil for testing purposes. If I provided that as-would-be you'd not be able to even break anything with the ingame small-arms short of the rocket launcher.
[QUOTE=asb44;42451544]I've been working on a garrys mod build map for quite some time I want to see what you guys think so far. [thumb]http://cloud-2.steampowered.com/ugc/577876279810245288/CC2816E25708B7DA03DAEE2E79A2656A5EE0C146/[/thumb] [thumb]http://cloud-2.steampowered.com/ugc/577876279810242836/493837625F7D6D0E1C82DBAB6B139E53DC7C9886/[/thumb] [thumb]http://cloud-3.steampowered.com/ugc/577876279810239915/0FAEF534DBD825FBD121890AB2BC454CD6B2813C/[/thumb] [thumb]http://cloud-2.steampowered.com/ugc/577876279810244514/CB2CF93FB2547033258FBB6F4737238D5569DA1F/[/thumb] [thumb]http://cloud-3.steampowered.com/ugc/577876279810246351/5238078392F68F6971D7FF4576F742B3C1C8B356/[/thumb] [thumb]http://cloud-4.steampowered.com/ugc/577876279810247226/8154830AB70C3D0A3A121E0520536A15D04CD96D/[/thumb] [thumb]http://cloud.steampowered.com/ugc/577876279810241587/F74E40108F7C18541D30D63FABC7B70422EA143B/[/thumb] [video=youtube;-8T6dtWuo70]http://www.youtube.com/watch?v=-8T6dtWuo70[/video][/QUOTE] looks really nice! is it a particle system? add more smaller blue particles, for more detail
[QUOTE=Torekk;42448214]Sandbox. The deck textures and mostly the wheels of the cannons. [thumb]http://i.imgur.com/DfDuEBI.jpg[/thumb] But I guess you were just using EP2 for testing the cannons and the map is for a GMod gamemode.[/QUOTE] Was using EP2 since I'm mapping for EP2, saves time. What's missing there is entirely CS: Source textures, I'll make sure to Pakrat those next time I upload something. [QUOTE=MindMuncher;42447230]But real decks are breakable. How would this detract from gameplay? As long as the health was balanced, and the deck was broken into a few breakable sections instead of one, wouldn't it be fine?[/QUOTE] Health will be balanced of course, but regarding multiple pieces it's a pretty fine line between awkward gameplay problems and better destructability. For the time being I'm going to leave the walkable areas of the decks as one piece with a lot of hp, dividing it into sections is not unreasonable but I'd prefer not to if it can be avoided. Thanks for looking it over anyway, the fact that -so far- nobody has come back with anything majorly gamebreaking to report has me feeling somewhat more comfortable. :)
[QUOTE=GoldPlatinum;42451689]looks really nice! is it a particle system? add more smaller blue particles, for more detail[/QUOTE] Yeah it took some time to make it was quite enjoyable until I had to figure out how to store it in a gma file for gmods sake :v:
[QUOTE=Wigbig;42449931]Get some bump mapping on those walls![/QUOTE] Here we go! [t]http://abload.de/img/2013-10-08_00001p3xnh.jpg[/t] A place for the guards that protected the surface entrance. Will add later more detaills [t]http://abload.de/img/2013-10-08_00002ecxtg.jpg[/t] Looking into the long entrance tunnel that leads to a elevator. [t]http://abload.de/img/2013-10-08_00003qobvk.jpg[/t] Infront of the bunker entrance. More bumpmapped. [t]http://abload.de/img/2013-10-08_000042slwo.jpg[/t] All walls got bumpmaps now.
[img]http://img163.imageshack.us/img163/5254/264y.png[/img] Started a new one since the other's more or less playable. Gonna make a mad dash for a playable alpha.
[QUOTE=opti2000;42453802]Here we go! [t]http://abload.de/img/2013-10-08_00001p3xnh.jpg[/t] A place for the guards that protected the surface entrance. Will add later more detaills [t]http://abload.de/img/2013-10-08_00002ecxtg.jpg[/t] Looking into the long entrance tunnel that leads to a elevator. [t]http://abload.de/img/2013-10-08_00003qobvk.jpg[/t] Infront of the bunker entrance. More bumpmapped. [t]http://abload.de/img/2013-10-08_000042slwo.jpg[/t] All walls got bumpmaps now.[/QUOTE] not sure if you mentioned this already, but are you using models? the lighting looks really iffy, plus the textures are a bit too sharp for my taste. if those are brushes though consider lowering the lightmap scale so you can at least get some more decent lighting there.
Is there any work-around yet for Valve breaking all the 2007 mods and Hammer?
[QUOTE=Azzator;42454435]not sure if you mentioned this already, but are you using models? the lighting looks really iffy, plus the textures are a bit too sharp for my taste. if those are brushes though consider lowering the lightmap scale so you can at least get some more decent lighting there.[/QUOTE] Actually (nearly) everything is brush based. I worked with crazybump to make the bumpmaps and i think thats why it looks "sharp". I allready lowered the lightmap down to 4. I am still trying to find a fitting lighting setting for the outdoor area.
[QUOTE=asb44;42451544]I've been working on a garrys mod build map for quite some time I want to see what you guys think so far. [thumb]http://cloud-2.steampowered.com/ugc/577876279810245288/CC2816E25708B7DA03DAEE2E79A2656A5EE0C146/[/thumb] [thumb]http://cloud-3.steampowered.com/ugc/577876279810239915/0FAEF534DBD825FBD121890AB2BC454CD6B2813C/[/thumb] [thumb]http://cloud-2.steampowered.com/ugc/577876279810244514/CB2CF93FB2547033258FBB6F4737238D5569DA1F/[/thumb] [thumb]http://cloud-3.steampowered.com/ugc/577876279810246351/5238078392F68F6971D7FF4576F742B3C1C8B356/[/thumb] [thumb]http://cloud-4.steampowered.com/ugc/577876279810247226/8154830AB70C3D0A3A121E0520536A15D04CD96D/[/thumb] [thumb]http://cloud.steampowered.com/ugc/577876279810241587/F74E40108F7C18541D30D63FABC7B70422EA143B/[/thumb] [/QUOTE] Interesting map, though you're going to want to work some more on some of your rooms since they look pretty bland and blocky. The room in the last screenshot looks pretty good compared to the others, though.
[QUOTE=asb44;42451544]I've been working on a garrys mod build map for quite some time I want to see what you guys think so far. [thumb]http://cloud-2.steampowered.com/ugc/577876279810245288/CC2816E25708B7DA03DAEE2E79A2656A5EE0C146/[/thumb][/QUOTE] Reminds me of Kairo a lot.
[IMG]http://i.imgur.com/L7iLmIK.jpg[/IMG]
[QUOTE=Cheshire_cat;42458498]Reminds me of Kairo a lot.[/QUOTE] some inspiration came from that game actually
[QUOTE=ashton93;42454654]Is there any work-around yet for Valve breaking all the 2007 mods and Hammer?[/QUOTE] What do you mean? It should work fine.
[IMG]http://i.imgur.com/fuAp3X8.jpg[/IMG] [IMG]http://i.imgur.com/3mJPWXR.jpg[/IMG] [IMG]http://i.imgur.com/MsAksnv.jpg[/IMG]
[QUOTE=Wreckles;42463147]weird[/QUOTE] It's ludicrous and dumb, but I'd play it as long as I could get on top of everything.
Sorry, you need to Log In to post a reply to this thread.