• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=GameDev;42530651]It's going to be almost impossible to get it right, you're better off baking it in the textures[/QUOTE] Even Rockstar baked lighting in there, they use overlaid translucent models for that though to avoid baking into the textures.
[QUOTE=Battlepope98;42528228]The room is all ported, now i'm just diddling around with the lighting.. [t]http://i.imgur.com/IWlgY78.jpg[/t] [t]http://i.imgur.com/0o94UZe.jpg[/t] Lighting is pretty annoying to get right in a room made entirely of props :/[/QUOTE] The walls and counter tops could be brushes with an increased lightmap value
[QUOTE=Battlepope98;42528228]The room is all ported, now i'm just diddling around with the lighting.. [t]http://i.imgur.com/IWlgY78.jpg[/t] [t]http://i.imgur.com/0o94UZe.jpg[/t] Lighting is pretty annoying to get right in a room made entirely of props :/[/QUOTE] That looks amazing, how many models are there together? How did you port them from GTA IV?
wth souce sdk is not working again my 3d view is black and the editor lags ....
[QUOTE=soldierrob;42541228]wth souce sdk is not working again my 3d view is black and the editor lags ....[/QUOTE] Yesterday after some steam update it broke my Source sdk so I could not start it up. I had to redownload the entire sdk then when that was done hammer editor could not start up, it attempts to start then shuts down before a window shows up. I was/am also in a mapping mood so its really bad because if it actually worked I would be able to actually get something done.
[QUOTE=Civil;42541262]Yesterday after some steam update it broke my Source sdk so I could not start it up. I had to redownload the entire sdk then when that was done hammer editor could not start up, it attempts to start then shuts down before a window shows up. I was/am also in a mapping mood so its really bad because if it actually worked I would be able to actually get something done.[/QUOTE] yeah so its bugged again but the l4d2 editor still works but I don't have the content, I was almost finished with my map uhh...
not to mention that this update broke the entities in game as well i hate valves attitude towards the dev community... they always think that people will fixe issues by themselves, which they actually do
[T]http://i.imgur.com/ZJmy9y0.jpg[/T] This is the first and last time using a regular light entity. It's so uncontrollable and... ugh. [editline]16th October 2013[/editline] Also, when did Valve roll this breaking update out? Right now I'm running Hammer without problems.... Thankfully. Anyway, time to show progress of my first, silly house map thing. [T]http://i.imgur.com/YEQnuV1.jpg[/T] [T]http://i.imgur.com/WmGpGGB.jpg[/T] (This image shows quite a lot to fix, working on that) [T]http://i.imgur.com/hXc7mSp.jpg[/T] [T]http://i.imgur.com/7LkaYPP.jpg[/T] Any ideas I might add to this? I'm also looking for a solution to get the dark prop_static's in the bathroom fixed, any hints on that?
[QUOTE=Merijnwitje;42543323] Any ideas I might add to this? I'm also looking for a solution to get the dark prop_static's in the bathroom fixed, any hints on that?[/QUOTE] compile with -staticproplighting [URL="http://www.nodraw.net/2010/12/lighting-compile-options/"]http://www.nodraw.net/2010/12/lighting-compile-options/[/URL]
[QUOTE=Merijnwitje;42543323][T]http://i.imgur.com/ZJmy9y0.jpg[/T] This is the first and last time using a regular light entity. It's so uncontrollable and... ugh. [editline]16th October 2013[/editline] lots of pics [/QUOTE] you need a tonemap controller, it's the hdr megabloom doing this. Lights are also not done using a single light entity in source, you need to use a light for ambient lighting and a light_spot for actual lighting.
[QUOTE=Merijnwitje;42543323][T]http://i.imgur.com/ZJmy9y0.jpg[/T] This is the first and last time using a regular light entity. It's so uncontrollable and... ugh. [editline]16th October 2013[/editline] Also, when did Valve roll this breaking update out? Right now I'm running Hammer without problems.... Thankfully. Anyway, time to show progress of my first, silly house map thing. -images- (This image shows quite a lot to fix, working on that) -images- Any ideas I might add to this? I'm also looking for a solution to get the dark prop_static's in the bathroom fixed, any hints on that?[/QUOTE] This is pretty good for your first time in hammer ( if I read it right) Keep up the good work!
[QUOTE=Anthracite;42544461]you need a tonemap controller, it's the hdr megabloom doing this. Lights are also not done using a single light entity in source, you need to use a light for ambient lighting and a light_spot for actual lighting.[/QUOTE] Sounds good, I already had the feeling I was lacking something when setting up the lighting apart from using a env_sprite entity with a spot_light entity. And as DildoOfDaDoom mentioned, I compiled using -staticproplighting and it looks great. Only problem is the skybox is ruined, right now it's a missing texture texture all over the skybox brush. Probably has to do with the lacking of cubemaps.
[QUOTE=Merijnwitje;42544566]Sounds good, I already had the feeling I was lacking something when setting up the lighting apart from using a env_sprite entity with a spot_light entity. And as DildoOfDaDoom mentioned, I compiled using -staticproplighting and it looks great. Only problem is the skybox is ruined, right now it's a missing texture texture all over the skybox brush. Probably has to do with the lacking of cubemaps.[/QUOTE] If its only partly pink black you do indeed miss a cubemap after placing them type buildcubemaps into the console and restart the complete game.
[QUOTE=DildoOfDaDoom;42544662]If its only partly pink black you do indeed miss a cubemap after placing them type buildcubemaps into the console and restart the complete game.[/QUOTE] I used that command, and it still shows up like this: [T]http://i.imgur.com/HNOMsFr.jpg[/T] [T]http://i.imgur.com/KovCsSZ.jpg[/T] Weird is, I didn't set up that as a skybox texture. Anyway, I have been fiddling with the lighting again (included a light entity on the ceiling fan light). [t]http://i.imgur.com/h28PNPH.jpg[/t] Should I tone down the light entity a bit? Current brightness is set to 40. [editline]16th October 2013[/editline] Back to the issue, I tried it again, and checked what the console says about the skybox, well I read this: ] buildcubemaps Creating default cubemaps for env_cubemap using skybox sky_day01_09... But the result is still the same, broken. I tried to remove the skybox and place a new one. No dice, should I set up a cubemap anyway?
[QUOTE=Merijnwitje;42544790]I used that command, and it still shows up like this: Back to the issue, I tried it again, and checked what the console says about the skybox, well I read this: ] buildcubemaps Creating default cubemaps for env_cubemap using skybox sky_day01_09... But the result is still the same, broken. I tried to remove the skybox and place a new one. No dice, should I set up a cubemap anyway?[/QUOTE] Hi there! This error page will be your best friend if you got problems. Just copy and paste your compile log from your testrun in there and it will show you errors and a description with possible solutions. [URL="http://www.interlopers.net/errors/"]http://www.interlopers.net/errors/[/URL]
It's almost ready for a gameplay test. Textures thanks to zurf3r [URL=http://imgur.com/bru0vfG][IMG]http://i.imgur.com/bru0vfGl.jpg[/IMG][/URL]
Only warning it shows is that vrad is used more than once in the logs. What would that mean? It doesn't show any accurate description, and the possible solution changes the whole time.
It seems like you compiled with HDR on and forgot to add the _hdr to the skybox name under Map -> Preferences.
[QUOTE=DildoOfDaDoom;42545332]It's almost ready for a gameplay test. Textures thanks to zurf3r [URL="http://imgur.com/bru0vfG"][IMG]http://i.imgur.com/bru0vfGl.jpg[/IMG][/URL][/QUOTE] Amazing, how did you manage to export BF3 map data? Or did you create everything from scratch and put on the textures?
Ninjaripper, Intel GPA the diffuse texture is ripped, normal maps,specular maps are made from scratch. Edit: The geometry itself was made in Radiant by Kennith and then exported as .vmf
The lights look a little too much like crystals
[QUOTE=KnightVista;42538641]That looks amazing, how many models are there together? How did you port them from GTA IV?[/QUOTE] He probably used OpenIV.
I just throw some pics of my recent work in the round. Any suggestions? [t]http://cloud-2.steampowered.com/ugc/576751633540229602/645317E71D9314B8134E939C2D888F715A7A9B95/[/t] [t]http://cloud-2.steampowered.com/ugc/576751633540227841/0BF77FE65853A5B4C7FB7EAAEF60FF0DAC44363E/[/t] [t]http://cloud-2.steampowered.com/ugc/576751633540226204/D468AB47ED82DE12D9128F6C492C507C3E5741A4/[/t]
[QUOTE=opti2000;42548342]I just throw some pics of my recent work in the round. Any suggestions? -snip-[/QUOTE] You can throw as many models as you want into these rooms but they're going to continue to look weird until you get some trim or something along the base/top of the walls. You need brush based detail to bring it all together. I also feel like your lighting isn't right, maybe not enough ambient or not imitating "real" lighting close enough. It looks off to me, specifically that bright white light, but I don't exactly know why. You have a good basis though, and your model placement seems to make sense, so good job!
[QUOTE=KnightVista;42538641]That looks amazing, how many models are there together? How did you port them from GTA IV?[/QUOTE] I think there's about 42 models because I clumped a lot of them together to save time. I was thinking about adding physics to the models, but I think that would just get in the way for posing and whatnot. I ported them using Ninja Ripper. It pretty much just captures everything in a certain radius of where you're standing and shits it all into one folder. It doesn't really give any names, so I had to sort through one by one individually. Like this [t]http://i.imgur.com/iNcqE6L.jpg[/t] The Materials Folder [t]http://i.imgur.com/kgJPX79.jpg[/t]
[QUOTE=FunnyStarRunner;42547780]He probably used OpenIV.[/QUOTE] Wow haha, I didn't even know about that tool. Sorry for double posting, I thought it would merge. :/
[thumb]http://cloud-3.steampowered.com/ugc/830079108907391565/0BD25F5235A5CE1323F1F4B55A8448F2C27783FA/[/thumb] [thumb]http://cloud-2.steampowered.com/ugc/830079108907401473/9314CACAE2B11EDD45A1BFCCDE24024893297AFC/[/thumb] I made some progress on the map I posted here quite a while ago. Caves are heavy W.I.P and am aware of it being too dark. You get to the caves through the teleporter as seen here [thumb]http://cloud.steampowered.com/ugc/830079108907410821/139AE41311387270680E80AD34E378272C788260/[/thumb] [thumb]http://cloud-2.steampowered.com/ugc/830079108907405195/9BEA0AC124712DD6C081AEBA4E9DFD7AAB5365D6/[/thumb] Also anyone know a way to fix this? ^^ There's also one more thing I'd like to ask is that how do you make a trigger that removes/destroys any physics objects that are thrown into it? I used trigger_hurt but that crashed the game and I need it so that the props would respawn. (map is for HL2:DM)
[QUOTE=Dr.Cola;42552795]Stuff[/QUOTE] Your skycam isn't high enough bruh, I believe.
[IMG]http://i44.tinypic.com/w8x92a.png[/IMG] It was part of deathrun_black_mesa but got removed because it didn't fit the rest, but I saved it into another file.
Decided to play around with bodygroups and prop outputs. Normal, untouched state. [T]http://i.imgur.com/0DQ8gCb.jpg[/T] This is when the player picks the computer up with the gravity gun or even interacts with it (like Gordon messes up something because he presses the power button) [T]http://i.imgur.com/8cNroER.jpg[/T] And eventually, when it's completely broken. [T]http://i.imgur.com/TNrTVRq.jpg[/T]
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