The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=Merijnwitje;42555412]Decided to play around with bodygroups and prop outputs.[/QUOTE]
It's stuff like this that's so easy to do, yet it's missing in a lot of maps/games... I like to do that kinda stuff with lights, so you can shoot them out or switch the light. Or you could destroy the powerbox that the light is connected to.
Yeah, that'll be awesome to do.
Sad part is, all light props are unbreakable, so shooting them isn't gonna do anything.
[IMG_THUMB]http://cloud-2.steampowered.com/ugc/577877533469381148/586838F11C3B04079D8DD5BC6E7AF68204974B85/[/IMG_THUMB]
almost finished with my map and the editor stops working again yay...
[QUOTE=Peter Brev;42554057][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.[/QUOTE]
>didn't fit the rest
What? You couldn't even integrate it as an aesthetic feature?
[QUOTE=:smugspike:;42556114]>didn't fit the rest
What? You couldn't even integrate it as an aesthetic feature?[/QUOTE]
Well I don't know, I changed my plans, so I don't know and the displacements look really bad.
[QUOTE=Dominator56;42532349]I'm working on a map from Unreal Tournament, veterans should know it, it's Ctf - Face a.k.a Fancy Worlds
[IMG]http://img12.imageshack.us/img12/7757/ni13.png[/IMG]
[IMG]http://imageshack.us/a/img46/4456/efk3.png[/IMG]
Currently, only the geometry is here
I'm using dev textures because i can't find good ones for the moment
PS : Can't show ingame pics now because i didn't finshed the lightings[/QUOTE]
Yay!! Facing World. CS or Gmod?
[QUOTE=Torekk;42555613]It's stuff like this that's so easy to do, yet it's missing in a lot of maps/games... I like to do that kinda stuff with lights, so you can shoot them out or switch the light. Or you could destroy the powerbox that the light is connected to.[/QUOTE]
The problem is it eats up your ent data fast if you aren't careful, at one point I had an arcade that would randomly change the skin at map start of all the arcade machines (on, off, different game) with 20 arcade machines my ent data jumped considerably.
[editline]17th October 2013[/editline]
[QUOTE=soldierrob;42555716][IMG_THUMB]http://cloud-2.steampowered.com/ugc/577877533469381148/586838F11C3B04079D8DD5BC6E7AF68204974B85/[/IMG_THUMB]
almost finished with my map and the editor stops working again yay...[/QUOTE]
Try loading it up in source sdk 2013, that still works fine for me.
havn't posted here in a while
[t]http://files.1337upload.net/2013-10-17_00003.jpg[/t][t]http://files.1337upload.net/2013-10-17_00004.jpg[/t]
All models besides the dev-textured brushes, still playing with the specular values.
Sexy.
[QUOTE=azgag;42560755]havn't posted here in a while
[t]http://files.1337upload.net/2013-10-17_00003.jpg[/t][t]http://files.1337upload.net/2013-10-17_00004.jpg[/t]
All models besides the dev-textured brushes, still playing with the specular values.[/QUOTE]
Alright, how'd you do the volumetric?
[QUOTE=Dr.Cola;42552795]
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
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]
You will want a trigger_physics_trap with the flags set to allow physics objects.
You may want to combine it with a trigger_hurt or trigger_weapon_dissolve but that's entirely up to you.
Working on a source mod called 'Estranged' which is currently #15 out of 1540 games on Greenlight. This is some of the stuff I've been working on. (This was a collaborative level, credit to Alan and Anicator for large portions of the level)
[t]http://i.imgur.com/apJjQ4j.jpg[/t][t]http://i.imgur.com/AUVuarv.jpg[/t][t]http://i.imgur.com/mXpElIq.jpg[/t][t]http://i.imgur.com/1JOUdhF.jpg[/t][t]http://i.imgur.com/10jPdak.jpg[/t][t]http://i.imgur.com/5TEM0gu.png[/t][t]http://i.imgur.com/OVoNZ4e.jpg[/t][t]http://i.imgur.com/RwV5p7M.jpg[/t]
This wasn't created by me but I think this is the best part of the level.
[t]http://i.imgur.com/3XvOmnB.jpg[/t][t]http://i.imgur.com/Gb2sVBU.jpg[/t]
It definitely looks very nice, I like it so far.
[QUOTE=Merijnwitje;42562560]It definitely looks very nice, I like it so far.[/QUOTE]
[url]http://www.iamestranged.com/[/url]
It's free and downloadable ^^^
[QUOTE=Llamalord;42562397]Working on a source mod called 'Estranged' which is currently #15 out of 1540 games on Greenlight. This is some of the stuff I've been working on. (This was a collaborative level, credit to Alan and Anicator for large portions of the level)
[t]http://i.imgur.com/apJjQ4j.jpg[/t][/QUOTE]
If this room is supposed to be on like a lopsided ship or something, nearly everything sitting there would be up against the back wall. I can't really tell if the room is like that or if it's the camera viewport though.
Cool, I played it a few months back and I loved it, I hope to see more of it as it was quite short
[QUOTE=Zanarias;42562643]If this room is supposed to be on like a lopsided ship or something, nearly everything sitting there would be up against the back wall. I can't really tell if the room is like that or if it's the camera viewport though.[/QUOTE]
It's actually a func_rotating and the player is sitting in a custom vehicle seat.
[media]http://www.youtube.com/watch?v=enzDwZ505iU[/media]
The first 30 seconds show the boat rocking.
Another feature added, this time a breakable TV, having both visual and audio effects. (I added white noise)
Normal operation
[T]http://i.imgur.com/VnzKAcH.jpg[/T]
Shot
[T]http://i.imgur.com/c2KS7lp.jpg[/T]
So, finished this bad boy up:
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=185789893][img]https://dl.dropboxusercontent.com/u/37624951/portal%202/obeliskpromo800.png[/img][/url]
(Click for Steam Workshop, Portal 2)
[QUOTE=Llamalord;42562640][url]http://www.iamestranged.com/[/url]
It's free and downloadable ^^^[/QUOTE]
Tell you what, you convinced me. I'm downloading it as I type this.
Can't wait to try another mod since, well, years.
[QUOTE=Armageddon104;42561773]Alright, how'd you do the volumetric?[/QUOTE]
it was as easy as using Biohazard's deferred lighting code, it was the only way I could find that would make models cast shadows onto themselves and other models.
[QUOTE=azgag;42564920]it was as easy as using Biohazard's deferred lighting code, it was the only way I could find that would make models cast shadows onto themselves and other models.[/QUOTE]
I should have known those shadows were too good to be true. And the Deagle. I wish I could get that ASW/L4D film grain in HL2.
[QUOTE=azgag;42564920]it was as easy as using Biohazard's deferred lighting code, it was the only way I could find that would make models cast shadows onto themselves and other models.[/QUOTE]
What's your framerate using the deferred lighting version of swarm? I was getting some nasty drops when I messed around with it.
[QUOTE=Armageddon104;42566818]I should have known those shadows were too good to be true. And the Deagle. I wish I could get that ASW/L4D film grain in HL2.[/QUOTE]
No reason you couldn't make a shader for it :)
[QUOTE=wazanator;42567214]What's your framerate using the deferred lighting version of swarm? I was getting some nasty drops when I messed around with it.
No reason you couldn't make a shader for it :)[/QUOTE]
I'm getting a smooth 200+ fps, this is a custom build of Biohazard's deferred lighting, my programmer added fully functional first-person (this was one of our first tests for SourceForts), and we used the css weapons for testing.
Source SDK just got updated for me. Anyone know what changed?
[editline]18th October 2013[/editline]
Nevermind, found the notes:
[quote]
Great news everyone! The SDK is updated on the beta and is now a release candidate with Steam Workshop support. Currently, this applies to custom maps only. Custom code mods such as specific game modes will have to manually move files around like before as they are not currently supported. Barring any critical bugs or issues, we expect to release this version to the main app, so we’d like to get as many people to try this out as possible.
Full patch notes:
Workshop support for maps
Auto Workshop downloads for clients
Workshop download tool for servers (can run as a schedule task / rcon job)
Server browser support (different colors for servers with custom maps, custom code; additional column with mod name)
Important information:
Instructions for uploading to Steam Workshop:
[url]https://tornbannerjira.atlassian.net/wiki/display/CHIVCOM/Uploading+to+Steam+Workshop[/url]
SDK documentation (recently updated):
[url]https://tornbannerjira.atlassian.net/wiki/display/CHIVCOM/Chivalry+SDK[/url]
[/quote]
[QUOTE=slayer20;42568412]Source SDK just got updated for me. Anyone know what changed?
[editline]18th October 2013[/editline]
Nevermind, found the notes:[/QUOTE]
This is not Source SDK
[QUOTE=wazanator;42567214]
No reason you couldn't make a shader for it :)[/QUOTE]
I can't. Because I can't code and I certainly can't write shader code. And I don't want to use the shader editor it's to obulky and lags quite a bit. Also I couldn't recreate it perfectly because thee Valve shader is so fine tuned. It takes a black and white picture of the screen and make the grain more intense in dark areas. Also they don't use a texture for the grain, it's all in the shader.
[QUOTE=Armageddon104;42570436]I can't. Because I can't code and I certainly can't write shader code. And I don't want to use the shader editor it's to obulky and lags quite a bit. Also I couldn't recreate it perfectly because thee Valve shader is so fine tuned. It takes a black and white picture of the screen and make the grain more intense in dark areas. Also they don't use a texture for the grain, it's all in the shader.[/QUOTE]
The shader editor shaders run exactly the same as hardcoded shaders, unless your computer can't handle it.
yeah but you have to pack in the ui stuff into your mod too. And you have to cache a lot of shaders he made because if you remove them it stops working. Slows the game down quite a bit.
[t]http://cloud-2.steampowered.com/ugc/542974636427931344/54F62FC026DBBFACA0411EAD40F6E3FE55AED256/[/t][t]http://cloud-2.steampowered.com/ugc/542974636427933902/5421D2B2BC9AF0907AACB5D2A1A7622283F64032/[/t] [t]http://cloud-2.steampowered.com/ugc/542974636427939004/3C234642CD72DB7C86A110573EABB36584735ED4/[/t]
[I]I've been waiting a year to post these. [/I]Looking back they suck compared to my more recent MC stuff. Ah well.
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