The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
Got the astrolabe from marble blast Ultra!
[IMG]http://cloud-2.steampowered.com/ugc/577878070243908446/826C432262EE805300DB9BF9EB53AE01B0D871D7/[/IMG]
Also, is there a way to force a texture to always render on top of another one? because the clouds are $translucent as well as the astrolabe, but the astrolabe renders on top. I want to change that.
My detailsprites look ~ 47.85% less shit now!
[t]http://img546.imageshack.us/img546/4990/a2f4.jpg[/t]
[editline]26th October 2013[/editline]
I will probably mess with the color of the grass some more.
[QUOTE=Grenade Man;42654579]My detailsprites look ~ 47.85% less shit now!
[t]http://img546.imageshack.us/img546/4990/a2f4.jpg[/t]
[editline]26th October 2013[/editline]
I will probably mess with the color of the grass some more.[/QUOTE]
Seriously could you point me to a detail sprites tutorial?
[QUOTE=Cosine;42652856][video=youtube;9790UdjxFng]http://www.youtube.com/watch?v=9790UdjxFng[/video]
you can hide but you can't run[/QUOTE]
How is this done exactly? I'm looking to develop a small project as a personal thing, and it needs to have AI which either naturally follows the player, or teleports to key areas in order to keep up.
too much lensflares?
[t]http://cloud-4.steampowered.com/ugc/576752170271195495/D252C89728ED24D072548B1FA7C2CDA655BFA004/[/t]
[t]http://cloud-2.steampowered.com/ugc/576752170317697433/BC7DE41EF74A9B0E576BD17FF1B041019C8A0668/[/t]
[QUOTE=cyclocius;42656319]How is this done exactly? I'm looking to develop a small project as a personal thing, and it needs to have AI which either naturally follows the player, or teleports to key areas in order to keep up.[/QUOTE]
Vscripts, which are external scripts supported by the P2 and L4D2 branches (maybe SDK 2013?). I wrote my own A* pathfinding algorithm although you may be able to hack into Source's existing nav system to make things easier.
I'm having a hard time trying to make the lighting in this building look nice without being too bright/dark.
[t]http://i.imgur.com/6GFdNyT.jpg[/t]
[t]http://cloud-2.steampowered.com/ugc/595892468818236185/69817177972CE7E774E8076CDC75270C735ABCEB/[/t]
[t]http://i.imgur.com/IMSFGlv.jpg[/t]
Thoughts?
[QUOTE=simzboy;42658537]I'm having a hard time trying to make the lighting in this building look nice without being too bright/dark.
[t]http://i.imgur.com/6GFdNyT.jpg[/t]
[t]http://cloud-2.steampowered.com/ugc/595892468818236185/69817177972CE7E774E8076CDC75270C735ABCEB/[/t]
[t]http://i.imgur.com/IMSFGlv.jpg[/t]
Thoughts?[/QUOTE]
I think it looks nice with that lighting, so I don't think you need to put in more lighting.
[QUOTE=simzboy;42658537]I'm having a hard time trying to make the lighting in this building look nice without being too bright/dark.
Thoughts?[/QUOTE]
Maybe add a 1:1 constant linear falloff light to soften it up and bring the darks up ?
[QUOTE=Cosine;42658501]Vscripts, which are external scripts supported by the P2 and L4D2 branches (maybe SDK 2013?). I wrote my own A* pathfinding algorithm although you may be able to hack into Source's existing nav system to make things easier.[/QUOTE]
I'm not entirely sure but I'm pretty sure Valve removed NextBots from 2013, I think they did add commands to make navmeshes in a similar way though (I'm basing this all off a bunch of github posts as there really is no other source of info and it's all rather confusing). I think there's a hybrid of sorts in Alien Swarm branch as well as the game still uses nav nodes but they for sure use a navigation mesh of that seen in L4D2. Perhaps one can port those ASW bots to 2013 if not done already?
Keeping on adding them models ~
[URL=http://imgur.com/rRXdzxs][IMG]http://i.imgur.com/rRXdzxsl.png[/IMG][/URL]
[img]http://i.imgur.com/vtGxUJIl.jpg[/img]
Full res : [url]http://i.imgur.com/vtGxUJI.jpg[/url]
Been resting for too long, the time has come .. to get back to mapping :)
This is supposed to be a public garden for some RP map, so that's why it has no bounds atm.
The lillypad at the bottom looks somewhat awkward there.
Water is too clear for the lillypad. I reckon either make water more muddy or remove lillypad?
those caged trees don't fit in this kinda of environment
they only fit in downtowns and cities
Changing the ground texture around the water to something more muddy might also do it.
[QUOTE=EddieLTU;42662746]those caged trees don't fit in this kinda of environment
they only fit in downtowns and cities[/QUOTE]
and areas with horned animals that would otherwise injure or kill new trees, they're a very common sight in national parks
That lillypad is so out of place it's driving me insane for some reason
[QUOTE=Kickin Balls;42664694]That lillypad is so out of place it's driving me insane for some reason[/QUOTE] Its just more green than the rest of the "green" textures lol
[t]http://i.imgur.com/hYbxHwK.jpg[/t]
oh yeah long time no see
This is going to be a coop horror map with a storyline. I am working with a friend together on this.
Just 2 screenshots from my recent work. It is a staircase leading down deeper inside the soviet bunker to the first lower sector. It will contain laboratorys and it will be scary as hell.
[t]http://cloud-2.steampowered.com/ugc/576752170355639350/1E0DA73E7F89169FA55A3994AFCEEA6FF5DF96FF/[/t]
[t]http://cloud-2.steampowered.com/ugc/576752170355652424/D8BA48E288E884E965DC67A4E74416A7970BC9FB/[/t]
I think Gordon may want to clean some of that dust off of his glasses.
[QUOTE=kaine123;42669290]I think Gordon may want to clean some of that dust off of his glasses.[/QUOTE]
Good joke :P Those are lensflare sprites :)
[QUOTE=Sam Za Nemesis;42670556]Flare doesn't work like that[/QUOTE]
O rly? Then tell me how does lensflare work the right way?
EDIT: why all the dumb rating? I just asked how it would work the right way?
EDIT2: Oh cmon guys i just wanted help? Why everyone dumbs me?
Maybe it's just me but I hate unnecessary lens flare like that. The environment doesn't even look dirty.
I don't know, I think it looks pretty nice. It'll probably suit the atmosphere more when it's finished.
maybe those are all over the map and he's not running with glow/worldspace glow rendermode
Flares can be useful, especially in horror maps where lighting can be rare and when your flashlight battery is dead.
the falres look pretty decent, just need more tweaking. Also dont make the lights plane white
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