• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
These particles on the screen don't really look like flares, though. More like a drop of orange juice, something blue and water. O.o
I don't understand lens flares like that. Are the player's eyes supposed to be a camera lens?
BF4 DLC map confirmed
Updated my Lighting [t]http://cloud-3.steampowered.com/ugc/1046252431507991629/6E327E4E35FB59BD676AC6913D47247D97CA66A6/[/t] [t]http://cloud-2.steampowered.com/ugc/1046252431507644974/C6A6D46884021B6CD8FC764B34B21F62797DAACB/[/t] [t]http://cloud-2.steampowered.com/ugc/1046252431507993163/755D1E8928A3AD27AB28536862A51C3D58F6F5F5/[/t] [t]http://cloud.steampowered.com/ugc/1046252431507643551/3D40348510074EB11FB72346FD1242C21453D5FA/[/t] Don't mind the repeating lamp in the Ravine, It is only a test I will use better models later. Feel free to give me any feedback or suggestion
[QUOTE=Giraffen93;42668341][t]http://i.imgur.com/hYbxHwK.jpg[/t] oh yeah long time no see[/QUOTE] Boy that looks swedish as hell
[QUOTE=Mesiter;42678750]Boy that looks swedish as hell[/QUOTE] Was it the parking sign that gave it away :v:
[img]http://filesmelt.com/dl/13540830642081628378_2013-10-29_00004.png[/img] tired of this map yet? i keep coming back to it for some reason, adding something new every time. For now, it's two new buildings and a redo of another. also, it's starting to throw some rendering issues, which isnt a surprise given the metric fuckton of rubble littered all over the place. hopefully i'll get it fixed so this map can see release one day...
Hey Dildo, sorry that I haven't noticed your PM before but I just checked Facepunch out of curiosity if someone is still working on my prefab of Ziba tower but seriously dude... the work you did is paying off :D It looks great, and it might be a reason for me to check out CSGO again sooner or later.
Progress update! [T]http://i.imgur.com/5RutmSg.jpg[/T] [IMG]http://i.imgur.com/bNxrERq.png[/IMG] Added some junk in the living room, and added a ''spooky'' radio and a piece of wall and beam that falls down when you shoot it. [T]http://i.imgur.com/IsqhUbo.jpg[/T] When the power is down and the generator is turned on. [T]http://i.imgur.com/oXAESyS.jpg[/T] And this happens when the generator is shot. This radio sparks three times, second spark the display turns back on and on the third the glow sprite turns on and some spooky music starts playing. Any suggestions on things I might add?
Who would put a red emergency light in their living room? :o
I did. In the whole house. I made this map for a custom minigame, which could use emergency lighting as the gameplay is rough, flying props and darkness eventually.
Backup lights in a residential home where the power goes out often is more likely to appear as a dim LED light on a rechargeable battery pack + wall plug transformer. The red light makes it pretty cheezy.
[QUOTE=opti2000;42668457]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][/QUOTE] [IMG]https://dl.dropboxusercontent.com/u/11039877/Files/Images/Uploads/fp_no.png[/IMG] [B]Lens dirt is meant to remain in place on the lens. [/B]If these sprites move on screen then so does the dirt, right? Then don't do the dirt at all. It makes the flares look worse rather than better. Perhaps you could very subtly do the dirt at [B]1 or 2 percent opacity[/B] but knowing how Source VTFs compress, unless you're going to sacrifice file space with an uncompressed texture [B]I strongly advise against it. [/B]
[img]http://cloud.steampowered.com/ugc/919026388595625351/4A6B3C1B350A3B485ABB0A534122024F41AC4085/[/img] Getting happy with this, brown and green are my favourite.
Remember this:? [IMG]http://img.mtv3.fi/mn_kuvat/mtv3/uutiset/kotimaa/ajankohtaista/2010/1007501.jpg[/IMG] Now it's a texture: [thumb]http://cloud-2.steampowered.com/ugc/721993891822817204/26E51C00370DEF9E06BE4534BF293ED6F9EC4E95/[/thumb][thumb]http://cloud-2.steampowered.com/ugc/721993891822814270/98F65E76C8D1622041C9D2C7610D8069F6225614/[/thumb]
Normals look inverted, and that's just gross. I like it.
[QUOTE=oskutin;42701766]Remember this:? [IMG]http://img.mtv3.fi/mn_kuvat/mtv3/uutiset/kotimaa/ajankohtaista/2010/1007501.jpg[/IMG] [/QUOTE] What the hell is that??? EDIT: good thing there is google picture search function [URL="http://blog.kryton.com/2013/01/ground-water-contamination-halts-finnish-project/"]http://blog.kryton.com/2013/01/ground-water-contamination-halts-finnish-project/[/URL]
[QUOTE=hiyougami;42571993][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.[/QUOTE] I know I'm a week late but can you explain how you did that lighting? I'm not making a minecraft map and I would credit you of course.
First test of my Menu [media]http://www.youtube.com/watch?v=mRD8ips-Uwo&feature=share&list=UUV-Ma8be854lkvq7c9drPHw[/media]
[QUOTE=pac0master;42705593]First test of my Menu [media]http://www.youtube.com/watch?v=mRD8ips-Uwo&feature=share&list=UUV-Ma8be854lkvq7c9drPHw[/media][/QUOTE] There is a texture glitch on the top centerish that you can see. Might want to fix it. Other than that look nice.
First map I've done in quite a few years. Happy with how it came out so far: [img_thumb]http://cloud-2.steampowered.com/ugc/468666425902501456/5964BF099ED1D40C1012083B14E58FF75025369E/[/img_thumb] [img_thumb]http://cloud-2.steampowered.com/ugc/468666425902502656/DFAC9F822D41210C26F63A1AF9BE6CFE3F699613/[/img_thumb] [img_thumb]http://cloud-2.steampowered.com/ugc/468666425902503399/11E38CEF9244FB3EE9EF82169F1FAEB86391E649/[/img_thumb] [img_thumb]http://cloud-2.steampowered.com/ugc/468666425902505639/F434C142A7895AEF12C0017BEEA112DA100B7DEF/[/img_thumb] [img_thumb]http://cloud-2.steampowered.com/ugc/468666425902504275/311A488FDB6D067A9D56809F374557081465E7D9/[/img_thumb] [img_thumb]http://cloud-2.steampowered.com/ugc/468666425902506741/D7CEFDD738062815640BD78C360CE0784128C617/[/img_thumb]
That last hall looks a bit too sparse.
That's where I ended for the day. I plan on having carts and stuff
Menu Test video 2 This is the actual menu now, I need to fix a bit the map and add a custom song then it will be completed. I will reduce the space between the button soon too. [media]http://www.youtube.com/watch?v=6WuKAumwsvc[/media]
[QUOTE=oskutin;42701766]Remember this:? Now it's a texture: [thumb]http://cloud-2.steampowered.com/ugc/721993891822814270/98F65E76C8D1622041C9D2C7610D8069F6225614/[/thumb][/QUOTE] Don't want to come off as a dick but your normal doesn't look at all nice. Its very obviously auto generated. You should get the height map and hand modify it to give better definition for the bubble things or better yet bake from a highpoly model. Also things would benefit form being muddy round it and prehaps sunk in slightly. ( ah ignore the last bit I realise its an asset showcase thing)
[QUOTE=mdeceiver79;42711115]Don't want to come off as a dick but your normal doesn't look at all nice. Its very obviously auto generated. You should get the height map and hand modify it to give better definition for the bubble things or better yet bake from a highpoly model. Also things would benefit form being muddy round it and prehaps sunk in slightly. ( ah ignore the last bit I realise its an asset showcase thing)[/QUOTE] Normals are redone now.
What might I do to spruce up this wall here? [t]http://cloud-2.steampowered.com/ugc/468666425937185917/807FC66D3BF889532767B8C3B5129557B26E39BD/[/t] Also, an inside shot of the building: [t]http://cloud-4.steampowered.com/ugc/468666425937189584/BA4390D6ACA36CF47391482B8724135E10588291/[/t]
[QUOTE=slayer20;42716819]What might I do to spruce up this wall here? [t]http://cloud-2.steampowered.com/ugc/468666425937185917/807FC66D3BF889532767B8C3B5129557B26E39BD/[/t] Also, an inside shot of the building: [t]http://cloud-4.steampowered.com/ugc/468666425937189584/BA4390D6ACA36CF47391482B8724135E10588291/[/t][/QUOTE] You could add some decals or overlays if you want.
[QUOTE=slayer20;42716819]What might I do to spruce up this wall here? [t]http://cloud-2.steampowered.com/ugc/468666425937185917/807FC66D3BF889532767B8C3B5129557B26E39BD/[/t] Also, an inside shot of the building: [t]http://cloud-4.steampowered.com/ugc/468666425937189584/BA4390D6ACA36CF47391482B8724135E10588291/[/t][/QUOTE] Probably windows/doors of some sort (fake or not), maybe an electrical box. Hell, maybe just a single door would look good. A blank wall would normally be fine for a warehouse in the open, but in this case it needs to address the building behind it somehow. If the imaginary people that work here commonly approach from the player's direction or from the building opposite (which has doors/windows), there should be a way for them to go in from that way, or at least to be acknowledged with windows (at least from a design standpoint. From a gameplay standpoint, if you don't want players going in that way/looking in, just make it a fake door/window).
[QUOTE=Echo 199;42717733]Probably windows/doors of some sort (fake or not), maybe an electrical box. Hell, maybe just a single door would look good. A blank wall would normally be fine for a warehouse in the open, but in this case it needs to address the building behind it somehow. If the imaginary people that work here commonly approach from the player's direction or from the building opposite (which has doors/windows), there should be a way for them to go in from that way, or at least to be acknowledged with windows (at least from a design standpoint. From a gameplay standpoint, if you don't want players going in that way/looking in, just make it a fake door/window).[/QUOTE] The screenshot is looking at the backside of the building. There are two doors on the side of the building (look at second screenshot), as well as the two gates that have trucks in them. The player is standing in an alleyway, which is where the whole map takes place. [editline]1st November 2013[/editline] Here's an old-ish screenshot showing the layout, more or less. Some of the models don't show up because I'm outside the parking lot, but it should give you a better idea of how it all looks. [t]http://cloud-2.steampowered.com/ugc/468666425900386925/6E0E5876EE2FA142DB45FDF34DDBE2768C9F8E70/[/t] The street area will be blocked off. T's spawn on the right side and CT's spawn on the left.
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