• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
pac0, that menu is awesome. slayer, maybe you should fill that spot with some random stacked crates and stuff which still have to be moved by forklift. Wouldn't change the blank wall itself, but you can hide parts of it. Also guys, I don't know where else to post this but.. I was looking for a flat on my mobile and one of the advertisements had a preview picture that made me chuckle. [t]http://www.abload.de/img/wtf0217ckcw.png[/t] Is that a fucking Source building?!
[QUOTE=Mesiter;42678750]Boy that looks swedish as hell[/QUOTE] yees i think i managed to do it fairly convincing, trying to make the whole map look swedish by the way it's modeled from real life and i live in the house to the right
That menu looks amazing! Also, I think that you should use some slower paced music and add a quiet sound to the fan, as it could feel a bit better.
[QUOTE=pac0master;42707873]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] the lighting looks too dull
Progress [t]http://cloud-3.steampowered.com/ugc/921278188508284654/798430FE07F9418EBAE9EFFFC5C4278ACE1804C1/[/t] [t]http://cloud-2.steampowered.com/ugc/921278188508283715/6087EE2761A26436472CEA7E1C5DDCC7F32AD4EB/[/t]
This is nitpickery but how do those plants photosynthesize. :v:
[QUOTE=:smugspike:;42728093]This is nitpickery but how do those plants photosynthesize. :v:[/QUOTE] Aperture Science simulate real light very well.
I'm not actually sure if they simulate sunlight so I can't deny that. Works for me, functionally that would be beneficial to people as well so... :v:
[QUOTE=pac0master;42727848]Progress [t]http://cloud-3.steampowered.com/ugc/921278188508284654/798430FE07F9418EBAE9EFFFC5C4278ACE1804C1/[/t] [t]http://cloud-2.steampowered.com/ugc/921278188508283715/6087EE2761A26436472CEA7E1C5DDCC7F32AD4EB/[/t][/QUOTE] I think it looks good.
[QUOTE=:smugspike:;42728925]I'm not actually sure if they simulate sunlight so I can't deny that. Works for me, functionally that would be beneficial to people as well so... :v:[/QUOTE] ""To maintain a constant testing cycle, I simulate daylight at all hours and add adrenal vapor to your oxygen supply. So you may be confused about the passage of time. The point is, yesterday was your birthday. I thought you'd want to know.' - Glados I though it would be funny to make Aperture Science Simulating that light mostly everywhere in the facility to keep their employee/Testing subject working longer But i understand what you mean, it look unrealistic to make plants underground. But This place is about 20 meters underground and there will be a few areas where actual sunlight will get in
Even under a normal schedule the artificial sunlight would make sense. It's not exactly good for you to spend a lot of time in darkness, which'd be relevant assuming employees were able to stay at the facility (and being in facility built in and on a salt mine in the middle of god fucking knows where, I'm sure they do/did.)
[QUOTE=:smugspike:;42729211]Even under a normal schedule the artificial sunlight would make sense. It's not exactly good for you to spend a lot of time in darkness, which'd be relevant assuming employees were able to stay at the facility (and being in facility built in and on a salt mine in the middle of god fucking knows where, I'm sure they do/did.)[/QUOTE] That's exactly how i was thinking
I think that having this sort of discussion over a game that ends with a portal on the moon and dancing turrets is pretty silly. It looks cool, move on.
in context it all makes sense though, even the dancing turrets :v:
I love the dancing turrets :D [media]http://www.youtube.com/watch?v=xR5ZgoVFwHY[/media]
[t]https://dl.dropboxusercontent.com/u/37624951/portal%202/hide_artgallery0005.jpg[/t] [t]https://dl.dropboxusercontent.com/u/37624951/portal%202/hide_artgallery0006.jpg[/t]
Experimenting with lighting, and comparing results to real-life. Real-life [T]http://i.imgur.com/6F2t0sB.jpg[/T] (I just unplugged the antenna cable of my TV to make it simple.) Ingame [T]http://i.imgur.com/Dh3a8qk.jpg[/T] So, what do you guys think of this? I got the feeling something is missing here.
@Merijnwitje: Add more props and see how it looks, I'd say. [img]http://cloud-2.steampowered.com/ugc/505821122913439042/79D3C4EE8CEBFE7BB08CEC4BE9B1E67EDD934ABE/1280x720.resizedimage[/img] Too empty and blocky you say? [img]http://cloud-3.steampowered.com/ugc/505821122913520950/228734F2C15316E41A1F3B78B6880B889C062B38/1280x720.resizedimage[/img] ^ Space Engineers ^
[QUOTE=Merijnwitje;42734371]Experimenting with lighting, and comparing results to real-life. Real-life [T]http://i.imgur.com/6F2t0sB.jpg[/T] (I just unplugged the antenna cable of my TV to make it simple.) Ingame [T]http://i.imgur.com/Dh3a8qk.jpg[/T] So, what do you guys think of this? I got the feeling something is missing here.[/QUOTE] Id say give it a more bluish tint, alot of what makes your above picture is the light of the reflected surfaces, so put some whites in the room and see if it improves.
ok here's mine mirror's edge-ish penthouse [t]http://puu.sh/56M4D.jpg[/t] [t]http://puu.sh/56M6P.jpg[/t] [t]http://puu.sh/56M90.jpg[/t] [t]http://puu.sh/56MbD.jpg[/t] [t]http://puu.sh/56MdN.jpg[/t] [t]http://puu.sh/56MfE.jpg[/t] [t]http://puu.sh/56Mhl.jpg[/t]
[QUOTE=DasMatze;42734794]@Merijnwitje: Add more props and see how it looks, I'd say. [img]http://cloud-2.steampowered.com/ugc/505821122913439042/79D3C4EE8CEBFE7BB08CEC4BE9B1E67EDD934ABE/1280x720.resizedimage[/img] Too empty and blocky you say? [img]http://cloud-3.steampowered.com/ugc/505821122913520950/228734F2C15316E41A1F3B78B6880B889C062B38/1280x720.resizedimage[/img] ^ Space Engineers ^[/QUOTE] Textures look a bit too stretched IMO.
[QUOTE=DasMatze;42734794]@Merijnwitje: Add more props and see how it looks, I'd say. Too empty and blocky you say? ^ Space Engineers ^[/QUOTE] So you're saying your excuse is space engineers and their architectural design? Do your walls, ceiling, and floors break apart in a multitude of ways after a space ship crashes into them? You should use the fact that you have more freedom of detail to build on what they have instead of making an excuse not to. :v:
You're probably right but the fact that it's a big ass station makes almost up for the loss of details. This is how far I got after three hours despite it consisting only of 128x128 big cubes and slopes, one texture and two models so far: [t]http://i.imgur.com/McB8UXE.jpg[/t][t]http://i.imgur.com/AuEHhcB.jpg[/t] I think I picked something too big. :v:
Just something I made up quickly. [t]http://cloud-2.steampowered.com/ugc/487806724432535830/01F3987ED20A6F565ADF7A2B83355866063A752F/[/t] It all started with the gate.
Looks very neat. How did you make the shadow above the ceiling light? I need to spend more details in lighting and shadows, but don't know where to start. [editline]3rd November 2013[/editline] I think I found it out. Progress update: [T]http://i.imgur.com/cQwQunN.jpg[/t] [T]http://i.imgur.com/uCX4cuC.jpg[/T] [T]http://i.imgur.com/4ASiR3f.png[/T]
[QUOTE=Merijnwitje;42741959]Looks very neat. How did you make the shadow above the ceiling light? I need to spend more details in lighting and shadows, but don't know where to start. [editline]3rd November 2013[/editline] I think I found it out. Progress update: [T]http://i.imgur.com/cQwQunN.jpg[/t] [T]http://i.imgur.com/uCX4cuC.jpg[/T] [T]http://i.imgur.com/4ASiR3f.png[/T][/QUOTE] if you don't already know yet, you can give that fan some dynamic shadows with env_projectedtexture. only worth it if the fan's actually spinning though. [QUOTE=Torekk;42741801]Just something I made up quickly. [t]http://cloud-2.steampowered.com/ugc/487806724432535830/01F3987ED20A6F565ADF7A2B83355866063A752F/[/t] It all started with the gate.[/QUOTE] those shadows above the lights look horrible.
[QUOTE=DasMatze;42741606]You're probably right but the fact that it's a big ass station makes almost up for the loss of details. This is how far I got after three hours despite it consisting only of 128x128 big cubes and slopes, one texture and two models so far: [t]http://i.imgur.com/McB8UXE.jpg[/t][t]http://i.imgur.com/AuEHhcB.jpg[/t] I think I picked something too big. :v:[/QUOTE] slightly off-topic but have you posted that station in the Space Engineers thread yet? because it looks totally rad
[QUOTE=Torekk;42741801]Just something I made up quickly. [t]http://cloud-2.steampowered.com/ugc/487806724432535830/01F3987ED20A6F565ADF7A2B83355866063A752F/[/t] It all started with the gate.[/QUOTE] I think that light from those lamps on left side would bounce either from floor or walls so shadow above it would be much softer
[QUOTE=Joazzz;42742387]slightly off-topic but have you posted that station in the Space Engineers thread yet? because it looks totally rad[/QUOTE] I believe it was the very first upload to the workshop (obviously not by me): [url]http://steamcommunity.com/sharedfiles/filedetails/?id=189072564[/url] I do not plan on making this map public so I haven't asked for permission to convert it yet.
[QUOTE=Azzator;42742364]if you don't already know yet, you can give that fan some dynamic shadows with env_projectedtexture. only worth it if the fan's actually spinning though. those shadows above the lights look horrible.[/QUOTE] Yeah I made the shadows using a env_projectedtexture, and the fan spins at a speed of 20 units per second.
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