The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
Hi guys. I've been recently making a map but after compiling this happend with a water. [video=youtube;DG6i_bJZOWg]http://www.youtube.com/watch?v=DG6i_bJZOWg&feature=youtu.be[/video]
Do someone know how to fix this?
[QUOTE=Azzator;42742364]those shadows above the lights look horrible.[/QUOTE]
Propably because it's just a light_spot together with a normal light which is set to 10 brightness.
[QUOTE=cRUSHpl;42744289]Hi guys. I've been recently making a map but after compiling this happend with a water. [video=youtube;DG6i_bJZOWg]http://www.youtube.com/watch?v=DG6i_bJZOWg&feature=youtu.be[/video]
Do someone know how to fix this?[/QUOTE]
Add a water_lod_control, and if you have one already, increase its value.
There are two water levels in one scene. You'll either have to remove the pool or use a cheap water texture for it.
[QUOTE=cRUSHpl;42744289]Hi guys. I've been recently making a map but after compiling this happend with a water. [video=youtube;DG6i_bJZOWg]http://www.youtube.com/watch?v=DG6i_bJZOWg&feature=youtu.be[/video]
Do someone know how to fix this?[/QUOTE]
expensive water at different heights.
[QUOTE=kaskade700;42745488]expensive water at different heights.[/QUOTE]
so water which is higher should be cheap ?
The less important one. I'd give the pool expensive water, while ocean would be cheap, as it's not reachable that much. However, I'd personally just move the pool into some area where the ocean water isn't seen. That way you could use expensive water for both.
any tips on making maps less blocky and more... real? for example, any map i make looks like it was done by someone with minecraft
[QUOTE=ProfHappycat7;42749260]any tips on making maps less blocky and more... real? for example, any map i make looks like it was done by someone with minecraft[/QUOTE]
props and decals alone can make a huge differences
[editline]3rd November 2013[/editline]
Still working on my map. Kinda happy with how it's coming along. Forgot how tough mapping is:
[img_thumb]http://i.imgur.com/eaxBlhl.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/FdwxsZh.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/ynYNY3e.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/2E2pNm9.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/HBjp8af.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/Mzl4B8h.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/k09KRgO.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/9UhpvPL.jpg[/img_thumb]
[QUOTE=ProfHappycat7;42749260]any tips on making maps less blocky and more... real? for example, any map i make looks like it was done by someone with minecraft[/QUOTE]
Add more brushwork as detail elements. Follow trim lines along textures and extrude them inwards or outwards, add trim around doorways and windows, add supporting columns to corners or certain interiors like parking garages, and then put extruded trim around those too.
The biggest mistake is using brushes only as a structural element and trying to make your six sided brush room look amazing with random props strewn about. For Source, brushwork brings it together.
[QUOTE=redBadger;42749395]
Still working on my map. Kinda happy with how it's coming along. Forgot how tough mapping is:
[img_thumb]http://i.imgur.com/9UhpvPL.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/ynYNY3e.jpg[/img_thumb]
[/QUOTE]
Outside looks awesome, maybe you can use the same time/ammount of detail in the interiors.
That corridors looks flat, add some collumns, ceiling and texture variation, pipes, fake stairs/entrances/fences, etc.
Work on your lighintg too, put your lights more distant form the light models, to avoid those bright circles in the wall.
[QUOTE=cRUSHpl;42745880]so water which is higher should be cheap ?[/QUOTE]
I'm pretty sure you can have multiple bodies of expensive water in your level as long as they share no common line of sight(Or Visleaf Cluster)
Which one you would have to make cheap in your situations depends on were your level would benefit from the extra detail.
[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]
( off topic )
Your screen shot made me wanted to know more about the game and i finally bought it.
I Just need to get used to it.
[editline]5th November 2013[/editline]
[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]
The yellow and grey shapes remind me of the clean Aperture BTS area.
Anyone know if there's been a House M.D. map? Kinda hard to search for.
Really want to make one to massage my brain.
[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 know this is late but uhh
[IMG]http://puu.sh/59VJG.png[/IMG]
[QUOTE=FelixDragon;42770500]I know this is late but uhh
[IMG]http://puu.sh/59VJG.png[/IMG][/QUOTE]
There would still be light on the ceiling from a light like that. Just not that bright.
Also, lighting isn't exactly an easy thing to master.
[QUOTE=redBadger;42770985]There would still be light on the ceiling from a light like that. Just not that bright.
Also, lighting isn't exactly an easy thing to master.[/QUOTE]
He's helping him maser it by showing a mistake. Don't make the excuse that because it's hard it's okay to have bad lighting.
[QUOTE=FelixDragon;42770500]I know this is late but uhh
[IMG]http://puu.sh/59VJG.png[/IMG][/QUOTE]
That picture had me very confused at first, because I thought the white lamp was some kind of light emitting from a doorway. Can't believe I didn't notice it earlier.
[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]
Tone those sprites down, it currently looks like those lights on the right are going supernova.
[QUOTE=Banshee FrieNd;42702821][t]http://cloud-2.steampowered.com/ugc/542974636427933902/5421D2B2BC9AF0907AACB5D2A1A7622283F64032/[/t]
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.[/QUOTE]
That's okay, I'm a week late too c:
The lighting is a mixture of [B]pale sunlight[/B] at -90 pitch and [B]bright ambient light[/B]. For [I]Minecraft[/I] maps, compile without HDR. Since you're not making a Minecraft map I recommend compiling in HDR with an input of [I]SetBloomScale[/I] at 0.2 to 0.4 on your env_tonemap_controller.
[QUOTE=redBadger;42749395]
[img_thumb]http://i.imgur.com/eaxBlhl.jpg[/img_thumb][img_thumb]http://i.imgur.com/ynYNY3e.jpg[/img_thumb][img_thumb]http://i.imgur.com/2E2pNm9.jpg[/img_thumb][/QUOTE]
Beautiful work on the exterior! As you may have found, lighting is everything.
The interiors seem much too bright, even for comfort's sake - there's a reason people buy more than a few lights for rooms, because [B]lights in real life aren't really as bright as you'd like to think![/B] Take down the brightness of all the interior lights here. If you're hell-bent on using the fluorescent pole-lights on the corridor walls, I recommend only having them on one side of the corridor - and [I]maybe[/I] you could consider turning them vertical too ('cause we're renegade).
The office/living room areas have the right number of lights, just maybe move them 8 units lower down on the walls, where they would usually be found.
[QUOTE=Torekk;42741801]Just something I made up quickly.
[t]http://cloud-2.steampowered.com/ugc/487806724432535830/01F3987ED20A6F565ADF7A2B83355866063A752F/[/t][/QUOTE]
Something I've discovered after years of lighting deliberation is that if VRAD isn't giving you enough light bounce on its own, [B]simply make the one light brighter[/B] (referring to the shaded light on the left). All you need is [I]one[/I] light_spot pointing downward, unless you find it specially necessary to add other light entities - for example, if there are characters interacting in the scene that you need to light in a particular way.
If you ever think the ceiling is too dark compared to the floor - [I]why is the ceiling so important? Who actually wants to see it?[/I] Something to consider.
I usually use a light entity beneath the light spot to fake the bounce. You can also fuck with the dropoff or quadratic/linear stuff but it's a little tricky to get it looking right.
[QUOTE=Kuro.;42774048]I usually use a light entity beneath the light spot to fake the bounce. You can also fuck with the dropoff or quadratic/linear stuff but it's a little tricky to get it looking right.[/QUOTE]
You don't have to fake the bounce ;~; Just give it more light!
you can increase the bounce factor of the light via the texture's vmt
Guys, play with falloff. Use it for every point light. I guarantee your map will look 100% better.
Most irl light sources aren't bright, but their light goes off a distance. So use low-brightness lights with a long falloff and your lights will look a lot moodier, and have better contrast. Then vrad will take care of the bouncing.
[t]http://cloud-2.steampowered.com/ugc/615022166458676315/F84BD93CB6C5A98DA874E25CFA1A65386D434138/[/t]
Still playing around with lighting.
Normal lighted scene:
[T]http://i.imgur.com/bnS5FXk.jpg[/T]
Dark scene
[T]http://i.imgur.com/olNuHEF.jpg[/T]
Please be very nitpickery.
I like to know though, how could I make the shadows on the lit fan softer, like this?
[T]http://i.imgur.com/1ZR2ERL.jpg[/T]
[QUOTE=Merijnwitje;42775635]Still playing around with lighting.
Normal lighted scene:
[T]http://i.imgur.com/bnS5FXk.jpg[/T]
Dark scene
[T]http://i.imgur.com/olNuHEF.jpg[/T]
Please be very nitpickery.
I like to know though, how could I make the shadows on the lit fan softer, like this?
[T]http://i.imgur.com/1ZR2ERL.jpg[/T][/QUOTE]
Raise lightmap scale a bit?
Well, guess that means I'll have to create a individual brush for the fan blades.
[editline]6th November 2013[/editline]
Oh now that I'm doing this as well, how could I achieve the same appearance on the selected group of brushes in the image, using as little brushes as possible using just the vertex manipulator or something else?
[T]http://i.imgur.com/zqINGmc.png[/T]
This thing consists of 10 brushes just to create shadows....
[QUOTE=Merijnwitje;42775763]Well, guess that means I'll have to create a individual brush for the fan blades.
[editline]6th November 2013[/editline]
Oh now that I'm doing this as well, how could I achieve the same appearance on the selected group of brushes in the image, using as little brushes as possible using just the vertex manipulator or something else?
[T]http://i.imgur.com/zqINGmc.png[/T]
This thing consists of 10 brushes just to create shadows....[/QUOTE]
Can't you just use the block light brush?
Also, why is the brush based fan so complicated? You could make that shape out of 1 brush with some vertex manipulation and brush slicing, and would end up in 4 brushes total.
[QUOTE=Merijnwitje;42775763]Well, guess that means I'll have to create a individual brush for the fan blades.
[editline]6th November 2013[/editline]
Oh now that I'm doing this as well, how could I achieve the same appearance on the selected group of brushes in the image, using as little brushes as possible using just the vertex manipulator or something else?
[T]http://i.imgur.com/zqINGmc.png[/T]
This thing consists of 10 brushes just to create shadows....[/QUOTE]
If it's a softer shadow you want just raise the lightmap scale on the ceiling no need to make a brush for the shadow. Default is 16 try raising it to something like 32 and adjust from there till you get it to your liking.
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