• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
Well, did some positioning, and I found out placing a brush doesn't do crap. [T]http://i.imgur.com/fgrNid5.jpg[/T] This is the best I can make of it. Right now the env_projectedtexture is in the domelight, any lower, a ring shows up on the ceiling, any higher, the shadow doesn't match properly because it is too big, and if I place it right underneath the domelight, the circle / base is huge.
Shadows seem a bit too large compared to the real picture.
That's what I was thinking too yeah, I let it rest for a while and think of ideas.
Make a decal that is a shadow of the fan, and rotate it using proxies! :p
Easier said than done, but to be honest I should do that.
Should be much easier (and cheaper) than making projected texture shadows. Just take screenshot of the fan from bottom, crop it, make it black, blur it and there you go, it's done. Then just make the VTF and VMT with the parameters. :p
[t]http://i.imgur.com/jq1fh7I.jpg[/t] bam
[QUOTE=Giraffen93;42780121][t]http://i.imgur.com/jq1fh7I.jpg[/t] bam[/QUOTE] W...what is it? I like it
[QUOTE=Giraffen93;42780121][t]http://i.imgur.com/jq1fh7I.jpg[/t] bam[/QUOTE] Those shadows and lighting.......So beautiful, I think I just shed a tear. Good work!
Finished my 5-part series of experimental puzzles for Portal 2! [url=http://steamcommunity.com/workshop/filedetails/?id=185818341]Check it out.[/url] [url=http://steamcommunity.com/workshop/filedetails/?id=185818341][img]https://dl.dropboxusercontent.com/u/37624951/portal%202/enigma.png[/img][/url] Also, a bit late on the whole lighting/falloff/bouncing debate, but it's worth noting that a lot of indoor lights in TF2 are literally brighter than the sun, at around 1600 brightness.
Okay so this is one of my many attempts (I lost count, literally). How is it so far? Lamarr gave me advice on the bridge, so instead of some wacky ass architecture I made it into a lovely simple arch. For some reason hammer didn't like the 8 brushes I used, so I had to vertex them because it deleted two brushes off each arch. So I have 6 brushes. Whoop. Also first proper time posting in this thread because why not? I may as well: [img_thumb]http://cloud-3.steampowered.com/ugc/487807439782959620/9A8E3AF4F264A1B74E372075DF9EF48EFAD0ACE6/[/img_thumb] This is to show the height of the HL2 human train. I already tried the combine razor trains, and no, it did not fit. The carriages will, but they look daft without the engine. And that struggles to stay on the tracks inside. It's not an actual modified one, it's just literally me placing a prop there to show how much roof room players have, because you have to add wheels, which means making it taller. So yeah, lot's of room, even if you stick a PHX bogey under it...I assume. [img_thumb]http://cloud-2.steampowered.com/ugc/487807439782950952/DF06BF2870DD980D3CFC0FAF1524965B72A87634/[/img_thumb] This is the side view and a better look at the archway. It's pretty much the same on the other side if you're wondering, by any chance. I'm going to see what happens with this track, I may require some tips on how to do it for curved tracks. I am considering using propper for these, but that of course is dependant on how it goes. You can see the part above the bridge is flat. This is another set of tracks, so I plan to have 2 double-tracks, on their own level, so you can have up to 4 simultaneous trains. Now who ever said that no-one likes train maps? I hope to add more, obviously. I may just start with a basic layout. [img_thumb]http://cloud-2.steampowered.com/ugc/487807439782952910/F8913D86B878FEA9426C5D363AB0B58BC660FDD0/[/img_thumb] You can see my attempt at sleepers is not retarded (in the terms that people seem to think rails sink into sleepers when they rest on top. I don't know where this came from, but I saw it a lot and I was like why why why), and you can see through. DETAILING GET. Quick notes: ○I see the error on the gravel texture. I changed it to the brown one, I hope this fixes it, I don't know what's going on there. ○I see the lights have nothing there. That's a lighting issue, the spotlights didn't work so I was like welp, time to use light_spot. I'm going to see how this turns out. I may just switch the light models, as it seems weird using spotlights for those. Opinions? I'm thinking of changing them anyway. ○I know the walls are flat. I don't know what I'll do about them. I may keep them flat until I feel it's ready to displace them...to make it easier to navigate, yano? And it won't be all fucked up when I try and add new things later because if I leave them last, they won't look weird as hell. ○Lighting looks diabolical I know, I just stuck an light_environment in just so I had a basic lighted area for the lights. Obviously, they didn't work. Not sure if I should just get rid of them altogether or not? What I'm looking for: General criticism, any ideas (I'm not Lamarr level, but I'm also not a complete numpty, so I'm open to ideas that I can attempt), just stuff like that. Tell me what you think [i]so far[/i]. I feel it's really early, but sometimes it's good to show off a little.
[QUOTE=Giraffen93;42780121][t]http://i.imgur.com/jq1fh7I.jpg[/t] bam[/QUOTE] It's...beautiful, how is the lighting so soft?
[QUOTE=Stiffy360;42775598]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][/QUOTE] Solid advice, thank you :) The mood of this screenshot reminds me of CS_Sauna! Damn, those were the days...
[QUOTE=Kickin Balls;42781064]W...what is it? I like it[/QUOTE] the house m.d. offices just whipped it up, gonna correct everything. rewatching the series so i've got the layout in my head, and i got a map of it from some site too [QUOTE=cyclocius;42782986]It's...beautiful, how is the lighting so soft?[/QUOTE] if you're serious... i don't even know, it's a default 200 light with 16 lightmaps...
It looks a lot softer than my default lights, hohum.
[QUOTE=cyclocius;42785344]It looks a lot softer than my default lights, hohum.[/QUOTE] i am using custom binaries though, might have something to do with it
[QUOTE=Kickin Balls;42782870]Okay so this is one of my many attempts (I lost count, literally). How is it so far? Lamarr gave me advice on the bridge, so instead of some wacky ass architecture I made it into a lovely simple arch. For some reason hammer didn't like the 8 brushes I used, so I had to vertex them because it deleted two brushes off each arch. So I have 6 brushes. Whoop. Also first proper time posting in this thread because why not? I may as well: [img_thumb]http://cloud-3.steampowered.com/ugc/487807439782959620/9A8E3AF4F264A1B74E372075DF9EF48EFAD0ACE6/[/img_thumb] This is to show the height of the HL2 human train. I already tried the combine razor trains, and no, it did not fit. The carriages will, but they look daft without the engine. And that struggles to stay on the tracks inside. It's not an actual modified one, it's just literally me placing a prop there to show how much roof room players have, because you have to add wheels, which means making it taller. So yeah, lot's of room, even if you stick a PHX bogey under it...I assume. [img_thumb]http://cloud-2.steampowered.com/ugc/487807439782950952/DF06BF2870DD980D3CFC0FAF1524965B72A87634/[/img_thumb] This is the side view and a better look at the archway. It's pretty much the same on the other side if you're wondering, by any chance. I'm going to see what happens with this track, I may require some tips on how to do it for curved tracks. I am considering using propper for these, but that of course is dependant on how it goes. You can see the part above the bridge is flat. This is another set of tracks, so I plan to have 2 double-tracks, on their own level, so you can have up to 4 simultaneous trains. Now who ever said that no-one likes train maps? I hope to add more, obviously. I may just start with a basic layout. [img_thumb]http://cloud-2.steampowered.com/ugc/487807439782952910/F8913D86B878FEA9426C5D363AB0B58BC660FDD0/[/img_thumb] You can see my attempt at sleepers is not retarded (in the terms that people seem to think rails sink into sleepers when they rest on top. I don't know where this came from, but I saw it a lot and I was like why why why), and you can see through. DETAILING GET. Quick notes: ○I see the error on the gravel texture. I changed it to the brown one, I hope this fixes it, I don't know what's going on there. ○I see the lights have nothing there. That's a lighting issue, the spotlights didn't work so I was like welp, time to use light_spot. I'm going to see how this turns out. I may just switch the light models, as it seems weird using spotlights for those. Opinions? I'm thinking of changing them anyway. ○I know the walls are flat. I don't know what I'll do about them. I may keep them flat until I feel it's ready to displace them...to make it easier to navigate, yano? And it won't be all fucked up when I try and add new things later because if I leave them last, they won't look weird as hell. ○Lighting looks diabolical I know, I just stuck an light_environment in just so I had a basic lighted area for the lights. Obviously, they didn't work. Not sure if I should just get rid of them altogether or not? What I'm looking for: General criticism, any ideas (I'm not Lamarr level, but I'm also not a complete numpty, so I'm open to ideas that I can attempt), just stuff like that. Tell me what you think [i]so far[/i]. I feel it's really early, but sometimes it's good to show off a little.[/QUOTE] for a arch bridge it look pretty good. here a real one : [t]http://movingtofreedom.org/images/2006/10/061001-02-minneapolis-minnesota-stone-arch-bridge-pillsbury-mill-elevators--by-scott-carpenter--cc-by-sa-25.jpg[/t] but I think the area is way to small to use this kind of architectural design. In your case I think something like that would work pretty well [img]http://static1.trouw.nl/static/photo/2012/10/0/3/20121117232808/media_xl_1427898.jpg[/img]
[QUOTE=pac0master;42786302]for a arch bridge it look pretty good. here a real one : [t]http://movingtofreedom.org/images/2006/10/061001-02-minneapolis-minnesota-stone-arch-bridge-pillsbury-mill-elevators--by-scott-carpenter--cc-by-sa-25.jpg[/t] but I think the area is way to small to use this kind of architectural design. In your case I think something like that would work pretty well [img]http://static1.trouw.nl/static/photo/2012/10/0/3/20121117232808/media_xl_1427898.jpg[/img][/QUOTE] It could work for road infrastructure. I'll keep it in mind, this is useful.
[QUOTE=Kickin Balls;42787760]It could work for road infrastructure. I'll keep it in mind, this is useful.[/QUOTE] where I lice there is the same type of bridge for a railway. it is almost the same but the bridge is made out of steel and supported with a concrete column in the middle
Any feedback regarding the environment? [IMG]https://dl.dropboxusercontent.com/u/33369101/ttt_hideout/7.jpg[/IMG]
I hope "source 2" use Real time light rendering It would be so easier to map and fix the lighting.
[t]http://i.imgur.com/schLmPp.jpg[/t] the lenses in house are so narrow, it's hard to see pretty much anything
Any idea whats going on here? This is very annoying [img_thumb]http://cloud-2.steampowered.com/ugc/487807439805314481/3FC59897252D15AD067A6D5BFB0300A752AC4407/[/img_thumb] Meanwhile, crossing: [img_thumb]http://cloud-3.steampowered.com/ugc/487807439805334841/107AD765C28E54BD33DB94DA1AEC88118B313182/[/img_thumb] And some underground pieces. I'm planning on shoving some underground infrastructure around, maybe some buildings underground or ones that expand under and over. Ideas for this? Concept drawings? Etc [img_thumb]http://cloud-2.steampowered.com/ugc/487807439805330279/359821524D8C15B4C2FD0B82BEC8D68A99D2B0D4/[/img_thumb] [img_thumb]http://cloud-2.steampowered.com/ugc/487807439805320350/18C4767104BE5FF8CC5F3C2034A7B683DD52057E/[/img_thumb] (This ones a parking area with access to the lower track section under the bridge. You can access this area via the road and parking area, or walking along the tracks on the lower level and going into the tunnel) [img_thumb]http://cloud-2.steampowered.com/ugc/487807439805317923/54BFE3D2C3B47995EAEEA99469FA38E830ED22A9/[/img_thumb] Lighting underground is just me shoving some lights in gmod there. Will stick some stuff there. Also, can you notice the lighting change? I made it a light blue, do you think a light yellow would work better? Or white light? etc
Excellent page king, I must say. I almost considered not going to the next page here because I knew there were only two new posts and one was on the other pages. I made the right decision.
I think the lighting isn't doing it justice, not sure what could be done to change it though
[QUOTE=Arid;42790605]I think the lighting isn't doing it justice, not sure what could be done to change it though[/QUOTE] I agree. the tall spaces have too much light above any light sources that I can see. [editline]7th November 2013[/editline] The light sources need to produce more distinctively separate light. Right now it's all kinda one big blob of bland lighting. Not intended as an insult. Make the sources show different light and it'll be much more interesting. Constructive, see?
[QUOTE=onebit;42790071]I made a cs:go map [img_thumb]http://i.imgur.com/smP2GHC.jpg[/img_thumb][img_thumb]http://i.imgur.com/e0kzoE3.jpg[/img_thumb][img_thumb]http://i.imgur.com/H0bO5eZ.jpg[/img_thumb] Please, feel free to criticize.[/QUOTE] The last 3 looks like the map "Sovereign" from CoD: Ghost
[QUOTE=Giraffen93;42789390][t]http://i.imgur.com/schLmPp.jpg[/t] the lenses in house are so narrow, it's hard to see pretty much anything[/QUOTE] not bad, is it some sort of office building ?
[QUOTE=onebit;42790071]I made a cs:go map -SNIP- Please, feel free to criticize.[/QUOTE] Excellent prop usage, but the brushwork is kind of flat in most of the rooms. Lighting could also use some work, it's a bit too bright I think. Also unstack those freezer display case things next to the scaffolding, that's going to fall over and kill someone :v:
[QUOTE=onebit;42790071]I made a cs:go map -pictures- Please, feel free to criticize.[/QUOTE] As stated, brushwork needs work. But I disagree about the great prop usage. It seems like you just spammed models everywhere. The same models, at that. Like how many times are you going to use stacks of plywood leaning against a wall? Is there even a point to the plywood being there?
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