• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=Giraffen93;42853626][t]http://i.imgur.com/VDgnU6z.jpg[/t] eh, this'll have to do[/QUOTE] The way the top bar is cut off at both ends looks pretty odd. I don't think the bar itself is needed, either. I would probably make the texture taller/making the gate shorter to get rid of that. You'd probably be better off making a simple texture edit of that with a curved bar/taller gate "spikes" that go along a curve height-wise if that's what you were going for.
[QUOTE=Skerion;42853941]The way the top bar is cut off at both ends looks pretty odd. I don't think the bar itself is needed, either. I would probably make the texture taller/making the gate shorter to get rid of that. You'd probably be better off making a simple texture edit of that with a curved bar if that's what you were going for.[/QUOTE] i just want a gate, reverted back to the old one
Just plop a bus there or something and fuck the gate.
[QUOTE=onebit;42851613]make more maps[/QUOTE] With phoenix tracks?
[QUOTE=pac0master;42849337]Some work in progress. Don't mind the lighting. ( compiled with default ) [t]http://cloud-2.steampowered.com/ugc/902139149590438221/3986D58E5A540C3FC90E17D18B74437E49BDA01C/[/t] [t]http://cloud-2.steampowered.com/ugc/902139149590436381/9B83E42992A7C6484A58EF5C09F41D26DEDFD9BE/[/t] [t]http://cloud-2.steampowered.com/ugc/902138687630868130/6A7AC294210B8AA83FE7DC9D5D0FD3EBA75212B0/[/t] Happy 100th page on Facepunch. how should we celebrate it? :V[/QUOTE] Reminds me off the Paranoia train yard. Very cool.
[QUOTE=hiyougami;42846116]I tried re-creating this and going ham on the lighting but found that style of light to be particularly metal. [img]http://cloud-2.steampowered.com/ugc/454030986878624957/049B7B6DF1D878C240942C20F144B138DB801EC6/1024x435.resizedimage[/img] [t]https://dl.dropboxusercontent.com/u/11039877/Screenshots/MapPimpage/you_think_this_is_a_fucking_game.png[/t] This was the best I could get in half an hour. It was brutal. Now I feel your pain. [B][URL="https://dl.dropboxusercontent.com/u/11039877/Files/Maps/help_example.zip"]Download the pain[/URL][/B][/QUOTE] instead of putting the spotlight pointing towards the actual light, put that fake light texture from css office that was designed for this light specifically. Also try making the whole scene darker by tonning down the lights and reduce the self illum factor of the light to make it blend it better in the environment
[QUOTE=redBadger;42855639]Just plop a bus there or something and fuck the gate.[/QUOTE] but you need to open the gate from another map, you can't really rc a bus and i'd need to get a bus model too
[URL="http://i.imgur.com/pu5RCyN.jpg"][IMG]http://i.imgur.com/pu5RCyNl.jpg[/IMG][/URL] Testing new trees.
[QUOTE=pac0master;42849337]Some work in progress. Don't mind the lighting. ( compiled with default ) [t]http://cloud-2.steampowered.com/ugc/902139149590438221/3986D58E5A540C3FC90E17D18B74437E49BDA01C/[/t] [t]http://cloud-2.steampowered.com/ugc/902139149590436381/9B83E42992A7C6484A58EF5C09F41D26DEDFD9BE/[/t] [t]http://cloud-2.steampowered.com/ugc/902138687630868130/6A7AC294210B8AA83FE7DC9D5D0FD3EBA75212B0/[/t] Happy 100th page on Facepunch. how should we celebrate it? :V[/QUOTE] How do I make lighting...not default compile? I'm currently building a large, swanky villa for a project and wherever the env_light hits a brush it leaves big, square shadows.
[QUOTE=Dr_Spud;42859459][URL="http://i.imgur.com/pu5RCyN.jpg"][IMG]http://i.imgur.com/pu5RCyNl.jpg[/IMG][/URL] Testing new trees.[/QUOTE] Are there any trees available for download somewhere? The stock pine ones look like shit.
[QUOTE=Dr_Spud;42859459][URL="http://i.imgur.com/pu5RCyN.jpg"][IMG]http://i.imgur.com/pu5RCyNl.jpg[/IMG][/URL] Testing new trees.[/QUOTE] Look wonderful, how did you make them?
[QUOTE=cyclocius;42859577]How do I make lighting...not default compile? I'm currently building a large, swanky villa for a project and wherever the env_light hits a brush it leaves big, square shadows.[/QUOTE] Look into expert compiling, as well as -final. However, -final doesn't increase the quality/clarity of baked shadows, it just bounces light around a lot more than a regular compile. To increase the quality of a shadow, look into lightmaps. Lightmap quality is not affected by -final, only the location/quantity of light.
[QUOTE=Dr_Spud;42859459][URL="http://i.imgur.com/pu5RCyN.jpg"][IMG]http://i.imgur.com/pu5RCyNl.jpg[/IMG][/URL] Testing new trees.[/QUOTE] I need trees like that. where can i get some?
The leaves still look like ferns ffs spud
[QUOTE=Dr_Spud;42859459][URL="http://i.imgur.com/pu5RCyN.jpg"][IMG]http://i.imgur.com/pu5RCyNl.jpg[/IMG][/URL] Testing new trees.[/QUOTE] Jesus christ that is absolutely gorgeous. What are you using to make those shadows? [editline]14th November 2013[/editline] Are they just prop_dynamics with a tweaked shadow_control?
[QUOTE=:smugspike:;42861387]Jesus christ that is absolutely gorgeous. What are you using to make those shadows? [editline]14th November 2013[/editline] Are they just prop_dynamics with a tweaked shadow_control?[/QUOTE] CS:GO has cascaded shadow maps fyi
Yes, I knew that. "It's in cs:go" is the appropriate answer, then.
Thanks! [QUOTE=mdeceiver79;42859989]Look wonderful, how did you make them?[/QUOTE] I made them in Maya. My leaf textures are made from a photo I took of a branch, and I cut it up and assembled bits into new shapes. There are 6 tree variations; here they are in Maya: [URL="http://i.imgur.com/oZd3qaJ.jpg"][IMG]http://i.imgur.com/oZd3qaJl.jpg[/IMG][/URL] Each tree has a card version. The cards were made by taking screenshots of the trees in-game. [URL="http://i.imgur.com/wasNLLO.jpg"][IMG]http://i.imgur.com/wasNLLOl.jpg[/IMG][/URL] On top of that there is a flat "tree line" card texture to use around the skybox. The map I made is a test bed for the prop set. I'm making them for [URL="http://facepunch.com/showthread.php?t=1305428"]de_lumber[/URL].
I'm going to need a few trees too, mind sharing up? Ill give you credit
[QUOTE=pac0master;42867580]I'm going to need a few trees too, mind sharing up? Ill give you credit[/QUOTE] They're going to be in de_lumber first. Not thinking about any wider release before the map is done.
Some experimental work compiled with -Final. [t]http://cloud-2.steampowered.com/ugc/901013347869068977/1A08622BAC5DEB44E535CA046FD68B8519686231/[/t] [t]http://cloud-2.steampowered.com/ugc/901013347869070048/A0D9FFB2DA1B88A8C74176B240E7905AD7AF312D/[/t] [t]http://cloud-2.steampowered.com/ugc/901013347869066628/9C4AEC3041FB3F4DA2F8A6CCB4B4869E04B9DB4C/[/t] [t]http://cloud-2.steampowered.com/ugc/901013347869067804/C43BA9EB3C37BA24BDD650B9ED769D9934DA47AA/[/t]
So, I started working on this cozy living room. I think I'll extend it and make it into a full house. [t]http://i.imgur.com/2OWn8I9.jpg[/t] [t]http://i.imgur.com/HnvyFjb.jpg[/t] [t]http://i.imgur.com/QNwTVOk.jpg[/t] [t]http://i.imgur.com/JVSTs8E.jpg[/t] What else do you think I should do with this besides add furniture?
[QUOTE=Skerion;42868021]So, I started working on this cozy living room. I think I'll extend it and make it into a full house. -snipsnap- What else do you think I should do with this besides add furniture?[/QUOTE] You're at the point where you should just populate it with models, I think the room itself is fine.
[QUOTE=Dr_Spud;42867107]snip[/QUOTE] Thanks for the info, its nice to see stuff like this. [editline]15th November 2013[/editline] [QUOTE=Skerion;42868021]So, I started working on this cozy living room. I think I'll extend it and make it into a full house. -snip- What else do you think I should do with this besides add furniture?[/QUOTE] Not sure how I feel about the ramp. I associate such ramps with buildings not made to be inhabited. Ramps are annoying to walk up.
Make the ramp a small staircase instead. Easy fix.
Those trees would look better if they had roots, or some different versions with roots. Just sayin', cause it would bug the hell out of me if I was playing and I noticed.
Ported over some old stuff to CS:GO and been balancing it for awhile now. It's still really rough and dark but it's getting there [t]http://files.1337upload.net/de_corridors0039.jpg[/t] [t]http://files.1337upload.net/de_corridors0034.jpg[/t] [t]http://files.1337upload.net/de_corridors0040.jpg[/t]
[QUOTE=pac0master;42867858]Some experimental work compiled with -Final. [t]http://cloud-2.steampowered.com/ugc/901013347869066628/9C4AEC3041FB3F4DA2F8A6CCB4B4869E04B9DB4C/[/t] [t]http://cloud-2.steampowered.com/ugc/901013347869067804/C43BA9EB3C37BA24BDD650B9ED769D9934DA47AA/[/t][/QUOTE] I faintly remember some video a concept artist for Gears of War did, if I remember the game correctly, and one of the things he talked about was that he never uses hazard strips because how eye catching and strong the texture is compared to anything else and that's what people will remember the piece for.
[QUOTE=Hazrd24;42874506]Ported over some old stuff to CS:GO and been balancing it for awhile now. It's still really rough and dark but it's getting there [t]http://files.1337upload.net/de_corridors0039.jpg[/t] [t]http://files.1337upload.net/de_corridors0034.jpg[/t] [t]http://files.1337upload.net/de_corridors0040.jpg[/t][/QUOTE] Kowloon?
[QUOTE=TheForeigner;42875716]I faintly remember some video a concept artist for Gears of War did, if I remember the game correctly, and one of the things he talked about was that he never uses hazard strips because how eye catching and strong the texture is compared to anything else and that's what people will remember the piece for.[/QUOTE] Thanks for that. I will go on and look more on level design theories. but my main goal is to feel like if this place could be built and stand up in real life. ( not like portal 2 where the whole building is hollow )
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