The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
Not really a map, but I got tools such as Alien Swarm to allow mappers to build and compile maps for the 2013 engine branch. This is most useful in Garry's Mod where the game can read VTF 7.5, newer models, and other things related while HL2's Hammer can not.
Some Pics:
[thumb]https://dl.dropboxusercontent.com/u/16218991/hammer/asw_hl2engine_support2.png[/thumb]
The test map where I check to see if Hammer is reading, and understanding everything. Also a map to test to make sure I/O connections are working.
To be clear that this is the ASW editor, notice the cubes are different colors using 'rendercolor', and the last square on the left is the Maya button.
[thumb]https://dl.dropboxusercontent.com/u/16218991/hammer/asw_hl2engine_support.png[/thumb]
A HL2 example map showing everything working.
[thumb]https://dl.dropboxusercontent.com/u/16218991/hammer/asw_hl2engine_mdlsupport.png[/thumb]
HLMV works, but not really. It depends what model you load. Things like Alyx crashes it.
[thumb]https://dl.dropboxusercontent.com/u/16218991/hammer/devtest_conversion0000.jpg[/thumb]
Last, proof of concept. The map works.
Only down side is that it involves some trickery, and the fact it can't read VPK2 means you need to extract HL2 and platform content to a Harddisk. But, it's a good alternative if you are mapping for Garry's Mod, or you are sick of the 2013 tools, and how it's all broken. These tools are not perfect ether, but it's nice to have that nice, command compile window. no more lock ups! If you guys are interested, I'll share my tool and information how to do this. If not, I'm not gonna waste anyone's time.
Reep you know damn well someone will be interested.
[B]CS:GO "DE_SUBTRANSIT"[/B]
Finally showing work in progress shots my first source map ever, "de_subtransit". Expect future versions to have plenty of custom models including a brand new train (with variations) to replace the default cs:go prop. I just haven't had much luck with importing models into cs:go lately. Custom textures will replace many of the default walls and floors as well. unfortunately, my computer is fairly old hence the low quality textures, so compiling this map (it's pretty big) takes at least a day on my poor machine...so i haven't started beta testing yet. But once subtransit hits the workshop, i'll post the link here to let everybody know.
But, without further ado, Subtransit.
[img]http://cloud-3.steampowered.com/ugc/723121698733752557/83436CBAF3F3655A12C7652BCF25E4CD394E4ACC/[/img]
[img]http://cloud-3.steampowered.com/ugc/723121698733755065/3781B590E9D5827E5BE08FFCD1036BB027B8A83D/[/img]
[img]http://cloud-2.steampowered.com/ugc/723121698738815038/48C8761C539B096AAC6AAB734BE766209537C4F6/[/img]
[img]http://cloud-4.steampowered.com/ugc/723121698738812550/2F083AF772F3DAF8F897B1B5DFC7A93AEA2C2843/[/img]
[img]http://cloud.steampowered.com/ugc/723121698738806530/A3B809BB35516CF8F3E7723E4B555ACABC391D7F/[/img]
[img]http://cloud-3.steampowered.com/ugc/723121698738809643/2CD771C64872F122E48CCD9287C8A021F38CEF7D/[/img]
[img]http://cloud-3.steampowered.com/ugc/723121698734310284/05A2A3239E3B1DA848D763A64A5887FFD668E29E/[/img]
So tell me what you think of it, What could look better and what you'd like to see changed. I'll take any sort of criticism as long as it's reasonable.
The tile texture on the pillars is really noticeably lower res than any of the others
When taking screenshots, make sure to max the settings (especially texture detail, antiscroptic filtering, and anti-aliasing. Its a bit difficult to judge a map when everything beyond 5 feet looks like mashed potatos.
Also, you really need subtle env_sprites or env_lightglows on those lights.
[QUOTE=samuel2213;42935127]When taking screenshots, make sure to max the settings (especially texture detail, antiscroptic filtering, and anti-aliasing. Its a bit difficult to judge a map when everything beyond 5 feet looks like mashed potatos.
Also, you really need subtle env_sprites or env_lightglows on those lights.[/QUOTE]
I agree, the settings shouldn't have been minimal, but i am on a pretty weak laptop. However, i have pushed my laptop to to the limits of nauseating laginess to bring updated screenshots. And the lights are low priority for now. Like i said, this is an untested alpha you are looking at. The lighting probably won't even be in the same places in later iterations. So i'll work on that when i have everything else worked out.
[QUOTE=reepblue;42933927]Not really a map, but I got tools such as Alien Swarm to allow mappers to build and compile maps for the 2013 engine branch. This is most useful in Garry's Mod where the game can read VTF 7.5, newer models, and other things related while HL2's Hammer can not.
Some Pics:
The test map where I check to see if Hammer is reading, and understanding everything. Also a map to test to make sure I/O connections are working.
To be clear that this is the ASW editor, notice the cubes are different colors using 'rendercolor', and the last square on the left is the Maya button.
A HL2 example map showing everything working.
HLMV works, but not really. It depends what model you load. Things like Alyx crashes it.
Last, proof of concept. The map works.
Only down side is that it involves some trickery, and the fact it can't read VPK2 means you need to extract HL2 and platform content to a Harddisk. But, it's a good alternative if you are mapping for Garry's Mod, or you are sick of the 2013 tools, and how it's all broken. These tools are not perfect ether, but it's nice to have that nice, command compile window. no more lock ups! If you guys are interested, I'll share my tool and information how to do this. If not, I'm not gonna waste anyone's time.[/QUOTE]
if the model viewer is fixed then i'm all in, if i can use it for a 2013 mod that is
[QUOTE=Giraffen93;42935477]if the model viewer is fixed then i'm all in, if i can use it for a 2013 mod that is[/QUOTE]
Yes, you'll be able to use any Source 2013 title with this work around. (HL2, Portal, Garry's Mod, Sourcemods, etc)
Since you need to extract HL2 content anyway, any HLMV should work in this case. The tools are meant to read loose files on a disk, This is why Valve has little/no issues with their stuff while we get versions of tools that read package files, (gcf, vpk) and iun most cases don't work like they should.
I've been playing around with Hammer more, notice that instances don't compile when you compile the map through hammer. I may be suffering sleep deprivation at this point, but if you throw it at a batch compiler, it will work fine. I'll take one last look at it before I give up on it.
Also tried to re-include the io proxy. Really wish Valve gave us the source to vbsp for ASW. :/
[QUOTE=reepblue;42935671]Yes, you'll be able to use any Source 2013 title with this work around. (HL2, Portal, Garry's Mod, Sourcemods, etc)
Since you need to extract HL2 content anyway, any HLMV should work in this case. The tools are meant to read loose files on a disk, This is why Valve has little/no issues with their stuff while we get versions of tools that read package files, (gcf, vpk) and iun most cases don't work like they should.
I've been playing around with Hammer more, notice that instances don't compile when you compile the map through hammer. I may be suffering sleep deprivation at this point, but if you throw it at a batch compiler, it will work fine. I'll take one last look at it before I give up on it.
Also tried to re-include the io proxy. Really wish Valve gave us the source to vbsp for ASW. :/[/QUOTE]
So i need to extract all the sdk base content? That's kinda ass.
[QUOTE=Giraffen93;42935718]So i need to extract all the sdk base content? That's kinda ass.[/QUOTE]
Well, not [b]ALL[/b] of it. Just the needed materials, models, and sounds. You simply fetch everything else in the loose game files. But to get hammer to operate, build and compile a map, you just need to extract the tool textures since vbsp can't load vpk1. But you load the game's platform (The host game tools [ASW]) vpk for everything else in that matter.
Yeah, that's the real bummer of this. Right now I don't think it's not really worth the trouble being that instancing is broken, you are limited by vbsp, and you need to extract from very little to a lot of data depending on your project. Not worth it for a slightly smoother experience, cmd compiler, being able to see the fx color changes, and among other features. I guess this is only really useful if you want your mod have nothing to do with Half-Life 2 (which I wanna do anyway). That, or you just can't deal with the problems with the current tools.
But I admit, it was worth a shot. I'll be using this since I went through the trouble already.
[QUOTE=reepblue;42935791]Well, not [b]ALL[/b] of it. Just the needed materials, models, and sounds. You simply fetch everything else in the loose game files. But to get hammer to operate, build and compile a map, you just need to extract the tool textures since vbsp can't load vpk1. But you load the game's platform (The host game tools [ASW]) vpk for everything else in that matter.
Yeah, that's the real bummer of this. Right now I don't think it's not really worth the trouble being that instancing is broken, you are limited by vbsp, and you need to extract from very little to a lot of data depending on your project. Not worth it for a slightly smoother experience, cmd compiler, being able to see the fx color changes, and among other features. I guess this is only really useful if you want your mod have nothing to do with Half-Life 2 (which I wanna do anyway). That, or you just can't deal with the problems with the current tools.[/QUOTE]
I don't even understand half of that jargon :v:
I'll just go with my "working" sdk.
[QUOTE=Giraffen93;42935815]I don't even understand half of that jargon :v:
I'll just go with my "working" sdk.[/QUOTE]
Heh, whatever you find best. I'm just looking for other, maybe better ways. :)
[QUOTE=reepblue;42935934]Heh, whatever you find best. I'm just looking for other, maybe better ways. :)[/QUOTE]
I'm interested in the ASW method you mentioned, how might I get it working?
well i'm remastering from scratch, my only posing garage, that i made over 2 years ago
somehow garrysmod.org won't let me hotlink pics, so here's the original map link
[url]http://www.garrysmod.org/downloads/?a=view&id=127161[/url]
and in this addon's screens, you can see how it looked like before
[url]http://www.garrysmod.org/downloads/?a=view&id=127139[/url]
if you want to ask why i don't have actual screens, its because i accidentally deleted all my screens
[t]http://cloud.steampowered.com/ugc/901013884033233356/321D6FEB5EB3DC56AB191BC5F852CDA8A2D658AC/[/t]
[t]http://cloud-2.steampowered.com/ugc/901013884033243966/D33EB51923CA12BAA04E1FC24D02C02A58790E0C/[/t]
and some other screenies
[t]http://cloud-4.steampowered.com/ugc/901013884033254140/2398E71F3061F2C268C0458176B725EEE178FCB1/[/t]
[t]http://cloud.steampowered.com/ugc/901013884033248304/49EF6C07886B69660637696F457498FE131269E3/[/t]
[quote]front and back[/quote]
[t]http://cloud-3.steampowered.com/ugc/901013884033228670/A45441E02F20EFBDB6407395E89AC50E4F0856D0/[/t]
[quote]gave some detail for the building[/quote]
[t]http://cloud-2.steampowered.com/ugc/901013884033223568/A1B7765F400CCA88385DCD941E65D263E3AEC6D0/[/t]
[quote]Testing smoothing groups[/quote]
[t]http://cloud-4.steampowered.com/ugc/901013884033214199/EADAB1AFD8CF88E53BF7EF689B33A9F6E7EF531C/[/t]
[t]http://cloud-2.steampowered.com/ugc/901013884033219173/8A25B52BB48D04CDC0E976B95D75CE7B7E785E3C/[/t]
Just a couple more videos. I replaced the awful prop sounds with something more meaningful, started adding track switches and some branches (especially the places where train can change tracks from left to right).
[video=youtube;Oq6B1AqaszI]http://www.youtube.com/watch?v=Oq6B1AqaszI[/video]
[video=youtube;qkzUa2LJMYk]http://www.youtube.com/watch?v=qkzUa2LJMYk[/video]
[video=youtube;Fj01sSP2B7o]http://www.youtube.com/watch?v=Fj01sSP2B7o[/video]
I think it would be pretty fun to collaborate on the station designs themselves. I will make a proper thread for the map later, but roughly speaking there are about 10 to 15 stations that need to be designed in soviet subway station style. It's usually nothing complicated, just some interesting station geometry plus neat texturing. I wonder if any mappers around here would be interested in that.
[QUOTE=Cfart;42934372][B]CS:GO "DE_SUBTRANSIT"[/B]
[url]http://cloud-2.steampowered.com/ugc/723121698738815038/48C8761C539B096AAC6AAB734BE766209537C4F6/[/url][/QUOTE]
You can't make a 90° turn like that for that train. I mean there is no way the train can use the rails , it would crash the train. you need to give it more space. it is a dangerous curve.
Here are some good subway sounds you could use!
[video=youtube;RIZ5EfJdE6Q]http://www.youtube.com/watch?v=RIZ5EfJdE6Q[/video]
[QUOTE=BlackPhoenix;42939421]I think it would be pretty fun to collaborate on the station designs themselves. I will make a proper thread for the map later, but roughly speaking there are about 10 to 15 stations that need to be designed in soviet subway station style. It's usually nothing complicated, just some interesting station geometry plus neat texturing. I wonder if any mappers around here would be interested in that.[/QUOTE]
I might be interested in helping. I haven't mapped in a while, though. Just need to fix Hammer, though - the camera views are screwed because it 'can't load a point file' or something.
[editline]21st November 2013[/editline]
Never mind, turns out the SteamPipe conversions completely screwed the pooch. Fixed it now.
Still, I'd be happy to help design a station or two!
Here we go, an other section i am working on.
[t]http://cloud-4.steampowered.com/ugc/903265683825479324/4C1AC6EA49C6B56A7EC1044E02DB0ED5D0BF6F8F/[/t]
[t]http://cloud-3.steampowered.com/ugc/903265683825478033/5F1970CD84BE6F92290F31A3529F5FEB1CB8F175/[/t]
[QUOTE=oskutin;42942639][url]http://www.cartinafinland.fi/fi/imagebank/image/33/33543/Auringonlasku+33543.jpg[/url][/QUOTE]
I know you are trying to say that its fine because in this picture the lighting is like that. That is fine- it is your map. But hes right, its too dark. You put all that work into the detail, just to wash it away in darkness and dim sharp angled env_light. It would look better with more light from the single source, or/and multiple light sources.
Realism doesn't always yield the best results
[t]http://i.imgur.com/1y0jw46.jpg[/t]
god damnit it's 4am again
Does that window texture come with CSGO or is that a custom texture?
[QUOTE=Skerion;42943202]Does that window texture come with CSGO or is that a custom texture?[/QUOTE]
custom one, trying to replace all stock textures
[QUOTE=pac0master;42939746]You can't make a 90° turn like that for that train. I mean there is no way the train can use the rails , it would crash the train. you need to give it more space. it is a dangerous curve.[/QUOTE]
It looks quite sharp, but its really only a 45 (AHA i looked for that on my keyboard!) ° angle. It's just the way i took the picture i guess. Here's the overview of the tunnel...It's still work in progress, (yes the overview, i am thinking of changing it in many ways, i just don't know where. only because i haven't playtested yet.) Currently leaving home for a weekend so won't playtest it for a while, but i got my laptop so i'll be working! ;)
[IMG]http://25.media.tumblr.com/2ccb988b9d2a4b8093beb58f43f2978c/tumblr_mwnbfeBS251r35d9co1_1280.png[/IMG]
[QUOTE=Cfart;42943550]It looks quite sharp, but its really only a 45 (AHA i looked for that on my keyboard!) ° angle. It's just the way i took the picture i guess. Here's the overview of the tunnel...It's still work in progress, (yes the overview, i am thinking of changing it in many ways, i just don't know where. only because i haven't playtested yet.) Currently leaving home for a weekend so won't playtest it for a while, but i got my laptop so i'll be working! ;)
[IMG]http://25.media.tumblr.com/2ccb988b9d2a4b8093beb58f43f2978c/tumblr_mwnbfeBS251r35d9co1_1280.png[/IMG][/QUOTE]
That looks like it was just taken from a noclip position, when taking overviews you need to actually use a console command to get the view.
[url]https://developer.valvesoftware.com/wiki/Level_Overviews[/url]
Does that command make the perspective orthographic instead of perspective with FoV?
[QUOTE=glitchvid;42943833]That looks like it was just taken from a noclip position, when taking overviews you need to actually use a console command to get the view.
[url]https://developer.valvesoftware.com/wiki/Level_Overviews[/url][/QUOTE]
I'm not disagreeing with you, i know what that is, i looked into creating radar overviews a few weeks ago, but i didn't do it that way because it's not ready to have an overview. I just made that quick and easy, I didn't plan to use that as my radar, i just made it to show you guys.
Sorry, you need to Log In to post a reply to this thread.