The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
Im not sure if anyone knows this, but the raytracing preview in hammer works.
[t]https://dl.dropboxusercontent.com/u/4112921/RayTraced.JPG[/t]
[t]https://dl.dropboxusercontent.com/u/4112921/Raytrace2.JPG[/t]
[QUOTE=Shirky;42967658]Im not sure if anyone knows this, but the raytracing preview in hammer works.[/QUOTE]
I never got it to work, is it somewhat accurate to what you would get ingame?
[QUOTE=Anthracite;42967901]I never got it to work, is it somewhat accurate to what you would get ingame?[/QUOTE]
Its very accurate.
It's a shame the shaded texture option is removed in cs:go
[QUOTE=Giraffen93;42968937]It's a shame the shaded texture option is removed in cs:go[/QUOTE]
I never truly appreciated shaded texture view before I started mapping for CSGO
[QUOTE=kaskade700;42969301]I never truly appreciated shaded texture view before I started mapping for CSGO[/QUOTE]
i used it since it came into existence, going back to regular is a real clusterfuck
started to work a bit on my penthouse
now building the roof garden
[IMG_THUMB]http://cloud-4.steampowered.com/ugc/901013884142743775/4210B3E119E6DDC5FB741E3A9D7AF012B3A464B0/[/IMG_THUMB]
Lobby
[IMG_THUMB]http://cloud-3.steampowered.com/ugc/901013884142841380/0D2B8C7791E2A0A9A5D13A6BB6CD5314CDA7EC4B/[/IMG_THUMB]
and 2 new refracting texture (if you want, i can upload it)
[IMG_THUMB]http://cloud-4.steampowered.com/ugc/901013884142803189/15491C424EBE943B8CD3193A7E5F2CED4EAC0BCF/[/IMG_THUMB]
[IMG_THUMB]http://cloud-3.steampowered.com/ugc/901013884142829832/6BBFE7C302DB5F6C409C767AF15CB92960CC9CB9/[/IMG_THUMB]
[QUOTE=Stiffy360;42928474]So I made a skybox because I don't know.
3kliks provided some awesome reference photos <3[/QUOTE]
Where did you get the models?
[QUOTE=EddieLTU;42969394]
and 2 new refracting texture (if you want, i can upload it)
[IMG_THUMB]http://cloud-4.steampowered.com/ugc/901013884142803189/15491C424EBE943B8CD3193A7E5F2CED4EAC0BCF/[/IMG_THUMB]
[IMG_THUMB]http://cloud-3.steampowered.com/ugc/901013884142829832/6BBFE7C302DB5F6C409C767AF15CB92960CC9CB9/[/IMG_THUMB][/QUOTE]
How do you go about making a refracting texture? Was thinking about making some glass for a map I'm working instead of the ugly HL2 one.
Bumpmap and some .vmt commands.
[QUOTE=oskutin;42971474]Bumpmap and some .vmt commands.[/QUOTE]
In specific
[code]
Refract
{
$normalmap "normal"
$refractamount 1
//$normalmapalphaenvmapmask 1
//"$envmap" "env_cubemap"
}
[/code]
I made some low poly trees for my S.T.A.L.K.E.R. map; the polygon budget needs to be low, there's going to be a lot of trees!. Credit goes to GSC for the textures. I couldn't stand some of the trees I was using in the past; normals in the models were facing random directions which didn't play nice with lighting. I decided to step it up and learn. These have the correct sides facing outward towards all of that lighting goodness. Perhaps by the end of the week I will have an entire set of flora for the zone. If they prove to work well, I'll glady release them. The textures that I have made so far are showing lots of promise too. There is a lot of attention to detail going into the diffuse, bump, and reflection maps unlike my last pack (I'm Hostel, creator of the previous texture pack.)
[IMG_THUMB]http://i.imgur.com/szU7a5d.png?1[/IMG_THUMB]
It's a huge map with a lot more going on than this. Almost everything I want has been lightly blocked out.
I'll drop this here, we've [url=http://www.gmtower.org/forums/index.php?topic=6433.0]released some preview shots of Lobby 2.0 for GMod Tower.[/url]
Still WIP, Blockouts mostly
[B][U]Main:[/U][/B]
[t]http://cloud-2.steampowered.com/ugc/721995798937235751/772F5E080D9614209743EDC0C20B801A9746EB18/[/t][t]http://cloud-4.steampowered.com/ugc/721995798937244547/3BA543DBB828B8E83EEC843E7C55415BAC1C97EA/[/t]
[B][U]Theater[/U][/B] (Pretty much the only thing completely done)
[t]http://cloud.steampowered.com/ugc/721995798937237672/19F989657C7D6AA1C173997846FCCB0D731BA093/[/t][t]http://cloud-4.steampowered.com/ugc/721995798937241743/112EBA5C54D78D2FB2EE8630EF2BA5B4E4E20C2D/[/t][t]http://cloud-3.steampowered.com/ugc/721995798937239953/25D2D087273F4A87C779876017B5F0EF95703033/[/t]
[B][U]Train Station:[/U][/B]
[t]http://cloud-4.steampowered.com/ugc/721995798937246787/68FA8AAE8FBBFB0B4FB4AA31CFB5C059A50E45BD/[/t][t]http://cloud-4.steampowered.com/ugc/721995798937247779/284A2C034EB7F4BD589358B0CDF74010679E7EF4/[/t]
[B][U]Gamemode Area:[/U][/B]
[t]http://cloud-3.steampowered.com/ugc/721995798937246007/1D82418D3A04FA59F26BA2A5155A2F79CC7CD824/[/t][t]http://cloud-4.steampowered.com/ugc/721995798937245181/657ED2783F6E0FB911044AC60789C81377B410B6/[/t]
That's really nice on the eyes. Really like how it kinda looks like a strip mall.
[t]https://dl.dropboxusercontent.com/u/3779442/Screenshots/sky_night005_ingame.jpg[/t]
Should have a release tomorrow or so.
[QUOTE=GameDev;42974161][Amazing screenshots][/QUOTE]
That looks amazing. This might actually make me come back to playing on gmod tower. Is it safe to assume all the little kids who flooded the server to try to play with the yogscast are gone?
[QUOTE=GameDev;42974161]I'll drop this here, we've [url=http://www.gmtower.org/forums/index.php?topic=6433.0]released some preview shots of Lobby 2.0 for GMod Tower.[/url]
Still WIP, Blockouts mostly
[B][U]Main:[/U][/B]
[t]http://cloud-2.steampowered.com/ugc/721995798937235751/772F5E080D9614209743EDC0C20B801A9746EB18/[/t][t]http://cloud-4.steampowered.com/ugc/721995798937244547/3BA543DBB828B8E83EEC843E7C55415BAC1C97EA/[/t]
[B][U]Theater[/U][/B] (Pretty much the only thing completely done)
[t]http://cloud.steampowered.com/ugc/721995798937237672/19F989657C7D6AA1C173997846FCCB0D731BA093/[/t][t]http://cloud-4.steampowered.com/ugc/721995798937241743/112EBA5C54D78D2FB2EE8630EF2BA5B4E4E20C2D/[/t][t]http://cloud-3.steampowered.com/ugc/721995798937239953/25D2D087273F4A87C779876017B5F0EF95703033/[/t]
[B][U]Train Station:[/U][/B]
[t]http://cloud-4.steampowered.com/ugc/721995798937246787/68FA8AAE8FBBFB0B4FB4AA31CFB5C059A50E45BD/[/t][t]http://cloud-4.steampowered.com/ugc/721995798937247779/284A2C034EB7F4BD589358B0CDF74010679E7EF4/[/t]
[B][U]Gamemode Area:[/U][/B]
[t]http://cloud-3.steampowered.com/ugc/721995798937246007/1D82418D3A04FA59F26BA2A5155A2F79CC7CD824/[/t][t]http://cloud-4.steampowered.com/ugc/721995798937245181/657ED2783F6E0FB911044AC60789C81377B410B6/[/t][/QUOTE]
nice curves in the theater
I hate to be [I]that guy[/I], but I really think that setting is unsuitable for Gmodtower. I liked the whole tile and glass look that the original lobby had going. Others seem to like it so obviously that's a totally subjective take, but that's my two cents.
Does anyone know if its possible to control how the compiler generates the mesh from the brushes?
I am still new to optimization in hammer and I noticed it tends to merge every single brush that contacts on the same grid line or clips, this generates a lot of useless triangles and terrible topology, for the visual mesh as well as the brush collision meshes (on complex shapes) which I have also had problems with.
I was wondering if this is how the compiler / source engine works or if there's a way to avoid this extra topology generated when two brushes are in contact.
Simple example of what I am talking about, left I placed the box slightly above the lower one and it doesn't merge them, viewing in "mat_wireframe 2".
[t]http://puu.sh/5sVdf/d43679b4a8.png[/t]
I mean, what the hell:
[t]http://puu.sh/5sVhP/f561c9343b.png[/t]
I imagine maybe this is how the engine works, it needs to merge the brushes in a single mesh island to properly calculate the lightmap, I don't know, if so my bad and I'd like to hear what you know about this stuff.
I am actually modeling the brushes in Softimage(aka XSI) and exporting to VMF with a custom exporter.
This what ideally the topology should look like once compiled if it would be possible to group brushes in hammer so they don't merge when compiling as on mesh.
[t]http://puu.sh/5sVyp/fe97c976fc.png[/t]
This is what the exported brushes from softimage look in hammer:
[t]http://puu.sh/5sVZY/54f75201d3.png[/t]
And this is how I would group them so they wouldn't merge on compile when the mesh is generated, if that's possible.
[t]http://puu.sh/5sW8r/502611526e.png[/t]
So is there a way to group meshes so they don't merge together with other brushes on compile?
Thanks
are you using func_detail?
[QUOTE=Giraffen93;42976780]are you using func_detail?[/QUOTE]
Thanks! I wasn't, here's what it looks like with func_detail, I have put each of these 3 parts in separate func_detail(s).
Its definetly giving better results:
[t]http://puu.sh/5sWR8/8dcb03be1b.png[/t]
So I guess, func_detail is how you group brushes so they don't merge?
[QUOTE=BANG!;42976841]Thanks! I wasn't, here's what it looks like with func_detail, I have put each of these 3 parts in separate func_detail(s).
Its definetly giving better results:
[t]http://puu.sh/5sWR8/8dcb03be1b.png[/t]
So I guess, func_detail is how you group brushes so they don't merge?[/QUOTE]
You should func_detail all complex brushwork.
I think the reason for it doing this is you have vertices along a line. It must be triangles some of your shapes are not triangles. IT might look like a triangle but it has a vertex along 1 of its edges so its a quad. If you want a complex shape with optimal faces you are best off modelling it.
[QUOTE=Mesiter;42969822]Where did you get the models?[/QUOTE]
I made the roof myself, the tree, the ivy, and the rock come with CS:GO.
[U][B]Edit: I just realized I was in the wrong thread, my bad :S moved this to the mapping question thread.[/B][/U]
[QUOTE=mdeceiver79;42977099] If you want a complex shape with optimal faces you are best off modelling it.[/QUOTE]
I am a modeler, so yes, I would much rather model everything than use brushes, but there's some downsides to doing that too.
Prop models don't cast player shadows in source engine (TF2), if a player is inside a prop aka model (that has a bigger bounding box than the player) then the gun particles and other particles produced by the player will not appear while he's inside that model, that's a pretty big problem in TF2 if you have a pyro using his flamethrower, but no one can see if he is actually firing because the particle is not spawning, blocked by the model he's inside of.
The solution to the later is to split the model in chunks, so that the player isn't completly inside the model bounding box, but that's pretty inefficient and counter productive.
I haven't yet tried to see if its possible to bake lightmaps on props place in a map, if it is, I assume that prop's lightmap might take a lot more file size in the map file than brushe's lightmap in which you can define the lightmap scale.
So I am trying to use brushes as much as possible for walkable surfaces, just trying to figure out the best way to do things and avoid these topology issues.
[QUOTE=mdeceiver79;42977099]I think the reason for it doing this is you have vertices along a line. It must be triangles some of your shapes are not triangles. IT might look like a triangle but it has a vertex along 1 of its edges so its a quad. [/QUOTE]
You are right, and since you pointed that out I just realized my huge mistake, I forgot to change the way I originally made the stairs: [URL="http://puu.sh/5t02i/29cac55a61.png"] I had it the wrong way...
[/URL], [URL="http://puu.sh/5t1d3/1c6e5b729c.png"]this should be better[/URL].
So thanks! that solves the topology problems for that part.
Aside from that, I have been doing tons of tests to see how the brushes are compiled, what the result meshes look like and how func_detail works.
It seems that it will generate a mesh going around the brushes within a func_detail, itprobably does a boolean operation to merge all the brushes as one mesh, which will basically generate a mesh that gets rid of the invisible surfaces brush have where they overlap or clip.
[U][B]Edit: I just realized I was in the wrong thread, my bad :S moved this to the mapping question thread.[/B][/U]
[QUOTE=BANG!;42978029][U][B]Edit: I just realized I was in the wrong thread, my bad :S moved this to the mapping question thread.[/B][/U]
I am a modeler, so yes, I would much rather model everything than use brushes, but there's some downsides to doing that too.
Prop models don't cast player shadows in source engine (TF2), if a player is inside a prop aka model (that has a bigger bounding box than the player) then the gun particles and other particles produced by the player will not appear while he's inside that model, that's a pretty big problem in TF2 if you have a pyro using his flamethrower, but no one can see if he is actually firing because the particle is not spawning, blocked by the model he's inside of.
The solution to the later is to split the model in chunks, so that the player isn't completly inside the model bounding box, but that's pretty inefficient and counter productive.
I haven't yet tried to see if its possible to bake lightmaps on props place in a map, if it is, I assume that prop's lightmap might take a lot more file size in the map file than brushe's lightmap in which you can define the lightmap scale.
So I am trying to use brushes as much as possible for walkable surfaces, just trying to figure out the best way to do things and avoid these topology issues.
You are right, and since you pointed that out I just realized my huge mistake, I forgot to change the way I originally made the stairs: [URL="http://puu.sh/5t02i/29cac55a61.png"] I had it the wrong way...
[/URL], [URL="http://puu.sh/5t1d3/1c6e5b729c.png"]this should be better[/URL].
So thanks! that solves the topology problems for that part.
Aside from that, I have been doing tons of tests to see how the brushes are compiled, what the result meshes look like and how func_detail works.
It seems that it will generate a mesh going around the brushes within a func_detail, itprobably does a boolean operation to merge all the brushes as one mesh, which will basically generate a mesh that gets rid of the invisible surfaces brush have where they overlap or clip.
[U][B]Edit: I just realized I was in the wrong thread, my bad :S moved this to the mapping question thread.[/B][/U][/QUOTE]
Props don't have lightmaps.
you have vertex lighting and everythingthesame lighting.
Most props will have everythingthesame lighting where the entire prop is lit uniformly, no shadows etc.
Some static props have vertex lighting where each vertex has a seperate value for its lighting. This can create vert rudimentry lighting.
Anything with a normal map goes for the uniform lighting.
IF you are making anything too complex use models or displacements. displacements are good for corners iirc displacments make less draw calls then a brush made surface with the same number of faces so are "more efficient" not sure how good this is in practice.
As for your "boolean operation"
If you know anything about visleafs this is handy. The brushes are made into a mesh, that mesh is then cut up into sections. This will also cause some dodgy extra faces being made. This is why people advise you stick to the grid. Look up visleafs, hints add an extra cut to those section, func details are ignored by this. ITs important to optimize a map making it so you dont render everything at once.
You can make your stairs better by cutting each seciton in half so its a triangular prism. Saving approx half the faces... in theory...
snibbeti snab
[QUOTE=mdeceiver79;42978928]Props don't have lightmaps.
you have vertex lighting and everythingthesame lighting.
Most props will have everythingthesame lighting where the entire prop is lit uniformly, no shadows etc.
Some static props have vertex lighting where each vertex has a seperate value for its lighting. This can create vert rudimentry lighting.
Anything with a normal map goes for the uniform lighting.
IF you are making anything too complex use models or displacements. displacements are good for corners iirc displacments make less draw calls then a brush made surface with the same number of faces so are "more efficient" not sure how good this is in practice.
As for your "boolean operation"
If you know anything about visleafs this is handy. The brushes are made into a mesh, that mesh is then cut up into sections. This will also cause some dodgy extra faces being made. This is why people advise you stick to the grid. Look up visleafs, hints add an extra cut to those section, func details are ignored by this. ITs important to optimize a map making it so you dont render everything at once.
You can make your stairs better by cutting each seciton in half so its a triangular prism. Saving approx half the faces... in theory...[/QUOTE]
Props do have lightmaps, they just use the same UVs as for your textures and you can't make custom lightmap UVs (like for UDK). This is why mirroring parts of a mesh is can be a bad idea in Source.
What no, props don't have lightmaps. The most they have are prebaked lightmaps applied directly to the texture.
[editline]25th November 2013[/editline]
Which aren't technically lightmaps in the conventional sense.
[img]https://dl.dropboxusercontent.com/u/3779442/Screenshots/Sky_night005_ingame.jpg[/img]
[url=https://dl.dropboxusercontent.com/u/3779442/Skybox_website/sunfolder/Night.html]
Sky_night005_hdr - Get Here![/url]
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