The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
Also does anybody have a decent cliff texture?
What color you want ?
any color, but grey would be nice. Something that matches the rocks near the sea, and the cliffs.[t]http://filesmelt.com/dl/21080_1600x1200-wallpaper-cb1318527290.jpg[/t]
Try looking here [url]http://www.cgtextures.com/[/url] , I've tryed to make it for you, but I've failed :v:
[QUOTE=minilandstan;40020379]Also does anybody have a decent cliff texture?[/QUOTE]
I have a decent rock texture (with a bright green grass blend + blendmodulate)
[t]http://static.glitchvid.com/images/fp_posts/textures/lightednexample.png[/t]
If it looks contrast-y, it's your monitor (Because I brightened the whole picture, map is really dark)
URL:[url]http://static.glitchvid.com/images/fp_posts/textures/stonematerials.7z[/url]
[QUOTE=glitchvid;40021155]I have a decent rock texture (with a bright green grass blend + blendmodulate)
[t]http://static.glitchvid.com/images/fp_posts/textures/lightednexample.png[/t]
If it looks contrast-y, it's your monitor (Because I brightened the whole picture, map is really dark)
URL:[url]http://static.glitchvid.com/images/fp_posts/textures/stonematerials.7z[/url][/QUOTE]
lol dude 4096x4096 textures do you have the fakefactory syndrome?
[QUOTE=Anthracite;40021274]lol dude 4096x4096 textures do you have the fakefactory syndrome?[/QUOTE]
That texture resolution is justified for terrain. It's not so much about detail than it is being able to stretch it out further, making the tiling less noticeable.
[QUOTE=Anthracite;40021274]lol dude 4096x4096 textures do you have the fakefactory syndrome?[/QUOTE]
Yes, sorry I allow you to choose whatever re-sizing scale you want, I'll remember to not do that in the future.
[quote]That texture resolution is justified for terrain. It's not so much about detail than it is being able to stretch it out further, making the tiling less noticeable. [/quote]
But 4096px² ?
That's 16x the size of a 1024px² texture.
Way too much if you ask me. Better use a lower res and add a $detail-texture.
Also, good normal maps add a lot of detail to textures. Even for very big textures, the highest resolution I ever used was 2048px² and the area was way bigger than what you have on the picture...
[QUOTE=Freakrules;40021913]But 4096px² ?
That's 16x the size of a 1024px² texture.
Way too much if you ask me. Better use a lower res and add a $detail-texture.
Also, good normal maps add a lot of detail to textures. Even for very big textures, the highest resolution I ever used was 2048px² and the area was way bigger than what you have on the picture...[/QUOTE]
Well, no, its 4x the size, 16x the surface area.
what happen to you FP, you used to like high-res textures.
An update on the map I'm working on. Some CC would be nice, I guess.
[t]http://filesmelt.com/dl/combinesection0000.jpg[/t]
[t]http://filesmelt.com/dl/combinesection0001.jpg[/t]
[t]http://filesmelt.com/dl/combinesection0004.jpg[/t]
[QUOTE=glitchvid;40021929]Well, no, its 4x the size, 16x the surface area.
what happen to you FP, you used to like high-res textures.[/QUOTE]
Many textures I released were mostly 1024x1024 so I could scale them to .125x.125 in hammer to make it look higher res. I don't see the problem with 4096x4096 but the only issue is the big file size, which some people might not be happy about when they go to pak their maps.
"Oh noes a large picture I can downscale, crop and otherwise edit to my needs"
What the christ is wrong with you guys?
[QUOTE=kaskade700;40023376]"Oh noes a large picture I can downscale, crop and otherwise edit to my needs"
What the christ is wrong with you guys?[/QUOTE]
2048x2048 is more than sufficent for anything with the current tech generation, and that's a texture size developers rarely use and rather rely on detail textures + normal maps.
Sure his texture is nice and we can downscale it, but did I expect a 35,8mb download for a few textures? not really.
[QUOTE=Skerion;40022609]An update on the map I'm working on. Some CC would be nice, I guess.
[t]http://filesmelt.com/dl/combinesection0000.jpg[/t]
[t]http://filesmelt.com/dl/combinesection0001.jpg[/t]
[t]http://filesmelt.com/dl/combinesection0004.jpg[/t][/QUOTE]
I strongly suggest you ditch the HL2 citadel textures and go get yourself some new, shiny ones over at CGTextures or something. They really don't do justice to the map.
I think the best size is 2048 for terrain textures. It's good enough to make it have a scale of .125 and still tile nicely.
[QUOTE=Anthracite;40023484]2048x2048 is more than sufficent for anything with the current tech generation, and that's a texture size developers rarely use and rather rely on detail textures + normal maps.
Sure his texture is nice and we can downscale it, but did I expect a 35,8mb download for a few textures? not really.[/QUOTE]
Maybe it's because I live in Europe, but aren't we past the internet dark age in which 35mb is considered large?
i use 4096 on everything
everything
that's why my textures are crisp as fuck but even the smallest maps are 200+ megs
[QUOTE=pac0master;40019625]Hey, those are the small maps ive been working on
-snip-[/QUOTE]
I would try and vary your metal textures a little more, especially in your Master Test 1. Even switching a couple of rows of tiles out for 4x4 instead of 2x2 could make the walls less bland. You should also look into env_projectedtexture for getting really crisp shadows that look super nice. The red glow coming from the death field is really strong. And finally, you're using the underground fizzler texture instead of the normal one, which is a bit jarring. Other than those few things, your maps look alright! Keep at it and I'm sure you'll eventually be able to tackle some of the harder themes.
[QUOTE=minilandstan;40019831]
Other than the little holes in the arch at the moment, those things keep breaking the damn map so I removed them until I can get it working.[/QUOTE]
That's because they aren't on grid. I have a feeling you're only creating an arch primitive and resizing it to fit the bottom of the bridge. I also hope you aren't using separate brushes to fill in the gaps - just extend the arch vertices to the edge so they fill in the gaps.
[img]http://i.imgur.com/NU4rs0h.png[/img]
You should make sure all of the vertices for the arch are on grid.
[QUOTE=Cosine;40024640]I would try and vary your metal textures a little more, especially in your Master Test 1. Even switching a couple of rows of tiles out for 4x4 instead of 2x2 could make the walls less bland. You should also look into env_projectedtexture for getting really crisp shadows that look super nice. The red glow coming from the death field is really strong. And finally, you're using the underground fizzler texture instead of the normal one, which is a bit jarring. Other than those few things, your maps look alright! Keep at it and I'm sure you'll eventually be able to tackle some of the harder themes.[/QUOTE]
Thanks, I got some problem for now, (hammer hate me) the day i can work on it without crashing, I will practice my bts design and underground as much i can. I will try to vary more the texture.
Thanks you
I was bored.
[quote]
[img]http://i.imgur.com/ZcEW2bD.jpg[/img]
[img]http://i.imgur.com/PUTqHcX.jpg[/img]
[/quote]
Don't have post-processing effects like ToyTown on when taking screenshots.
[IMG]https://lh4.googleusercontent.com/-43urIXm7Ab0/UVAPHu1k0wI/AAAAAAAAAUM/tEISXXo4Dlw/s902/2013-03-25_00001.jpg[/IMG]
[IMG]https://lh5.googleusercontent.com/-vz4QlxoJYHQ/UVAPICvvaCI/AAAAAAAAAUU/XRNv4Il3tW4/s902/2013-03-25_00004.jpg[/IMG]
Hi all I continuing on my map and i need your help. I have some kind of light problem it only happens in final compile.
[IMG]https://lh6.googleusercontent.com/-zr98PLR5Ul0/UVAPHq16BTI/AAAAAAAAAUQ/zGH9jBQTpPU/s902/2013-03-25_00002.jpg[/IMG]
[IMG]https://lh5.googleusercontent.com/-2mk1N1-WKg0/UVAPIY9aGnI/AAAAAAAAAUY/RGM6kWtuVxg/s902/2013-03-25_00005.jpg[/IMG]
And i don't know what should i add here.
[IMG]https://lh6.googleusercontent.com/-w6We6WLeODQ/UVAPHU1TodI/AAAAAAAAAUI/rH4su9nSptY/s902/2013-03-25_00003.jpg[/IMG]
[QUOTE=On-A-Freak;40029427]I was bored.[/QUOTE]
Thank god for normal maps
[QUOTE=aleksas17;40031804]
[IMG]https://lh6.googleusercontent.com/-zr98PLR5Ul0/UVAPHq16BTI/AAAAAAAAAUQ/zGH9jBQTpPU/s902/2013-03-25_00002.jpg[/IMG]
[/QUOTE]
I had a similar problem on my previous computer. If I tried to compile while the map with the exact same name was open in HL2 it would compile everything ok except for rad and lightmaps would become a nice clusterfuck like what you have in that pic.
CS:GO doesn't accept the lights that have an appearance other than "Normal" (flickering lights, for example) which results in this error.
worked a little bit on shepard's apartment, the first room got all the furnitures now.
Some models have really big normals issues, it makes me wonder more and more if ME3's development wasn't a bit chaotic.
[t]http://i.imgur.com/HN9IKum.jpg[/t]
[url=http://cloud-2.steampowered.com/ugc/577858410424598717/938FFC21FF9B00F5306CEEEEC1AF5C5FC5FBC80A/][img]http://cloud-2.steampowered.com/ugc/577858410424598717/938FFC21FF9B00F5306CEEEEC1AF5C5FC5FBC80A/1024x571.resizedimage[/img][/url]
0 brushes in this picture (Edit: Apart from the skybox).
[QUOTE=On-A-Freak;40029427]I was bored.[/QUOTE]
Where did you get that lava texture? I've been trying to find a good texture but all I find is bad ones.
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