• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
ok fixed up gmod so now few more screens from snowy gm_construct [t]http://cloud-2.steampowered.com/ugc/902141055270932733/7A2FA62C378F80045745693F99A178D653CD8BF8/[/t] [t]http://cloud-3.steampowered.com/ugc/902141055270919586/E8B470CEF06A1C3BF370E2FF42FB081BE0E5E1F2/[/t] [t]http://cloud-3.steampowered.com/ugc/902141055270912174/BD1EBFE20BC44A4A2982EB74245C5AB600043EFA/[/t] i somehow still need to fix the sand/snow blend (i don't know) and downscale the snow texture
[video=youtube_share;DpN87yzE4YI]http://youtube.com/watch?v=DpN87yzE4YI[/video] Neat, Captainsparklez played my map
[QUOTE=EddieLTU;43081900]ok fixed up gmod so now few more screens from snowy gm_construct [t]http://cloud-2.steampowered.com/ugc/902141055270932733/7A2FA62C378F80045745693F99A178D653CD8BF8/[/t] i somehow still need to fix the sand/snow blend (i don't know) and downscale the snow texture[/QUOTE] I would create a custom blend texture that is 2 different snow textures to breakup the tiling.
I'm pretty happy with this house I made, especially considering that I didn't just copy the design from a random house in Google Maps and actually made it from scratch, for once. [t]http://i.imgur.com/NfHJMVb.jpg[/t] [t]http://i.imgur.com/Xi819Dg.jpg[/t]
[QUOTE=wazanator;43083506]I would create a custom blend texture that is 2 different snow textures to breakup the tiling.[/QUOTE] Just edit the mip maps of the diffuse and the normal map so have less contrast. Would work better, snow from a distance looks white, no point in adding extra dark bits to it. [editline]6th December 2013[/editline] Also if you're going to make a snow m,ap do it properly, add icicles with card lod models, so up close it looks awesome, from a distance its just nice. I'm sure its more than it looks like but currently it just looks like construct with a different ground texture.
ok played with the environment. tweaked the color correction seems it looks nice, but too dark also used the snow textures from dod:s [t]http://i.imgur.com/XKb56kh.jpg[/t] [t]http://i.imgur.com/N8dGdvF.jpg[/t] skypaint was edited in-game (sadly)
[QUOTE=EddieLTU;43090806]ok played with the environment. tweaked the color correction seems it looks nice, but too dark also used the snow textures from dod:s [t]http://i.imgur.com/XKb56kh.jpg[/t] [t]http://i.imgur.com/N8dGdvF.jpg[/t] skypaint was edited in-game (sadly)[/QUOTE]You should make a sheet of breakable ice over the water like what was done in gm_snowstruct2
So I like set the lightmap scale to 16 on my gigantic map. [IMG]http://cloud-2.steampowered.com/ugc/491187787907545791/6489B4DB6B253E2699E96302273DBCA73CB75288/[/IMG]
How much longer did it take to compile with the 16 unit lightmaps?
Isn't 16 default?
[QUOTE=Skerion;43093989]How much longer did it take to compile with the 16 unit lightmaps?[/QUOTE] About 20 minutes [QUOTE=Hellsten;43094028]Isn't 16 default?[/QUOTE] yes, but I had to raise it otherwise I'd get engine hunk overflow. (not to mention this bsp is 100mb with just LDR) This was just me mucking around.
Ah ok, btw that's a pretty nice skybox!
[QUOTE=Stiffy360;43094097] engine hunk overflow[/QUOTE] [img]http://i.imgur.com/xPoEv7e.png[/img]
[QUOTE=Giraffen93;43081638][t]http://i.imgur.com/TiFzkzC.jpg[/t] source engine really pisses me off sometimes i guess i need that fog after all[/QUOTE] Or maybe you're not good at building things in an optimized way.
ok my gm_construct_snow gone public (beta of course) all it needs, is some beta testing and some feedback [url]http://steamcommunity.com/sharedfiles/filedetails/?id=201550981[/url] if you want to contribute, send me a pm on facepunch
[QUOTE=Armageddon104;43096288]Or maybe you're not good at building things in an optimized way.[/QUOTE] There's simply too much on the map, i removed the forest and it still gives me that error. I func_detail every complex geometry, use func_areaportal a [B]lot[/B], and nodraw surfaces that aren't used.
Been working on custom animated textures for the cell door control buttons in my new JB map [IMG]http://cloud-3.steampowered.com/ugc/491187787924739973/E82AE13D1CB2CF6BF6337589E86756831CFFE871/[/IMG]
Did some crazy work on that map I was working on. Front of building (glass will actually cover rooms later on rather than just hanging there): [img]http://cloud-4.steampowered.com/ugc/510328173767428545/FF9201BBF6A6C7BB7FD98E3D3D75BAB1FACC1D2B/[/img] Lobby: [img]http://cloud-2.steampowered.com/ugc/510328173767445479/742EAFCD43E5F41E9829051263D7DA8D2B697007/[/img] Lobby from front counters: [img]http://cloud-4.steampowered.com/ugc/510328173767465255/CB39F19DBF59CED4EFA555C148D6A399D584935B/[/img] Restroom: [img]http://cloud-4.steampowered.com/ugc/510328173767397009/F863E8679FD28C69A645C707F26BEB81072558FE/[/img] It even has a (working) hand dryer!: [img]http://cloud-3.steampowered.com/ugc/510328173767361169/ADD8D1FB4D4FE596B40868E69630DD562D481804/[/img]
[QUOTE=BlueAndGray;43100792]Did some crazy work on that map I was working on. Front of building (glass will actually cover rooms later on rather than just hanging there): [img]http://cloud-4.steampowered.com/ugc/510328173767428545/FF9201BBF6A6C7BB7FD98E3D3D75BAB1FACC1D2B/[/img] Lobby: [img]http://cloud-2.steampowered.com/ugc/510328173767445479/742EAFCD43E5F41E9829051263D7DA8D2B697007/[/img] Lobby from front counters: [img]http://cloud-4.steampowered.com/ugc/510328173767465255/CB39F19DBF59CED4EFA555C148D6A399D584935B/[/img] Restroom: [img]http://cloud-4.steampowered.com/ugc/510328173767397009/F863E8679FD28C69A645C707F26BEB81072558FE/[/img] It even has a (working) hand dryer!: [img]http://cloud-3.steampowered.com/ugc/510328173767361169/ADD8D1FB4D4FE596B40868E69630DD562D481804/[/img][/QUOTE] is it just me or does the inside look very big
[QUOTE=BlueAndGray;43100792]Did some crazy work on that map I was working on. Front of building (glass will actually cover rooms later on rather than just hanging there): [img]http://cloud-4.steampowered.com/ugc/510328173767428545/FF9201BBF6A6C7BB7FD98E3D3D75BAB1FACC1D2B/[/img] Lobby: [img]http://cloud-2.steampowered.com/ugc/510328173767445479/742EAFCD43E5F41E9829051263D7DA8D2B697007/[/img] Lobby from front counters: [img]http://cloud-4.steampowered.com/ugc/510328173767465255/CB39F19DBF59CED4EFA555C148D6A399D584935B/[/img] Restroom: [img]http://cloud-4.steampowered.com/ugc/510328173767397009/F863E8679FD28C69A645C707F26BEB81072558FE/[/img] It even has a (working) hand dryer!: [img]http://cloud-3.steampowered.com/ugc/510328173767361169/ADD8D1FB4D4FE596B40868E69630DD562D481804/[/img][/QUOTE] did you copy those sinks from hl1 black mesa or something
[QUOTE=soldierrob;43103941]is it just me or does the inside look very big[/QUOTE] The floor layout doesn't seem overly spacious, what you're perceiving is likely the high ceiling space.
[QUOTE=GoldPlatinum;43104599]did you copy those sinks from hl1 black mesa or something[/QUOTE] I was too lazy to make models for them :P I also haven't set up env_cubemaps yet, so the textures without it might be making it look a bit... old I guess?
[QUOTE=BlueAndGray;43106055]I was too lazy to make models for them :P I also haven't set up env_cubemaps yet, so the textures without it might be making it look a bit... old I guess?[/QUOTE] Stop being lazy and put some effort in there, those sinks really look like they are from 90s
[QUOTE=Stiffy360;43093751]So I like set the lightmap scale to 16 on my gigantic map. [t]http://cloud-2.steampowered.com/ugc/491187787907545791/6489B4DB6B253E2699E96302273DBCA73CB75288/[/t][/QUOTE] How long did it take to make all the displacement etc?
Working on an HD(ish) remake of classic 2fort from TFC: [IMG]http://cloud-2.steampowered.com/ugc/474299326547436254/8F574ED9086335A3A3A77F0AAD600AB5F59EFC29/[/IMG] More Pics (linked as to not blow up this post's size even more): [URL="http://cloud-4.steampowered.com/ugc/474299326547396042/DF1A9F84142F6EAB10605757DD407600FEC6C6C0/"]http://cloud-4.steampowered.com/ugc/474299326547396042/DF1A9F84142F6EAB10605757DD407600FEC6C6C0/[/URL] [URL="http://cloud-4.steampowered.com/ugc/474299326547390093/A974959AF9FE4F06FEA85737E806EA4BA415B5DC/"]http://cloud-4.steampowered.com/ugc/474299326547390093/A974959AF9FE4F06FEA85737E806EA4BA415B5DC/[/URL] [URL="http://cloud-3.steampowered.com/ugc/474299326547393196/BB171FEC44B2F412F52EE1D127ADEE286C781477/"]http://cloud-3.steampowered.com/ugc/474299326547393196/BB171FEC44B2F412F52EE1D127ADEE286C781477/[/URL]
Any tips to make this cave look more better? This cave has nothing to do with realism because of the green glowing fungus haha :D [t]http://cloud-2.steampowered.com/ugc/490062041487918355/D0A0981A94DC7EF26FC0F118B61F40D601400C8E/[/t] [t]http://cloud-4.steampowered.com/ugc/490062041487920037/E3A85BEF45D26FEBAAD0DD93555596ED27208C12/[/t] [t]http://cloud-2.steampowered.com/ugc/490062041487921807/5744E6D8F7B3C8AEC996FA1FBC53EA3FAC5DC152/[/t]
make those shroom's texture $selfillum, but only the tip (use a mask for that)
Question: In an open snowy forest map, what would be the most ideal way of constricting the player within the playable area, while still feeling/looking realistic (so no painfully obvious invisible walls)?
[QUOTE=Zay333;43110306]Question: In an open snowy forest map, what would be the most ideal way of constricting the player within the playable area, while still feeling/looking realistic (so no painfully obvious invisible walls)?[/QUOTE] Try a bunch of fences and cliffs.
[img_thumb]http://puu.sh/5FY1d.jpg[/img_thumb] Concept map for a light test, i've modified a bit cp_well's base light settings, with an overall stronger orange and a bit of pink
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