The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=pac0master;43109629]How long did it take to make all the displacement etc?[/QUOTE]
not too long actually. This is rather unrefined, so it didn't take nearly as long as other pieces of terrain.
Source vmf for those who want it as well.
[url]https://www.dropbox.com/s/eikatwufuh1zrur/gm_coldsnow_src.7z[/url]
[QUOTE=Stiffy360;43111847]not too long actually. This is rather unrefined, so it didn't take nearly as long as other pieces of terrain.
Source vmf for those who want it as well.
[url]https://www.dropbox.com/s/eikatwufuh1zrur/gm_coldsnow_src.7z[/url][/QUOTE]
Do you have any techniques or tricks for making discplacements like that? I always screw mine up, and also, can I use materials like the skybox or water for my own maps?
[QUOTE=lionheart1066;43111927][img_thumb]http://cloud-4.steampowered.com/ugc/703982671800476052/A5E90FEA850BEBD543BF3C7BCA7D7EC5C3224CC4/[/img_thumb][/QUOTE]
Those 1:1 stairs :<
[IMG]http://i.imgur.com/rcAqC4F.jpg[/IMG]
I can't for the life of me figure out why this is happening. I've tried remaking the brush and moving all the geometry into a new map, but it still does this. Anyone have any ideas? There's nothing leaked.
[QUOTE=opti2000;43110071]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[/QUOTE]
Those shrooms are from Fallout 3 aren't they?
[QUOTE=Strider_07;43113381][IMG]http://i.imgur.com/rcAqC4F.jpg[/IMG]
I can't for the life of me figure out why this is happening. I've tried remaking the brush and moving all the geometry into a new map, but it still does this. Anyone have any ideas? There's nothing leaked.[/QUOTE]
Are the wooden beams func_detailed? Sometimes holes will appear if you have complex, non func_detail geometry.
[QUOTE=Flyguy13;43113950]Are the wooden beams func_detailed? Sometimes holes will appear if you have complex, non func_detail geometry.[/QUOTE]
Yeah, I func_detailed them. There's another brush atop that one that has the hole in it too, so it's like it randomly covered one triangle with nodraw
[QUOTE=ExplosiveCheese;43112455]Do you have any techniques or tricks for making discplacements like that? I always screw mine up, and also, can I use materials like the skybox or water for my own maps?[/QUOTE]
This was hand-painted and I used flat displacement blocks.
You can use anything in the map as long as you give credit where it's due.
[QUOTE=lionheart1066;43111927][img_thumb]http://cloud-4.steampowered.com/ugc/703982671800476052/A5E90FEA850BEBD543BF3C7BCA7D7EC5C3224CC4/[/img_thumb][/QUOTE]
Use a slightly lighter orange, a torch in real life wouldn't be that orange, also use displacements in the put in the area with ruble and sand for a more realistic sandy feel. Oh almost forgot on the ceiling use the sun shaft model and light spotlight together. Thats all the things I can think of.
[QUOTE=ExplosiveCheese;43112455]Do you have any techniques or tricks for making discplacements like that? I always screw mine up, and also, can I use materials like the skybox or water for my own maps?[/QUOTE]
I personally just started trying to do them in 3DS max using [url=http://dev.wallworm.com/topic/44/displacements.html]wall wurm[/url] and found it to be a ton easier then using hammer.
[url]http://youtu.be/Ch_XFF5_bW8[/url]
[QUOTE=samuel2213;43098529]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][/QUOTE]
that looks cool, but if you replaced the concrete behind those buttons with like a clean black surface, it would look cooler
I just turned the brush into a func_detail which seems to have fixed it. It's not sealing the map and doesn't affect the lighting so whatever I guess.
Not much, but I'm experimenting with some sprites. I'm trying to go for the street-lamps-in-foggy-weather look.
[t]http://i.imgur.com/MMc4B9f.jpg[/t]
[t]http://i.imgur.com/SFgv6ty.jpg[/t]
Sure as hell would be nice to get soft-clipping working for the sprites in Source.
[QUOTE=Skerion;43116576]Not much, but I'm experimenting with some sprites. I'm trying to go for the street-lamps-in-foggy-weather look.
[t]http://i.imgur.com/MMc4B9f.jpg[/t]
[t]http://i.imgur.com/SFgv6ty.jpg[/t]
Sure as hell would be nice to get soft-clipping working for the sprites in Source.[/QUOTE]
That's a really nice effect, is it just a huge custom sprite?
[QUOTE=Strider_07;43117299]That's a really nice effect, is it just a huge custom sprite?[/QUOTE]
It's just one of the default sprites scaled up to 32 or 64, specifically the one that's kinda dim. Forgot what the texture name was. Also, the smaller light is a separate sprite.
[QUOTE=SirLemon;43115075]that looks cool, but if you replaced the concrete behind those buttons with like a clean black surface, it would look cooler[/QUOTE]
I know, that is simply a placeholder until I get all the holograms wired up and sorted out.
[QUOTE=Skerion;43117343]It's just one of the default sprites scaled up to 32 or 64, specifically the one that's kinda dim. Forgot what the texture name was. Also, the smaller light is a separate sprite.[/QUOTE]
That's an interesting way of going about it, I never would have thought of layering them. It looks good, though
[QUOTE=seba079;43113096]Those 1:1 stairs :<[/QUOTE]
What's wrong with this?
[QUOTE=seba079;43113096]Those 1:1 stairs :<[/QUOTE]
[QUOTE='[CWG]RustySpannerz;43118798']What's wrong with this?[/QUOTE]
That's what I was thinking, standard stair size is 8x8 / 12x8
[QUOTE=fear me;43113814]Those shrooms are from Fallout 3 aren't they?[/QUOTE]
Yes they are from new vegas.
[QUOTE=GameDev;43119606]That's what I was thinking, standard stair size is 8x8 / 12x8[/QUOTE]
When did you last see 1:1 stairs in real life? I use 16x8, since that's what most of the decent looking stair textures are mapped to.
12x8 is the standard size for TF2 stairs.
[QUOTE=Sam Za Nemesis;43121876]Make it a particle, they have soft-clipping[/QUOTE]
Wait, particles actually have soft-clipping? Sweeto.
Does that only apply to the newer games like CSGO, or does it work with any other Source game?
[t]http://f2.braxupload.se/kpsis8.jpg[/t]
finally got instancing to work, god damn this is so much easier now
[QUOTE=Giraffen93;43124658][t]http://f2.braxupload.se/kpsis8.jpg[/t]
finally got instancing to work, god damn this is so much easier now[/QUOTE]
I've never used instancing, can you explain exactly what it made easier?
[QUOTE='[CWG]RustySpannerz;43124700']I've never used instancing, can you explain exactly what it made easier?[/QUOTE]
make one street lamp in an instance, place the instance 20 times
if you want to edit the brightness on all of them you edit the instance and all of them get updated.
Protip don't instance displacements
[QUOTE=seba079;43124801]Protip don't instance displacements[/QUOTE]
Would you mind telling why?
They break in all sorts of ways, including but not limited to warping oddly at the edges. I'm not sure if this is limited to the TF2 editor, but being that the feature was kinda shoehorned in I think it should work fine in other versions. Can anyone provide more insight on this?
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