The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[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]
Those orange ones would be perfect for a rainy night on the highway!
Overly analytical post time!
In real life, the IBC requires stairs to have a tread length of at least 11" (or shorter if a nosing extends it to 11") and a riser height of at most 7". This means a maximum slope of around 33 degrees, which is (not so) coincidentally the slope of Valve's standard 12x8 unit stair.
Although other codes may differ in the specifics, the slope they end up with is roughly the same: 30-35 degrees.
Now I'm not saying that the ancient temple ruins in question should be built to modern code, but this code was created for a reason: 1:1 (or steeper) stairs are hard to walk up, and were rarely used even before the development of standardized building codes. Heck, even the ancient Greeks built their stairs at a 33-34 degree incline.
So go with the Valve 12x8 stair; its the steepest you can go without being unrealistic. (16x8 is also valid, but takes up more space)
I sometimes go 16x16 if I'm in a really tight spot where I need a spiral staircase or something.
12x8 is great if you want to use the stock railing textures.
16x8 works for wide, outdoors steps. E.g. [url]http://en.wikipedia.org/wiki/Potemkin_Stairs[/url]
[QUOTE=Sam Za Nemesis;43121876]Make it a particle, they have soft-clipping[/QUOTE]
But only within 192 units.
Also you might want to look into world space glow, as that doesn't do any depth testing when drawing, using an occlusion query on a proxy sphere to set the sprite alpha.
[QUOTE=BMCHa;43130145]But only within 192 units.
Also you might want to look into world space glow, as that doesn't do any depth testing when drawing, using an occlusion query on a proxy sphere to set the sprite alpha.[/QUOTE]
Yeah soft particles are pretty much nonexistent and useless for light glows that large since it's only within 192 units.
World Space Glow will not work at all though because it's a glow in the air and having the sprite disappear only halfway would be very unrealistic, the center sprite can be and probably already is a world space glow.
Additive is the best you can do, and if you're consistent with them it won't stand out too much. Look at the mod Flesh, does a similar thing.
[QUOTE=Armageddon104;43130228]Yeah soft particles are pretty much nonexistent and useless for light glows that large since it's only within 192 units.
World Space Glow will not work at all though because it's a glow in the air and having the sprite disappear only halfway would be very unrealistic, the center sprite can be and probably already is a world space glow.
Additive is the best you can do, and if you're consistent with them it won't stand out too much. Look at the mod Flesh, does a similar thing.[/QUOTE]
Yeah, I started off with World Space Glow, but like you said, it would look odd with the sprites disappearing behind any object, which is why I went with additive despite its flaws. I'll take a look at Flesh and see if I can get any ideas from it.
Have you considered making sprite a billboard (I think that's env_sprite_oriented in source engine? It'd be a sprite that only rotates around one axis - vertical) and drawing it with the bottom smoothly fading out (the texture would be doing so). While it wouldn't properly soft-clip against the objects, at least it would not be noticeable against the ground.
I've been working on this map for the better almost 2 months now and its one of the first maps that I have actually been able to work on without hitting mappers block and stopping the project entirely, so technically it is my first map but I have been mapping for the past few years. The map is almost done and I only have a few more rooms to develop and lighting to do, I know the basics of lighting but I am unsure what I should do for this map in particular. I am linking the album of images because there are 19 and I don't want to flood the thread.
[B]Album[/B]
[URL="http://imgur.com/a/YWD5z"]http://imgur.com/a/YWD5z[/URL]
The map is inspired by a F.E.A.R. 2 level based at a school which has an underground facility that is used for testing on the students. The main entrance to the facility is through a main elevator that is an entire floor that is lowered. Other entrances are through breakable 1 way white boards that are in class rooms that will be on the right of the the first image (I haven't started on that area yet). The map is being developed for Trouble in Terrorist Town so I will been adding more passage ways, vents and rooms, but I have put that all on hold until I can figure out this lighting.
I saw this image the other day [URL="http://i.imgur.com/vOT3sBa.png"]http://i.imgur.com/vOT3sBa.png[/URL] from earlier in the thread, I looked into how doing the grate shadow but it was inconclusive because env_projectedtextures is temperamental. But the other thing I saw was how he did his wall lights with them projecting light onto the walls and I have tried to recreate it but am having difficulty and am wondering what light entity you would use to mimic the effect.
Constructive criticism welcome!
Thanks
EDIT: Forgot to add that I disabled lighting in the images of my map and the grass textures inside the underground facility used to be white textures that emitted light but I changed my mind about them and have temporarily changed the texture to grass.
Why did you disable light?
[QUOTE=Stiffy360;43140112]Why did you disable light?[/QUOTE]
Current lighting I have does not fit the setting and some areas and others haven't been lit at all. Here are 3 albums from a week or so ago and later that I upload that have lighting enabled. [URL="http://imgur.com/a/fGu31"]http://imgur.com/a/fGu31[/URL], [URL="http://imgur.com/a/tW1Mn"]http://imgur.com/a/tW1Mn[/URL], [URL="http://imgur.com/a/6re9s"]http://imgur.com/a/6re9s[/URL].
The blue lighting that comes from the gaps in the walls is the only lighting that I am comfortable with.
[QUOTE=glata;43140188]Current lighting I have does not fit the setting and some areas and others haven't been lit at all. Here are 3 albums from a week or so ago and later that I upload that have lighting enabled. [URL="http://imgur.com/a/fGu31"]http://imgur.com/a/fGu31[/URL], [URL="http://imgur.com/a/tW1Mn"]http://imgur.com/a/tW1Mn[/URL], [URL="http://imgur.com/a/6re9s"]http://imgur.com/a/6re9s[/URL].[/QUOTE]
Still looks better than without lighting.
Csi-fi scenes typically have lots of non-bright lights (added together they make a scene well-lit) so I'd go with light strips, inset lights, and perhaps fluorescent.
[QUOTE=Stiffy360;43140211]Still looks better than without lighting.
Csi-fi scenes typically have lots of non-bright lights (added together they make a scene well-lit) so I'd go with light strips, inset lights, and perhaps fluorescent.[/QUOTE]
That is the effect I am hoping to achieve but am having trouble doing so.
In that image I reference in my first post with the wall lighting, how would I achieve that? I thought light_spot would help but either it can't be done that one or I am simply doing it wrong.
[QUOTE=glata;43140044]I've been working on this map for the better almost 2 months now and its one of the first maps that I have actually been able to work on without hitting mappers block and stopping the project entirely, so technically it is my first map but I have been mapping for the past few years. The map is almost done and I only have a few more rooms to develop and lighting to do, I know the basics of lighting but I am unsure what I should do for this map in particular. I am linking the album of images because there are 19 and I don't want to flood the thread.
[B]Album[/B]
[URL="http://imgur.com/a/YWD5z"]http://imgur.com/a/YWD5z[/URL]
The map is inspired by a F.E.A.R. 2 level based at a school which has an underground facility that is used for testing on the students. The main entrance to the facility is through a main elevator that is an entire floor that is lowered. Other entrances are through breakable 1 way white boards that are in class rooms that will be on the right of the the first image (I haven't started on that area yet). The map is being developed for Trouble in Terrorist Town so I will been adding more passage ways, vents and rooms, but I have put that all on hold until I can figure out this lighting.
I saw this image the other day [URL="http://i.imgur.com/vOT3sBa.png"]http://i.imgur.com/vOT3sBa.png[/URL] from earlier in the thread, I looked into how doing the grate shadow but it was inconclusive because env_projectedtextures is temperamental. But the other thing I saw was how he did his wall lights with them projecting light onto the walls and I have tried to recreate it but am having difficulty and am wondering what light entity you would use to mimic the effect.
Constructive criticism welcome!
Thanks
EDIT: Forgot to add that I disabled lighting in the images of my map and the grass textures inside the underground facility used to be white textures that emitted light but I changed my mind about them and have temporarily changed the texture to grass.[/QUOTE]
I think it looks pretty good except for that metal texture you use on everything
[QUOTE=wazanator;43140703]I think it looks pretty good except for that metal texture you use on everything[/QUOTE]
It is part of the PK02 pack and it easily enough replaced if I find a texture more suitable but I think its works well enough
EDIT: Thanks for the help guys, its all working now.
[img_thumb]http://cloud-4.steampowered.com/ugc/703982671871440139/D63C34CBF6C164B19218CB22B2C4BDD6B2C66684/[/img_thumb]
[img_thumb]http://cloud-2.steampowered.com/ugc/703982671871434631/12C11F909805E0B3B122428940DDBA1D7FB98E0E/[/img_thumb]
[img_thumb]http://cloud-2.steampowered.com/ugc/685968910597866944/3EDAC62DF9B05057F294FD2BC90F40E9B6006E11/[/img_thumb]
Not sure about the light drafts position, but I don't want to waste several hours being picky when there's still a lot to make.
Pretty ugly building(based on photo reference), fully created in hammer. I don't think that I will come back in source mapping soon, so this will probably become one of my dead projects.
[img]http://cs409418.vk.me/v409418639/7a06/flyAup01Np8.jpg[/img]
[img]http://cs409418.vk.me/v409418639/7a10/XBMnmMFI9Vs.jpg[/img]
I would only complain about the colors and lighting, other than that it looks really good.
[URL="http://cloud-2.steampowered.com/ugc/702857409216120048/4643620C252918D79E61C6AED639E7CF939CFEAA/"]So I got propper working. :v:[/URL]
[editline]11th December 2013[/editline]
fear my arsenal of roflkets
[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]
those would look nice as distant lights, but once the player gets close to them he will guess its a sprite by observing the clipping that it makes with the ground and how it turns towards the player all the time. You can still make it look more interesting by adding an overall noise overlay on the player's screen, this way those sprites wont look too static, but i guess going with sprites instead of particles is a primitive way to be going about it
I personally think he would be better off using env_lightglow maybe?
[QUOTE=Stiffy360;43153811]I personally think he would be better off using env_lightglow maybe?[/QUOTE]
I don't know, I was trying to go more for the light-being-emitted-on-fog look rather than a light flare. What you had in mind could be pretty useful in combination, though.
I could go with making it a particle, but I would probably have to worry about sprites noticeably moving around and such. Y'all reckon there's a way to make a fog particle that doesn't move around too much?
Have you tried just using two env_lightglows to make a bright core with a dim semi translucent outer area? I'm relatively certain it's alpha level can be changed, am I wrong?
[QUOTE=maxdin97;43149833]Pretty ugly building(based on photo reference), fully created in hammer. I don't think that I will come back in source mapping soon, so this will probably become one of my dead projects.
[img]http://cs409418.vk.me/v409418639/7a06/flyAup01Np8.jpg[/img]
[img]http://cs409418.vk.me/v409418639/7a10/XBMnmMFI9Vs.jpg[/img][/QUOTE]
Not bad, many people forget about building's details in cities maps.
[QUOTE=:smugspike:;43154400]Have you tried just using two env_lightglows to make a bright core with a dim semi translucent outer area? I'm relatively certain it's alpha level can be changed, am I wrong?[/QUOTE]
The problem is that they scale like a Glow sprite so it will look like the fog is expanding thee further away you get. Additive sprite will work just fine.
[QUOTE=dum6azz;43158654]WIP
[t]http://imageshack.us/a/img132/961/qkwq.jpg[/t][/QUOTE]
Wow, that really reminds me of that screenshot of 01 (I know this is suppose to be 00) that GameInformer had in March 2010. Awesome work.
[QUOTE=reepblue;43159388]Wow, that really reminds me of that screenshot of 01 (I know this is suppose to be 00) that GameInformer had in March 2010. Awesome work.[/QUOTE]
Exactly, I love that atmosphere from GI screens and using them as reference.
[QUOTE=Stiffy360;42977159]I made the roof myself, the tree, the ivy, and the rock come with CS:GO.[/QUOTE]
Not too shabby
I stopped mapping a while ago, you will have to tell me if I was actually any good.
[t] http://i814.photobucket.com/albums/zz62/wigleg/Map/c1_hotel_room0006.jpg [/t]
[t] http://i814.photobucket.com/albums/zz62/wigleg/Map/c1_hotel_room0011.jpg [/t]
[t] http://i814.photobucket.com/albums/zz62/wigleg/Map/c1_hotel_room0008-1.jpg [/t]
[t] http://i814.photobucket.com/albums/zz62/wigleg/Map/c1_hotel_room0005.jpg [/t]
[t] http://i814.photobucket.com/albums/zz62/wigleg/Map/c1_hotel_room0014.jpg [/t]
[t] http://i814.photobucket.com/albums/zz62/wigleg/Map/c1_hotel_room0013.jpg [/t]
So, was I?
[b]Edit[/b]
Found some more!
[t] http://i814.photobucket.com/albums/zz62/wigleg/c1_hotel_room0000.jpg [/t]
[t] http://i814.photobucket.com/albums/zz62/wigleg/c1_hotel_room0001.jpg [/t]
and a really old one
[t] http://i814.photobucket.com/albums/zz62/wigleg/hl22011-09-3021-12-34-59.jpg [/t]
Livestreaming if anyone cares. I'm making an rp map for whatever.
[url]http://www.twitch.tv/planub[/url]
It's over, Thanks for watching the 12 people that did.
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