The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=TurtleeyFP;43175275]I think you're just supposed to use the breakable door model by itself, and it automatically breaks into gibs the more you hit it.[/QUOTE]
That's just the problem, when you break the door, only one gib stays behind and the actual door itself disappears. How the doors in Left 4 Dead advance goes like this: One model breaks, a gib spawns and a new model appears immediately. It will keep going through these stages until the door in the fourth image simply falls apart. Besides, L4D(2) uses a special script for these doors, and a prop_door_rotating entity in the Left 4 Dead Hammer editor has more options available as well. Is there some way to ''port'' the prop_door_rotating of that editor?
[editline]14th December 2013[/editline]
Edit: I looked up some things and came up with this:
[CODE] SetAnimation <string>
Force the prop to play the named animation.
SetDefaultAnimation <string>
Change the animation played when not in a random/forced sequence.
SetPlaybackRate <float>
Set the framerate at which animations are played.
SetBodyGroup <int>
Set the index of the visible $bodygroup.
TurnOn
TurnOff
Control the prop's visibility. [/CODE]
These are a few of the various inputs of a prop_dynamic, so apparently it is possible to do what I want to do.
[QUOTE=glitchvid;43175950]DX1 or DX3 ?[/QUOTE]
Clearly DX2. Looks familiar, like from the beginning of the game...
Progress of my lab.
[t]http://cloud-3.steampowered.com/ugc/487810853976310401/6C581B9856A8155AA433D7D02182F25F0D9BE68F/[/t]
[t]http://cloud-4.steampowered.com/ugc/487810853976317776/356787291F0A25A5F23D8F7D675F41C6E366C4F2/[/t]
[t]http://cloud-4.steampowered.com/ugc/487810853976321196/65FDD5117C20F58CF16CE59232D91C83E18FF585/[/t]
Streaming again~
Also let me know if it's annoying to bump the thread with this.
EDIT
=============================
Livestream over. For those of you that missed it you can watch it here.
[url]http://www.twitch.tv/planub/b/487453091[/url]
[t]http://imageshack.us/a/img62/9678/n9ds.jpg[/t]
[QUOTE=dum6azz;43185571][t]http://imageshack.us/a/img62/9678/n9ds.jpg[/t][/QUOTE]
What is this going to be? Looks great.
Compiled the map from the livestream.
Still needs a ton of work. Lighting is not final
[IMG]http://cloud-4.steampowered.com/ugc/488936743783629442/3348604568F0674ACD7255E23C63D4E28D98DFF3/[/IMG]
[IMG]http://cloud-3.steampowered.com/ugc/488936743783653565/F9A68482A05556AC480BF5AB4EE43CE104B1F641/[/IMG]
[IMG]http://cloud-3.steampowered.com/ugc/488936743783671865/C8B93A8691B83EBA757FDE9868A9B397CA659A88/[/IMG]
[IMG]http://cloud-2.steampowered.com/ugc/488936743783606582/50AAB08DC1F96D35C3F126D82F7783BF8F466568/[/IMG]
I like it.
Very nice livestreaming.
[QUOTE=opti2000;43185651]What is this going to be? Looks great.[/QUOTE]
It's gonna be part of small mappack.
[QUOTE=Stiffy360;43187558]Compiled the map from the livestream.
[/QUOTE]
You did a good job with those curved roads. Those can be a real pain to get looking good.
There's a new [URL="http://www.planetphillip.com/posts/3x10-competition-3-movieville/"]10x3 competition up on PlanetPhillip[/URL], the theme is Movies. Unfortunately I'm going on vacation and won't have a computer with me :c
Sorry for missing indicators, but heres something I've been working on.
[T]https://dl.dropboxusercontent.com/u/6027747/mapping/p2maps/project_a/screenshots/2013-12-15_00004.jpg[/T]
[T]https://dl.dropboxusercontent.com/u/6027747/mapping/p2maps/project_a/screenshots/2013-12-15_00005.jpg[/T]
[T]https://dl.dropboxusercontent.com/u/6027747/mapping/p2maps/project_a/screenshots/2013-12-15_00006.jpg[/T]
Updates:
[t]http://i.imgur.com/6o7yuqk.jpg[/t] [t]http://i.imgur.com/30eVtGD.jpg[/t]
[t]http://i.imgur.com/YKS6Yf8.jpg[/t] [t]http://i.imgur.com/mP9g7pL.jpg[/t]
[t]http://i.imgur.com/ikTJNX7.jpg[/t]
If you can leave any feedback I'll be thankful !
Working on a CS:GO map (for competitive) over on my [URL="http://www.twitch.tv/critdev"]Twitch[/URL] if you guys want to come check it out!
Here's just a small pic of the map (nothing too fancy yet):
[quote][img]http://files.1337upload.net/stupidsteam.jpg[/img][/quote]
[QUOTE=TurtleeyFP;43175275]I think you're just supposed to use the breakable door model by itself, and it automatically breaks into gibs the more you hit it.[/QUOTE]
I actually looked into breakable prop doors for Source 2013, and the results were not positive.
The L4D door models have a QC entry called "pound" under the door options keyvalue. This "pound" entry swaps the model of the door while still being a prop_door_rotating. From what I found, this only exists in L4D1 and above. If you look at some L4D beta gameplay, the Zombies use to open doors. Sadly, there is no way of getting this feature properly intergrated in Source 2013 without full sourcecode. However, you can still have doors that break apart when they receive too much damage. This would require a new doormodel (or a recompile of the old ones) to work sadly.
Other then that, the only other way to get this to work is to do it is I/O which is not always pretty. Too much entity spawning and swapping. I'll continue to look into this feature more. I think an edit in the cpp, and having it just swap the models like that could be a way. This is a feature is something I always wanted in the HL2 branch.
[QUOTE=reepblue;43194425]I actually looked into breakable prop doors for Source 2013, and the results were not positive.
The L4D door models have a QC entry called "pound" under the door options keyvalue. This "pound" entry swaps the model of the door while still being a prop_door_rotating. From what I found, this only exists in L4D1 and above. If you look at some L4D beta gameplay, the Zombies use to open doors. Sadly, there is no way of getting this feature properly intergrated in Source 2013 without full sourcecode. However, you can still have doors that break apart when they receive too much damage. This would require a new doormodel (or a recompile of the old ones) to work sadly.
Other then that, the only other way to get this to work is to do it is I/O which is not always pretty. Too much entity spawning and swapping. I'll continue to look into this feature more. I think an edit in the cpp, and having it just swap the models like that could be a way. This is a feature is something I always wanted in the HL2 branch.[/QUOTE]
I hope you can get it done, right now I have everything setup in a mind ruining way using 3 func_breakables, a env_shooter which spawns the last model as a physics entity. And the breakable entities serve for killing each door model and toggle visibility for the next one.
I changed the style of my deus ex inspired lab completely.
[t]http://cloud-3.steampowered.com/ugc/487810854052195062/2ECC080DA9F6C404E5D4F5840D4B8E987A984C10/[/t]
[t]http://cloud-2.steampowered.com/ugc/487810854052192473/9142EB614D0EFDA085474D600DF8FEF4FFD22F7A/[/t]
[t]http://cloud-4.steampowered.com/ugc/487810854052197057/8811D0D0E794B1DCE0FB83FAF11A519DB23109C8/[/t]
[QUOTE=opti2000;43201640]I changed the style of my deus ex inspired lab completely.
[t]http://cloud-3.steampowered.com/ugc/487810854052195062/2ECC080DA9F6C404E5D4F5840D4B8E987A984C10/[/t]
[t]http://cloud-2.steampowered.com/ugc/487810854052192473/9142EB614D0EFDA085474D600DF8FEF4FFD22F7A/[/t]
[t]http://cloud-4.steampowered.com/ugc/487810854052197057/8811D0D0E794B1DCE0FB83FAF11A519DB23109C8/[/t][/QUOTE]
Needs more orange colour correction
[QUOTE=sirdownloadsalot;43201709]Needs more orange colour correction[/QUOTE]
really?
[QUOTE=opti2000;43201723]really?[/QUOTE]
No, I was sarcastically referring to Deus Ex, like [URL="http://media.pcgamer.com/files/2011/05/Deus-Ex-Human-Revolution-Hands-On-01.jpg"]this[/URL] :v:
[QUOTE=opti2000;43201723]really?[/QUOTE]
[t]http://www.mobygames.com/images/shots/l/522930-deus-ex-human-revolution-windows-screenshot-introduction-in.jpg[/t]
I'd say more yellowish
Colour correction can be done in radii, so why not go crazy and do[I] both?[/I] :v:
[QUOTE=Merijnwitje;43201019]I hope you can get it done, right now I have everything setup in a mind ruining way using 3 func_breakables, a env_shooter which spawns the last model as a physics entity. And the breakable entities serve for killing each door model and toggle visibility for the next one.[/QUOTE]
I did manage to get it. Only downside is that it's hardcoded in.
[video=youtube;XRCBWrq7bkE]http://www.youtube.com/watch?v=XRCBWrq7bkE[/video]
Reepblue can do everything FYI.
I was looking back at some of my unfinished maps, and I stumbled upon this.
[t]http://imageshack.us/a/img4/2311/testmap20003.jpg[/t]
[t]http://imageshack.us/a/img442/4051/bloc01a0005.jpg[/t]
Its nothing amazing, but I really want to finish it and make some gameplay for it, now only if I still had the map and all the content for it...
I still love the specular on those red tarps in the last image. So pretty for Source.
Also, @reepblue, would you be willing to put up the code for that?
So I'm releasing that one big bugfix update for GM_BigIsland and this screenshot happened
[url=http://cloud-2.steampowered.com/ugc/451782275610437042/A3CC5A7AF34D86B05183E5AD016FE1A5DEF955C7/][img]http://cloud-2.steampowered.com/ugc/451782275610437042/A3CC5A7AF34D86B05183E5AD016FE1A5DEF955C7/1024x435.resizedimage[/img][/url]
[QUOTE=Armageddon104;43207162]Also, @reepblue, would you be willing to put up the code for that?[/QUOTE]
I would like to, but I'm gonna use it first so I can improve it as I go along first.
[QUOTE=Sam Za Nemesis;43207544]In City 17 Episode One we've done L4D style breakable doors with only prop health data and hammer before Quarter Life would code them, worked pretty well[/QUOTE]
Seem's like a better way of doing it, however I think I would need to recompile the door models to use this method, and I had issues doing so. I'll look into this more, thanks.
[t]http://i.imgur.com/eoWzTJi.jpg[/t]
Is the halo effect distracting?
Also, can i set the sprite draw distane somewhere?
You should stick to just a glow, the halo looks oddly out of place.
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