The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=oskutin;43339963]I'll think you should remove the underground trainstation entirely and make new trainstation to the surface track.[/QUOTE]
Maybe try something like this:
[img]http://s0.geograph.org.uk/geophotos/02/67/72/2677209_a2f14808.jpg[/img]
Layout:
[img]http://www.nationalrail.co.uk/SME/html/NRE_GRH/images/plans/1968_thumb.jpg[/img]
This is one of the train stations close to me, and I live just outside Glasgow.
Something I worked on for a couple hours:
[t]https://dl.dropboxusercontent.com/u/69387792/screenshots/env_art/hall%20way0002.jpg[/t]
[t]http://fuskbugg.se/file/tpW80w/oops.jpg[/t]
welcome to hell
[QUOTE=Hellsten;43350422][t]http://fuskbugg.se/file/tpW80w/oops.jpg[/t]
welcome to hell[/QUOTE]
So your detail sprites are actually models? I'm confused
Yeah I switched to models a while back.
This screenshot isn't new btw, I just accidentally found it in my list of uploaded files and it made me laugh. I think I took it when I was going to take a look at the map again but must have forgot to compile the models before running the game.
[editline]30th December 2013[/editline]
Does anyone know if it's possible to use the hammer located in the Garry's Mod bin folder?
[editline]30th December 2013[/editline]
I've tried making a gameconfig.txt for it but it just won't launch.
Do you have any recent pictures of that map?
[QUOTE=Hellsten;43351504]Yeah I switched to models a while back.
This screenshot isn't new btw, I just accidentally found it in my list of uploaded files and it made me laugh. I think I took it when I was going to take a look at the map again but must have forgot to compile the models before running the game.
[editline]30th December 2013[/editline]
Does anyone know if it's possible to use the hammer located in the Garry's Mod bin folder?
[editline]30th December 2013[/editline]
I've tried making a gameconfig.txt for it but it just won't launch.[/QUOTE]
I have no idea, never even noticed it before you mentioned it. Mine seems to only have options for mapping for CS:S, DoD:S, and TF2 though (which regardless don't launch anyway).
[QUOTE=WitheredGryphon;43347889]Something I worked on for a couple hours:
[t]https://dl.dropboxusercontent.com/u/69387792/screenshots/env_art/hall%20way0002.jpg[/t][/QUOTE]
The tiles are so thick :S
Other than that everything looks nice.
[editline]30th December 2013[/editline]
[QUOTE=Hellsten;43350422][t]http://fuskbugg.se/file/tpW80w/oops.jpg[/t]
welcome to hell[/QUOTE]
At first i thought it is a field with a lot of red roses but then i zoomed in :P
[QUOTE=Hellsten;43351504]
[editline]30th December 2013[/editline]
Does anyone know if it's possible to use the hammer located in the Garry's Mod bin folder?
[editline]30th December 2013[/editline]
I've tried making a gameconfig.txt for it but it just won't launch.[/QUOTE]
Nope doesn't work, might need Garry to fix it.
[QUOTE=Hellsten;43350422][t]http://fuskbugg.se/file/tpW80w/oops.jpg[/t]
welcome to hell[/QUOTE]
This would make an excellent 404 page.
[QUOTE=~ZOMG;43333943]Anyone got any packs of overlays/decals for road markings and such?[/QUOTE]
Sorry for being annoying, but anyone? I know I've seen a few lingering about, but I never paid attention because I've never needed them, until now.
I'm just looking for stuff like crossings, white and yellow lines. Very basic stuff, nothing too ridiculous.
I love Firegod's skyboxes
[t]https://dl.dropboxusercontent.com/u/69387792/screenshots/env_art/test_map0000.jpg[/t]
[QUOTE=~ZOMG;43359442]Sorry for being annoying, but anyone? I know I've seen a few lingering about, but I never paid attention because I've never needed them, until now.
I'm just looking for stuff like crossings, white and yellow lines. Very basic stuff, nothing too ridiculous.[/QUOTE]
L4D2 has some in pak01 located in Steam\steamapps\common\left 4 dead 2\left4dead2_dlc3
Anyone ever play Medal of Honor: Allied Assault?
I'm recreating the snowy park map as a CS:GO Arms Race map.
It's getting there...
Having a lot of issues with the paths. Tried them two different ways so far and I don't like either. Also having issues w/ displacement lighting but whatever. I'll get around to fixing or re-doing it here eventually.
EARLY WIP:
[img]http://farm3.staticflickr.com/2805/11656340436_a86a237255_o.png[/img]
MOHAA you say?
Latest WIP:
[img]http://i.imgur.com/6PWpP3h.jpg[/img]
One I never bothered to finish:
[img]http://i.imgur.com/l5D2IKq.jpg[/img]
[QUOTE=Spherix;43361169]MOHAA you say?
Latest WIP:
One I never bothered to finish:
[/QUOTE]
Beautiful brushwork!
I need to work on my displacement skills.
Not a single displacement in either of them yet ;-). I don't plan to continue the last one (Destroyed Village) as I merely used it to get back into Hammer after 8 years of absence :D. Doesn't really fit any gameplay mode currently in CS:GO as far as I'm concerned, so not bothering.
Southern France will be mainly deathmatch/arms race too. It plays brilliantly with bots already 16vs16. If you need any assistance with porting stuff from MOHAA, let me know.
[QUOTE=cold020;43361150]Anyone ever play Medal of Honor: Allied Assault?
I'm recreating the snowy park map as a CS:GO Arms Race map.
It's getting there...
Having a lot of issues with the paths. Tried them two different ways so far and I don't like either. Also having issues w/ displacement lighting but whatever. I'll get around to fixing or re-doing it here eventually.
EARLY WIP:
[img]http://farm3.staticflickr.com/2805/11656340436_a86a237255_o.png[/img][/QUOTE]
Oh man I loved playing that games multiplayer. Well until my brother figured out you can easily no scope one shot someone with the sniper upgrade since it apparently had perfect accuracy even when not scoped in that is.
[QUOTE=wazanator;43360655]L4D2 has some in pak01 located in Steam\steamapps\common\left 4 dead 2\left4dead2_dlc3[/QUOTE]
It has like three textures, and they're for parking bays. I meant stuff more like the lines at the side of the road.
[QUOTE=WitheredGryphon;43359992]I love Firegod's skyboxes
[t]https://dl.dropboxusercontent.com/u/69387792/screenshots/env_art/test_map0000.jpg[/t][/QUOTE]
I love you just as much for using them.
[QUOTE=Spherix;43361276]Not a single displacement in either of them yet ;-). I don't plan to continue the last one (Destroyed Village) as I merely used it to get back into Hammer after 8 years of absence :D. Doesn't really fit any gameplay mode currently in CS:GO as far as I'm concerned, so not bothering.
Southern France will be mainly deathmatch/arms race too. It plays brilliantly with bots already 16vs16. If you need any assistance with porting stuff from MOHAA, let me know.[/QUOTE]
Could be pretty fun seeing these in Day of Defeat though!
[QUOTE=Firegod522;43362691]I love you just as much for using them.[/QUOTE]
Is there any licensing for them? Because i kinda released my mod with them in it without noticing...
[QUOTE=~ZOMG;43362687]It has like three textures, and they're for parking bays. I meant stuff more like the lines at the side of the road.[/QUOTE]
I found a post referencing them, so it's a good starting point:
[url]http://facepunch.com/showthread.php?t=1250104&p=41981416&viewfull=1#post41981416[/url]
I'd search more, but I haven't slept in 20~ hours and want to.
[QUOTE=ashton93;43363053]Could be pretty fun seeing these in Day of Defeat though![/QUOTE]
Yeah I've been asked to finish it for DOD:S one day.. I've got my hands full on my CTF gamemode, a contest map and the Southern France maps atm :x And then theres the kz_ community that requests more maps ;o
Did some more work on that breakable door, still needs one major correction though.
[video=youtube;B1fRwSmG0Nc]http://www.youtube.com/watch?v=B1fRwSmG0Nc&feature=youtu.be[/video]
The thing is, when you break the door while it's open, the door in the last state will spawn as a physics prop in closed position. I'm using a env_shooter, which doesn't have any option to change the angles using a input.
Another problem is when the prop spawns, every time it uses a random body group. The other moment it has got a lock, other time not or the lock is in the other direction. Is there any way to make sure the bodygroup is defaulted to 0?
[QUOTE=Merijnwitje;43367803]Did some more work on that breakable door, still needs one major correction though.
[video=youtube;B1fRwSmG0Nc]http://www.youtube.com/watch?v=B1fRwSmG0Nc&feature=youtu.be[/video]
The thing is, when you break the door while it's open, the door in the last state will spawn as a physics prop in closed position. I'm using a env_shooter, which doesn't have any option to change the angles using a input.
Another problem is when the prop spawns, every time it uses a random body group. The other moment it has got a lock, other time not or the lock is in the other direction. Is there any way to make sure the bodygroup is defaulted to 0?[/QUOTE]
Fire a concommand at it or an output from a relay/trigger to set it's bodygroup.
That's just the issue, you can't set a name to that door when it spawns at all.
[QUOTE=Merijnwitje;43369618]That's just the issue, you can't set a name to that door when it spawns at all.[/QUOTE]
You can set the names of spawned entities using a point_template so why can't you do it for that door?