The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
Anyone here ever played "Soldier of Fortune 2"? That was my first shooter i've ever played. Now i am recreating it for source :)
[I]First Mission: Prague rescuing Dr. Ivanovich[/I]
[t]http://cloud-4.steampowered.com/ugc/666831156962759058/676D711C6659CB1D46C4439C1ADE400110373F32/[/t]
[t]http://cloud-3.steampowered.com/ugc/666831156962761099/E797030BC70DC5D58B63C9E26B78045D1FEA3D8C/[/t]
[t]http://cloud-2.steampowered.com/ugc/666831156962763370/CEB37ECA1991907FE6C63646F2BB0C5F57851DC4/[/t]
[t]http://cloud-4.steampowered.com/ugc/666831156962765478/8C454665736ABECC5654EDD39F85C85211A5F2CB/[/t]
[t]http://cloud-4.steampowered.com/ugc/666831156962767351/DD0D51425F206866F661F7482ADB1BA50117A8E8/[/t]
Reminded me of Thief at first.
[QUOTE=Armageddon104;43458507]Reminded me of Thief at first.[/QUOTE]
Damn i failed...
Hey ya'll, haven't posted in this thread before, but it seems fun.
Here's the map I'm finishing up now for TF2, developed an entirely new theme just for this map:
[T]http://i.imgur.com/1IvLQ60.jpg[/T]
I've been experimenting with Carve tool.
Here's a pic:
[thumb]http://img202.imageshack.us/img202/1346/s93j.jpg[/thumb]
Do you know how to do this kind of shapes faster?
Manual vertex manipulation. Carve works sometimes, but I still don't suggest using it since there's a possibility it creates microbrushes or other errors. (don't quote me on that, but I still wouldn't trust it).
Carve tool is harmless if used correctly.
[QUOTE=Eleryn;43460496]Hey ya'll, haven't posted in this thread before, but it seems fun.
Here's the map I'm finishing up now for TF2, developed an entirely new theme just for this map:
[T]http://i.imgur.com/1IvLQ60.jpg[/T][/QUOTE]
This looks really great and fits the tf2 theme surprisingly well!
[editline]8th January 2014[/editline]
[QUOTE=Exi;43462858]Carve tool is harmless if used correctly.[/QUOTE]
Carve is useless and inefficient if one has enough skill manipulating solids.
[QUOTE=Exi;43462858]Carve tool is harmless if used correctly.[/QUOTE]
The brush you're using to carve need to be longer in width/height than the brush you're carving.
Or else it'll create brushes around the carve brush.
Then just ungroup the final product.
[QUOTE=Jukka K;43462734]Manual vertex manipulation. Carve works sometimes, but I still don't suggest using it since there's a possibility it creates microbrushes or other errors. (don't quote me on that, but I still wouldn't trust it).[/QUOTE]
I quoted you. What are you gonna do about it?
[t]http://i.imgur.com/Lbyzzro.jpg[/t]
remade most of the geometry, a lot better optimized now
any good decals/props i could place here to make it look better?
[QUOTE=Giraffen93;43464099][t]http://i.imgur.com/Lbyzzro.jpg[/t]
remade most of the geometry, a lot better optimized now
any good decals/props i could place here to make it look better?[/QUOTE]
I'd suggest getting some dirt decals and putting them some places at the ground. Close to the grass maybe? And also other places on the map. It gives it a lot more detail IMO
[QUOTE=Giraffen93;43464099][t]http://i.imgur.com/Lbyzzro.jpg[/t]
remade most of the geometry, a lot better optimized now
any good decals/props i could place here to make it look better?[/QUOTE]
Cars need a place to park, there's no lines anywhere and typically parking on curbs is for firetrucks here (it's a fineable offense otherwise if you do).
Also you don't really need two trashcans right next to each other. I would also suggest taking a look at [url="https://www.google.com/search?q=sidewalk&espv=210&es_sm=93&source=lnms&tbm=isch&sa=X&ei=q7PNUv3ZEun52wXss4Bo&ved=0CAkQ_AUoAQ&biw=1366&bih=667"]these[/url] and notice how the edges of them are usually brighter than the center. You might look into making a slightly brighter texture than the middle and outlining your sidewalk with it. Or if not then at least stylizing the edges to be different from the middle.
Also if that's a street next to the sidewalk you should try making a curb for it like these:
[t]http://www.wsdot.wa.gov/NR/rdonlyres/3ED43BDE-20DD-4D66-995B-DD3E2F3DE0B5/0/photo23C.jpg[/t]
[t]http://ditmasparkcorner.com/wp-content/uploads/sites/2/2013/08/dpc_bluestone_sidewalk_argyle-bev.jpg[/t]
A car prop would also do nicely (I don't know the background of the map so maybe there wouldn't be cars) in the parking lines mentioned above.
[QUOTE=Exi;43462858]Carve tool is harmless if used correctly.[/QUOTE]
Although I agree, it's much faster in the long run by using the clip tool and vertex manipulation. For carve you have to make extra brushes just to get deleted in the end, rather than dividing what you already have.
Especially because the hotkeys are right next to eachother, shift + x / shift + c
[QUOTE=Giraffen93;43464099][t]http://i.imgur.com/Lbyzzro.jpg[/t]
remade most of the geometry, a lot better optimized now
any good decals/props i could place here to make it look better?[/QUOTE]
Those doors looks like ones you would put in a bunker or something. They don't fit on that building at all.
[QUOTE=ThePhailed;43464390]I'd suggest getting some dirt decals and putting them some places at the ground. Close to the grass maybe? And also other places on the map. It gives it a lot more detail IMO[/QUOTE]
i don't have any good ones
[QUOTE=WitheredGryphon;43464985]Cars need a place to park, there's no lines anywhere and typically parking on curbs is for firetrucks here (it's a fineable offense otherwise if you do).
Also you don't really need two trashcans right next to each other. I would also suggest taking a look at [url="https://www.google.com/search?q=sidewalk&espv=210&es_sm=93&source=lnms&tbm=isch&sa=X&ei=q7PNUv3ZEun52wXss4Bo&ved=0CAkQ_AUoAQ&biw=1366&bih=667"]these[/url] and notice how the edges of them are usually brighter than the center. You might look into making a slightly brighter texture than the middle and outlining your sidewalk with it. Or if not then at least stylizing the edges to be different from the middle.
Also if that's a street next to the sidewalk you should try making a curb for it like these:
[t]http://www.wsdot.wa.gov/NR/rdonlyres/3ED43BDE-20DD-4D66-995B-DD3E2F3DE0B5/0/photo23C.jpg[/t]
[t]http://ditmasparkcorner.com/wp-content/uploads/sites/2/2013/08/dpc_bluestone_sidewalk_argyle-bev.jpg[/t]
A car prop would also do nicely (I don't know the background of the map so maybe there wouldn't be cars) in the parking lines mentioned above.[/QUOTE]
yeah there's a big parking lot behind it
the curb looks like ass, gotta smooth it out
[QUOTE=Zovox;43469135]Those doors looks like ones you would put in a bunker or something. They don't fit on that building at all.[/QUOTE]
well.. can't do much with stock textures
Anyone here know a model of a nice little Sign i could use and mess around with the textures? Could be custom or from a source game.
[QUOTE=Giraffen93;43469680]i don't have any good ones[/QUOTE]
That's why I said you should GET some! Maybe make some yourself, idk.
[QUOTE=ThePhailed;43463761]I quoted you. What are you gonna do about it?[/QUOTE]
Rate you funny and quote you too.
[QUOTE=ThePhailed;43470787]That's why I said you should GET some! Maybe make some yourself, idk.[/QUOTE]
getting transparency to look good is pretty hard :v:
but i'm trying to replace as many stock textures as i can
[QUOTE=pac0master;43470300]Anyone here know a model of a nice little Sign i could use and mess around with the textures? Could be custom or from a source game.[/QUOTE]
What shape? You could reskin the default source circle ones. I have a triangle one from a failed mod, I can try and dig it up tonight.
[editline]9th January 2014[/editline]
[QUOTE=Giraffen93;43470949]getting transparency to look good is pretty hard :v:
but i'm trying to replace as many stock textures as i can[/QUOTE]
Go take photos of a building and use that as a source. Or high poly model it, but thats some learning to do.
[QUOTE=mdeceiver79;43471923]What shape? You could reskin the default source circle ones. I have a triangle one from a failed mod, I can try and dig it up tonight.
[editline]9th January 2014[/editline]
Go take photos of a building and use that as a source. Or high poly model it, but thats some learning to do.[/QUOTE]
but like.. what props could i use specifically?
i guess drainpipes is one thing
[QUOTE=pac0master;43470300]Anyone here know a model of a nice little Sign i could use and mess around with the textures? Could be custom or from a source game.[/QUOTE]
What shape are you looking for? If you provide a reference pic I might be able to make a quick one for you.
How about an old school "mail box" thing on the wall. like a cast iron one with a date or stamp on it, with heavy lead paint on it.
Sink in the windows (or some of them) and put metal mesh over then, ground floor windows often have protection on then. Window cills another another option for window pimpage.
Add stuff to roof, aircon, those chimneys for boilers with let steam out, or if you are feeling a little more grand a small dome.
Breaking the silhouette is a massive part of making things look detailed, the addition of some arieals (viewed from the ground) really helps look a building look less like a block.
A trick I like to use (tho i place these in gmod with lua into downtown and other "boring" maps) is aircon units on the windows. You see it alot, old building with aircon units plastered all over it.
And drain pipes. They cool.
could add some of it, but most require custom models sadly
[QUOTE=Giraffen93;43472017]could add some of it, but most require custom models sadly[/QUOTE]
Assault and train in css between them have 4 air con units of varying sizes.
Hl2 has a bunch fo roof arieals.
Nuke, assault from css and hl2 have a bunch of handy dandy chimneys.
For the window mesh you could use a custom texture and propper up some window covers, you can then use that on a number of maps or if you think others could use it release it.
Until you learn to model the default valve assets can be used for some neato stuff.
for roof detail, if you cannot get access to the roof you could use a texture with alpha on it for some details, in a dark environment it will help give a different silhoutte and since you cannot get close to it it being 2d doesnt matter, though models are preferable.
can't distribute cs:s props really
well yeah i could add some cardboard textures up there
[QUOTE=Giraffen93;43472085]can't distribute cs:s props really
well yeah i could add some cardboard textures up there[/QUOTE]
Is this for a mod?
[QUOTE=mdeceiver79;43472207]Is this for a mod?[/QUOTE]
yes, midgaard
i have to replace some music too
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