The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
A map based on the mobile game Jet Car Stunts
[IMG_thumb]http://i.imgur.com/tFJPvDS.jpg[/IMG_thumb]
[IMG_thumb]http://i.imgur.com/K13zQJk.jpg[/IMG_thumb]
[IMG_thumb]http://i.imgur.com/6cFYh5x.jpg[/IMG_thumb]
First map I've ever actually completed :V
Get it Here - [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=216038277"]http://steamcommunity.com/sharedfiles/filedetails/?id=216038277[/URL]
[QUOTE=Juniez;43515055]ok this is far back but are these proper penumbral shadows? I wasn't aware that it was supported in VRAD unless something changed recently[/QUOTE]
As far as I know VRAD is just a radiosity solver. Features like area lights/their shadows and bounce lighting just appear due to the methods being used, they don't have to be consciously coded in. The drawback to this approach is of course the long calculation time that we all know and love.
edit: it may seem like most lights don't give shadows like that but that's probably because most lighting is done with point lights and the like. Cornell box setups like in that screenshot get lighting from that emissive square at the top that acts as an area light.
I wonder which version of the SDK (and engine branch) do you guys use. I just stick into TF2's mapping tools. And I would like to jump to something else. Like what you guys are doing. I would really put some effort into making buildings out of brushes.
A lot of the stuff here seems to be made in either the CSGO or P2 branch of Source, so you could try that (although P2 has a lot less generic real-world assets so you'd need to import more than if you were using CSGO).
[QUOTE=seba079;43520735]A lot of the stuff here seems to be made in either the CSGO or P2 branch of Source, so you could try that (although P2 has a lot less generic real-world assets so you'd need to import more than if you were using CSGO).[/QUOTE]
yeah... that's too bad because my first 3 maps of my mod are outside of Aperture Science Lab and I must take out Tons of model from Cs or Hl2. even need a few custom models because of my custom story.
I really need to learn modeling ... I got a 3 years student license for 3ds max but i always procrastinate ......
[QUOTE=seba079;43520735]A lot of the stuff here seems to be made in either the CSGO or P2 branch of Source[/QUOTE]
And HL2:Ep2, although I like to think CS:GO is more common now because of the smexy sunlight stuff you can do with it.
But Ep2 still works for most stuff and its a good base game to play maps on because of how it's set up (single player with a medium variety of guns + spawnable npcs instead of AI bots you can't control much)
Okay, you guys are convincing me good. But I have a question.
How can I make maps for HL2:EP2? Creating a new mod (under 2007) and then import the compiled map file to the EP2?
[QUOTE=Dromlexer;43522512]Okay, you guys are convincing me good. But I have a question.
How can I make maps for HL2:EP2? Creating a new mod (under 2007) and then import the compiled map file to the EP2?[/QUOTE]
Steam/Steamapps/Common/Half-Life 2/bin/hammer.exe
It'll give you a list of games to pick from to start up with that game's setup
How do you get Source mods working with hammer.exe?
I'm aware of that the style and the smoothing are both weird. But I had fun while making my first brushwork in HL2:EP2's engine.
[t]http://i.imgur.com/pysm2dl.jpg[/t]
So for style, should I plop in those pillars to the guardtower, or remove them?
This is what I have in my city so far:
[t]http://i.imgur.com/QZVhqEN.jpg[/t]
[t]http://i.imgur.com/yzxDnDZ.jpg[/t]
[t]http://i.imgur.com/NmsbeIN.jpg[/t]
[t]http://i.imgur.com/gQu1zyS.jpg[/t]
It is a very clean city.
Aside from the massive red face.
[IMG]http://gyazo.com/04a9d9de3e986c8244171aa0219c9bf5.png[/IMG]
Screenshot of the same cargo bay I posted earlier, but a bit improved and 2 minutes before reactor meltdown. (Using reddish Color correction to make things darker and give the player more "we're screwed" feeling.)
[QUOTE=TFlippy;43528029][IMG]http://gyazo.com/04a9d9de3e986c8244171aa0219c9bf5.png[/IMG]
Screenshot of the same cargo bay I posted earlier, but a bit improved and 2 minutes before reactor meltdown. (Using reddish Color correction to make things darker and give the player more "we're screwed" feeling.)[/QUOTE]
If you want a true panic sense make it go super dark after like a minute or something and have spinning red alarm lights that light pathways momentarily as they spin etc.
It may be overdone but it is still pretty effective and making people panic.
Just a thought :)
[QUOTE=Dromlexer;43524843]I'm aware of that the style and the smoothing are both weird. But I had fun while making my first brushwork in HL2:EP2's engine.
[t]http://i.imgur.com/pysm2dl.jpg[/t]
So for style, should I plop in those pillars to the guardtower, or remove them?[/QUOTE]
Leave it that way, I think it looks sick!
[QUOTE=fear me;43524470]How do you get Source mods working with hammer.exe?[/QUOTE]
Wrong thread, post [url=http://facepunch.com/showthread.php?t=1250206]here[/url] instead.
[QUOTE=LewyJudge12;43529689]If you want a true panic sense make it go super dark after like a minute or something and have spinning red alarm lights that light pathways momentarily as they spin etc.
It may be overdone but it is still pretty effective and making people panic.
Just a thought :)[/QUOTE]
I found this video of a bunch of synth alarm sounds and I've been waiting to put it to use for something. A couple of these are annoying, but others really set up a panicky atmosphere.
[media]http://www.youtube.com/watch?v=myRr2k_ktMU[/media]
[QUOTE=YourStalker;43529865]Leave it that way, I think it looks sick![/QUOTE]
Thanks! But I might considering making few more examples, in different styles. So when I am done. I might put it up here.
And I found some content lying in my folder. They are both WIP:s in TF2.
[t]http://cloud-3.steampowered.com/ugc/579003433518850616/50EC6DD59FD6689124E320400BBFC95082E29008/[/t]
[t]http://cloud-3.steampowered.com/ugc/487809310003270364/FA93CD13D5D36624FF4D53023721A7B56C3AEBA1/[/t]
The one above, the platforms disappears after one after one, after every set amount of seconds (they glow yellow before disappearing). Hell, it was so time consuming to rig them.
[QUOTE=TFlippy;43528029][IMG]http://gyazo.com/04a9d9de3e986c8244171aa0219c9bf5.png[/IMG]
Screenshot of the same cargo bay I posted earlier, but a bit improved and 2 minutes before reactor meltdown. (Using reddish Color correction to make things darker and give the player more "we're screwed" feeling.)[/QUOTE]
That "firebox" thing doesnt look very good in there tbh. It doesnt really fit the rest very much IMO
If anyone here is interested in mapping for TF2 but feels they lack in either layout or detailing, TF2M has a [url=http://forums.tf2maps.net/showthread.php?t=22065]sweet contest[/url] going on right now - first half is layout only, second half is detail only (you don't have to detail your own map!). Feel free to join in and make some spiffy maps c:
[QUOTE=Juniez;43515055]ok this is far back but are these proper penumbral shadows? I wasn't aware that it was supported in VRAD unless something changed recently[/QUOTE]
VRAD just does raytracing, it has secondary bounces and the likes; so I don't see why it wouldn't automatically have accurate shadows from that.
I do wonder how they got that area light though, since I've done it using a few methods.
Alright, so I tried making my own decals. But I have a problem in hammer. The decal is HUUUUUGE.. I'd like it to be smaller, but I dont want to edit the VTF file if unnecessary. Is there any way I can do this? Maybe by changing the VMT file?
Never mind. I found out. To other people wondering. Just add "$decalscale [amount]" to the VMT :)
Don't use decals unless you're putting them on doors or other moving objects; overlays are better (and resizeable!).
[QUOTE=seba079;43539010]Don't use decals unless you're putting them on doors or other moving objects; overlays are better (and resizeable!).[/QUOTE]
Thanks for the advice. Does this have any effect on CPU?
Been working on my map for the reddit challenge:
[t]http://cloud-3.steampowered.com/ugc/883004557978995850/0684C9E5CBBC3137DA5E5B854E86EDC4B3FFA5EF/[/t][t]http://cloud-2.steampowered.com/ugc/883004557978997281/56E44FC232B7D3C7B7EE88503E351665B1E62097/[/t][t]http://cloud-2.steampowered.com/ugc/883004557978999258/225C37AFB0EF734F4BACC39375C9B83921BEC4AA/[/t]
[QUOTE=seba079;43539010]Don't use decals unless you're putting them on doors or other moving objects; overlays are better (and resizeable!).[/QUOTE]
aren't overlays more expensive?
[QUOTE=Giraffen93;43542811]aren't overlays more expensive?[/QUOTE]
Maybe, but it's a hardly noticeable difference. While there can only be 512 overlays in a map, in my opinion their usefulness far outweighs their downsides - infodecals can't be placed on displacements, resized, skewed, or rotated, while overlays can, which makes them much more flexible and useful to a mapmaker.
-snip- unnecessary post
[QUOTE=seba079;43543798]Maybe, but it's a hardly noticeable difference. While there can only be 512 overlays in a map, in my opinion their usefulness far outweighs their downsides - infodecals can't be placed on displacements, resized, skewed, or rotated, while overlays can, which makes them much more flexible and useful to a mapmaker.[/QUOTE]
I usually use both of them for different purposes. If I feel that a decal has the right size and form etc, I just use that. And if I feel like putting something on displacements, I'd use overlays. I thougt that was how most did.
If I just need to slap some details on a wall/floor, and the decal is the right size, I will use a decal.
If I need to go into more depth with it because the texture is too big for a decal, or it need to be rotated or whatever, I will use an overlay.
[QUOTE=TFlippy;43528029][IMG]http://gyazo.com/04a9d9de3e986c8244171aa0219c9bf5.png[/IMG]
Screenshot of the same cargo bay I posted earlier, but a bit improved and 2 minutes before reactor meltdown. (Using reddish Color correction to make things darker and give the player more "we're screwed" feeling.)[/QUOTE]
Spaceship filled with wood throws me off a bunch. Watch out when using wood textures in space. If they could afford to make a spaceship, they could afford to buy better shipping materials.
What if it's full of wood :v:
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