The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
Wear a wire, that way it won't be awkward.
[QUOTE=TurtleeyFP;40054232]Wear a wire, that way it won't be awkward.[/QUOTE]
The idea of recording somebody without letting them know in what they think is just a conversation is kind of sketchy imo. Unless you're speaking of telling them first, which is cool
[QUOTE=Eyefunk;40053349]I was going to talk to him about the advancements of Source SDK and where they were planning to go with them. I know he probably can't answer all of the questions I ask him, but whatever. I'm not the person to put myself out there to get a picture or something like that, just talking to him is enough for me.
I will definitely tell him about Facepunch's mapping community! I'll mention a few of you as well.[/QUOTE]
Could you make a note about Goldsource modding one way or another?
[QUOTE=cardboardtheory;40054469]The idea of recording somebody without letting them know in what they think is just a conversation is kind of sketchy imo. Unless you're speaking of telling them first, which is cool[/QUOTE]
I was kidding. He should just keep it casual, not record him and ask for autographs. That's the press' job. I doubt that he'll reveal details of Source 2 SDK or anything important to some fan in the lobby.
Can you ask him if they have plans to bring regular source sdk VRAD and VVIS up to date with SFM's hammer VRAD and VVIS so we can compile maps in like no time at all instead of minutes, hours?
I would love to hear what advancements they've made with Hammer.
Sit there repeating the words 'When's Half-Life 3 coming out' over and over and slowly rocking back and forth until he calls the police.
Just wondering when you guys are planning out a map, do you use pen and paper to draw stuff out or do you use photoshop or something?
[QUOTE=H4wkeye;40059333]Just wondering when you guys are planning out a map, do you use pen and paper to draw stuff out or do you use photoshop or something?[/QUOTE]
Somehow i Never really plan my map. I just build whats in my mind and see if it fits somewhere in a place of the map.
I do that too quite often as well :v:
Start mapping again on that gg/ar map..
The large open area is now sliced in two pieces with a new building, I think it's turning out very well. finish or not finish it ?
Some pics with high graphics: (except shader)
The [B]new building[/B] with the second floor "under construction":
[t]http://i.imgur.com/OmHdYpS.jpg[/t] [t]http://i.imgur.com/K7kIbkS.jpg[/t]
and a "[B]rain protection[/B]" path:
[t]http://i.imgur.com/YAxlGHE.jpg[/t]
What do you think ?
I'll stop going off-topic with the whole Valve visit, but I'm not going to ask questions that I already know he won't answer.
So, if you guys want, you all could give me some questions to ask that aren't already answered.
Or stupid. No stupid/absurd questions.
And PM them or post them on my profile page, don't post them in here. I'll gather a list.
What's up with the broken Shaded Textured Polygons in CS:GO? >:( Ask him about that!
Ask them if they improved the Real Time lighting preview in Hammer.
Ask him why there isn't a TF2 Maps workshop yet
Not a question but would've been fun to have this play out of nowhere:
[URL]https://dl.dropbox.com/u/60585947/hoot6.wav[/URL]
I'm sure he would remember it.
[QUOTE=DasMatze;40058507][img]http://cloud-2.steampowered.com/ugc/576733144853008961/B7377CB60E101DE077A23C4101FFB7D916CE68AD/[/img][/QUOTE]
How long did it take to compile, 3 secs?
Please PM/post on my profile the questions. I would rather not flood the Pimpage with them.
[QUOTE=GoldPlatinum;40061131]How long did it take to compile, 3 secs?[/QUOTE]
Not quite, but this took less than two minutes with the final settings:
[url=http://cloud-2.steampowered.com/ugc/576733144857941164/2298F61D193A953A63E309DE86CA08D46950C601/][img]http://cloud-2.steampowered.com/ugc/576733144857941164/2298F61D193A953A63E309DE86CA08D46950C601/1024x571.resizedimage[/img][/url]
I rated you disagree a while back because I think there's a huge problem in using models like that, and it's optimization.
Someone correct me if I'm wrong, but brushes are the only things that cut visleafs, and since you clearly don't have any brushes there's no optimization at all. Are you rendering every model at once? If so, you should at least make some brushes that the player doesn't have to see but will let the compiler do it's job.
[editline]27th March 2013[/editline]
It looks great - it's just the optimization I'm worried about.
[QUOTE=wauterboi;40064104]brushes are the only things that cut visleafs, and since you clearly don't have any brushes there's no optimization at all.[/QUOTE]
[QUOTE=DasMatze;40044268]Visleafs are altered with nodraw brushes[/QUOTE]
Even if everything's rendered at once - the whole world (all the unique models) will be like 80,000 polygons which is like five to ten player models. :wink: So far I have no problems at all with my mid-ranged PC, even without VVIS compiled.
Carry on. Sounds awesome. :D
[t]http://www.wauterboi.com/screenies/sh_anathema20002.jpg[/t]
Practicing my lighting.
[quote]MaddaCheeb: make something cold now[/quote]
[t]http://www.wauterboi.com/screenies/sh_anathema2_cold0003.jpg[/t]
BATTLEFIELD (plus accidental rave):
[t]http://www.wauterboi.com/screenies/sh_anathema2_cold0004.jpg[/t]
[b]EDIT:[/b] Those last two are just for fun - I really tried with the first one.
Your battlefield one is inaccurate
[img]https://dl.dropbox.com/u/13825278/fixed%20it.jpg[/img]
There, fixed it
[QUOTE=wauterboi;40067515]
[t]http://www.wauterboi.com/screenies/sh_anathema2_cold0003.jpg[/t]
[/QUOTE]
The light shining on the ceiling above the light models you're using doesn't really make any sense. For the light model you're using, you should just use a light_spot. Also the lights right in the middle of the room with no source don't make any sense.
What I'm having trouble with is making light sources that aren't just spammed everywhere to light the room yet not making little light sources that just make the ground explode with light. I have little mini light sources to try and fix this problem, and it's all around a struggle of it's own.
[img]http://www.wauterboi.com/screenies/2013-03-27_21-36-13.png[/img]
Those two lights are literally set to 5 for the brightness value.
[editline]27th March 2013[/editline]
I've had horrid experiences in the past with light_spots not lighting ceilings, and I've found the only way to combat it is with the use of subtle light entities. WITNESS THE TERROR THAT IS LIGHT_SPOT ALONE:
[t]http://wauterboi.com/screenies/gm_stock_v000010027.jpg[/t]
[t]http://wauterboi.com/screenies/gm_stock_v000010025.jpg[/t]
[QUOTE=wauterboi;40067736]What I'm having trouble with is making light sources that aren't just spammed everywhere to light the room yet not making little light sources that just make the ground explode with light. I have little mini light sources to try and fix this problem, and it's all around a struggle of it's own.
[img]http://www.wauterboi.com/screenies/2013-03-27_21-36-13.png[/img]
Those two lights are literally set to 5 for the brightness value.
[/QUOTE]
You really don't need to use two light_spots as a source for one light. You also don't need that regular light entity there since there shouldn't be any light shining up above the light model you're using.
Fart around with the focus and fadeout settings along with brightness for light_spots until you get satisfactory results.
So, I removed the lights and I guess I vacuumed the light out of the ceilings or something 'cause this happened:
[t]http://www.wauterboi.com/screenies/sh_anathema20004.jpg[/t]
[b]EDIT:[/b]
What I'm attempting is an fun, eyecandy Stronghold map for Garry's Mod. It's supposed to be spacious because players are able to use props and form teams at will, but I'm also trying to make it interesting for those solo Deathmatch players. I'm going to be sticking a lot of static props along the walls and stuff, still, so it doesn't seem too empty. I'm starting the first building:
[t]http://www.wauterboi.com/screenies/sh_anathema20021.jpg[/t][t]http://www.wauterboi.com/screenies/sh_anathema20022.jpg[/t][t]http://www.wauterboi.com/screenies/sh_anathema20023.jpg[/t][t]http://www.wauterboi.com/screenies/sh_anathema20024.jpg[/t][t]http://www.wauterboi.com/screenies/sh_anathema20025.jpg[/t][t]http://www.wauterboi.com/screenies/sh_anathema20026.jpg[/t][t]http://www.wauterboi.com/screenies/sh_anathema20027.jpg[/t][t]http://www.wauterboi.com/screenies/sh_anathema20028.jpg[/t][t]http://www.wauterboi.com/screenies/sh_anathema20029.jpg[/t][t]http://www.wauterboi.com/screenies/sh_anathema20030.jpg[/t][t]http://www.wauterboi.com/screenies/sh_anathema20031.jpg[/t][t]http://www.wauterboi.com/screenies/sh_anathema20032.jpg[/t][t]http://www.wauterboi.com/screenies/sh_anathema20033.jpg[/t]
(the outside sucks right now and the texture of the brick wall under the fences is glitching out)
I'm also trying to make it so it's not so easy for someone to set up an easy base in a large building. This building in particular has four doorways leading from the outside in as well as a ton of windows. In Stronghold you can only make two doors and only 15 props, so I hope my map design will encourage team play and strategy.
just a apartment im working (fully explorable)
[IMG]http://i.imgur.com/qBOOdP9.jpg[/IMG]
[IMG]http://i.imgur.com/E5b9nRg.jpg[/IMG]
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