• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=Spherix;43546153]What if it's full of wood :v:[/QUOTE] Yeah.. It's a Lumberjack space ship.
But keep in mind that having metal crates for everything doesn't make any sense, as it's much heavier and expensive, so wood is a better choice for packing smaller items. Not to mention that it's also somewhat expendable. However, for the construction of the spaceship's interior and exterior, I'm using metal textures, so no worries.
[URL="http://imgur.com/a/kJyQg"]Here's an album of my city so far. [/URL]
welp, after wasting 3 hours of work yesterday, trying to make a clean pattern extraction made a neat tile texture with a unique pattern [t]http://cloud-2.steampowered.com/ugc/667957675751389588/C46D59AF18720E8C70FA5676059ED0252AD73ABD/[/t] [t]http://cloud-3.steampowered.com/ugc/667957675751382804/6BB677FFF96CF0497EE6B93AEC742A5D165631D0/[/t] gonna release a HD version(whole tile), and this crappy one(wall)
[QUOTE=EddieLTU;43548503]welp, after wasting 3 hours of work yesterday, trying to make a clean pattern extraction made a neat tile texture with a unique pattern[/QUOTE] I like that. Maybe you could do other versions of the texture, tinted in different colours, like a golden one, or blueish.
[QUOTE=EddieLTU;43548503]welp, after wasting 3 hours of work yesterday, trying to make a clean pattern extraction made a neat tile texture with a unique pattern [t]http://cloud-2.steampowered.com/ugc/667957675751389588/C46D59AF18720E8C70FA5676059ED0252AD73ABD/[/t] [t]http://cloud-3.steampowered.com/ugc/667957675751382804/6BB677FFF96CF0497EE6B93AEC742A5D165631D0/[/t] gonna release a HD version(whole tile), and this crappy one(wall)[/QUOTE] Looking great but I think it should be Seamless.
[t]http://i.imgur.com/o1ZVPVJ.jpg[/t] The Chrysler building came out a lot better than I expected.
How do you guys even get into the hammer editor anymore? I can't find hammer.exe in the CSGO bin folder and the authoring tools wont work. Do you have to download source sdk base's? Also is it possible to get the models and materials from css, tf2 and other source games into csgo's hammer without copying all the files?
[QUOTE=elih595;43553577]How do you guys even get into the hammer editor anymore? I can't find hammer.exe in the CSGO bin folder and the authoring tools wont work. Do you have to download source sdk base's? Also is it possible to get the models and materials from css, tf2 and other source games into csgo's hammer without copying all the files?[/QUOTE] Redownload the CSGO authoring tools if you havent yet. If you have verify them.
[QUOTE=elih595;43553577]How do you guys even get into the hammer editor anymore? I can't find hammer.exe in the CSGO bin folder and the authoring tools wont work. Do you have to download source sdk base's? Also is it possible to get the models and materials from css, tf2 and other source games into csgo's hammer without copying all the files?[/QUOTE] For CSGO (and l4d/l4d2), you have to download the SDK from the Tools menu. And I think you can edit the SDK launcher menu to add configurations that source from another game directory, but I'm not sure you can have them in all at once without copying the files.
I realized that the authoring tools can't be on a different hard drive or it won't run. I wish it was possible to have hammer on a different harddrive so I don't have to fill up my ssd with materials and hammer stuff. Thanks for the help though.
[QUOTE=elih595;43553962]I realized that the authoring tools can't be on a different hard drive or it won't run. I wish it was possible to have hammer on a different harddrive so I don't have to fill up my ssd with materials and hammer stuff. Thanks for the help though.[/QUOTE] I think you could sym link the folders for materails/models/etc
Just posted this on the CSGO thread, wondered why I wasn't posting it here (it's a revision of training_aim_csgo by kataS): [t]http://imgur.com/F2NKll4.jpg[/t] [t]http://imgur.com/3vxP6sC.jpg[/t] [t]http://imgur.com/IDqx65c.jpg[/t]
[QUOTE=pac0master;43551627]Looking great but I think it should be Seamless.[/QUOTE] i think the seems are adding some detail to the texture. If the texture will be seamless, it will tile too much
[QUOTE=GoldPlatinum;43555297]i think the seems are adding some detail to the texture. If the texture will be seamless, it will tile too much[/QUOTE] But it is in fact a tile texture, why wouldn't it tile :v: In real life there would probably be a patternless version too to break up the repetition.
[QUOTE=Jukka K;43555379]But it is in fact a tile texture, why wouldn't it tile :v: In real life there would probably be a patternless version too to break up the repetition.[/QUOTE] yes, but i meant that its gonna tile too much to the point where its gonna look worse than before
Wanted to make a realistic highway... [t]http://cloud-4.steampowered.com/ugc/885256357787978229/B781DFE7AE7C13964AD7FFA36CCAA51405DFB1D3/[/t] [t]http://cloud-3.steampowered.com/ugc/885256357787988864/A95C78A22F539B4F9DE08FBA8D516C364F52B7BE/[/t] [t]http://cloud-3.steampowered.com/ugc/885256357788055513/2DBF45E0FDE273C52D340302D89687ADC5021FCD/[/t] (lights were placed in gmod because lighting wasn't quite done yet)
[thumb]http://imageshack.com/a/img713/9320/u9y9.jpg[/thumb] for my little project, need to make textures from scratch.
So I'm working on some concepts for a combine ruled city a bit like city 17, but still different. [T]http://i.imgur.com/MS8WgZV.jpg[/T] [T]http://i.imgur.com/nMjn9JT.jpg[/T] [T]http://i.imgur.com/KTob3by.jpg[/T] It's just much at the moment. But I'm getting a few ideas as im mapping on this.
[QUOTE=TFlippy;43546367]But keep in mind that having metal crates for everything doesn't make any sense, as it's much heavier and expensive, so wood is a better choice for packing smaller items. Not to mention that it's also somewhat expendable. However, for the construction of the spaceship's interior and exterior, I'm using metal textures, so no worries.[/QUOTE] That's a straight lie. I can have an aluminum box that is much stronger than a wood box of the exact same weight. Wood is light when compared to I beams of iron or something, but it's not just generally lighter than metal. Anything that requires sturdiness would be built out of wood that was more heavy than any comparable metal. The only reason having metal or plastic crates for everything would be because of cost, because they are more expensive materials generally, or because something within the crate is specifically problematic when exposed to metal or plastic for whatever reason. Like if you like to turn on all of your giant electromagnets before shipping them interplanetary distances. That being said, as a mapper, I totally understand wanting to justify the wood. There simply aren't enough metal or plastic textures to keep it interesting in the default textures.
[img_thumb]http://cloud-4.steampowered.com/ugc/702860642335102102/8E7E1BBDA73A4202B1F5819B28A9073A8543C1AF/[/img_thumb]
[QUOTE=lionheart1066;43560909][img_thumb]http://cloud-4.steampowered.com/ugc/702860642335102102/8E7E1BBDA73A4202B1F5819B28A9073A8543C1AF/[/img_thumb][/QUOTE] A little too symmetrical imo.
[QUOTE=GoldPlatinum;43555297]i think the seems are adding some detail to the texture. If the texture will be seamless, it will tile too much[/QUOTE] I think it would be nice if it was seamless, but had tile edges.
[t]http://puu.sh/6nr9E.jpg[/t][t]http://puu.sh/6nnPv.jpg[/t][t]http://puu.sh/6nnQg.jpg[/t] I created a 3d skybox (mostly for learning how to do it) and I have to say it fits quite well -- almost seamless! As a note I'd like to add the map itself is merely roughly 2000x2200 units meaning that everything is on a very small scale. I made the hills just taller than the player so you can't see over them without jumping (I wasn't willing to do much higher as they would seem too high/steep). The skybox adds ~1000 units in each direction totalling the mapsize to be about 4000x4200. The small scale obviously impedes on the quality of the shadows. I have to say the shadows in the skybox really do disappoint; I have no idea what to do with them. Any advice?
I have lost my magic mapping powers.... [T]http://i.imgur.com/mbwoBbX.jpg[/T] Oh well. This is what I've got for now. It was supposed to be heavily filled with foliage and shit. But since EP2 doesnt have a lot of that it turned out like this. Will probably redo some day.
Fixed some scaling issues, added more apartments & commercial buildings, and obviously the GE Building is now present. [t]http://i.imgur.com/awBDyyv.jpg[/t] [t]http://i.imgur.com/3YzSOuQ.jpg[/t]
Anyone know how to sys link materials and models folders?
Here you go: [url]http://schinagl.priv.at/nt/hardlinkshellext/hardlinkshellext.html[/url] Right click, Pick Link Source, and right click wherever you want and Drop as Symbolic Link.
[QUOTE=cardboardtheory;43565518]Here you go: [url]http://schinagl.priv.at/nt/hardlinkshellext/hardlinkshellext.html[/url] Right click, Pick Link Source, and right click wherever you want and Drop as Symbolic Link.[/QUOTE] That's awesome, thanks.
[QUOTE=lope;43564901]Fixed some scaling issues, added more apartments & commercial buildings, and obviously the GE Building is now present. [t]http://i.imgur.com/awBDyyv.jpg[/t] [t]http://i.imgur.com/3YzSOuQ.jpg[/t][/QUOTE] What was that map for, again?
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