The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=Giggle;43622556]that blank globe looks really useful
[sp]No Im just being dumb, I like how smooth and clean it all looks[/sp][/QUOTE]
Yeah actually I see a real nice opportunity to make a led based globe that can show different kinds of borders/planets
Bloody hell worst page king ever. I'll post some old work which I'm rebooting now.
[img]http://files.1337upload.net/Highrise11.png[/img]
[QUOTE=BioResearch;43623367]Yeah actually I see a real nice opportunity to make a led based globe that can show different kinds of borders/planets
Bloody hell worst page king ever. I'll post some old work which I'm rebooting now.
[img]pic[/img][/QUOTE]
That's look interesting.
[QUOTE=BioResearch;43623367]Yeah actually I see a real nice opportunity to make a led based globe that can show different kinds of borders/planets
Bloody hell worst page king ever. I'll post some old work which I'm rebooting now.
[img]http://files.1337upload.net/Highrise11.png[/img][/QUOTE]
What The Fuck. :suicide:
[QUOTE=BioResearch;43623367]Yeah actually I see a real nice opportunity to make a led based globe that can show different kinds of borders/planets
Bloody hell worst page king ever. I'll post some old work which I'm rebooting now.
[img]http://files.1337upload.net/Highrise11.png[/img][/QUOTE]
That sand... mind share with us ?
[QUOTE=BioResearch;43623367]Yeah actually I see a real nice opportunity to make a led based globe that can show different kinds of borders/planets
Bloody hell worst page king ever. I'll post some old work which I'm rebooting now.
[img]http://files.1337upload.net/Highrise11.png[/img][/QUOTE]
Compile with -staticproplighting.
[QUOTE=nicolasx21;43624249]That sand... mind share with us ?[/QUOTE]
I am not sure where I got the sand from. I think its one of my custom textures on my older computer which I now use as an armrest. And since I since found out that I don't have the map on my newer comp I think I'll spend some time tomorrow on starting the old one up and fetching all the relevant files from it.
[QUOTE=oskutin;43624340]Compile with -staticproplighting.[/QUOTE]
I'll compile it when I get the file from my comp. But I was actually planning on rebuilding the whole thing.
... Nope. The folder I had in the collab has been removed.
Worked on the lightning and the atmosphere. Still WIP
[t]http://cloud-2.steampowered.com/ugc/594774820840569201/A5A1BA17D86D9C42634657C8C230BEBE0E50DA29/[/t]
[t]http://cloud-3.steampowered.com/ugc/594774820840570053/9D8D4F1E5BB34E08197E54C23D8B415EBBDF8F9D/[/t]
[t]http://cloud-4.steampowered.com/ugc/594774820840572098/F9F77A2EE406EAA02A92D4B2DD9A5204A8C5C948/[/t]
[t]http://cloud-2.steampowered.com/ugc/594774820840570804/58CC282326F743A03CCE245DA2F2DA2D903959E0/[/t]
What do you think?
[QUOTE=pac0master;43628429]Worked on the lightning and the atmosphere. Still WIP
[t]http://cloud-2.steampowered.com/ugc/594774820840569201/A5A1BA17D86D9C42634657C8C230BEBE0E50DA29/[/t]
[t]http://cloud-3.steampowered.com/ugc/594774820840570053/9D8D4F1E5BB34E08197E54C23D8B415EBBDF8F9D/[/t]
[t]http://cloud-4.steampowered.com/ugc/594774820840572098/F9F77A2EE406EAA02A92D4B2DD9A5204A8C5C948/[/t]
[t]http://cloud-2.steampowered.com/ugc/594774820840570804/58CC282326F743A03CCE245DA2F2DA2D903959E0/[/t]
What do you think?[/QUOTE]
What I think is I'm eager to play your mod. I really like to replay Portal 2 with a fresh set of maps.
I really love games with a dark, apocalyptic setting like Portal 2, and Dishonored for example.
[QUOTE=pac0master;43628429]Worked on the lightning and the atmosphere. Still WIP
[t]http://cloud-2.steampowered.com/ugc/594774820840569201/A5A1BA17D86D9C42634657C8C230BEBE0E50DA29/[/t]
What do you think?[/QUOTE]
I think they are all pretty cool. Especially this one. But I think that the vine going through that metal gate is kind of weird
I did some more fucking around.
[video=youtube;hZKq1sr1-Z8]http://www.youtube.com/watch?v=hZKq1sr1-Z8&feature=youtu.be[/video]
I'm sorry if anyone chokes in their cup of coffee.
Still messing with brushes
[t]http://puu.sh/6uhSA.jpg[/t]
In my continuing quest to not suck at mapping, I undertook a project with the goal of learning to use displacements for more than just nearly-flat grassy areas.
I made a variation of the old iceworld map (because we really need another one of those)
[IMG]http://i54.photobucket.com/albums/g115/31337_tom/2014-01-21_00001_zps2f636406.jpg[/IMG]
[IMG]http://i54.photobucket.com/albums/g115/31337_tom/2014-01-21_00008_zpsf0c33f04.jpg[/IMG]
[IMG]http://i54.photobucket.com/albums/g115/31337_tom/2014-01-21_00010_zpsadf55ba6.jpg[/IMG]
[IMG]http://i54.photobucket.com/albums/g115/31337_tom/2014-01-21_00012_zps844bbe9b.jpg[/IMG]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=219452837[/url]
I had numerous issues with the displacements.
Im still not 100% on the rules of how things can and cannot be sewn together and subdivided. I probably have a lot more brushes doing the job that fewer brushes could do in the hands of someone who knows what theyre doing.
1. Only convex quadrilateral faces can be turned into displacements
2. Displacements can be of power 2, 3, or 4 - the number determines how many times each side will be 'split' in half; after the 'splitting', a grid like the one you can see when you select a displacement will be created, based on the points along the edges
3. Two displacements can be sewn together if and only if the touching edges are the same length or one is twice as long as the other; power doesn't matter, sewing a power 2 with a power 4 is just as correct as sewing a 2 with a 3, 3 with a 3, etc
4. In order to subdivide a set of displacements, touching edges must be the same length; just as with sewing, the power of each displacement doesn't matter (however, you'll get gaps where the shape doesn't match - a power 4 can follow a curve more closely than a power 2, so you'll get gaps between the two)
5. Displacements can't be tied to brush entities (this will cause VBSP, and the entire compile process, to stop)
6. Displacements don't seal or cut visleaves
7. Special textures (tooltextures, water, etc) applied to displacements will cause the displacement to become nonsolid and invisible (or maybe it won't get compiled or something like that, I'm not entirely sure)
[QUOTE=ThePhailed;43629643]I think they are all pretty cool. Especially this one. But I think that the vine going through that metal gate is kind of weird[/QUOTE]
Thanks, Removed the Vine.
[IMG]http://gyazo.com/40ea7a01cac2f11bf1c25f78d5508a56.png[/IMG]
[IMG]http://gyazo.com/b5f2f2e895cbc8c6967b4a6625de31f2.png[/IMG]
Since making a brush based spaceship exterior somewhat impossible, I've decided to make a massive separate 3D model and stuff the map inside it. It turned out quite well (except for some leaking parts)
The spaceship model is only a test so far, with a tiny texture (512x512) and cheap ambient occlusion. Since the players can leave the main ship and fly around with other smaller ones, the surface of the big spaceship will have a metal plate $detail overlay on it.
Also, the skybox is in fact a hollow movable cube with a texture on inner faces. This will be used as an illusion of controlling the ship, as players can turn it and fly forward. Only a little problem is that the smaller ships around it will move with the big one.
Updated,
[t]http://cloud-3.steampowered.com/ugc/594774820860154585/0F65E8C1AA8933E44476A8EA16DA0D3A3C24395D/[/t]
[t]http://cloud-4.steampowered.com/ugc/594774820860155444/37E13CA19973CFCD101DE521C14E508DB738E30D/[/t]
[t]http://cloud-4.steampowered.com/ugc/594774820860156516/F7A2C2C62CEC5574BBCC60F3D18AF99CC1E66284/[/t]
[t]http://cloud-3.steampowered.com/ugc/594774820860157567/F7266416176BBF3F55E72DECBEE9003B89CCFB1B/[/t]
Forgot to point out Its default Compile ( same for every other pic i uploaded )
So there is no HDR or LDR or Cubemaps.
Gosh does anyone even play HL2:DM anymore?
[URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/dm_skinnybitch0001.jpg[/IMG][/URL]
[URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/dm_skinnybitch0002.jpg[/IMG][/URL]
[URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/dm_skinnybitch0003.jpg[/IMG][/URL]
[QUOTE=TFlippy;43636910]
Since making a brush based spaceship exterior somewhat impossible, I've decided to make a massive separate 3D model and stuff the map inside it. It turned out quite well (except for some leaking parts)
The spaceship model is only a test so far, with a tiny texture (512x512) and cheap ambient occlusion. Since the players can leave the main ship and fly around with other smaller ones, the surface of the big spaceship will have a metal plate $detail overlay on it.
Also, the skybox is in fact a hollow movable cube with a texture on inner faces. This will be used as an illusion of controlling the ship, as players can turn it and fly forward. Only a little problem is that the smaller ships around it will move with the big one.[/QUOTE]
I wonder if it would work when you project a texture on the model with projected texture. Would solve some texture size problems I'd hazard?
[QUOTE=ep9832;43640056]Gosh does anyone even play HL2:DM anymore?
[URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/dm_skinnybitch0001.jpg[/IMG][/URL]
[URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/dm_skinnybitch0002.jpg[/IMG][/URL]
[URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/dm_skinnybitch0003.jpg[/IMG][/URL][/QUOTE]
That floor window looks incredibly unsafe and a bit out of place, maybe a metal grate would work better.
Really good job though, I love the brushwork and the detailing.
[QUOTE=BlueAndGray;43593152]Did some more work on that highway.
[t]http://cloud-4.steampowered.com/ugc/885256357872369645/045D16CA9945F4B892A0EE951A3EE12E3B1644B3/[/t]
[t]http://cloud-3.steampowered.com/ugc/885256357872385413/E8FD8D2A04E2E54D2EB173D2179F8A78184D0816/[/t]
[t]http://cloud-4.steampowered.com/ugc/885256357872403133/C139C1A1223EE86DFDB0E772A381401EFE28FB5B/[/t]
[t]http://cloud-2.steampowered.com/ugc/885256357872408881/2713610509AE0D7497D9DEC4E7718663FFE1CF39/[/t]
I know about the skybox, it's temporary. I also know about how some parts appear completely black, that's a bit of a lighting glitch.
And FYI, "Shiodome" (the place on the sign) is an actual place in Tokyo. I decided to base this map as if it were there. The Japanese written on it is actual Japanese that makes sense, too.[/QUOTE]
wow wow wow Shiodome? I usually go to Shiodome to work.
That's a good city to make a map of it.
[QUOTE=sakasakakun;43641751]wow wow wow Shiodome? I usually go to Shiodome to work.
That's a good city to make a map of it.[/QUOTE]
Oh hey, good to know there's another Japanese facepuncher on here. :) I'm not going to make it too exactly like Shiodome though, just the general idea of it being near the sea/bay and having tall, newer buildings.
[t]http://i.imgur.com/C7sfF1S.jpg[/t]
gotta massage my brain
[QUOTE=Giraffen93;43645722][t]http://i.imgur.com/C7sfF1S.jpg[/t]
gotta massage my brain[/QUOTE]
What am I lookin at?
Edit: Never mind i see some type of ramp but geeze thats really dark.
[QUOTE=nickster50;43645765]What am I lookin at?
Edit: Never mind i see some type of ramp but geeze thats really dark.[/QUOTE]
As always, look in fullscreen or get a new monitor or something.
[t]http://i.imgur.com/7b8PsTs.jpg[/t]
[QUOTE=Giraffen93;43645862]As always, look in fullscreen or get a new monitor or something.
[t]http://i.imgur.com/7b8PsTs.jpg[/t][/QUOTE]
I can hardly see anything expect from the middle and the fire in the building, and I've gone fullscreen, and my monitor is currently lighting up my entire room. Please don't assume people have crappy hardware/software.
It does look nice though.
[QUOTE=Giggle;43646966]I can hardly see anything expect from the middle and the fire in the building, and I've gone fullscreen, and my monitor is currently lighting up my entire room. Please don't assume people have crappy hardware/software.[/QUOTE]
I can see it just fine. It probably has something to do with the angle of your monitor. Can everyone agree to stop having this fight literally almost every time he posts a picture of something?
[QUOTE=Electroflux;43647046]I agree with him, though. I can barely see most of the detail. I see some buildings in the background but really have no idea what it is.
No offense.[/QUOTE]
That's mostly the fault of the composition of the entire scene. There is no detail, aside from the dock in the middle. Everything else seems like it should just be a backdrop but ends up trying to bring a lot of attention to itself because the middle is nearly completely empty. As a result, it's really confusing about what you're supposed to be focusing on. In a pitch-black environment, you should either have the background be bright enough to notice, or dark enough to may as well not even be there. Having a bunch of dark blue/dark grey shapes is just weird.
I agree with him, though. I can barely see most of the detail. I see some buildings in the background but really have no idea what it is.
No offense.
[QUOTE=TurtleeyFP;43647014]I can see it just fine. It probably has something to do with the angle of your monitor. Can everyone agree to stop having this fight literally almost every time he posts a picture of something?
That's mostly the fault of the composition of the entire scene. There is no detail, aside from the dock in the middle. Everything else seems like it should just be a backdrop but ends up trying to bring a lot of attention to itself because the middle is nearly completely empty. As a result, it's really confusing about what you're supposed to be focusing on. In a pitch-black environment, you should either have the background be bright enough to notice, or dark enough to may as well not even be there. Having a bunch of dark blue/dark grey shapes is just weird.[/QUOTE]
You can only move around on the concrete thing, so i guess that's the focus of it.
I think the problem is that people don't have IPS monitors, or just cheap ones.
If i make it brighter it looks like dusk for me, and that's not what i'm after. I'm even running f.lux which makes it darker and i can still see it clearly.
I can see it 100% clearly on my monitor it looks fine this comes up with any post with a dark map.
its the white background of facepunch that over powers the dark image. its like being blinded by a flash light in a moderately dark room.
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