• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
Not sure about that stairwell. It looks more like industrial one.
[B]@wauterboi[/B]: You could add $reflectivity "[1 1 1]" to the vmt of the floor, that will make the floor reflect the spotlight's light and reach the ceiling. I once did that to every custom material of a house: [url=http://i.imgur.com/7ydlkaM.jpg][img]http://i.imgur.com/7ydlkaM.jpg?1[/img][/url] As you can see, during the daytime, the whole inside is realistically bright, without the need of any additional light sources. I wish all materials had $reflectivity "[1 1 1]" by default.
I agree, texture of the floor and ceiling frame doesn't look home-ish at all.
NEEDS MORE BLOOM
Don't know if i want to continue working on this. I think i might but i don't know where i want to go visual with it yet. Also birthday post! :D [b]edit:[/b] Its for CS:GO, There's a bridge in the middle that would go up and down. [t]http://i.imgur.com/0MWNKnY.jpg[/t] [t]http://i.imgur.com/KAb76qh.jpg[/t] [t]http://i.imgur.com/TMnqwgR.jpg[/t] [t]http://i.imgur.com/SqJWePn.jpg[/t]
[QUOTE=DasMatze;40069677][B]@wauterboi[/B]: You could add $reflectivity "[1 1 1]" to the vmt of the floor, that will make the floor reflect the spotlight's light and reach the ceiling.[/QUOTE] I dunno if I'm just retarded but last night I was totally fiddling with that and nothing happened, like at all.
Or if you're mapping for cs:go, just grab a premade ceiling light from one of the many instances available to you in the official SDK.
[QUOTE=charlie.;40067825]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.[/QUOTE] I said this many times and I'll say this again, a light_spot does not mean you should remove regular light entities. It's never one or the other. Just because that light source seems totally directional, it isn't. The best way to go about it is have a high powered light_spot (about 500) right below the model, and a low powered light entity (around 50 give or take) below that. @ waterboi, no, you don't need a $reflectivity. You just have to play around with your lighting and see which fits the best.
Haven't opened Hammer since last summer. Feels nice to get back in the swing of things. [IMG]http://puu.sh/2pLFG[/IMG]
[media]http://www.youtube.com/watch?v=l8htXN5hsbw[/media]
You've spent way too much time on something you can probably get sued for :v:
[t]http://cloud-2.steampowered.com/ugc/560970731363313543/2C3D3BED88B2001E3DE3847564196900B564C4A2/[/t] I don't know about the performance impact, but upping the cubemap resolution looks fucking sexy.
Been working on something for the past couple days to kill time. Could really use architect tips on making this more believable / aka not fall apart. [img]http://i184.photobucket.com/albums/x127/Orkal3/noveria0000_zps9f14225f.jpg[/img] [img]http://i184.photobucket.com/albums/x127/Orkal3/noveria0001_zpsd14c140e.jpg[/img] [img]http://i184.photobucket.com/albums/x127/Orkal3/noveria0002_zps5d4f60f4.jpg[/img] Props to whoever guesses what I'm using as a reference.
[QUOTE=HighdefGE;40081890]Been working on something for the past couple days to kill time. Could really use architect tips on making this more believable / aka not fall apart. Props to whoever guesses what I'm using as a reference.[/QUOTE] Looks quite a bit like Mass Effect's Docking ports, though now that I see the filenames, Noveria. I really like it, though how big is the docking space? Also the suppourts and architecture look solid, loving the exposed beams on the side of the bay.
[t]http://images1.wikia.nocookie.net/__cb20090110233403/masseffect/images/4/43/Noveria-Normandy_Landing.jpg[/t] ?!?! I'm guessing it is i couldn't find a better shot. [b]Edit:[/b] Damn ninjas.
Vehicle testing. [img]http://2imgs.com/2i/i/5155b9ff/d2262e965c86458c69db7bf780dc6f4a/79db5872a1.f.gif[/img]
[QUOTE=NA_PREDATOR;40076864][media]http://www.youtube.com/watch?v=l8htXN5hsbw[/media][/QUOTE] That's hilarious. It'd definitely be fun to fuck around in and be all nostalgic. Poor WoW-- it died a gruesome death.
More Noveria referenced stuff. Not an exact copy but it never hurts to put your own touch in. [img]http://i184.photobucket.com/albums/x127/Orkal3/noveria0003_zps3e684f20.jpg[/img] [img]http://i184.photobucket.com/albums/x127/Orkal3/noveria0004_zps14c6d33d.jpg[/img] Here's the overview: [img]http://i184.photobucket.com/albums/x127/Orkal3/noveria0005_zps65997c58.jpg[/img]
Anyone know that really white art gallery map that was posted here before?
So, I went to Valve. Sadly, I came right when some big business stuff popped up, and Gabe couldn't come out and talk. I did talk to the front desk manager, Alyssa, for a while. Also, I ran into Robin Walker, and said hi. Alyssa felt bad that I couldn't meet Gabe, so she gave me a bag of swag out of nowhere. I wasn't expecting it at all! Pics: [url]http://files.1337upload.net/IMG_2189.jpg[/url] [t]http://files.1337upload.net/t/IMG_2189.jpg[/t] [url]http://files.1337upload.net/IMG_2186.jpg[/url] [t]http://files.1337upload.net/t/IMG_2186.jpg[/t] [url]http://files.1337upload.net/IMG_2191.jpg[/url] [t]http://files.1337upload.net/t/IMG_2191.jpg[/t] [url]http://files.1337upload.net/IMG_2198.jpg[/url] [t]http://files.1337upload.net/t/IMG_2198.jpg[/t] [url]http://files.1337upload.net/IMG_2195.jpg[/url] [t]http://files.1337upload.net/t/IMG_2195.jpg[/t] [url]http://files.1337upload.net/IMG_2219.jpg[/url] [t]http://files.1337upload.net/t/IMG_2219.jpg[/t] BACK ON TOPIC: I asked Alyssa to write down some names, and she gladly did so. She wrote down these names for Gabe: Oskutin LATTEH Phone-Booth Stiffy360 Gamedev nicolasx21 GoldPlatinum Lamarr I'm sorry if I missed one or two of you talented mappers, I just named some off the top of my head when I was there. I'll probably be doing a tour of Valve Software when I go back out there in the summer for colleges! [editline]29th March 2013[/editline] fuck the pics are huge, ill try to downsize them
Way to not mention me and my amazing never released art maps...
[QUOTE=Armageddon104;40090679]Way to not mention me and my amazing never released art maps...[/QUOTE] Let's both go cry in a corner together :(
I know I'm more than capable of making a great map, it's just that usually once I've worked on a map for some length of time, I run out of ideas on how to expand the map. I tend to end up with a couple rooms and a hallway, or nothing at all really. One of these days, I'll overcome this mapper's block and pump out something amazing. One day...
Why i can't give more than 1 ratings. I would give you winner, friendly and zing.
</3 On another note, that's awesome that you got to visit there, totally not jealous.
Not at all, definitely not jealous
Damn my name wasn't mentioned, and I have at least a pronounceable and easy to remember name </3. Oh well, Ive switched over to UDK anyways and abandoned Source.
Wow that's awesome! wish i could go. Thanks for mentioning me! :D To bad i live on the other side of the country.
[QUOTE=Shirky;40094115]Damn my name wasn't mentioned, and I have at least a pronounceable and easy to remember name </3. Oh well, Ive switched over to UDK anyways and abandoned Source.[/QUOTE] Well, good luck with UDK. :)
[img]http://sphotos-e.ak.fbcdn.net/hphotos-ak-prn1/539893_398323946942513_728809854_n.jpg[/img] By a friend :v: Last night I taught my friend how to map for CSS (he's had a LITTLE bit of prior experience with Hammer but not significantly much). Thus far he's got basic brushwork, prop usage, func_breakable and stairs down. I'll post more work of him as he gradually, significantly develops his mapping skills. It's always nice to see someone's abilities grow.
Sorry, you need to Log In to post a reply to this thread.