• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=glitchvid;43833250]Make the stop a func_illusinary and add a brush with: use a [url]https://developer.valvesoftware.com/wiki/Func_clip_vphysics[/url] Or, just throw a player clip over the whole stop.[/QUOTE] I tried the player clip method and for some reason the door collided with it too
I'm currently creating an asylum/hospital themed exploration map, and I was wondering if anyone could point me in the right direction of some useful models/decals I could use throughout the map. Anyone know of any?
Started working on non-industrial sections of the spaceship. This one is a part of the Living Quarters, with an office and an elevator entrance. [T]http://gyazo.com/9cd87a117a6eda0376d2fcffff5b9197.png[/T]
[QUOTE=TFlippy;43840717]Started working on non-industrial sections of the spaceship. This one is a part of the Living Quarters, with an office and an elevator entrance. [T]http://gyazo.com/9cd87a117a6eda0376d2fcffff5b9197.png[/T][/QUOTE] Maybe its just me, but i really havent seen anything in your spaceship project that really makes me think im on a spaceship, it really just looks like an underground complex.
I lost this I need to remake it again :c Old screenshot of it in WIP. [IMG]http://i.imgur.com/GmFOmhgl.jpg[/IMG]
[IMG]http://i.imgur.com/BUmIxPq.jpg[/IMG] [IMG]http://i.imgur.com/D5nisTs.jpg[/IMG] So, I am trying to make a map based on some Greek Islands... inb4 where are all the unemployed people.
[QUOTE=opti2000;43825924][URL="http://www.interlopers.net/tutorials/15371"]func_illusionary[/URL] is useful to create light with brushes.[/QUOTE] func_illusionary is a depreciated entity and shouldn't be used, func_brush should be used instead. func_brush has the functionality of func_wall, func_illusionary and func_wall_toggle.
[QUOTE=Chizbang;43815898]Slimed it down a little more and changed the textures to dev textures so I can focus on the design rather than the materials: [img]http://cloud-4.steampowered.com/ugc/3296935860710167505/9ACD27D91647590E7EEBCCC80AA17ABD4137CEC7/1024x576.resizedimage[/img] Heres how it looks from a similar position as the last picture: [IMG]http://cloud-2.steampowered.com/ugc/3296935860710148050/1932E068B7732CC0CDCDB04107ECE8BD9EAB4771/1024x576.resizedimage[/IMG] I have replaced spotlight lights with light which looks worse but the brightness is better. I need to work on my lighting which is what il be Youtubing next ;)[/QUOTE] Try using a light_spot with a light placed ~64 units above the ground directly under it. Lower the brightness of the light to half or less the brightness of the light_spot. That's what I've always done to get my lighting a bit brighter without being washed out.
[QUOTE=Rubs10;43789781]Has anyone ever done anything with crowds/traffic in the Source engine?[/QUOTE] Everyone's mentioned something about crowds, so let's talk traffic. There are two possible ways visible to the human eye. [b]A.[/b] Fake it, all night long. [b]B.[/b] Let the A.I. take over. [b]-[/b] [b]A.[/b] It's not faking, if it works. [b]Set-up:[/b] For this, we're going to create the car via a prop_dynamic, and parent it to an invisible/nodraw brush. Turn said brush into a brush entity, a func_tracktrain to be exact, and lay a course via path_tracks. [b]Issues:[/b] If it isn't obvious, this is hardly realistic. As smooth as you may get the turning, it's just not going to accurately represent a moving vehicle. If you somehow do work this out however, with the right animations from said prop_dynamic (the vehicles tires moving, etc) it may just be possible. That said, it's all about distance and where it's headed. If it's far away in the background of the scene and going in a straight line, it'll be fairly easy and fine; this is even how Valve does it in the Counter-Strike Series. Up close, say driving through an actual city- not quite so. [b]-[/b] [b]B.[/b] Let the A.I take over. [b]Set-up:[/b] Create your average prop_vehicle_jeep, and set-up a npc_vehicledriver accordingly. This will unleash the power of Source Artificial Intelligence~ and not in a way you might particularly enjoy. Then lay a track for it to follow, and see how it does. To integrate this with traffic, you can use a fairly simple relay system to enable/disable path_tracks and set the status of the streetlights accordingly. Let me save you some time, with this video where I tested the above (B) method. [media]http://www.youtube.com/watch?v=iHu7APFXbQU[/media] Please excuse the heavily W.I.P. map that I was utilizing this on. The video was only taken to show a friend the latest progress between major revisions, so please just ignore the shitty slide-show after the 1:35 mark. As you can see, the ladder doesn't work so well. With some heavy modifications I'm sure you can get it working flawlessly, but we're not going to see any results here out of the box I'm afraid. As far as crowds go however, at least we have [i]func_fish_pool[/i].
Gamershaze > What textures do you use for the building ?
[t]http://i.imgur.com/yCnw4Tc.jpg[/t]
[QUOTE=TFlippy;43840717]Started working on non-industrial sections of the spaceship. This one is a part of the Living Quarters, with an office and an elevator entrance. [T]http://gyazo.com/9cd87a117a6eda0376d2fcffff5b9197.png[/T][/QUOTE] For the record, that cantilever desk model is breakable. I thought you wanted to know. Oh shit pageking [T]http://i.imgur.com/9oihMXa.jpg[/T]
[QUOTE=Sprockethead;43841647]Maybe its just me, but i really havent seen anything in your spaceship project that really makes me think im on a spaceship, it really just looks like an underground complex.[/QUOTE] What am I supposed to post then? :p
compiled a map with lightmap scale of 1 only few walls and the floor was set to 1 [t]http://cloud-3.steampowered.com/ugc/577887836259860889/D92FA5E79AFAD2FD4D8DB1EEB4B359D0DF84CA8E/[/t][t]http://cloud-2.steampowered.com/ugc/577887836259864322/D35AFA1837B19EDB108321459656357AF1BEBCF0/[/t]
[t]http://i.imgur.com/BWsoLn9.jpg[/t] god damn firegod these skyboxes
[QUOTE=Giraffen93;43845774][t]http://i.imgur.com/BWsoLn9.jpg[/t] god damn firegod these skyboxes[/QUOTE] I think, compared to that skybox, your environment is way too dark, it could only be possible by sun being behind that mountain, but it's clearly above it
Been working all night on this which I actually plan on turning into a full project. Entire thing is made of brushes except for a few light fixtures. [IMG]http://i.imgur.com/uFnQgNcl.jpg[/IMG] And its elevator shaft. [IMG]http://i.imgur.com/sHnvCoql.jpg[/IMG]
[QUOTE=Joey1;43846034]I think, compared to that skybox, your environment is way too dark, it could only be possible by sun being behind that mountain, but it's clearly above it[/QUOTE] i'm just very high up, you can't see the sun from the ground
[QUOTE=GiGaBiTe;43842448]func_illusionary is a depreciated entity and shouldn't be used, func_brush should be used instead. func_brush has the functionality of func_wall, func_illusionary and func_wall_toggle.[/QUOTE] Func_illusionary is less expensive at runtime than func_brush, so while _brush is the preferred one, using _illusionary doesn't hurt.
I had to rebuild everything because I lost the file. I think this one looks better than the older version (making this curve is a pain in the ass). [t]http://cloud-4.steampowered.com/ugc/486689693331955389/2584E132A9970593BB8E0FDB1D624784D1D757E9/[/t] [t]http://cloud-3.steampowered.com/ugc/486689693331953458/84F32D62062FA2A6E0BBAEA964657A873B7D2DF5/[/t]
[QUOTE=Giraffen93;43844477][t]http://i.imgur.com/yCnw4Tc.jpg[/t][/QUOTE] That's one small Ikea.
[QUOTE=onebit;43847816][URL="http://www.sendspace.com/file/yhrjpr"]ACHE.BSP[/URL] for EP2 is a great map and you should play it. It automatically records a demo called play.dem. Send me your demo and I'll look at it. [B][I][U]Don't quit.[/U][/I][/B][/QUOTE] Here you go: [url]https://www.dropbox.com/s/ksmbdu5o627eh2i/play.dem[/url] It's the third try, [sp]I fell off the bookshelves on the first try, and tried to work my way from the table to the chair to the shelf to the floor in the second, but the trigger_hurt stopped my journey downwards."[/sp]
I lied. There is no laundry room or any of that crap (sorry mandy). There's a pointless room with a 100% sexy bathroom connecting from that pointless room. [IMG]http://cloud-4.steampowered.com/ugc/3278921714027407970/91DC3A8A1707E8745EABA418EEEDC787C413D460/1024x640.resizedimage[/IMG] [IMG]http://cloud-4.steampowered.com/ugc/3278921714027414303/0068E073FB43E33D43D0072DAFFAE1E09BCBDCDF/1024x640.resizedimage[/IMG] Dunce: WHERE DO YOU GO TO THAT POINTLESS ROOM?!?!??!?!?!?!??!? from the new updated main room, nub. [IMG]http://cloud-2.steampowered.com/ugc/3278921714027399284/CAE93AF7FE98DF9B1181BD6CAEC6C2EE5EFA648E/1024x640.resizedimage[/IMG] Ignore Wyatt the dumb AI. Dunce: WHERE DO YOU GO TO THAT ROOM THAT LEADS TO THE POINTLESS ROOM?!?!??!?!?!?!??!? from the new cubemapped garage, nub. [IMG]http://cloud-2.steampowered.com/ugc/3278921714027391970/E7F19A67B048BB51E32A74AF0BB87E08E5A03513/1024x640.resizedimage[/IMG] Ignore Wyatt again, he's crazy. In other news: Having sex with elephants increases your saliva production, and makes dolphins and rainbows.
My second ever building [thumb]http://cloud-4.steampowered.com/ugc/3299187912233110976/3DB04F0617AD49941E2E7DB7B5B92B569D05CA8E/1024x576.resizedimage[/thumb] (i have taken on thwe suggestions from my post in the mapping questions thread and im gonna implement them in my next building and edit these with said improvements)
[QUOTE=kaskade700;43848778]That's one small Ikea.[/QUOTE] world record it would be pretty useless to make it bigger, since you buy everything from the clerk :v:
[QUOTE=Chizbang;43850748]My second ever building [thumb]http://cloud-4.steampowered.com/ugc/3299187912233110976/3DB04F0617AD49941E2E7DB7B5B92B569D05CA8E/1024x576.resizedimage[/thumb] (i have taken on thwe suggestions from my post in the mapping questions thread and im gonna implement them in my next building and edit these with said improvements)[/QUOTE] try making the windows smaller and add detail to it unless its a store
[QUOTE=Giraffen93;43850988]world record it would be pretty useless to make it bigger, since you buy everything from the clerk :v:[/QUOTE] Make the layout like a real one and the players will be stuck in there forever. They are designed like labyrinths to make sure the visitors go through all sections and see all products to make them do as many spontaneous purchases as possible.
[QUOTE=kaskade700;43848778]That's one small Ikea.[/QUOTE] It's the IKEA from another universe - They've removed the spare parts that nobody uses, resulting in much smaller boxes.
[QUOTE=Ragref;43850990]try making the windows smaller and add detail to it unless its a store[/QUOTE] Agreed, Im not too sure what the buildings are as of yet, so I suppose thats the next thing I should probably work on. I did however start work on my very own PD: [thumb]http://cloud-2.steampowered.com/ugc/3299187912236508087/35D3D43BCAA51989A959DB23CBE091741EB4311C/[/thumb] Not perfect, need to do a bit more work on the shapes but its not bad, I guess. The lighting looks horrid because im using lamps to make it more visible. I need to work on the lighting in the actual map.
[t]http://i.imgur.com/1rKfRC8.jpg[/t] in all my years of mapping i've never noticed the sun spread, this looks pretty smooth wow i'm spamming this stuff am i not
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