• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=:smugspike:;43868141]I find this hilarious, and personally I think it'd be fun to play in (though I'd never be able to take it seriously), but I can see how a lot of people would take leaps and bounds to interpret this completely opposite of how you'd hope.[/QUOTE]It was intended to be serious at first but people finding it funny is actually better than what I had hoped for since I'm mostly a comedy guy, so I'll probably build it around that :v: I'll be sure to post more screenshots sometime later today.
[QUOTE=TFlippy;43863589]The same place from my map, but with specular mapping enabled. The floor, ceiling and wall tiles are from metal, not concrete or plaster. :p Also, since it's a section where is the crew supposed to live, most of the walls are covered by metal panels, with machinery, utillities and insulation hidden behind it. Beyond that are unpressurized maintenace spaces, protected by a thick metal shell of the spaceship (along with protection against radiation and high velocity objects) [T]http://gyazo.com/37d20d9704bdaf8480c784fc043ee447.png[/T] [/QUOTE] You can justify how it actually functions all you want but no player is going to see a cork board, an office chair and a pot plant and think 'Oh, I must be on a spaceship!'.
So I took the time to figure out that $treeSway parameter in the post-L4D2 engine... [video=youtube;TTxzH2nl-U0]http://www.youtube.com/watch?v=TTxzH2nl-U0[/video] I'll have to document my findings on the Dev Wiki, I really don't know why nobody has yet because this has a ton of potential uses.
Working on some silly logic. How is it so far? [video=youtube;ZITxGWNBwJc]http://www.youtube.com/watch?v=ZITxGWNBwJc[/video]
[QUOTE=MissingNoGuy;43868711]Working on some silly logic. How is it so far? [video=youtube;ZITxGWNBwJc]http://www.youtube.com/watch?v=ZITxGWNBwJc[/video][/QUOTE] If there was a ridiculous game like this I would play it. EDIT: I can see it now Hitler was cryogenically frozen and launched into space during the battle of berlin where he lay dormant in orbit waiting for the perfect time to come back down and begin his second conquest of the world, like the second coming of Christ.... but Hitler instead.
[QUOTE=oskutin;43864152]I don't really undertand that square "rp_downtown" park design. Added some detail. [img]http://files.1337upload.net/somemore.png[/img][/QUOTE] Can you post a tutorial about how you do some of those wonderful curves/how you line up those textures so well?
[QUOTE=NotExactly;43868418]You can justify how it actually functions all you want but no player is going to see a cork board, an office chair and a pot plant and think 'Oh, I must be on a spaceship!'.[/QUOTE] I actually kind of like that. Who wants to live on a spaceship where everything is silver, all the materials are metal, and all the lights are blue?
[QUOTE=Rubs10;43872029]I actually kind of like that. Who wants to live on a spaceship where everything is silver, all the materials are metal, and all the lights are blue?[/QUOTE] I agree with your sentiment, but you also don't want the player feel like their on some massive floating office building in deep space (unless you are in a floating office building in deep space). A lot of star-ship design is derived from actual military and industrial ship design. in that they tend to be sparse and especially on a spacecraft, interior volume is at a premium. So some sort of industrial infrastructure needs to have a presence, some sort of unique curves and angles designed to look like the corridor you are standing in is a part of a larger superstructure designed to survive the rigors of space. As for the material composition, it really varies from the different functions of the ship, but filling in open spaces with something like a rich wood or fabric texture or painted metal or something would do well to bring a more homey feel to the ship interior. You wouldn't really see plaster or concrete on a starship unless an area is ornamental or themed, plaster in particular tends to be fairly messy and annoying to replace. Just my two cents. If you're going to make a ship scene, even if it's deep in the interior of the ship you need to have some sort of recognizable structural detail someone expects and is familiar to them in some way, otherwise it will feel very out of place and strange.
[QUOTE=Rubs10;43872029]Who wants to live on a spaceship where all the materials are metal[/QUOTE] Most people. There's a reason NASA don't build space shuttles out of wood and concrete.
If you include cork boards and "mundane" stuff then you need to exaggerate the space shippy elements more. Like in red dwarf, there are lots of "earthy" things but windows out into space, ship grey metal walls, constantly seeing outside the ship, lots of panel/consoles with cables and stuff.
[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] Honestly I believe the best way for you to convey the spaceship environment more is have some geometry that isn't square. Id imagine most spaceships/stations would make the best use of its space, not allowing for perfect square areas.
Rectangular areas actually sound like they'd have the highest packing efficiency
Uh, WIP stuff. [T]http://cloud-4.steampowered.com/ugc/450660896362842003/DBB1C2DD7FF89581BEDCE050F8DF0E52E3BDE4BE/[/T] [T]http://cloud-4.steampowered.com/ugc/450660896362844201/3AB095CE631D6A8F129369DD43C8050B013BDE85/[/T] Can't get the scattering rain ripples to show up, oh well. Is there a way to make the water shader not fade out when you look at from a more vertical angle, rather than horizontal?
[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] I like this spaceship more than those weird metal plate cluster spaceships. For me you could just change those plaster walls to wallpapers or wood or painted metal ones. And what comes to the spaceship structure: tech and ships function determine that. -If there's now cheap way to send stuff to orbit (like spacevator), the ship can have large interiors and storages. What is the ships fuction? Bulk cargo between Earth and Mars? -Then there could be some decorated and cozy rooms and huge bulk storages. Military? -Fancy rooms for officers and basic ones for common crew. Passanger? -Fancy corridors and rooms... Does the ship need to land on planets? If not, the ship doesn't need heavy supporting structure and aerodynamic shape nor huge engines. Also if it's not landing capable, then theres no need to pack everything compactly.
[QUOTE=Rush_Freak;43868597]So I took the time to figure out that $treeSway parameter in the post-L4D2 engine... [video=youtube;TTxzH2nl-U0]http://www.youtube.com/watch?v=TTxzH2nl-U0[/video] I'll have to document my findings on the Dev Wiki, I really don't know why nobody has yet because this has a ton of potential uses.[/QUOTE] Was quite interesting. I always wanted to know if it was possible to create animated water like in GTA 5 in source. Would make some pretty nice eye candy maps.
I wanted to do animated water like that for quite some time, it's something I really needed for future maps.
Basing a map off Los Santos in GTA V. Here is a highway junction. [IMG]http://i.imgur.com/SiKG4W9.jpg?2[/IMG] [IMG]http://i.imgur.com/a8bCoQt.jpg?1[/IMG] [IMG]http://i.imgur.com/ok2wc7Q.jpg?1[/IMG] [IMG]http://i.imgur.com/fmFUxH5.jpg?1[/IMG] [IMG]http://i.imgur.com/142Op3B.jpg?1[/IMG] [IMG]http://i.imgur.com/QbHofwL.jpg?1[/IMG] [IMG]http://i.imgur.com/FOlL0yS.jpg?1[/IMG] And here is the Atrium from Vault 101 I made a few weeks go. [IMG]http://i.imgur.com/V0ItKF5.jpg?1[/IMG] [IMG]http://i.imgur.com/zcCZhJn.jpg?1[/IMG]
god damn all these roads makes my head hurt
Just stop it with the roads. I'm making roads now for my map and i'm getting angry when I see you guys do it way better here. :d
secret update tho go the top of the tower and hear THE MAIN MAN HIMSELF also working on a swastika drill :v: i might hit an idea block so if you guys could throw some ideas for ridiculous over-the-top stuff for this map, i'd really appreciate it thoughts? i'm pretty tired so it's kinda lackluster compared to the other things i've posted [video=youtube;XsfryoRk8vw]http://www.youtube.com/watch?v=XsfryoRk8vw[/video]
Why exactly are people rating this funny though? I like the weirdness but its not as if it's mocking the nazi's
[QUOTE=Spherix;43882887]Why exactly are people rating this funny though? I like the weirdness but its not as if it's mocking the nazi's[/QUOTE] Giant Nazi-drill!
[QUOTE=wauterboi;43883020]Giant Nazi-drill![/QUOTE]PIERCE THE HEAVENS WITH YOUR NAZI DRILL HITLER! oh my god i have to do this now
The spawn point should be the inside of a giant V2 esque rocket with a ramp leading out into the nazi spaceport.
[QUOTE=:smugspike:;43887813]The spawn point should be the inside of a giant V2 esque rocket with a ramp leading out into the nazi spaceport.[/QUOTE]Well I was thinking that or jumping off the tower only to fly up to a spaceport. Either way, I need to start working on the geometry. It'll take a while so I'll leave you guys with this video. Sound cues are not aligned and the tracktrain is weird but I went along with the "pierce the heavens with your nazi drill hitler" idea [video=youtube;CY7FHeawp64]http://www.youtube.com/watch?v=CY7FHeawp64[/video]
When the train origin hits the first edge of the 16x16 path_track it triggers the OnPass, not in the middle and not at the end. I spent a whole week struggling with that. Also throw some bright sprites and teslas and big sparks into that please and thank you.
[QUOTE=Armageddon104;43889162]When the train origin hits the first edge of the 16x16 path_track it triggers the OnPass, not in the middle and not at the end. I spent a whole week struggling with that. Also throw some bright sprites and teslas and big sparks into that please and thank you.[/QUOTE]will do :v:
Anyone here using Softimage? rate agree if you use Softimage, I want to know if this is worth release this. I kinda don't like much hammer as a modeler, so I made a VMF exporter for softimage 2013 (probably works for 201x versions), so far just brushes, materials clusters, basic entities, good to blockout maps or create complex shapes. [video=youtube;1R9tTOukXio]http://www.youtube.com/watch?v=1R9tTOukXio[/video]
[QUOTE=BANG!;43889913]Anyone here using Softimage? rate agree if you use Softimage, I want to know if this is worth release this. I kinda don't like much hammer as a modeler, so I made a VMF exporter for softimage 2013 (probably works for 201x versions), so far just brushes, materials clusters, basic entities, good to blockout maps or create complex shapes. [video=youtube;1R9tTOukXio]http://www.youtube.com/watch?v=1R9tTOukXio[/video][/QUOTE] Is there anyway to bump up the amount of vertices? Impressive results, but maybe double that count for brushwork and I'd be interested since it looks a little rough.
Sorry, you need to Log In to post a reply to this thread.