• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=Uberslug;44033497]Maybe run some more piping or electrical wires along those parts?[/QUOTE] I was thinking more along the lines of some relief. Maybe some kind of concreate beam going down it length ways, the the stains are running out of a pit where gunge and rust might accumilate.
I have privately been working on an update for my old Trouble in terrorist town map 'ttt_rooftops' for a while now. It's getting to the stage where I am starting to like where it is at, so I may as well let out a few WIP screenshots/comparison images (Sorry for the links, the images were too large to fit across the post). ttt_rooftops_a2_f1 (The current public version from 2-3 years ago) [url]http://cloud-4.steampowered.com/ugc/576763049034372087/5E57B0A0C4ED5AFF03BBE8FCE37C4B604159B674/[/url] Same scene in ttt_rooftops_b1 (WIP) [url]http://cloud-4.steampowered.com/ugc/576763049034284359/3B2F93DF97EC24D28E8AC43CD0AEFBE81D8066B6/[/url] Some extra screenshots: [url]http://cloud-3.steampowered.com/ugc/576763049034205377/801149312B6DEFBC16A1D7614603361C56E31A6D/[/url] [url]http://cloud-4.steampowered.com/ugc/576763049034172990/F11A2431FF811D35F5D49C8217F2CD9BE8AE7092/[/url] The traversable part of the map itself is also heavily modified, but that's another screenshot for another time. Hope you like, and any form of suggestions and constructive feedback is welcome.
[QUOTE=youmenow1;44040467]I have privately been working on an update for my old Trouble in terrorist town map 'ttt_rooftops' for a while now. It's getting to the stage where I am starting to like where it is at, so I may as well let out a few WIP screenshots/comparison images [/QUOTE] I've just recently got back into the Gmod/PC gaming scene. My gaming group played this map for the first time Saturday and had a total blast! Looking forward to the update, it looks great!
Working on some signage models for my map [img]http://i.imgur.com/uOZqyVP.jpg[/img]
Fart cops?
I guess here's the final dojo. [IMG]http://cloud-4.steampowered.com/ugc/615043645861716305/026B6AF9269F9CF8CABF8DDBCF1BB6ED6834B332/[/IMG] [IMG]http://cloud-2.steampowered.com/ugc/615043645861719002/DD1A412B84A1AB5A73C38E37D4ADB22B2D469C25/[/IMG] [IMG]http://cloud-4.steampowered.com/ugc/615043645861747423/994523B9C2AC838F47A34FE6C94D4A1EC68DAA38/[/IMG]
[QUOTE=Stiffy360;44045275]I guess here's the final dojo. [IMG]http://cloud-4.steampowered.com/ugc/615043645861716305/026B6AF9269F9CF8CABF8DDBCF1BB6ED6834B332/[/IMG] [t]http://cloud-2.steampowered.com/ugc/615043645861719002/DD1A412B84A1AB5A73C38E37D4ADB22B2D469C25/[/t] [t]http://cloud-4.steampowered.com/ugc/615043645861747423/994523B9C2AC838F47A34FE6C94D4A1EC68DAA38/[/t][/QUOTE] Since the map is quite small, I thought you could try to use a very low lightmaps to cast better shadow. Something like 1 or 2 on the floor would look awesome
[QUOTE=pac0master;44046369]Since the map is quite small, I thought you could try to use a very low lightmaps to cast better shadow. Something like 1 or 2 on the floor would look awesome[/QUOTE] It is using 2 on the floors :v
[QUOTE=Stiffy360;44047071]It is using 2 on the floors :v[/QUOTE] it could benefit from better lighting + color correction.
[IMG]http://i.imgur.com/pEJ73AF.jpg[/IMG] Thoughts?
[QUOTE=Falkok15;44047891][IMG]http://i.imgur.com/pEJ73AF.jpg[/IMG] Thoughts?[/QUOTE] Nice start but use a different light model. The current one is far too low rez and gigantic. Also I can see that you just placed a light under each of the light models. Use light_spot instead for directional lights, and instead reserve light entities for emmiting ambient light. Once you get the new models in, try placing a sprite on them.
[QUOTE=antiChrist;44043410]Working on some signage models for my map [img]http://i.imgur.com/uOZqyVP.jpg[/img][/QUOTE] ha, you just ripped off some gta 5 models. so funny lole.
[QUOTE=samuel2213;44047969]Nice start but use a different light model. The current one is far too low rez and gigantic. Also I can see that you just placed a light under each of the light models. Use light_spot instead for directional lights, and instead reserve light entities for emmiting ambient light. Once you get the new models in, try placing a sprite on them.[/QUOTE] Ok, so get new ceiling light models? Or new Pipe Models?
[QUOTE=Falkok15;44048251]Ok, so get new ceiling light models? Or new Pipe Models?[/QUOTE] The pipe models are fine tbh. A little low-rez but fine.
[QUOTE=Ragref;44047975]ha, you just ripped off some gta 5 models. so funny lole.[/QUOTE] didn't rip, made an eye copy of the LOMBANK model, other than that, mine. [editline]26th February 2014[/editline] also, first office building, getting initial shape. [img_thumb]http://i.imgur.com/S2RluJ5.jpg[/img_thumb] [img_thumb]http://i.imgur.com/AxdsTKM.jpg[/img_thumb] [img_thumb]http://i.imgur.com/lj99Mw7.jpg[/img_thumb]
2dark4me: [IMG]http://i.imgur.com/7NOzwoC.jpg[/IMG]
The brightness of the lights doesn't match the brightness of the room. I think I'd use a combination of light and light_spot for that room.
[QUOTE=Rubs10;44049146]The brightness of the lights doesn't match the brightness of the room. I think I'd use a combination of light and light_spot for that room.[/QUOTE] Ugh, work.
[QUOTE=Falkok15;44049202]Ugh, work.[/QUOTE] But when doing it, make the light Linear, not quadratic [editline]26th February 2014[/editline] Added in Colour Correction, ambient fog, and tweaked it a bit. [IMG]http://cloud-4.steampowered.com/ugc/598155687102743297/DB6FC15FEC7D56F7F1C0DDF43AB66153648DC215/[/IMG]
Revamp of my map in progress and it looks pretty good so far. I don't have a huge eye for detail, and of course, I am no where nearly as talented as all of you, but it seems... well, I already said. If you want to see the original(s), go back one page. [t]http://cloud-3.steampowered.com/ugc/432647777281663349/E3DB80F5ACF67729F4650F89CD15E39B3C1E6549/[/t]
[QUOTE=MrMuffinz;44050660]Revamp of my map in progress and it looks pretty good so far. I don't have a huge eye for detail, and of course, I am no where nearly as talented as all of you, but it seems... well, I already said. If you want to see the original(s), go back one page. [/QUOTE] I like the mood/atmosphere a lot. The window models are a little too bright and clean though. Do you have a grungier option for them?
[QUOTE=samuel2213;44049494]But when doing it, make the light Linear, not quadratic [editline]26th February 2014[/editline] Added in Colour Correction, ambient fog, and tweaked it a bit. [IMG]http://cloud-4.steampowered.com/ugc/598155687102743297/DB6FC15FEC7D56F7F1C0DDF43AB66153648DC215/[/IMG][/QUOTE] wtf is this fog? I'm kidding, but lower the density. Fog in this is meh. [QUOTE=Falkok15;44049052]2dark4me: [IMG]http://i.imgur.com/7NOzwoC.jpg[/IMG][/QUOTE] Play with the linear value, inner and outer lighting angles and the brightness. Combine this with a low brightness light entity. Oh and by the way, the wall is completely dark on the right with the pipes. [QUOTE=Stiffy360;44045275]I guess here's the final dojo. [IMG]http://cloud-4.steampowered.com/ugc/615043645861716305/026B6AF9269F9CF8CABF8DDBCF1BB6ED6834B332/[/IMG] [IMG]http://cloud-2.steampowered.com/ugc/615043645861719002/DD1A412B84A1AB5A73C38E37D4ADB22B2D469C25/[/IMG] [IMG]http://cloud-4.steampowered.com/ugc/615043645861747423/994523B9C2AC838F47A34FE6C94D4A1EC68DAA38/[/IMG][/QUOTE] The shadows on the floor are better than the first pictures you showed me. I don't how people can tell you to lower it more. [QUOTE=Vincentor;44027610]Color correction is pretty cool [IMG]https://dl.dropboxusercontent.com/u/65113316/screenies/maps/dr_spooks_remake_03.jpg[/IMG][/QUOTE] I like the design overall and the lighting is pretty neat. I just don't like the concrete texture used on the ceiling but apart from that, it's good. [QUOTE=pac0master;44018339]Yeah, forgot to mention it.. It is already fixed though :3 I am losing my french over time... Since i always speak in english[/QUOTE] Someone said French? I am your guy.
[QUOTE=samuel2213;44049494]But when doing it, make the light Linear, not quadratic [editline]26th February 2014[/editline] Added in Colour Correction, ambient fog, and tweaked it a bit. [IMG]http://cloud-4.steampowered.com/ugc/598155687102743297/DB6FC15FEC7D56F7F1C0DDF43AB66153648DC215/[/IMG][/QUOTE] Looks beautiful. What game is this for? A little low poly though.
[QUOTE=Peter Brev;44052528] [B]Oh and by the way, the wall is completely dark on the right with the pipes.[/B][/QUOTE] I fixed that with prop_dynamic
[QUOTE=mdeceiver79;44053166]Looks beautiful. What game is this for? A little low poly though.[/QUOTE] E.Y.E Divine Cybermancy.
[QUOTE=Falkok15;44053190]I fixed that with prop_dynamic[/QUOTE] use [code]-textureshadows -StaticPropPolys -StaticPropLighting[/code] in the vrad command [editline]26th February 2014[/editline] [t]http://i.imgur.com/tlWJxbg.jpg[/t] the siiiiize
[QUOTE=Giraffen93;44054081]use [code]-textureshadows -StaticPropPolys -StaticPropLighting[/code] in the vrad command [editline]26th February 2014[/editline] [t]http://i.imgur.com/tlWJxbg.jpg[/t] the siiiiize[/QUOTE] Is this your mod or some rp map?
[QUOTE=mdeceiver79;44054236]Is this your mod or some rp map?[/QUOTE] rp map for my own server, yeah map doesn't really work out if you don't have my lua scripts
So, I've been making a clock. I've been testing its accuracy for sixteen minutes until I lost my patience. [T]http://i.imgur.com/1eYDCGH.png[/T] There's one second delay because I started the timer, and alt tabbed to the game. Once again I'm lucky I managed to scrape two monitors together.
probably some compounding inaccuracies after a long duration of runtime, but that looks like you've done a really good job.
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