The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
There shouldn't be any inaccuracies as 360/60=6° and 6/60=0.1 per second are good values. I did a clock before and it was correct all the time.
[IMG]http://i.imgur.com/pznlDpO.jpg[/IMG]
Got the brick/lighting issue finished, just need to get new lamps. Woo-hoo. Also, any suggestions for a German-styled Storage room?
Since this is the pimpage thread, I have a question regarding aesthetic design. How do you make repeating intentional appearance of modularity (for instance, repeating wall panels with the same placement and issue of wall-panel model number) not look... well, repetitive?
[QUOTE=:smugspike:;44061795]Since this is the pimpage thread, I have a question regarding aesthetic design. How do you make repeating intentional appearance of modularity (for instance, repeating wall panels with the same placement and issue of wall-panel model number) not look... well, repetitive?[/QUOTE]
Usually through the use of lighting and model placement. If you notice it repeating a bit, try placing a model or two to break or up. Or place a door/window between two panels, or even just change the lighting up in that section.
A good place to look for inspiration for that type of thing is some UE3 games and Bethesda games such as Skyrim, Oblivion and Fallout as they use that mapping style of most of their work.
I found a pretty good picture for my Level design Reference
That thing remind me of the Borealis Easter egg from Portal 2 ;3
[img]http://www.soap.com.au/underground/musko_5.jpg[/img]
[editline]26th February 2014[/editline]
[QUOTE=Falkok15;44058552][IMG]http://i.imgur.com/pznlDpO.jpg[/IMG]
Got the brick/lighting issue finished, just need to get new lamps. Woo-hoo. Also, any suggestions for a German-styled Storage room?[/QUOTE]
I will be honest with you, add more details on the floor and the left wall. Also on the ceiling
add some column on the wall or a few doors, what about small windows ? add small pipes too. wires on the ceiling maybe some grates fences ?
Add things you your map. I like the idea you come with but Also.. I think you should try to go with a bit less light. maybe changing the lamp model for something else.
What you are using right now is known as an Industrial Mercury lamp. It is commonly used to light large spaces. because they emit a lot of light. It is sort of pointless to use them in an hallway like yours.
About the lighting, Add different shade of light. I mean sure you have the main lighting but this look like a maintenace hallway so maybe some other very yellowish light on the wall or red or something. It will cast some shadow and look pretty good.
Wish you luck :P
[editline]26th February 2014[/editline]
[QUOTE=:smugspike:;44061795]Since this is the pimpage thread, I have a question regarding aesthetic design. How do you make repeating intentional appearance of modularity (for instance, repeating wall panels with the same placement and issue of wall-panel model number) not look... well, repetitive?[/QUOTE]
well I believe what make things looking repetitive is the textures. since it is mostly what we see. I think alternating the textures with other that looks about the same should fix a big part of the problem.
Some very very dedicated people would use only a different texture per panel but it become expensive and take a lot of time.
[QUOTE=BRUXXUS;44052385]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]
Not at the moment.
I was going for a clean look initially as it's supposed to kind of keep the player off guard as the rest of the building is quite creepy.
I would have gone for something a little dirtier but Source SDK itself doesn't have dirty models that wouldn't make players think this is a prison.
It was more of a choice of Cleanish looking room vs. really broken down and I felt Cleanish was a good alternative to my original map.
Of course I made this room within an hour, so it really isn't done, but I need to work on the rest of the map.
[QUOTE=MrMuffinz;44062825]I would have gone for something a little dirtier but Source SDK itself doesn't have dirty models that wouldn't make players think this is a prison.[/QUOTE]
I'm pretty sure there's a whole section in HL2 that goes on in an abandoned prison. Why not use those models?
[QUOTE=Zay333;44064767]I'm pretty sure there's a whole section in HL2 that goes on in an abandoned prison. Why not use those models?[/QUOTE]
I think you might've read that wrong.
[QUOTE=pac0master;44062311]
I will be honest with you, add more details on the floor and the left wall. Also on the ceiling
add some column on the wall or a few doors, what about small windows ? add small pipes too. wires on the ceiling maybe some grates fences ?
Add things you your map. I like the idea you come with but Also.. I think you should try to go with a bit less light. maybe changing the lamp model for something else.
What you are using right now is known as an Industrial Mercury lamp. It is commonly used to light large spaces. because they emit a lot of light. It is sort of pointless to use them in an hallway like yours.
About the lighting, Add different shade of light. I mean sure you have the main lighting but this look like a maintenace hallway so maybe some other very yellowish light on the wall or red or something. It will cast some shadow and look pretty good.
Wish you luck :P[/QUOTE]
It is an underground bunker, so windows are ruled out. I am also thinking of other ideas for light design, next media release will have these. About the lamp, yes, I know it does not fit. But I have no choice when my other lamp is a Portal 1 lamp that requires a small hook, and I have no hooks.
[QUOTE=Falkok15;44065766]It is an underground bunker, so windows are ruled out. I am also thinking of other ideas for light design, next media release will have these. About the lamp, yes, I know it does not fit. But I have no choice when my other lamp is a Portal 1 lamp that requires a small hook, and I have no hooks.[/QUOTE]
By windows i was meaning like a room. Office like or something. look at the ols aperture for instance :p
[QUOTE=pac0master;44065857]By windows i was meaning like a room. Office like or something. look at the ols aperture for instance :p[/QUOTE]
Gimme your references, but yes, I do plan on having MORE than just that one hallway(obviously), I have a storage room in progress, but I don't know what it should look like.
[QUOTE=Giraffen93;44066267][media]http://www.youtube.com/watch?v=Dp8PC4e-MPk[/media]
Folkrace![/QUOTE]
Glorious swedish folkrace. I require more of this.
[QUOTE=DasMatze;44058168]There shouldn't be any inaccuracies as 360/60=6° and 6/60=0.1 per second are good values. I did a clock before and it was correct all the time.[/QUOTE]
I forgot how exactly I calculated this though. I remember I did 60s*60m=3600 and divided by something.
The speed of the minute hand brush is 0.1 and the hour hand 0.01
There is some inaccuracy after fast forwarding using host_timescale on 50, the hour hand ends up on the second designation past 1 PM
Tonight I'll be running the map while I'm downstairs on normal speed to see if host_timescale on such a high value was just the issue.
[QUOTE=Peter Brev;44071855]Light entity again?
Do you want to marry it?[/QUOTE]
I love light entity more than spot. Because Spot is a dick and does not turn for me :(
[QUOTE=Falkok15;44071893]I love light entity more than spot. Because Spot is a dick and does not turn for me :([/QUOTE]
They are not dicks, they look like a lamp.
You need to learn using them and you also need to learn how to design your level properly in order to bounce your lighting correctly.
After some HL:S decompiling and some experimentation with light_spot, I present you, a storage room:
[IMG]http://i.imgur.com/CphWTja.jpg[/IMG]
Gonna edit this since somebody under got a problem...
Try to play with the light_spot's settings until you get it right.
Here's something to help you:
[url]https://www.youtube.com/watch?v=uaeveBqLlzo[/url]
[QUOTE=Peter Brev;44072324]Ever heard of constant/linear/quadratic?
Color and brightness?[/QUOTE]
I know it is in the line thing, but what do they do?
[QUOTE=MrMuffinz;44062825]Not at the moment.
I was going for a clean look initially as it's supposed to kind of keep the player off guard as the rest of the building is quite creepy.
I would have gone for something a little dirtier but Source SDK itself doesn't have dirty models that wouldn't make players think this is a prison.
It was more of a choice of Cleanish looking room vs. really broken down and I felt Cleanish was a good alternative to my original map.
Of course I made this room within an hour, so it really isn't done, but I need to work on the rest of the map.[/QUOTE]
It made me think that the building was possibly under renovation. Something like trying to restore the building for new occupants. Could be a cool theme, maybe not for your map, but an interesting concept. Grunge vs Clean/modern while under construction.
FO3 - Brotherhood of Steel citadel
[t]http://cloud-3.steampowered.com/ugc/595903347375860542/08873F0D9E3CA9F4A9D100E2104AC4CADB141D7D/[/t]
[IMG]http://i.imgur.com/MizQC0P.jpg[/IMG]
[IMG]http://i.imgur.com/wTgqwCg.jpg[/IMG]
[IMG]http://i.imgur.com/cB8WBgH.jpg[/IMG]
Another map i'm working on. Some small inspiration from Ravenholm. Still quite the WIP.
Gonna post some pics tomorrow. Working on some bathrooms, and need to extract a very vital toilet from CSS.
[QUOTE=Falkok15;44072567]I know it is in the line thing, but what do they do?[/QUOTE]
I'm in agreement that you need to learn how to use light_spot and steer clear of the light entity unless it's for ambiance or tweaking lighting in a certain area. Play with the inner/outer cone radius and brightness on the light_spot until you get it right. You don't necessarily need to use constant/linear/quadratic, but they are [URL="https://developer.valvesoftware.com/wiki/Constant-Linear-Quadratic_Falloff"]definitely helpful[/URL]. Sometimes I add a very dim light entity beneath my light_spot to get it looking right.
[QUOTE=Falkok15;44071728]Progress:
[t]http://i.imgur.com/KW5F64r.jpg[/t][/QUOTE]
Ok so i rebuild a similar hallway for you to take as a reference from when i told you to detail it a bit more.
Here some screenshots:
[t]http://i.imgur.com/ZrmELGt.jpg[/t]
[t]http://i.imgur.com/gzsiz7U.jpg[/t]
[t]http://i.imgur.com/Y4wWQ0h.jpg[/t]
[t]http://i.imgur.com/azUFt2n.jpg[/t]
Light entities with a combination of constant/linear, decreased brightness, 50% and 0% falloff is very useful for emissive light sources, such as area lights or light bulbs, you can use them in conjunction with light_spots to really improve the believability of your lights. Also be sure to use glow sprites appropriately for convincing results.
I made this a while back but I still use it as a reference for indoor lighting.
[img]http://i.imgur.com/uum76Cy.jpg[/img]