The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=Joey1;44150368]Red is fine, white lines need to get toned down a bit, they really doesn't fit road in that state. I did something similar while back
[t]https://dl.dropboxusercontent.com/u/23199863/hl2 2013-09-25 22-29-33-12.png[/t][/QUOTE]
That looks a lot more realistic than mine! Those textures/overlays are amazing, would you be able to point me in the right direction to obtain them?
[QUOTE=christoffer5700;44156340]Did you make the trees your self ? they look amazing[/QUOTE]
I've dabbled around in 3D modelling software several times, but I am nowhere near talented enough to make trees to that standard. I can't remember where I downloaded them from.
[QUOTE=KnightVista;44148908]Brilliant roads, how do you do it?[/QUOTE]
I have GTA V open on the monitor to the left for reference and Hammer on the right. I have probably spent more time staring at the roads on GTA than actually making them. Reference images are key!
[t]http://cloud-3.steampowered.com/ugc/579016120372218316/1E6A463FB4CE8A0D15DA314CF677A18BEE81638B/[/t]
Is this better for the spotlights? Or even more transparent?
Nah that looks good man
[QUOTE=TurtleeyFP;44151955]I was going to ask you back then, what textures are you using in that? Specifically, the markers in the middle of the intersection. Someone linked you to a collection with some road arrows but that link is long-dead.[/QUOTE]
[QUOTE=Torjan;44157517]That looks a lot more realistic than mine! Those textures/overlays are amazing, would you be able to point me in the right direction to obtain them?[/QUOTE]
Single white stripe is overlays/road_stripe_00 and it's from L4D2
Crossing is concrete/street_overlay_crossing and it should be from L4D2
and yellow stripe is stretched decals/stair_stripes also from Black mesa source
That's pretty much everything I've used
Also
[QUOTE]I have GTA V open on the monitor to the left for reference and Hammer on the right. I have probably spent more time staring at the roads on GTA than actually making them. Reference images are key![/QUOTE]
I'm doing exactly same thing, that my intersection is near Franklins house
My trees are getting better and better
[IMG]http://cloud-3.steampowered.com/ugc/613919017487833583/2CF0A365BE7F73BBDC371296738C684B56D3136D/[/IMG]
[QUOTE=Stiffy360;44159409]My trees are getting better and better
[IMG]http://cloud-3.steampowered.com/ugc/613919017487833583/2CF0A365BE7F73BBDC371296738C684B56D3136D/[/IMG][/QUOTE]
You should really disable the shadows on those furn models. They aren't nearly thick enough to produce that kind of shadow.
[QUOTE=Stiffy360;44159409]My trees are getting better and better
[IMG]http://cloud-3.steampowered.com/ugc/613919017487833583/2CF0A365BE7F73BBDC371296738C684B56D3136D/[/IMG][/QUOTE]
Tutorial or wireframes?
Very much W.I.P
[IMG]http://i.imgur.com/rzFSbyM.jpg[/IMG]
Sorry about the size of the ingame image :(
reference
[IMG]http://i.imgur.com/1Nt4RFp.jpg[/IMG]
[QUOTE=mdeceiver79;44160147]Tutorial or wireframes?[/QUOTE]
There's a good tutorial on 3d motive.com, thats is made for 3ds max/ UDK, but pretty sure that it can work with source as well.
[QUOTE=mdeceiver79;44160147]Tutorial or wireframes?[/QUOTE]
I just stare at ryse's foliage and see how I can copy them.
[t]http://i.imgur.com/JegcoJW.jpg[/t]
Some Infra pics.
Map by Zuntti:
[IMG]http://media.indiedb.com/images/games/1/9/8084/251110_screenshots_2014-02-03_00004.jpg[/IMG]
[IMG]http://media.indiedb.com/images/games/1/9/8084/251110_screenshots_2014-02-08_00002.jpg[/IMG]
[url]http://www.indiedb.com/games/infra/images/hallway-simulator-2014#imagebox[/url]
Now that I've found a stable way of parenting objects and ents to certain bones, I can use things like hammer flashlights or backpacks on players without suffering the consequences.
I did this before but it broke after it was used, followed by a round restart. I can also do the opposite, parenting players to animated hammer props by bone, so the clients move along smoothly.
[video=youtube;PBjuD4iLlc4]http://www.youtube.com/watch?v=PBjuD4iLlc4[/video]
Whoa whoa, could you explain what you do to parent it to a certain bone? I always parent stuff to the base of the player and the head orientation changes it's orientation relative to the player's feet, which is not really practical.
[editline]7th March 2014[/editline]
That's how I did this way back in the day; [url]http://www.youtube.com/watch?v=-EODAf9zkq8[/url]
[editline]7th March 2014[/editline]
Man, I was a weeb. :v:
[QUOTE=Magman77;44162996]Whoa whoa, could you explain what you do to parent it to a certain bone? I always parent stuff to the base of the player and the head orientation changes it's orientation relative to the player's feet, which is not really practical.[/QUOTE]
There's a few entities that have a "SetParentAttachment" output.
I use an empty info_particle_system, parent whatever I want to it, parent the particle system to the player and then use the SetParentAttachment shortly after. TF2 characters have a few attachment points, such as the head, intel (spine), feet, hands etc. Not possible in singleplayer games, though. Load up a playermodel of the game you're wanting to do it for in hlmv, and check the attachments for the parameters you can use.
[QUOTE=oskutin;44162176]Some Infra pics.
Map by Zuntti:-pics-
[url]http://www.indiedb.com/games/infra/images/hallway-simulator-2014#imagebox[/url][/QUOTE]
It's great to see some more pics of the game! I keep checking back to see if anythings changed, but lately there hasn't been a lot. I'm excited; it looks great!
[QUOTE=Vincentor;44163054]There's a few entities that have a "SetParentAttachment" output.
I use an empty info_particle_system, parent whatever I want to it, parent the particle system to the player and then use the SetParentAttachment shortly after. TF2 characters have a few attachment points, such as the head, intel (spine), feet, hands etc. Not possible in singleplayer games, though. Load up a playermodel of the game you're wanting to do it for in hlmv, and check the attachments for the parameters you can use.[/QUOTE]
This is a really awesome idea, now to see what multiplayer source games have info_particle_system in them.
[QUOTE=oskutin;44162176]Some Infra pics.
Map by Zuntti:
[t]http://media.indiedb.com/images/games/1/9/8084/251110_screenshots_2014-02-03_00004.jpg[/t]
[/QUOTE]
Hmm this subway station is quite awesome.
[QUOTE=ViralHatred;44167436]This is a really awesome idea, now to see what multiplayer source games have info_particle_system in them.[/QUOTE]
I've used the grenade attachments in CS:GO to attach picked up flags to in my Capture the Flag example, I assume it's possible with most games.
[img]http://files.1337upload.net/2014-03-08_00002.jpg[/img]
[img]http://files.1337upload.net/2014-03-08_00001.jpg[/img]
On its way out! Just need to find a way to occupy the blank grassy areas while keeping it sand-box friendly. Vegetation unlikely.
[QUOTE=Xanadu;44170654][img]http://files.1337upload.net/2014-03-08_00002.jpg[/img]
[img]http://files.1337upload.net/2014-03-08_00001.jpg[/img]
On its way out! Just need to find a way to occupy the blank grassy areas while keeping it sand-box friendly. Vegetation unlikely.[/QUOTE]
You could try following this tutorial max posted on his blog a while back. [url]http://blog.maxofs2d.net/?p=2132&utm_source=twitterfeed&utm_medium=twitter[/url]
[t]http://i.imgur.com/gToTuVp.jpg[/t]
What kind of store/building should i place here? I'm all out of ideas.
[QUOTE=Giraffen93;44171191][t]http://i.imgur.com/gToTuVp.jpg[/t]
What kind of store/building should i place here? I'm all out of ideas.[/QUOTE]
Just make it a building. Give it two floors, some rooms, windows, etc. The people who play it will figure out what to do with it.
[QUOTE=WitheredGryphon;44171351]Just make it a building. Give it two floors, some rooms, windows, etc. The people who play it will figure out what to do with it.[/QUOTE]
well i dunno, i really want the map to have some structure
[QUOTE=Giraffen93;44171434]well i dunno, i really want the map to have some structure[/QUOTE]
As far as I can tell it's literally in between very generic buildings buildings anyway and if you put Bob Brown's Bakery in between what looks like a factory and a small shop it's going to look out of place.
Should I redo my bunker?
[QUOTE=nomad1;44171151]You could try following this tutorial max posted on his blog a while back. [url]http://blog.maxofs2d.net/?p=2132&utm_source=twitterfeed&utm_medium=twitter[/url][/QUOTE]
Thanks, but I really mean all the empty space :v:
[QUOTE=Xanadu;44171776]Thanks, but I really mean all the empty space :v:[/QUOTE]
There's really not much you can add without adding detailsprites/foliage or more buildings
[QUOTE=Xanadu;44171776]Thanks, but I really mean all the empty space :v:[/QUOTE]
Well, if you want a solution that fills space, you can try small ponds with a few trees. You get some pretty decorations while at the same time still having plenty of construct space.
Alternatively, you can try making your grass look more "detailed" or "full" by spamming custom detail sprites all over it to create an effect like this
[QUOTE=nicoreda;44022851]
[t]http://media.indiedb.com/images/games/1/24/23941/c2_m00001.jpg[/t]
[/QUOTE]
where there are so many detail sprites that they give the illusion of a luxurious carpet of tall grass.
[QUOTE=Giraffen93;44171434]well i dunno, i really want the map to have some structure[/QUOTE]
It could just be a generic office. We've got offices, warehouses, and sometimes factories together in Las Vegas so it's totally alright.
[QUOTE=The_Blazer;44171946]
where there are so many detail sprites that they give the illusion of a luxurious carpet of tall grass.[/QUOTE]
Detail sprites are expensive, you'd probably be better off with models with that amount of grass.
Sorry, you need to Log In to post a reply to this thread.