The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[t]http://i.imgur.com/wPMr66c.jpg[/t]
generic brick building it is
including misaligned textures!
[QUOTE=Giraffen93;44172366][t]http://i.imgur.com/wPMr66c.jpg[/t]
generic brick building it is
including misaligned textures![/QUOTE]
There is a head in the left bottom. :D
[QUOTE=opti2000;44172481]There is a head in the left bottom. :D[/QUOTE]
yeah, don't know how to make it disappear when using the camera
[QUOTE=Giraffen93;44172366][t]http://i.imgur.com/wPMr66c.jpg[/t]
generic brick building it is
including misaligned textures![/QUOTE]
Wow that was quick and skilled.
[t]http://i.imgur.com/wMijT6O.jpg[/t]
fucking areaportals, little pieces of worthless shit
[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]
Really, it doesn't look that bad. It's the most sandbox friendly you're going to be able to get, and actual players don't mind - if anything, most people I've seen appreciate extra space over details and realism in build maps. Emptiness is better than expensive grass models, especially in sandbox-oriented maps.
[QUOTE=Falkok15;44171578]Should I redo my bunker?[/QUOTE]
Finish it first then if you aren't satisfied with it and think you can do it better then redo it. The most important thing you can do with your first few maps is just finishing them.
[QUOTE=TurtleeyFP;44175542]Really, it doesn't look that bad. It's the most sandbox friendly you're going to be able to get, and actual players don't mind - if anything, most people I've seen appreciate extra space over details and realism in build maps. Emptiness is better than expensive grass models, especially in sandbox-oriented maps.[/QUOTE]
I tried Max's grass tutorial and it's alot better I think; The map is compiled with -final and ready to go but I cannot figure out the workshop at all, I've never used it before.
[img_thumb]http://files.1337upload.net/2014-03-08_00008.jpg[/img_thumb]
[QUOTE=Xanadu;44177751]
[img_thumb]http://files.1337upload.net/2014-03-08_00008.jpg[/img_thumb][/QUOTE]
May I suggest that you use actual tree models instead of those cardboard textures for at least the trees in the middle of the map?
GM_HiddenSurprise.
For some reason, it's fullbright, though I have light_enviroment, env_sun and env_shadow_control set up correctly. No models, only brushes.
[t]http://puu.sh/7oK7W.jpg[/t]
[t]http://puu.sh/7oKaV.jpg[/t]
[t]http://puu.sh/7oKbL.jpg[/t]
[t]http://puu.sh/7oKc9.jpg[/t]
[img]http://gtamp.com/text/gta2text.php?font=2&text=Also+paintable+skybox.&png[/img]
[t]http://puu.sh/7oKf6.jpg[/t]
[QUOTE=I'm great;44178731]GM_HiddenSurprise.
For some reason, it's fullbright, though I have light_enviroment, env_sun and env_shadow_control set up correctly. No models, only brushes.
-images-[/QUOTE]
-shit didn't read correctly-
[QUOTE=Vincentor;44179853]-shit didn't read correctly-[/QUOTE]
It had lighting by the way when I tested the first 3-4 buildings in Garry's Mod.
[QUOTE=onebit;44180167]Custom skybox?[/QUOTE]
Skybox name - Painted + env_skypaint.
Now help me with lighting :v:
Env_skypaint is a pretty nice GMod entity. :p
You'll have to find Garry's Mod FGD, and load it in Hammer. You'll also gain access to an entity that lets you launch Lua scripts!
Then you'll have to use a "painted" skybox in the map properties, and launch the map in GMod.
Best for testing the results is the Sky Editor entity from the Q menu, and then copying over the values to Hammer.
[QUOTE=I'm great;44179870]It had lighting by the way when I tested the first 3-4 buildings in Garry's Mod.[/QUOTE]
Would it happen to be problems with the textures? If textures don't have a certain parameter to them, they can't do anything about light can they? I'm not a texture artist so I don't know what happens
Fellows, if anyone is interested, there's a new 3 month deadline CEVO/Gamebanana mapping contest
[URL]http://gamebanana.com/contests/47[/URL]
Time to burn brain cells and crash hammer every ten minutes.
[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]
Man, this is awesome, I can't wait to drive on this.
May I request portal area garages? Adding those will most likely earn your map a permanent goto map for most build servers. I know at least I will have this map on all the time on my server.
[QUOTE=I'm great;44178731]GM_HiddenSurprise.
For some reason, it's fullbright, though I have light_enviroment, env_sun and env_shadow_control set up correctly. No models, only brushes.[/QUOTE]
Leaks are usually the culprit. Check the compile log next time you compile.
Planning to make Awakening episodic workshop release based on abandoned mod Awakening (maybe some of you remember that mod). Here remade High Energе Pellet Storage Cube.
[video=youtube;t_ZGoGZsKHs]http://www.youtube.com/watch?v=t_ZGoGZsKHs[/video]
[QUOTE=dum6azz;44182321]Planning to make Awakening episodic workshop release based on abandoned mod Awakening (maybe some of you remember that mod). Here remade High Energе Pellet Storage Cube.
[video=youtube;t_ZGoGZsKHs]http://www.youtube.com/watch?v=t_ZGoGZsKHs[/video][/QUOTE]
That's pretty cool!
Its always a good idea to add new mechanic and testing elements.
[QUOTE=pac0master;44183889]That's pretty cool!
Its always a good idea to add new mechanic and testing elements.[/QUOTE]
There is also this Hard Light Propulsion Bridge + Reverse mode.
[img]http://puu.sh/7prkf.jpg[/img]
But both cube and bridge are not so new mechanics, actually they were built in 2010
[QUOTE=dum6azz;44183937]There is also this Hard Light Propulsion Bridge + Reverse mode.
[img]http://puu.sh/7prkf.jpg[/img]
But both cube and bridge are not so new mechanics, actually they were built in 2010[/QUOTE]
what are they for? easier movement in a direction?
I'm guessing they work like a conveyor belt.
[QUOTE=pac0master;44184528]what are they for? easier movement in a direction?[/QUOTE]
They propulsion you in direction of arrows, and you can't go against arrow direction.
[IMG]http://i.imgur.com/O4fmk7b.jpg[/IMG]
What if, every time Freeman dies, he is processed in this cloning station, and he never knows he is in here? What if, the system glitches, and he is stuck in the station, until his clones are all used up?
Sounds like [video=youtube;fRLWs0dFiK0]http://www.youtube.com/watch?v=fRLWs0dFiK0[/video]
[QUOTE=Karthoum;44185862]Doesn't look the same without bumpmaps..[/QUOTE]
The lack of vibrant colors give this almost hand-drawn vibe. Like an ascetic out of a short artsy anime film or those practice animations you find on the internet occasionally.
Looks good (except for the doors which stand out as being really light colored in such a grey environment and also have awkwardly scaled textures).
[QUOTE=TheGoodDoctorF;44182101]Leaks are usually the culprit. Check the compile log next time you compile.[/QUOTE]
No leaks, and textures are all LightmappedGeneric.
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