• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
after months of staring at fucking rubble, i decided to try my hand at doing indoors stuff [thumb]http://filesmelt.com/dl/underwater0001.jpg[/thumb] (morning, foggy version of the map. thoughts?) [thumb] http://filesmelt.com/dl/underwater0004.jpg[/thumb] [thumb]http://filesmelt.com/dl/underwater0005.jpg[/thumb] [thumb]http://filesmelt.com/dl/underwater0006.jpg[/thumb] heavy wip. it's some sort of underground city. this part of the map is like the "cheap housing" section of the city. I took inspiration from the Kowloon walled city in Hong Kong hence the mess of wires and the generally cluttered environment. nothing here is final, especially the lighting. anyways i was wondering if anyone could link me to some props, like signage, furniture or just generally stuff you'd expect to see in a subterranean community. :v: oh, and please don't mind the obviously unfinished parts. like I said it's a wip. just wanted to showcase the general atmosphere of the environment.
You're incredible with color correction and lighting, especially the shots at nighttime/sunset (can there [i]be[/i] a sunset in an underground city?), but I like the morning version a bit better. Some guy in this thread back in November made his own custom Hong Kong props for his CS:GO map. Stuff like trash, boxes, signs, general overcrowded-city stuff. I forget who it was, but you should use a better sign than that green Hostel ad if you find one.
[QUOTE=nicoreda;40117138]New video :) And new download [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=135458640"]http://steamcommunity.com/sharedfiles/filedetails/?id=135458640[/URL] [video=youtube;T3RMEVQj2TY]http://www.youtube.com/watch?v=T3RMEVQj2TY[/video][/QUOTE] The hdr is too intense, I'd get a headache playing that level, turn down the autoexposuremin or something
[QUOTE=TurtleeyFP;40159066]You're incredible with color correction and lighting, especially the shots at nighttime/sunset (can there [i]be[/i] a sunset in an underground city?), but I like the morning version a bit better. Some guy in this thread back in November made his own custom Hong Kong props for his CS:GO map. Stuff like trash, boxes, signs, general overcrowded-city stuff. I forget who it was, but you should use a better sign than that green Hostel ad if you find one.[/QUOTE] sorry for not making it clear. it's not a morning version/night version actually, the "night" one is the iteration that's actually set underground, the other one is set on the surface. and the green hostel sign was never meant to stick around in the first place btw . i'm delaying making custom textures for this map because i'm not too good with photoshop and, well, im fucking lazy. :v: that aside though, i'll have a look at those props you mentioned. hopefully he/she has them up for downloading. thanks.
Yeah, I know everything of Side and Front view... [IMG]http://img94.xooimage.com/files/d/6/1/sans-titre-3d2f702.jpg[/IMG] "The hdr is too intense, I'd get a headache playing that level, turn down the autoexposuremin or something " Alreadly turned down in beta 1.23 (40 to 1) So, this exposure (40) can be look good for videos but not gameplay. Edit: This is how my "skybox" is drawed ! xD [IMG]http://img93.xooimage.com/files/d/3/6/sans-titre-3d2f8b3.jpg[/IMG]
[QUOTE=nicoreda;40161793]Yeah, I know everything of Side and Front view... [IMG]http://img94.xooimage.com/files/d/6/1/sans-titre-3d2f702.jpg[/IMG] "The hdr is too intense, I'd get a headache playing that level, turn down the autoexposuremin or something " Alreadly turned down in beta 1.23 (40 to 1) So, this exposure (40) can be look good for videos but not gameplay. Edit: This is how my "skybox" is drawed ! xD [IMG]http://img93.xooimage.com/files/d/3/6/sans-titre-3d2f8b3.jpg[/IMG][/QUOTE] You should use your visgroups more cleverly.
That seems like a really inefficient way to do a skybox
[QUOTE=MaddaCheeb;40163561]That seems like a really inefficient way to do a skybox[/QUOTE] Not inefficient enough to drop that option completely, besides, you can make is spin for a fake cloud effect. oh, I see. Go and scale it down then throw it into the 3D skybox.
[QUOTE=MaddaCheeb;40163561]That seems like a really inefficient way to do a skybox[/QUOTE] Actually no skydomes are quite awesome, but the way he did it doesn't look right from these shots.
Yeah, skydomes can be pretty cool if you use them right, and they can really add to the maps feeling. I used a skydome here and made it spin slightly. With the moving shadows and trees, boat and turtle it made the scene alive. [media]http://www.youtube.com/watch?v=VxnzR0o9Ou8&list=UUYEPg-uQYCygQWB-wosCU_A&index=3[/media]
I'm pretty doubtful that it's possible in the Source Engine, but it would be neat if someone made a animated panoramic texture of moving clouds (Could be made in Terragen, I guess?) for the skybox and then placed it on a skydome.
[QUOTE=Skerion;40166246]I'm pretty doubtful that it's possible in the Source Engine, but it would be neat if someone made a animated panoramic texture of moving clouds (Could be made in Terragen, I guess?) for the skybox and then placed it on a skydome.[/QUOTE] you don't even need to animate them, just rotate the whole thing.
Rotating a picture of clouds looks bad to me, though. They curve at an unnatural angle that makes it obvious it's on a skydome.
[video=youtube;gSpSCu13XiE]http://www.youtube.com/watch?v=gSpSCu13XiE&feature=youtu.be[/video] Just getting back to speed
[QUOTE=Stiffy360;40163651]Not inefficient enough to drop that option completely, besides, you can make is spin for a fake cloud effect. oh, I see. Go and scale it down then throw it into the 3D skybox.[/QUOTE] Yeah I wanted that, but after I have a problem with water reflection.
[QUOTE=vexx21322;40166623]Rotating a picture of clouds looks bad to me, though. They curve at an unnatural angle that makes it obvious it's on a skydome.[/QUOTE] Curve and have a texture with a moving proxy, problem solved.
[QUOTE=glitchvid;40167836]Curve and have a texture with a moving proxy, problem solved.[/QUOTE] ^This. You could also overlay several of those and rotate them at a different speed/offset.
Please ponder more about creating dynamic clouds, I am currently making mountaintop map and already have a lot of scrolling textures going on.
[QUOTE=Mr. Chop;40125689][t]https://dl.dropbox.com/u/1707143/Releases/gm_skyland/01.jpg[/t] [t]https://dl.dropbox.com/u/1707143/Releases/gm_skyland/02.jpg[/t] feeling around a scifi themed flatgrass map, more to come[/QUOTE] This makes me think that a "flatgrass" contest would surely spure some amazing results, such as this piece of art.
[QUOTE=kaskade700;40170300]a lot of scrolling textures going on.[/QUOTE] Thats bassically the best way to do it in source, also make sure to play with the transparency
[QUOTE=Zero Hour;40171948]This makes me think that a "flatgrass" contest would surely spure some amazing results, such as this piece of art.[/QUOTE] Why not? Could potentially have fun factor. My idea of a good flatmap-suited component is some sort of spawn point that 'makes sense', at least more so than a mysterious concrete block. Something like a belly-landed aircraft or an inaccessible tunnel entrance that descends into abysmal blackness. Maybe even something as simple as a lightweight standalone helicopter landing/refueling position. :v:
[QUOTE=Shirky;40166098]Yeah, skydomes can be pretty cool if you use them right, and they can really add to the maps feeling. I used a skydome here and made it spin slightly. With the moving shadows and trees, boat and turtle it made the scene alive. [media]http://www.youtube.com/watch?v=VxnzR0o9Ou8&list=UUYEPg-uQYCygQWB-wosCU_A&index=3[/media][/QUOTE] Did you ever release that?
[QUOTE=MaddaCheeb;40175492]Did you ever release that?[/QUOTE] No, It was never intended for release. I built up the scene around that angle, so it doesnt look good if you move around.
I've been working on ripping some textures from ME1. Not much, but it's a start. Thanks to MaddaCheeb for getting me to run texmod. [img]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10000_zps207b6f10.jpg[/img]
i'd love to see a release of those textures. any plans?
[QUOTE=HighdefGE;40177622]I've been working on ripping some textures from ME1. Not much, but it's a start. Thanks to MaddaCheeb for getting me to run texmod. [img]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10000_zps207b6f10.jpg[/img][/QUOTE] If you ever rip textures from ME2 would you please tell me? I'd so like to get my hands on the textures from the [url=http://masseffect.wikia.com/wiki/Haestrom#Missions]Haestrom Quarian base.[/url]
[t]http://cloud-2.steampowered.com/ugc/864964469349902782/18146E7BC943FD97B4BEFD4B54165F445C232574/[/t] [t]http://cloud-2.steampowered.com/ugc/864964469349907660/03720BB72A72EFA92C98DDEBB6D8C1F76E5CE8CE/[/t] I finally got off my ass to make something decent, what do you think? [editline]6th April 2013[/editline] Courage the cowardly dog inspiration
Make the fog bluish when looking back, it currently contrasts far too sharply with the skybox on the second pick.
[t]http://cloud.steampowered.com/ugc/864964469350762634/9FA8494F44BA8B5DF71163BD088AA5BB04DF862B/[/t] I did all I could.
[QUOTE=Azzator;40179300]i'd love to see a release of those textures. any plans?[/QUOTE] If I get enough of them, sure. [QUOTE=:smugspike:;40179467]If you ever rip textures from ME2 would you please tell me? I'd so like to get my hands on the textures from the [url=http://masseffect.wikia.com/wiki/Haestrom#Missions]Haestrom Quarian base.[/url][/QUOTE] Atm ME1 is my priority but when I get the chance to do Haestrom, sure.
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