• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[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] Why are you ripping the textures? You could just extract them from the upks with umodel...
[IMG]http://fc00.deviantart.net/fs71/i/2013/096/d/5/wip_kezla_residence_by_doctornuriel-d60mkr0.png[/IMG] Heavy WIP, not too detailed yet. This is gonna be a district in a city of an alien empire that aesthetically has some human (and especially Islamic) influences. It's based on a fictional universe of my own.
I would suggest making the window textures emit light rather than placing those lights.
[QUOTE=Shirky;40184024]I would suggest making the window textures emit light rather than placing those lights.[/QUOTE] How precisely would I do that? I've been mapping for years but know jack shit about custom textures :v:
add the texture path to lights.rad and set the brightness/color values next to it if you already have a lights.rad file itll have examples in it it should be in the root folder of the game/mod
I'll turn this map into a demolition one, but different to the default ones, I'll make this like a normal bomb/defuse, but with one bomb site, and then this map can be played with different gamemodes, like bomb/defuse classic, demolition, arms race and deathmatch with a single map. Some updates: The new building: [t]http://i.imgur.com/uQnBPOt.jpg[/t] [t]http://i.imgur.com/2XWJHd9.jpg[/t] Interior of the new building: (first floor with a simple bar and the second under construction) [t]http://i.imgur.com/5UGQPXD.jpg[/t] [t]http://i.imgur.com/sytBuy0.jpg[/t] The new barbecue area and the corridor between the new building and the rounded one: [t]http://i.imgur.com/egWqWb6.jpg[/t] [t]http://i.imgur.com/wSN1A6j.jpg[/t] I can't do interiors so I'm making the best possible, but I think it's not so nice compared to the buildings. Can you give me some advices and feedbacks by this pics ?
[video=youtube;DbbjDWSby1o]http://www.youtube.com/watch?v=DbbjDWSby1o[/video] Yay, now I need to map a new better map. (After 4 years, this is my first map finished... x) )
[QUOTE=nicolasx21;40187957][B]I can't do interiors[/B][/QUOTE] Liar. That looks AMAZING I wanna live there.
Just thought I'd say "hi" to you hard-working and talented people :3 I randomly stumbled upon this thread, and I can't help but be in total awe at all the magnificent maps, dream-like places, masterpieces in progress and grammatically-correct posts. Anyway, looking at all these pics makes me really excited. Keep up the good work! :)
[t]https://dl.dropbox.com/u/37624951/portal%202/sp_a1120_fissure0005.jpg[/t]
[QUOTE=Stiffy360;40188544]Liar. That looks AMAZING I wanna live there.[/QUOTE] Interiors are like my challenge, when you make the exterior you have lots of options to make the interior, and that's the difficult part, what to place inside the building, where to put the correct window, where to cut a wall, what furniture you can use, how much space you will have to walk or to have a nice feel ? and OH, this map looks amazing at night, imagine a futuristic self powered rooftop with a total blackout around, with only this spot illuminated.
[QUOTE=Cosine;40189511][t]https://dl.dropbox.com/u/37624951/portal%202/sp_a1120_fissure0005.jpg[/t][/QUOTE] Get out of here loser. Go back to the chat. [sp]I know him.[/sp]
[QUOTE=Korro Bravin;40183006]Why are you ripping the textures? You could just extract them from the upks with umodel...[/QUOTE] I've tried umodel before with other games, and when I extracted them, it gave me files I couldn't use. But I picked up on it again with this game, and I guess it works now since it extracted targa files. The reason I use texmod is because I want specific textures that I probably couldn't find by browsing hundreds of files.
Older UE3 games assets are usually sorted by level/theme/set in the archives. If it's using the newer 'console-style' filesystem (archives are .xxx) then textures and such are instanced in the levels themselves. All you would need to do for ME2 and ME3 is open up the map you want textures from and extract them that way.
[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] What a neat trim texture in the bottom left.
So, I decided to completely scrap my old Port Hanshan project from a page or so back and completely redo it. I felt that there was something wrong with it. Here's what I have so far for my redo. [img]http://i184.photobucket.com/albums/x127/Orkal3/noveria20000_zpsecef8e45.jpg[/img] [img]http://i184.photobucket.com/albums/x127/Orkal3/noveria20001_zps04cff809.jpg[/img] [img]http://i184.photobucket.com/albums/x127/Orkal3/noveria20002_zps4432b542.jpg[/img] Also, big thanks to Firegod for putting together the Noveria skybox textures I sent him. [img]http://i184.photobucket.com/albums/x127/Orkal3/noveria20003_zpsc15abf41.jpg[/img]
I've been spending my time converting all 63 folders of Max Payne 2 textures. Almost done with "constructionsite" and then I'll start "crack house".
HL1 stuff [t]http://cloud-2.steampowered.com/ugc/882978867891277177/41A9CA645F9A7A27F659FE299C864598C679F924/[/t] [t]http://cloud-2.steampowered.com/ugc/882978867891263345/2B2C1CCD110D3E48FF3E7B350973DFEDB4BEC4EF/[/t]
Probably done with the hangar part. Also added a small lobby area for processing and etc. [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/noveria20004_zpsdf8a9233.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/noveria20005_zps042eb082.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/noveria20006_zpseaeb5b69.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/noveria20007_zps372a7f2f.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/noveria20008_zpsb94f597c.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/noveria20009_zps73920216.jpg[/img_thumb]
A little map for The Hidden Source I spent about 2 days working on. Next step is fixing the lighting and fixing the ground ie. turning grass into displacements etc [t]http://i.imgur.com/b5CtTj3.jpg[/t] [t]http://i.imgur.com/QYYCrudh.jpg[/t] [t]http://i.imgur.com/1l7gCu8h.jpg[/t] [t]http://i.imgur.com/AhCzSUBh.jpg[/t] [t]http://i.imgur.com/QdZBWNph.jpg[/t] [t]http://i.imgur.com/lCls63wh.jpg[/t] CC is greatly appreciated
Okay, 2 years of mappers block seems to be letting up. Working on something I can actually use Scars 2 with: [IMG]http://i.imgur.com/16JSmoz.jpg[/IMG]
Looks really grainy... the textures seem to be custom, are they using mipmaps?
[QUOTE=Corey_Faure;40204786]Okay, 2 years of mappers block seems to be letting up. Working on something I can actually use Scars 2 with: [IMG]http://i.imgur.com/16JSmoz.jpg[/IMG][/QUOTE] it looks like you're using sandpaper as textures
[QUOTE=podthegod;40204777] CC is greatly appreciated[/QUOTE] the lighting looks a little too bright, try subtracting 50 to 100 from the brightness value
[QUOTE=HGrunt;40207301]Looks really grainy... the textures seem to be custom, are they using mipmaps?[/QUOTE] I don't know why my mipmaps box is suddenly unchecked. Fixed (for the road for now at least). Experimenting with tire walls: [IMG]http://i.imgur.com/WZBxvuu.jpg[/IMG] The texture comes from a GTA IV mod: [IMG]http://i.imgur.com/wtun2Ue.jpg[/IMG]
I'm playing around with some ideas for a large scale RP map that I'm working on. [IMG]http://i.imgur.com/Afa3ANl.jpg[/IMG] This is a very rough draft for the John Freeman Memorial Statue island :v:
Use the normal to bake some AO on that model, as you've sacrificed a lot of detail from the texture.
[QUOTE=99p;40212071]Use the normal to bake some AO on that model, as you've sacrificed a lot of detail from the texture.[/QUOTE] I do know how to bake lighting onto models, so I'll be hopefully be able to get around that tomorrow. I also need to reinstall Photoshop since I recently reformatted my PC, hence the really horrible base texture.
This is from the Blue Shift remake i'm working on using Black Mesa. [img]http://i.imgur.com/Y2zB0jg.jpg[/img]
I have now converted over 610 textures in 15 folders...and I've only got 45 more folders to go.
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