• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=4IF;44562761]Working on a interior. Yep, everything is brush. [URL=http://imgur.com/YxarlPG][IMG]http://i.imgur.com/YxarlPGl.jpg[/IMG][/URL] [URL=http://imgur.com/J809a2H][IMG]http://i.imgur.com/J809a2Hl.jpg[/IMG][/URL] [URL=http://imgur.com/FH8snzj][IMG]http://i.imgur.com/FH8snzjl.jpg[/IMG][/URL] [URL=http://imgur.com/cG4ktth][IMG]http://i.imgur.com/cG4ktthl.jpg[/IMG][/URL] [URL=http://imgur.com/halgv6g][IMG]http://i.imgur.com/halgv6gl.jpg[/IMG][/URL] [URL=http://imgur.com/jA9Ejob][IMG]http://i.imgur.com/jA9Ejobl.jpg[/IMG][/URL] [URL=http://imgur.com/Guwk4aa][IMG]http://i.imgur.com/Guwk4aal.jpg[/IMG][/URL][/QUOTE] Looks superb! However one thing I would recommend is to use propper for furnishments such as those chairs in the last pic to lower the brush count.
My previos post of the blended wireframe I posted the composite because It thoses different aspects all in one. Also... that never compiled... something like 3x the allowed amount of brushes. I guess I need propper which I would be doing given that I had regular internet access. [t]http://i.imgur.com/ckUtsUs.jpg[/t] [t]http://i.imgur.com/oS5pow1.jpg[/t] [t]http://i.imgur.com/lLsBMlZ.jpg[/t] [t]http://i.imgur.com/pID85yD.jpg[/t] And the part of the Startrek interprise cutaway that would compile. [t]http://i.imgur.com/dl2qkDq.jpg[/t] -Snip I think I figured out how to start with propper.. Download: [url]http://www.moddb.com/members/cfoust/downloads/propper-beta-3[/url] Wiki: [url]https://developer.valvesoftware.com/wiki/Propper#Download[/url]
Looks like something out of Interstellar Marines.
Color consistency in vegetation goes a long way [img_thumb]http://files.1337upload.net/2014-04-16_00002-eb8a05.jpg[/img_thumb][img_thumb]http://files.1337upload.net/2014-04-16_00005-685154.jpg[/img_thumb]
I've been working on a little project for CSS. I wanted to make a map like the First World Bank from Payday: The Heist, but with the competitive gameplay of Counter Strike. I managed to get the "bones" of the map set up, but I want to make it more "fleshed out". What direction should my map take? Should I copy the First World Bank? Or make it completely gameplay-oriented? Also I need playtesters, and this is my first “project” You can get the map in progress here [url]http://css.gamebanana.com/mips/1670[/url] Now for screenshots [img]http://files.gamebanana.com/img/ss/mips/5349a52c5e7f0.jpg[/img] [img]http://files.gamebanana.com/img/ss/mips/5349a52db4ffe.jpg[/img] [img]http://files.gamebanana.com/img/ss/mips/5349a52ff06b8.jpg[/img]
[QUOTE=Xanadu;44566737]Color consistency in vegetation goes a long way[/QUOTE] That's great improvement. However, the scene looks terribly flat at the moment. There isn't much to show depth. Add a little fog to give off the impression of atmospheric scattering. You may want to experiment compiling with -textureshadows and -staticproppolys to get the vegetation casting shadows properly.
[QUOTE=Qualex;44566949]I've been working on a little project for CSS. I wanted to make a map like the First World Bank from Payday: The Heist, but with the competitive gameplay of Counter Strike. I managed to get the "bones" of the map set up, but I want to make it more "fleshed out". What direction should my map take? Should I copy the First World Bank? Or make it completely gameplay-oriented? Also I need playtesters, and this is my first “project” [/QUOTE] Is this going to be for a custom game mode? Because right now it looks like an awpers dream map.
Any tips for making grid-aligned curves for city streets? I need to make curbs for roads, but the problem is that they are either rough or disproportional.
Some progress, I really want to add a lot of detail, but first things first. And I need to be cautious with the limits... also making custom textures and trying to models with Maya. [img_thumb]http://cloud-3.steampowered.com/ugc/794066880546644206/B756FE30A24F2797CA11C35FEC04DD391AB62A7A/[/img_thumb]
Messing around [t]http://cloud-2.steampowered.com/ugc/594782597394975447/23F07DD6A468F7DD8F4A21F049F6DB73028317A4/[/t] [t]http://cloud-3.steampowered.com/ugc/594782597394977116/8479F704342BCFF773ED40D2375C480CE6956D5D/[/t]
Extended the tunnel. [t]http://cloud-2.steampowered.com/ugc/594782597400687943/84A5547E29ACD018653F6FE4D200AEB6589773E2/[/t]
[QUOTE=soldierrob;44573621]Some progress, I really want to add a lot of detail, but first things first. And I need to be cautious with the limits... also making custom textures and trying to models with Maya. [img_thumb]http://cloud-3.steampowered.com/ugc/794066880546644206/B756FE30A24F2797CA11C35FEC04DD391AB62A7A/[/img_thumb][/QUOTE] Awesome progress rob. I see there is a car on the driveway of the house there, is that permanent or were you just testing usability.
[QUOTE=soldierrob;44573621]Some progress, I really want to add a lot of detail, but first things first. And I need to be cautious with the limits... also making custom textures and trying to models with Maya. [img_thumb]http://cloud-3.steampowered.com/ugc/794066880546644206/B756FE30A24F2797CA11C35FEC04DD391AB62A7A/[/img_thumb][/QUOTE] That look pretty sweet. But this yacht out of place with his big mast.
[QUOTE=4IF;44577071]That look pretty sweet. But this yacht out of place with his big mast.[/QUOTE] The Vehicles will be deleted, so that players can spawn there own cars and boats :)
[QUOTE=pac0master;44575926]Extended the tunnel. [t]http://cloud-2.steampowered.com/ugc/594782597400687943/84A5547E29ACD018653F6FE4D200AEB6589773E2/[/t][/QUOTE] I'm loving the direction it's taking.
Started working on the warehouse thing. [t]http://cloud-4.steampowered.com/ugc/594782597421350542/2021E0E1E044B986FFDFDB9B2FD8E36CD7A8D99B/[/t] [t]http://cloud-2.steampowered.com/ugc/594782597421353192/96C23E543112EBC5F40E15A0974D9376D79CA04A/[/t] [t]http://cloud-3.steampowered.com/ugc/594782597421354483/76AD0CAB606B543880C88256FE8AC2BC39133706/[/t] Problem is i have some problem smoothing the light as you can see.
[QUOTE=pac0master;44581488]Problem is i have some problem smoothing the light as you can see.[/QUOTE] Do you use the "alt" function when apply a texture around a curve? that usually alights the lightmap grid and makes smooth lighting have less cuts in them (at least from my experience)
Been working on and off with this particular project for a while. [t]https://dl.dropboxusercontent.com/u/51353469/screenies/wip/2014-04-18_00001.jpg[/t] [t]https://dl.dropboxusercontent.com/u/51353469/screenies/wip/2014-04-18_00003.jpg[/t] [t]https://dl.dropboxusercontent.com/u/51353469/screenies/wip/2014-04-18_00004.jpg[/t] [t]https://dl.dropboxusercontent.com/u/51353469/screenies/wip/2014-04-18_00002.jpg[/t] It's a gmod map made for building boats, sailing around and finding cool stuff. I'm also designing it for roleplay. It's the size of the Harbor2Ocean maps, but I'm taking more time to focus on details. Things players can find in the nooks and crannies of the map. [editline]19th April 2014[/editline] Not pictured is a small tropical island, along with many other places that aren't finished.
Make sure you do some kind of sub ocean-floor structure. I love the idea of being able to sail around and discover things, just make sure it's relatively low visibility so it's not just a matter of "hey look at that thing over there that I can see from shore, let's go there!" I can see you've already done that with the fog, but do whatever you can to add more to that if at all possible without being annoying.
I'd love to do an underwater structure of some sort, but only if I found a good looking way to do the windows (nothing is more cool to me then underwater windows). I'd probably have to create a shader of some sort, but I can't say that I'd have the skill to make it. Also, one of my goals is to have players explore the destinations by keeping things hidden from them that they can only find by getting off their boat. Underground tunnels, tall structures, and such.
[QUOTE=grabbin pills?;44582140]Do you use the "alt" function when apply a texture around a curve? that usually alights the lightmap grid and makes smooth lighting have less cuts in them (at least from my experience)[/QUOTE] Yeah I do, rare are the time i don't use this function. [editline]18th April 2014[/editline] [QUOTE=TheGoodDoctorF;44583808]Been working on and off with this particular project for a while. [t]https://dl.dropboxusercontent.com/u/51353469/screenies/wip/2014-04-18_00001.jpg[/t] [/QUOTE] BAM! Sea forts from WWII around the UK [img]http://cache2.asset-cache.net/gc/113857534-world-war-2-sea-forts-gettyimages.jpg?v=1&c=IWSAsset&k=2&d=PCzUfEJWW0OcHvjAzQu3s5ZKQ7aCNTBe4cfWJyyW1Jg%3D[/img] I would suggest you to reduce the fog
Naw he has it that way as a gameplay function, it's a compromise on the part of aesthetics in that case.
[QUOTE=Magman77;44586358]Naw he has it that way as a gameplay function, it's a compromise on the part of aesthetics in that case.[/QUOTE] yeah well, maybe that's just me who isn't a big fan of fog. I would understand if it was for a big cave or something but a plain air map?.. meh
[QUOTE=pac0master;44584878]Yeah I do, rare are the time i don't use this function. [editline]18th April 2014[/editline] BAM! Sea forts from WWII around the UK [img]http://cache2.asset-cache.net/gc/113857534-world-war-2-sea-forts-gettyimages.jpg?v=1&c=IWSAsset&k=2&d=PCzUfEJWW0OcHvjAzQu3s5ZKQ7aCNTBe4cfWJyyW1Jg%3D[/img] I would suggest you to reduce the fog[/QUOTE] Hi [t]http://cloud-3.steampowered.com/ugc/612770821018786239/6E907A4D2CFA7D0EBB7EFA427E66CDA4CEA7146E/[/t]
[QUOTE=TheGoodDoctorF;44583985]I'd love to do an underwater structure of some sort, but only if I found a good looking way to do the windows (nothing is more cool to me then underwater windows). I'd probably have to create a shader of some sort, but I can't say that I'd have the skill to make it.[/QUOTE]screw windows, underwater structures need non-euclidean geometry built with cyclopean masonry for reasons do it
Updoot [img_thumb]http://cloud-3.steampowered.com/ugc/794066880598027457/6F9CFB7BD2B698F61146C2CA8F04767F2D186260/[/img_thumb] [img_thumb]http://cloud-2.steampowered.com/ugc/794066880598024256/25E8BBC385F54E5834D0054B84DFA64F6FE934A3/[/img_thumb] [img_thumb]http://cloud-4.steampowered.com/ugc/794066880598025363/D755D5698554502CE928123C226CCA4B3102A2DB/[/img_thumb] [img_thumb]http://cloud-4.steampowered.com/ugc/794066880598026351/F27894BEB88F2B8195F72AD96CF21F86D0DD7CE1/[/img_thumb] [img_thumb]http://cloud-2.steampowered.com/ugc/794066880598021125/FB9005C324E1E68704665E877373BC63903B2BAF/[/img_thumb]
[QUOTE=pac0master;44586459]yeah well, maybe that's just me who isn't a big fan of fog. I would understand if it was for a big cave or something but a plain air map?.. meh[/QUOTE] It's supposed to provide visual occlusion while not physically obstructing the player's path. That way one cannot just spot all of the major points of exploration from the start and then play a buoyant version of connect the dots.
image dump! [img]http://cloud-4.steampowered.com/ugc/616174695421600476/603224A7AB4535A7927F1AA3B7742CBF01B69C21/[/img] [img]http://cloud-4.steampowered.com/ugc/616174695421598190/3ED39D30C9F9260ED81632A62C3456EBA4ED4D7A/[/img] [img]http://cloud-3.steampowered.com/ugc/616174695421597154/2327412C4D3A0A32F2645141C773B5647E304708/[/img] [img]http://cloud-3.steampowered.com/ugc/616174695421596315/BD623C57C56DE405B758622DE6BF373D0630C13F/[/img] [img]http://cloud-4.steampowered.com/ugc/616174695421595242/5467712CD5CA38CE58704736D75F30B63A823B7E/[/img] [img]http://cloud-2.steampowered.com/ugc/616174695421594082/E7691E984606C95D89F4C2C9091C1B94453F7716/[/img] [img]http://cloud-4.steampowered.com/ugc/616174695421593107/B9C2D65376386E924EB4C76B6A0F4362E1F0E271/[/img] [img]http://cloud-3.steampowered.com/ugc/616174695421591508/8324918E48D84A702721D19E51F15301B29D4EF3/[/img] [img]http://cloud-4.steampowered.com/ugc/616174695421590649/547DF9A3112B80400EC3451CA6618B4DF4EB6467/[/img] [img]http://cloud-3.steampowered.com/ugc/616174695421589330/12BCC1A513287039EAB699DF7A46447C936B4514/[/img] [img]http://cloud-3.steampowered.com/ugc/616174695421588241/990D8E95D6BD6633A305340855350324C2C7F31A/[/img] [img]http://cloud-4.steampowered.com/ugc/616174695421587056/4913D4A48478868D3D2B43C659886B1B1036CB25/[/img] [img]http://cloud-2.steampowered.com/ugc/616174695421585291/C1A00A5F312EB7CF7F7D2969D1DBD4546751CEBE/[/img] [img]http://cloud-4.steampowered.com/ugc/616174695421584147/15703C544FB282E211BCAC9B136AB5B5342B564E/[/img] [img]http://cloud-2.steampowered.com/ugc/616174695421582715/C9C980D23B04C4C9635B523F120BCFA78E001356/[/img] [img]http://cloud-3.steampowered.com/ugc/616174695421599419/E3B94727559B428AA611B5B1616CBB43E80DFF3A/[/img] [img]http://cloud-3.steampowered.com/ugc/616174695421732166/9CA72C713201CA08944C364F5C17147CD2F40792/[/img]
[quote][img]http://cloud-3.steampowered.com/ugc/594782597421354483/76AD0CAB606B543880C88256FE8AC2BC39133706/[/img][/quote] Brushes joining other brushes in the middle may cause stuff like that. The left might cause problems, the right shouldn't [img]http://i.imgur.com/kEtA4yy.png[/img]
Wow, why didn't I think of that. All of the lighting problems I could have avoided so easily.
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