The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[t]http://f2.braxupload.se/hdprgi.jpg[/t]
oh right, these pieces of road could be converted to models, would save a lot of brushes
[QUOTE=Giraffen93;44713426][t]http://f2.braxupload.se/hdprgi.jpg[/t]
oh right, these pieces of road could be converted to models, would save a lot of brushes[/QUOTE]
The floor could pretty much just be a model when it comes to certain sections
[QUOTE=Kickin Balls;44713770]The floor could pretty much just be a model when it comes to certain sections[/QUOTE]
Aren't model collisions worse?
If the roads are converted to models i can save roughly 250 brushes alone.
Stairs in houses 400+? maybe?
[QUOTE=Giraffen93;44713879]Aren't model collisions worse?
If the roads are converted to models i can save roughly 250 brushes alone.
Stairs in houses 400+? maybe?[/QUOTE]
Stairs would be recommended for propper, as its not going to change much and model collisions kinda depend on your model. If it's super detailed source is gonna have a heart attack but a road section shouldn't be that bad as an individual prop. Curves + pavements and straight sections + pavements are fine. If it's blocky source is probably fine with it. I think there's a shrink wrap option for propper, so use that
seems like a hassle to set up though.. i used it before steampipe and even then it was wonky
not gonna go make configurations just for it
I have propper set up for steampipe. My offer on proppering stuff for you still stands. Also I'd probably divide the straight road pieces up to 128 units so that you can get better lighting on them (static props only have have lighting per-vertex).
i really need to find a good texture without borders though, doesn't make sense as it stands now
[editline]3rd May 2014[/editline]
hmm
[t]http://f2.braxupload.se/l4olk7.jpg[/t]
[url]https://braxnet.org/temp/newcity_model_vmf.zip[/url]
here's the vmf for the models anyway if you wanted to try
[QUOTE=inspirit;44705329]Train station for my city map under construction
-images-[/QUOTE]
What texture are you using for the floor? It looks like those [URL="http://thumbs.dreamstime.com/z/office-ceiling-9731766.jpg"]ceiling tiles[/URL] that you find in office buildings and school and such, rather than something that's for a floor.
With that said, I'll go back to lurking this thread.
If anybody's interested, I found this page while looking for rgb values for light temperatures.
[url]http://planetpixelemporium.com/tutorialpages/light.html[/url]
Scroll down a little and there's a rudimentary table of rgb values for standard light temperatures.
[QUOTE=Magman77;44715888]If anybody's interested, I found this page while looking for rgb values for light temperatures.
[url]http://planetpixelemporium.com/tutorialpages/light.html[/url]
Scroll down a little and there's a rudimentary table of rgb values for standard light temperatures.[/QUOTE]
I actually referenced that page recently in a report for college.
While it might be accurate, the problem I see with it is that if you follow it religiously you risk having your lighting very bland. In reality, the colour of light you get is obviously very dependent on weather, where dense cloud coverage makes everything greyish and washed out (and I would know, I live in the rainiest part of the UK haha).
Well, it's only meant for artificial lighting. Outdoor lighting would be entirely dependent on sun angle, location longitude, and as you mentioned, weather.
I'm sealing that new area off for now, until brush count is lowered.
[t]http://f2.braxupload.se/4nng92.jpg[/t]
This place has been on my to-do list for a very long time now, what should i do?
I can't model any proper conveyors.
I made a few improvements, but its still not done yet. The train tracks might look far apart, but i'll be putting in a metal grate sidewalk in the middle of each just so its got some detail like in real life.
This may be put into my new map but haven't decided yet.
[IMG]http://i59.tinypic.com/2v3hlc1.jpg[/IMG]
I used half life 2 trains just to get a comparison with how big it is to the platform, and also fixed the bridge so you won't have to go up and down all those stairs.
[IMG]http://i59.tinypic.com/2dhfcp4.jpg[/IMG]
Going to be making a museum. Had to start with a planetarium though. It's still in rough shape, and I still need to add all the moons for the other planets. Managed to get the planet rotations down, as for the sizes though...I'm not going to bother.
[t]http://i.imgur.com/Sqe6Uqg.jpg[/t]
[t]http://i.imgur.com/Ldcu213.jpg[/t]
damn, I love the vagueness of them just being sprites. the colours still make it perfectly understandable.
[QUOTE=l33tkill;44716375]Going to be making a museum. Had to start with a planetarium though. It's still in rough shape, and I still need to add all the moons for the other planets. Managed to get the planet rotations down, as for the sizes though...I'm not going to bother.
[t]http://i.imgur.com/Sqe6Uqg.jpg[/t]
[t]http://i.imgur.com/Ldcu213.jpg[/t][/QUOTE]
Reminds me of a custom map for Unreal Tournament that was the Solar System with orbiting planets and moons and items inside said planets and moons.
Working on an "open world" horror map that take place in an old abandonned penitentiary. it's still in dev but I wanted to make a creepy opressive atmosphere that make the player feel uncomfortable.
[IMG]http://image.noelshack.com/fichiers/2014/18/1399162357-gh-penitentiary0002.jpg[/IMG]
Currently making a Sandbox map for Garry's Mod :v:
[IMG]http://i.imgur.com/d6k3wwL.jpg[/IMG]
[QUOTE=Steinman78;44716809]Working on an "open world" horror map that take place in an old abandonned penitentiary. it's still in dev but I wanted to make a creepy opressive atmosphere that make the player feel uncomfortable.
[IMG]http://image.noelshack.com/fichiers/2014/18/1399162357-gh-penitentiary0002.jpg[/IMG][/QUOTE]
Looks quite interesting, I also like the concept. Will you add random events to certain locations?
I'd also advise you to lower the lightmap on certain surfaces such as the floor, to flesh out the atmosphere more. Since you only have a single lightsource here, it could create some interesting contrasts between light and darkness.
[QUOTE=Steinman78;44716809]Working on an "open world" horror map that take place in an old abandonned penitentiary. it's still in dev but I wanted to make a creepy opressive atmosphere that make the player feel uncomfortable.
[IMG]http://image.noelshack.com/fichiers/2014/18/1399162357-gh-penitentiary0002.jpg[/IMG][/QUOTE]
Funny, I just started something pretty similar for L4D2. Sorry there's no bigger image, I'm still working on my site.
[img]http://www.samcampionportfolio.com/wp-content/uploads/2014/05/Left4Dead2_Map_01-720x340.jpg[/img]
[QUOTE=Marbledemon;44719031]Looks quite interesting, I also like the concept. Will you add random events to certain locations?
I'd also advise you to lower the lightmap on certain surfaces such as the floor, to flesh out the atmosphere more. Since you only have a single lightsource here, it could create some interesting contrasts between light and darkness.[/QUOTE]
Yeah it will features a lot of random events like in gm_ghosthunt and gm_ghosthunt2 by Breadman. I'll try to improve the lighting then I'll show you more screenshots. Thanks for you advice !
[QUOTE=Giraffen93;44714157]i really need to find a good texture without borders though, doesn't make sense as it stands now
[editline]3rd May 2014[/editline]
hmm
[t]http://f2.braxupload.se/l4olk7.jpg[/t]
[url]https://braxnet.org/temp/newcity_model_vmf.zip[/url]
here's the vmf for the models anyway if you wanted to try[/QUOTE]
Here's a suggestion: Put pedestrian crossings on the road. There's a decal from HL2 that does this. It really changes the way your road looks. I put them at every intersection, or if there were really long roads, maybe once every 2048 units
[QUOTE=Kickin Balls;44720404]Here's a suggestion: Put pedestrian crossings on the road. There's a decal from HL2 that does this. It really changes the way your road looks. I put them at every intersection, or if there were really long roads, maybe once every 2048 units[/QUOTE]
Good idea. Won't be able to do much after it's a model
[QUOTE=Giraffen93;44720418]Good idea. Won't be able to do much after it's a model[/QUOTE]
And maybe add some traffic lights as well as some pedestrian crossing lights into some of the intersections in your map too. I think the HL2 leak has models for both these as far as I can remember.
[QUOTE=CheezMan;44720500]And maybe add some traffic lights as well as some pedestrian crossing lights into some of the intersections in your map too. I think the HL2 leak has models for both these as far as I can remember.[/QUOTE]
He's already at the brush limit, going overboard on detail shouldn't really be a priority.
[QUOTE=Kickin Balls;44720404]Here's a suggestion: Put pedestrian crossings on the road. There's a decal from HL2 that does this. It really changes the way your road looks. I put them at every intersection, or if there were really long roads, maybe once every 2048 units[/QUOTE]
[IMG]http://i.imgur.com/XU2oPK2.jpg[/IMG]
Yes, it's really a good idea.
[QUOTE=Piratex;44721126][IMG]http://i.imgur.com/XU2oPK2.jpg[/IMG]
Yes, it's really a good idea.[/QUOTE]
But those ones look too close to the centre.
[QUOTE=Piratex;44721126][IMG]http://i.imgur.com/XU2oPK2.jpg[/IMG]
Yes, it's really a good idea.[/QUOTE]
Use decals/overlays on the same texture the other roads have. These textures are way too different.
Here are some good road textures if you need more: [url]http://facepunch.com/showthread.php?t=980428&p=44034684&viewfull=1#post44034684[/url]
[QUOTE=~ZOMG;44721339]But those ones look too close to the centre.[/QUOTE]
I think the placement is fine, but the center of the intersection needs to be made out of the same blacktop material as the roads. Looks funny the way it is in the picture.
[t]http://f2.braxupload.se/lnzqqa.jpg[/t]
those textures ain't bad
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