The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=Matt2468rv;44790897]Isn't there a way to pack in custom player models for a map?[/QUOTE]
I'm sure it's possible. I've been looking for the mdl files with finished UV Maps for the terrorist but haven't found anything.
Giraffen, if you're still here, I'm afraid your street geometry is invalid and became victim to the floating point inaccuracy or whatever it is, and every vertex is slightly off grid. This is really bad for optimisation and can be noticable at close distances. because of this the brushes can't be aligned to the grid properly so you can't line up the props.
[t]http://filesmelt.com/dl/invalidgeometry.png[/t]
Edit: sorry for mostly contentless post, here's some old content
[t]http://cloud-3.steampowered.com/ugc/576719343068155143/F6E329021B17EDD6E0AB0A425D5BEBCE4309CC11/[/t]
[t]http://cloud-4.steampowered.com/ugc/578967585336458781/4CD0383CB47E2FDD6FADD6CF1A334E57099FF7CE/[/t]
[t]http://cloud-3.steampowered.com/ugc/578960836734562972/BE1483A0B4ECC250D576CF8EB7A3D06FEB86A61F/[/t]
(skybox credit to Mr. Chop)
[QUOTE=billi999;44792777]Giraffen, if you're still here, I'm afraid your street geometry is invalid and became victim to the floating point inaccuracy or whatever it is, and every vertex is slightly off grid. This is really bad for optimisation and can be noticable at close distances. because of this the brushes can't be aligned to the grid properly so you can't line up the props.[/QUOTE]
yeah hammer is really shitty, must have happened when i copied it over
With use of occluders, aggresive model LODs and several visibility blocking models, I've managed to make this scene run on decent framerate! (200 - 110 fps)
(Ignore the hideous background building in the second pic, it's a placeholder)
[IMG]https://dl.dropboxusercontent.com/u/33369101/TTT_Robbery/Screenshots/09.jpg[/IMG]
[IMG]https://dl.dropboxusercontent.com/u/33369101/TTT_Robbery/Screenshots/10.jpg[/IMG]
[QUOTE=Matt2468rv;44790897]Isn't there a way to pack in custom player models for a map?[/QUOTE]
Yes, [url=https://developer.valvesoftware.com/wiki/.kv]use a .kv file[/url]
First time in probably a year since I've done any actual mapping, the lighting looks good to me, but I'll probably look into moving over to overlays or decals, since this uses a lot of the HDRworldlights limits.
[t]http://static.glitchvid.com/uw/forums/fp/m/mmt/hallways0003.png[/t][t]http://static.glitchvid.com/uw/forums/fp/m/mmt/hallways0004.png[/t]
I take it overlays can be $selfillum?
[QUOTE=TFlippy;44793680]With use of occluders, aggresive model LODs and several visibility blocking models, I've managed to make this scene run on decent framerate! (200 - 110 fps)
(Ignore the hideous background building in the second pic, it's a placeholder)
-snip-[/QUOTE]
This is really neat, you've accomplished a lot here without using much (or it seems that way to me).
It feels really cozy for some reason too. Nice job.
[QUOTE=Magman77;44796084]I take it overlays can be $selfillum?[/QUOTE]
If not, unlitgeneric and alpha will do fine.
[QUOTE=Giraffen93;44792968]yeah hammer is really shitty, must have happened when i copied it over[/QUOTE]
It seems like it doesn't save the new vertex positions, and then hammer just wants to fuck itself over
[IMG]http://i.imgur.com/EiPTzak.png[/IMG]
When that happens I usually just say "fuck it" and use the butchered brush as a guide for new brushes that I vertex edit by hand.
[QUOTE=Magman77;44801308]When that happens I usually just say "fuck it" and use the butchered brush as a guide for new brushes that I vertex edit by hand.[/QUOTE]
it is edited by hand :v:
[IMG]http://i.imgur.com/i6DCAyi.png[/IMG]
it accepts this so whatever
Well isn't that bizarre.
[url]https://braxnet.org/temp/newcity_models_fixed.zip[/url]
finally fixed
[editline]14th May 2014[/editline]
[IMG]http://i.imgur.com/3Nx8ns6.png[/IMG]
there's something really wrong here.. this takes up 27k brushes
[QUOTE=Giraffen93;44801250]It seems like it doesn't save the new vertex positions, and then hammer just wants to fuck itself over
[IMG]http://i.imgur.com/EiPTzak.png[/IMG][/QUOTE]
Hammer often seems to just slightly missalign vertexes when theres many vertexes in one point and the shapes are not square.
So I did a test, found the place in the vmt with the weird vertexes that had decimals and removed them to see if that would help.
When opened in hammer the vertexes were still screwed up(more actually), tried saving it while it was broken again but that did not add decimals to the cordinates in the vmf.
Was still screwed up in hammer. Changing them by whole numbers made them move though.
Moving any vertex or the brush and then saving will update all the cordinates in the vmf again to have decimals, moving other objects does not change it.
Hammer is wierd at times, nothing new though highly annoying.
[QUOTE=Giraffen93;44801250]It seems like it doesn't save the new vertex positions, and then hammer just wants to fuck itself over
[IMG]http://i.imgur.com/EiPTzak.png[/IMG][/QUOTE]
This is exactly why I canceled both the English gmod map and the oval racetrack, can't find a reliable fix besides models.
Hmm, when I'm less busy and have finished proppering Giraffens' models, I might see about making a C++ or C# .vmf file reader/writer that rounds all vertices to the nearest unit, would anyone be interested in seeing that happen? Sure, the vertices would go off grid yet again as soon as you make any changes, but if I understand the problem right every time you want to compile you could run it through the program without changing any brushes and hopefully get valid results.
Edit: First successful prop is done, unfortunately propper said fuck you regarding having a perfect collision model but it hopefully shouldn't be too noticeable.
I probably won't have time for any more tonight, it's late and I have exams starting thursday so my life is currently 95% studying
[t]http://filesmelt.com/dl/babbysfirstprop.jpg[/t]
[QUOTE=billi999;44802381]might see about making a C++ or C# .vmf file reader/writer that rounds all vertices to the nearest unit, would anyone be interested in seeing that happen?.[/quote]
If it work and fixes the ugly vertices placement then Yeah, It would be an awesome tool.
[QUOTE=billi999;44802381]Hmm, when I'm less busy and have finished proppering Giraffens' models, I might see about making a C++ or C# .vmf file reader/writer that rounds all vertices to the nearest unit, would anyone be interested in seeing that happen? Sure, the vertices would go off grid yet again as soon as you make any changes, but if I understand the problem right every time you want to compile you could run it through the program without changing any brushes and hopefully get valid results.
Edit: First successful prop is done, unfortunately propper said fuck you regarding having a perfect collision model but it hopefully shouldn't be too noticeable.
I probably won't have time for any more tonight, it's late and I have exams starting thursday so my life is currently 95% studying
[t]http://filesmelt.com/dl/babbysfirstprop.jpg[/t][/QUOTE]
Someone beat you to it, it's called [url=http://www.gyroshot.com/vertalert.htm]vertalert[/url]
[QUOTE=Lukey1400;44792394]
[IMG_THUMB]http://files.gamebanana.com/img/ss/maps/537138971292e.jpg[/IMG_THUMB]
[/QUOTE]
What happened to those aircon units though? I remember that model scrambling on me too once, and I don't know how I fixed it back then.
broken UVs is the modeller's responsibility
[QUOTE=Merijnwitje;44805130]What happened to those aircon units though? I remember that model scrambling on me too once, and I don't know how I fixed it back then.[/QUOTE]
Crap I didn't realize, thanks for pointing this out, I'll replace the model with something else if I cant fix it
[img]https://dl.dropboxusercontent.com/u/37624951/tf2m/2skills/cp_mainz_b10003.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/37624951/tf2m/2skills/cp_mainz_b10004.jpg[/img]
no vertex lighting, so some models look goofy
[QUOTE=Cosine;44809029]
[img]https://dl.dropboxusercontent.com/u/37624951/tf2m/2skills/cp_mainz_b10004.jpg[/img]
no vertex lighting, so some models look goofy[/QUOTE]
Looks awesome, but that white ground texture feels way too clean and vibrant to me.
Added a better background with more detailed buildings!
[IMG]https://dl.dropboxusercontent.com/u/33369101/TTT_Robbery/Screenshots/13.jpg[/IMG]
God damn Tflippy! This is for the TTT bank map right?
That map has a nice and balanced looking composition.
[QUOTE=Cosine;44809029]
[img_thumb]https://dl.dropboxusercontent.com/u/37624951/tf2m/2skills/cp_mainz_b10004.jpg[/img_thumb]
no vertex lighting, so some models look goofy[/QUOTE]
Take the top most yellow tape away. You really don't need that small bit and it looks bad where it is.
[QUOTE=Exho;44809561]God damn Tflippy! This is for the TTT bank map right?[/QUOTE]
Yup, I've decided to scrap the previous version and make the setting more urban. :p Sewers and exteriors are almost finished, and soon I'm going to start working on the bank building itself.
[QUOTE=Merijnwitje;44805130]What happened to those aircon units though? I remember that model scrambling on me too once, and I don't know how I fixed it back then.[/QUOTE]I think either CS:GO or L4D2 has an exact copy of that model, with different textures. It's under a different model path though.
EDIT: Judging by the textures, the one being used is under props/cs_assault, this one.
[t]http://i.imgur.com/XiMB5fL.png[/t]
Try using the one under props_rooftop, here.
[t]http://i.imgur.com/1NqFEox.png[/t]
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