• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=AeonCastle;44810233] [t]http://i.imgur.com/1NqFEox.png[/t][/QUOTE] How did you get that wonderful non-buggy green model browser window?
[QUOTE=TFlippy;44810374]How did you get that wonderful non-buggy green model browser window?[/QUOTE]It's the L4D2 Hammer, that just never went buggy for me v:v:v
[QUOTE=TFlippy;44810374]How did you get that wonderful non-buggy green model browser window?[/QUOTE] What's your gameinfo.txt look like? If it loads HL2 first it should be fine. Example [code] SearchPaths { game+mod customConfig/custom/* gamebin |gameinfo_path|bin game "|all_source_engine_paths|hl2/hl2_english.vpk" game "|all_source_engine_paths|hl2/hl2_pak.vpk" game "|all_source_engine_paths|hl2/hl2_textures.vpk" game "|all_source_engine_paths|hl2/hl2_sound_vo_english.vpk" game "|all_source_engine_paths|hl2/hl2_sound_misc.vpk" game "|all_source_engine_paths|hl2/hl2_misc.vpk" game "|all_source_engine_paths|../Counter-Strike Source/cstrike/cstrike_pak.vpk" game "|all_source_engine_paths|../Day of Defeat Source/dod/dod_pak.vpk" game "|all_source_engine_paths|../GarrysMod/garrysmod/garrysmod.vpk" platform |all_source_engine_paths|platform/platform_misc.vpk mod+mod_write+default_write_path "|gameinfo_path|." game+game_write hl2mp platform |all_source_engine_paths|platform } [/code] Search path order is actually quite important as it determines the order in which things get loaded in.
[QUOTE=vstmn;44742139]Made in hammer using L3DT and DispGen. Takes up whole grid in hammer. [IMG]http://i.imgur.com/si61vkW.jpg[/IMG] [/QUOTE] That looks awesome so far. I've been using a similar method to what you're doing for quite a while now. Just make sure you add enough small-scale detail at ground level and play with $detailtexture so that it doesn't end up looking muddy like most displacements. :P [IMG]http://devin.ocdevelopment.net/images/levels/terrain02.jpg[/IMG] [IMG]http://devin.ocdevelopment.net/images/levels/terrain03.jpg[/IMG] And play with detailsprites too, I begged Garry myself to get them working properly just for such an occasion: [IMG]http://devin.ocdevelopment.net/images/levels/islanublar01.jpg[/IMG] You could probably add some moving clouds like I did in this old test, it can really add some depth: [vid]http://devin.ocdevelopment.net/images/videos/islanublar.mp4[/vid]
[QUOTE=Rush_Freak;44815141]That looks awesome so far. I've been using a similar method to what you're doing for quite a while now. Just make sure you add enough small-scale detail at ground level and play with $detailtexture so that it doesn't end up looking muddy like most displacements. :P SNIP [/QUOTE] Your aren't a mapping king, you are a mapping god.
[IMG]http://puu.sh/8Nltr.jpg[/IMG] dustmotes are way coolio
[QUOTE=Rush_Freak;44815141] * Snip * Awesome looking content[/QUOTE] Mother of Mapping :O Amazing work so far, I love it!
[quote=Valve]In Hammer, while using the Vertex Tool, pressing CTRL+B will snap selected vertices to the grid.[/quote] [url]http://steamcommunity.com/games/SourceSDK/announcements/detail/1749958360445449289[/url] 10/10
Apartments! [T]https://dl.dropboxusercontent.com/u/33369101/TTT_Robbery/Screenshots/14.jpg[/T]
[QUOTE=TFlippy;44820081]Apartments! *beautiful picture* [/QUOTE] This amount of effort for a Trouble in Terrorist Town map is rare to come by these days. Most TTT maps have shitty brushwork and terrible optimization. But it would be sad if this gets buried under "lol minecraft reference" maps.
[QUOTE=GameDev;44820001][url]http://steamcommunity.com/games/SourceSDK/announcements/detail/1749958360445449289[/url] 10/10[/QUOTE] How are you supposed to be up to date with github anyway? I don't get it. If you change files it overwrites them if you get the new files.
[img]http://puu.sh/8P73E.jpg[/img] guess who got [i]nothing[/i] done today
Couldn't resist [img]http://puu.sh/8P866.jpg[/img]
[QUOTE=TFlippy;44809354]Added a better background with more detailed buildings! [IMG]https://dl.dropboxusercontent.com/u/33369101/TTT_Robbery/Screenshots/13.jpg[/IMG][/QUOTE] That's one fine ass looking guard rail
Just something I've been working on for a while. [IMG_thumb]http://cloud-3.steampowered.com/ugc/3281182222684189422/78B786EAA01B267D8BA536A5467F4B38ECBA5C89/[/IMG_thumb]
[QUOTE=Giraffen93;44823349]How are you supposed to be up to date with github anyway? I don't get it. If you change files it overwrites them if you get the new files.[/QUOTE] Not if you are properly forking the repo using something like [url=https://code.google.com/p/tortoisegit/]TortoiseGit[/url]. If you aren't already using SVN or something similar for your maps/mods I strongly suggest reading up on it and using it. It's a life saver if you need to roll back for any reason.
[QUOTE=paulisdead18;44828728] (How do I make these images smaller?)[/QUOTE] add "_thumb" to the ends of the codes, ie: [IMG_thumb]
[QUOTE=wazanator;44828740]Not if you are properly forking the repo using something like [url=https://code.google.com/p/tortoisegit/]TortoiseGit[/url]. If you aren't already using SVN or something similar for your maps/mods I strongly suggest reading up on it and using it. It's a life saver if you need to roll back for any reason.[/QUOTE] i haven't compiled it since it got released on github, don't wanna lose any changes now i save extremely often, wouldn't that break it?
[QUOTE=Rush_Freak;44815141]-video-[/QUOTE]Isla Nublar? :v:
[QUOTE=Rush_Freak;44815141]That looks awesome so far. I've been using a similar method to what you're doing for quite a while now. Just make sure you add enough small-scale detail at ground level and play with $detailtexture so that it doesn't end up looking muddy like most displacements. :P[/QUOTE] How much playable space is on those maps?
Anybody know of any good western maps? I was thinking about doing it since i cant find any and saw a westernRP but i really dont wanna create a bunch of custom content for it :S
[QUOTE=paulisdead18;44828728]Just something I've been working on for a while. -snip-[/QUOTE] Try using some light_spots with a weaker normal light entity for ambiance. Doesn't make sense for those light fixtures to be casting shadows upwards like that.
Since we're sort of on the topic of silly stuff, I'm reminded of [URL="http://facepunch.com/showthread.php?t=1127590"]this mistitled thread.[/URL] [t]http://i.imgur.com/iNS7M.png[/t]
[QUOTE=paulisdead18;44828728]Just something I've been working on for a while. [IMG_thumb]http://cloud-3.steampowered.com/ugc/3281182222684189422/78B786EAA01B267D8BA536A5467F4B38ECBA5C89/[/IMG_thumb][/QUOTE] [IMG]http://puu.sh/59VJG[/IMG]
Rip I lost this map after formatting my pc :/ I forgot to add it in my backup [t]http://media.moddb.com/images/mods/1/24/23331/2014-02-28_00001.jpg[/t]
Damn, the map that you used for lighting examples.
[QUOTE=Falkok15;44835156]Damn, the map that you used for lighting examples.[/QUOTE] Yeah, I wanted to do something with it but I think ill work on a new one instead. That was more of a eye candy though. I put lightblock on the grate and used lightmap to 1 everywhere lol. plus the addition of a projected texture as we see on the right.. Just too bad that the ladder looks a bit Odd. same go with the pipe in the ceiling
Well shit, I tried uninstalling Lost Coasts by deleting local content, and that ended up deleting the entire Half Life 2 folder, which was where I kept most of the maps that I made. I was just thinking about sharing the actually map files and vmfs here earlier, too. Oh well. At least I still have some good maps on my dropbox. I still have that one city that was based off of an area in Seattle and that one house that I made a while ago.
Scene I'm finishing up in Unreal 3. Lots of dynamic FX that images can't capture unfortunately. [t]http://puu.sh/8QEZU.jpg[/t]
[IMG]http://i.snag.gy/bX9p8.jpg[/IMG] Got inspired by Jagged Alliance Flashback
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