The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
Love it
[QUOTE=Skerion;44837308]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.[/QUOTE]
Try [url=http://www.piriform.com/recuva]this[/url] it can recover deleted file easily if they were deleted recently.
[QUOTE=Bloodprime;44838136]
[t]http://puu.sh/8QEZU.jpg[/t][/QUOTE]
You should make a proper specular map for that floorboards texture, and generally turn down the amount of reflection from it, everything else looks nice!
[QUOTE=Wigbig;44839501]You should make a proper specular map for that floorboards texture, and generally turn down the amount of reflection from it, everything else looks nice![/QUOTE]
I think it's supposed to be water on the surface of the floorboards. In which case, there should be slight ripples to make it seem more like... water.
[QUOTE=thomasfn;44840160]I think it's supposed to be water on the surface of the floorboards. In which case, there should be slight ripples to make it seem more like... water.[/QUOTE]
I think he mentioned that there's some things that pictures don't do justice for. for all we know there could be ripples and we aren't seeing it yet.
[QUOTE=Wigbig;44839501]You should make a proper specular map for that floorboards texture, and generally turn down the amount of reflection from it, everything else looks nice![/QUOTE]
Yeah they're little puddles of water. However I see what you mean, as the spec map on the wood is being washed out by the layer of mist on top. I've turned down the gloss and that seems to have given them a bit more life. Thanks for the feedback!
[QUOTE=thomasfn;44840160]I think it's supposed to be water on the surface of the floorboards. In which case, there should be slight ripples to make it seem more like... water.[/QUOTE]
I'll look at adding a dark blue tint to the puddles to make them seem more water-like, and I'll see what kind of effects I can muster up to simulate some movement. Thanks for the feedback :D
Are func_instances broken in CS:GO for anyone else? I just get a purple box but not the actual thing in the instance. They were working fine the other day.
[QUOTE=Karthoum;44838711][IMG]http://i.snag.gy/bX9p8.jpg[/IMG]
Got inspired by Jagged Alliance Flashback[/QUOTE]
REally digging that lighting. Mind sharing your sun settings?
I got some new signage textures.
Here's one.
Thanks to SejiEvan
[t]http://cloud-2.steampowered.com/ugc/597037027442731496/B0E8D9F301B680DC0F59E92964F8C85828E43032/[/t]
[QUOTE=Stiffy360;44840648]Really digging that lighting. Mind sharing your sun settings?[/QUOTE]
That's really flattering with such a compliment from YOU.
Anyway, the secret's in the colour correction.
[URL]http://www.sendspace.com/file/pfz84w[/URL]
[QUOTE=light_env settings]Pitch Yaw Roll: -10 346 0
Pitch: -15
Brightness: 247 232 202 600
Ambient: 160 187 194 175[/QUOTE]
[QUOTE=Karthoum;44842724]That's really flattering with such a compliment from YOU.
Anyway, the secret's in the colour correction.
[URL]http://www.sendspace.com/file/pfz84w[/URL][/QUOTE]
Color Correction indeed does wonders. Especially when it removes the "white" overlay over the screen, revelealing more contrasting colors.
Mucking around with rome
[t]http://cloud-2.steampowered.com/ugc/612799444191722742/D54654B16B58CCDACC8D03034DB1BE5427CC4D5F/[/t]
[t]http://cloud-4.steampowered.com/ugc/612799444191738471/B27A25FA8635CB1D4E960E4E8BA9FA095EDA85FD/[/t]
also lens flare
[t]http://cloud-4.steampowered.com/ugc/612799444192157680/567EE763C2425C0815256BCCAD90FA7FBB542DFD/[/t]
i did this for fun
i would like to add more to it but i have no idea what...
[IMG]https://imagizer.imageshack.us/v2/735x588q90/845/nchqg.jpg[/IMG]
[IMG]https://imagizer.imageshack.us/v2/735x588q90/843/2bdwg.jpg[/IMG]
[IMG]https://imagizer.imageshack.us/v2/735x588q90/845/ueto0.jpg[/IMG]
[IMG]https://imagizer.imageshack.us/v2/735x588q90/843/bsip8.jpg[/IMG]
[QUOTE=Stiffy360;44846591]Mucking around with rome
[t]http://cloud-2.steampowered.com/ugc/612799444191722742/D54654B16B58CCDACC8D03034DB1BE5427CC4D5F/[/t]
[t]http://cloud-4.steampowered.com/ugc/612799444191738471/B27A25FA8635CB1D4E960E4E8BA9FA095EDA85FD/[/t]
also lens flare
[t]http://cloud-4.steampowered.com/ugc/612799444192157680/567EE763C2425C0815256BCCAD90FA7FBB542DFD/[/t][/QUOTE]
Because of the red designs, it makes me feel like it would be better off (or more interesting) as a TF2 map
[QUOTE=grabbin pills?;44848842]Because of the red designs, it makes me feel like it would be better off (or more interesting) as a TF2 map[/QUOTE]
I'm gonna edit the textures in general to make them a bit darker. I'm partnered with another guy, and this was his design choice, so eh.
[QUOTE=Stiffy360;44849291]I'm gonna edit the textures in general to make them a bit darker. I'm partnered with another guy, and this was his design choice, so eh.[/QUOTE]
Is something going to be done with the blocks above the pillars? They just look kind of out of place. Rectangular prisms on top of complex columns. I see dev textures in that area so I assume you are still working out the area's kinks
Yeah I'm gonna redesign that thing to be an 8 sided thing
sort of like this
[t]https://slm-assets0.secondlife.com/assets/1122019/lightbox/2705a04030d496efacde74d563c6e9a3.jpg?1277194578[/t]
only better.
[QUOTE=Stiffy360;44846591][t]http://cloud-2.steampowered.com/ugc/612799444191722742/D54654B16B58CCDACC8D03034DB1BE5427CC4D5F/[/t][/QUOTE]
Wow, that already looks cosier than anything in Crown. This setting is way more natural and kind of is popular in CSGO scene, just never pulled off right.
You seem to be going in the right direction, so I'm really looking forward to future updates.
[QUOTE=grabbin pills?;44848842]Because of the red designs, it makes me feel like it would be better off (or more interesting) as a TF2 map[/QUOTE]
Those red borders are bit more Greekish to me.
Try making the border decorations blue instead of red, or putting straight carved-in lines in here.
[IMG]http://steinmap.weebly.com/uploads/2/9/9/6/29966037/2977005_orig.jpg[/IMG]
A new screenshot of the spawn area on my "ghosthunt" penitentiary map.
[QUOTE=onebit;44848673]Water, rocks, chickens, bushes, hostages etc[/QUOTE]
To bad no one really plays hostage maps outside of office :(
[QUOTE=Stiffy360;44846591]Mucking around with rome
[t]http://cloud-2.steampowered.com/ugc/612799444191722742/D54654B16B58CCDACC8D03034DB1BE5427CC4D5F/[/t]
[t]http://cloud-4.steampowered.com/ugc/612799444191738471/B27A25FA8635CB1D4E960E4E8BA9FA095EDA85FD/[/t]
also lens flare
[t]http://cloud-4.steampowered.com/ugc/612799444192157680/567EE763C2425C0815256BCCAD90FA7FBB542DFD/[/t][/QUOTE]
tis' actually made me think about sonic
[img_thumb]http://img2.wikia.nocookie.net/__cb20110423032514/sonic/images/3/33/20080318-103524-000004.jpg[/img_thumb]
[QUOTE=TFlippy;44854532]Try making the border decorations blue instead of red, or putting straight carved-in lines in here.[/QUOTE]
I have blue on the other bombsite.
[QUOTE=CKY2K;44855842]tis' actually made me think about sonic
[img_thumb]http://img2.wikia.nocookie.net/__cb20110423032514/sonic/images/3/33/20080318-103524-000004.jpg[/img_thumb][/QUOTE]
It's based on Ryse silly.
THIS is based of sonic unleashed Apotos
[t]http://cloud-3.steampowered.com/ugc/577878070167892376/D983C0E8BA49A8395C0DCD7C5C6725C1F0CF511A/[/t]
Just wondering if someone got free time to help me out retexturing some models.
Pm plz
I am looking for some reference to help me out with my Next map.
I am working on the Surface Warehouse/Facility Port of Aperture Science.
WIP
[t]http://i.imgur.com/LGv1qZd.png[/t]
This is art, don't get me wrong on this one!
[t]http://i.imgur.com/8gXcKlm.png[/t]
Small story
Built around 1935 it was the main entrance to every underground tunnel and labs the facility had at the time. The port was used for over a decade for the importation of materials as the facility grew and as the exportation of goods.
Then, it was abandoned after 1957 because the Portal technology make most of the Transportation means becoming obsolete over time.
For some odds reason, they never cut the power and parts of it remain operable even after 65 years
(quite rusty, but it work!)
Small update.
[t]http://i.imgur.com/DWKGwC3.png[/t]
[t]http://i.imgur.com/vwLbMuh.png[/t]
Cargo containers are awesome.
[QUOTE=FelixDragon;44832648][IMG]http://puu.sh/59VJG[/IMG][/QUOTE]
This picture is wrong.
Light reflects off the ground therefore there would be a small amount of light casting above the light source
[QUOTE=redBadger;44858466]This picture is wrong.
Light reflects off the ground therefore there would be a small amount of light casting above the light source[/QUOTE]
Bounce is automatically calculated by source when you compile. This represents how the light is emitted from the light source without bounce light being a factor. For most realistic lighting in source, you do want to follow this (besides in some rare cases).
[QUOTE=grabbin pills?;44858496]Bounce is automatically calculated by source when you compile. This represents how the light is emitted from the light source without bounce light being a factor. For most realistic lighting in source, you do want to follow this (besides in some rare cases).[/QUOTE]
It really depends on the type of light. some lights the actual bulb is lower than the frame thus casting light onto the ceiling.
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