The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[t]http://f2.braxupload.se/5e4xo3.jpg[/t]
terrible buildings -> not so terrible ones
[QUOTE=Giraffen93;44880856][t]http://f2.braxupload.se/5e4xo3.jpg[/t]
terrible buildings -> not so terrible ones[/QUOTE]
It looks very good but really, those materials are meant to be in the skybox for a reason. They would make almost any finished map look like an eyesore
[QUOTE=SimplePlanz69;44880869]It looks very good but really, those materials are meant to be in the skybox for a reason. They would make almost any finished map look like an eyesore[/QUOTE]
i'm still used to these graphics, can't really tell what's good or not :v:
i can't find any more hidef textures though, and i just can't make it from brushes
[QUOTE=Giraffen93;44880948]i'm still used to these graphics, can't really tell what's good or not :v:
i can't find any more hidef textures though, and i just can't make it from brushes[/QUOTE]
Your best bet is to use textures marked with [I]building_template[/I] in the .vtf filename. These textures all fit to a specific map theme in HL2; but a mix of them will spruce up your buildings nicely
[QUOTE=Karthoum;44880794]Wow, that is really rude man. How dare you insult him with that? Watch Dogs maybe looked like this in the E3 trailer, but now it has gone downhill and can almost be compared to MineCraft in graphical specifications..[/QUOTE]
Your just angry because only the PC version will look like E3 ( ° 3°)
[QUOTE=SimplePlanz69;44880991]Your best bet is to use textures marked with [I]building_template[/I] in the .vtf filename. These textures all fit to a specific map theme in HL2; but a mix of them will spruce up your buildings nicely[/QUOTE]
they're all overused..
everything looks the same with them
I've finished converting all the 4 road pieces you showed to props, I'll probably convert the rest tomorrow. Sorry it took so long but the rest should be finished sooner as exams are done now.
[URL]https://www.dropbox.com/s/wriht4wrv50ttmk/newcity_propper.zip[/URL]
[QUOTE=Giraffen93;44880856][t]http://f2.braxupload.se/5e4xo3.jpg[/t]
terrible buildings -> not so terrible ones[/QUOTE]
Really like the "alley"-like area and parking lot beside the left building, mainly because of the layout.
Yup, yup, yup.
Here In aperture, when the toilet paper is missing, we use the Stickers roll!
It's a tough one but we do it.
[t]http://i.imgur.com/9orlVLG.png[/t]
Just kidding.
Thanks to Scanner-darkly for the model
Thanks to Sejievan for the texture :3
[t]http://f2.braxupload.se/dgb3sq.jpg[/t]
good ol' brick
[B]edit:[/B]
btw anyone seen this site?
[url]http://www.mb3d.co.uk/mb3d/maxTextures_Home_-_Free_Seamless_and_Tileable_High_Res_Textures.html[/url]
[QUOTE=Giraffen93;44881849][t]http://f2.braxupload.se/dgb3sq.jpg[/t]
good ol' brick[/QUOTE]
Wow that is such a huge improvement. Nice job :D
[QUOTE=SimplePlanz69;44879846]I swear Source still amazes me despite its limits. Your map looks almost like Watchdogs! How did you get such BEAUTIFUL lighting?[/QUOTE]
Thanks mate! I just matched up the colour and angle to the custom skybox I made, then set the light_env to use high brightness and low ambient to get it really contrasty. CS:GO's dynamic lighting really helps out with making outdoor lighting look great, since it casts proper shadows over props instead of completely relying on source's shitty vertex based lighting.
I wish Garry would update gmod to support it, it would make the game and its maps look sooooo much better.
Yeah. I doubt Valve will ever retroactively port features to earlier engines, but dynamic lighting would make half life (and GMod) look way better. Still, with rumors of Source 2 and what not. The Hammer icons that were released some while ago were pretty interesting.
I wish after garry clears his table he'd do something ambitious like move gmod up to Portal 2 or CS:GO's engine revision. Do those engines run older content fine?
A test for BFBC2's Panama Canal props and textures. Since about 90-95% of this map is made up of props, without global dynamic lighting it looks kinda poopy, but whatever
[IMG]http://puu.sh/8XGNI.jpg[/IMG]
[IMG]http://puu.sh/8XGXw.jpg[/IMG]
[IMG]http://puu.sh/8XH2q.jpg[/IMG]
[IMG]http://puu.sh/8XH1M[/IMG]
I came a little
[QUOTE=GeAyBeEeEhn;44885732]A test for BFBC2's Panama Canal props and textures. Since about 90-95% of this map is made up of props, without global dynamic lighting it looks kinda poopy, but whatever
when I'm done porting the props I'll start cracking on [B]Panama Canal: CSGO Edition[/B] which (I hope) will let me have shadows that don't look like cat urine from 2004.
[IMG]http://puu.sh/8XGNI.jpg[/IMG]
[IMG]http://puu.sh/8XGXw.jpg[/IMG]
[IMG]http://puu.sh/8XH2q.jpg[/IMG]
[IMG]http://puu.sh/8XH1M[/IMG][/QUOTE]
Would you mind sharing some models?
I need things like cranes and anything related to port in general.
[QUOTE=GeAyBeEeEhn;44885732]
when I'm done porting the props I'll start cracking on [B]Panama Canal: CSGO Edition[/B] which (I hope) will let me have shadows that don't look like cat urine from 2004.
[/QUOTE]
Can somebody please show me what the map looked like in the original? I kinda want to find out, but I never played BC2 for more than an hour and that's singleplayer. Sadly google won't yield any similar results to what this guy showed even if I specifically mention it's BC2's Panama Canal.
I really enjoyed that map in the game, looks good so far!
So I've been working on a trailer park map while listening to Kraftwerk. To be fair, I worked on a trailer or two a day earlier this week. Now I finally stuck them together and put them on a map. I've worked on other maps with a buddy of mine for a project, but this is the first one I'm making with the intent of being released as a map.
[IMG]http://i.snag.gy/0zdmw.jpg[/IMG]
[IMG]http://i.snag.gy/GxmeG.jpg[/IMG]
[IMG]http://i.snag.gy/NhEvo.jpg[/IMG]
[IMG]http://i.snag.gy/vvz4n.jpg[/IMG]
[IMG]http://i.snag.gy/OhC6t.jpg[/IMG]
[QUOTE=newkidsKUT;44890386]So I've been working on a trailer park map while listening to Kraftwerk. To be fair, I worked on a trailer or two a day earlier this week. Now I finally stuck them together and put them on a map [/QUOTE]
Looking good so far, I'd change the terrain texture and made the displacements look better. My suggestion would be to look at l4d2's trailers found in The Parish (Cemetry Level)
[QUOTE=UnknownPredator;44890422]Looking good so far, I'd change the terrain texture and made the displacements look better. My suggestion would be to look at l4d2's trailers found in The Parish (Cemetry Level)[/QUOTE]
I know for a fact one of the first things I have to fix before adding spawns and the like is the displacement and terrain texture. I'm also trying to figure out how to "border off" the players on some corners, seeing as most trailer parks don't have moats or electric fences.
I'll have to look up some gameplay for that level. I think I played L4D2 only once with my ex and that was it.
Preparing building prefabs for the first time for something that may be my first map:
[IMG]http://i.imgur.com/Jcu0XvEl.jpg[/IMG]
Learned about the brush limit...
[IMG]http://i.imgur.com/1QUh5yl.png[/IMG]
Damn.
[B]-bannable meme was here-[/B]
Damn * 2
[QUOTE=Vdragon;44891654]Preparing building prefabs for the first time for something that may be my first map:
[IMG]http://i.imgur.com/Jcu0XvEl.jpg[/IMG]
Learned about the brush limit...
[IMG]http://i.imgur.com/1QUh5yl.png[/IMG]
Damn.
-meme-[/QUOTE]
Enjoy a free ban!
[highlight](User was banned for this post ("predicting moderation" - Orkel))[/highlight]
It's the meme isn't it?
Is that what is named an 'image macro' ?
My apologies, excuse my ignorance...
And also this slightly out of subject post, damn, have this never to be released map screenshots:
[IMG]http://i.imgur.com/neFd69pl.jpg[/IMG]
[IMG]http://i.imgur.com/Mq83Bv9l.jpg[/IMG]
[QUOTE=Vdragon;44891771]
[IMG]http://i.imgur.com/Mq83Bv9l.jpg[/IMG][/QUOTE]
what a good picture.
In a screenshot showcasing a map, pictures of basically nothing don't show the viewer anything about the map
[QUOTE=FelixDragon;44892147]what a good picture.
In a screenshot showcasing a map, pictures of basically nothing don't show the viewer anything about the map[/QUOTE]
Maybe he should blur it.
[thumb]http://i.imgur.com/xUe3g1o.jpg[/thumb]
A side street between the main area of my map and the 'rough' area. (Just pretend you never saw the two errors)
Thanks, needed a way to make it look less bland.
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