The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
Probably gonna take an age to do full compiles but it's worth it for these shadows.
[thumb]http://i.imgur.com/huZWz84.jpg[/thumb]
[QUOTE=FlamingBlizza;44927216][IMG]https://i.imgur.com/XK0aRNg.jpg[/IMG]
I've been working on this.[/QUOTE]
are those cars made out of brushwork
[QUOTE=Magman77;44927467]are those cars made out of brushwork[/QUOTE]
Pretty good for brushwork.
I got them from the WC mappack, so all the credit is to valve.
gives me a very hl2-beta vibe
I like it
[QUOTE=Magman77;44927629]gives me a very hl2-beta vibe
I like it[/QUOTE]
Thats what i was going for, actually.
Looking good, Takoto amigo!
I've been taking a break on the trailer park to work on a house. I won't spoil too much of it now, but I'll spoil the basement/garage now. Obviously, it needs more detailing, especially for the itty bitty model railroad.
[IMG]http://i.snag.gy/I6wPo.jpg[/IMG]
[QUOTE=Takoto;44927342]Probably gonna take an age to do full compiles but it's worth it for these shadows.
[thumb]http://i.imgur.com/huZWz84.jpg[/thumb][/QUOTE]
Doesn't that really increase the filesize of the map?
Here something I am wondering, If Aperture Science's fizzler destroy everything but non organic matter or aperture's authorized materials, Would you lose your artificial limbs/medical stuff?
If you have titanium plate... pacemaker... or something lol
Sound awkward to see someone in front of you losing a limb or just die off after travelling through the fizzler.
[QUOTE=wauterboi;44927858]Doesn't that really increase the filesize of the map?[/QUOTE]
Yeah it will a fair bit, 40mb for the full map so far which isn't that bad.
[QUOTE=Takoto;44927342]Probably gonna take an age to do full compiles but it's worth it for these shadows.
[thumb]http://i.imgur.com/huZWz84.jpg[/thumb][/QUOTE]
I don't think it's worth it actually.
Maybe if the time of day was different or you had busier sidewalks it would be, but right now you're probably just wasting a bunch of time/increasing file size for something rather minimal.
Hello, this is my first post on this thread and I'm kinda a new mapper so I been working on a rp map
I would love suggestions and criticism.
Its not even close to done but I thought I would post some progress.
[IMG_THUMB]http://i.imgur.com/zzhBrgq.jpg[/IMG_THUMB]
[IMG_THUMB]http://i.imgur.com/6lGh2cJ.jpg[/IMG_THUMB]
[IMG_THUMB]http://i.imgur.com/ebHdJcS.jpg[/IMG_THUMB]
More: [url]http://imgur.com/a/ij0bF[/url]
[QUOTE=Takoto;44927342]Probably gonna take an age to do full compiles but it's worth it for these shadows.
[thumb]http://i.imgur.com/huZWz84.jpg[/thumb][/QUOTE]
I'd definitely consider making it a bit more populated by objects in order to get the full effect.
[QUOTE=Zanarias;44928087]I don't think it's worth it actually.
Maybe if the time of day was different or you had busier sidewalks it would be, but right now you're probably just wasting a bunch of time/increasing file size for something rather minimal.[/QUOTE]
It adds less than 1mb to this compiled section of the map, when compared to standard lightmap scales I'd say it's worth it.
[thumb]http://i.imgur.com/eo9S3fc.jpg[/thumb]
[editline]28th May 2014[/editline]
[QUOTE=Magman77;44928158]I'd definitely consider making it a bit more populated by objects in order to get the full effect.[/QUOTE]
I'm going to be adding some custom models like mail boxes and bins eventually, just don't have them sorted yet.
[QUOTE=Takoto;44928235]It adds less than 1mb to this compiled section of the map, when compared to standard lightmap scales I'd say it's worth it.
[thumb]http://i.imgur.com/eo9S3fc.jpg[/thumb]
[editline]28th May 2014[/editline]
I'm going to be adding some custom models like mail boxes and bins eventually, just don't have them sorted yet.[/QUOTE]
There should be a point between hyper-refined and nearly non-existent that you can use.
If you're going to be adding more stuff to the street then whatever, I'm just saying that right now it's not the greatest use of resources.
[QUOTE=Zanarias;44928290]There should be a point between hyper-refined and nearly non-existent that you can use.[/QUOTE]
I'm using a scale of 6 which I thought was a mid-point :( I was using 2 at first and realized it was not a good idea.
[QUOTE=Takoto;44928235]It adds less than 1mb to this compiled section of the map, when compared to standard lightmap scales I'd say it's worth it.
[thumb]http://i.imgur.com/eo9S3fc.jpg[/thumb]
[editline]28th May 2014[/editline]
I'm going to be adding some custom models like mail boxes and bins eventually, just don't have them sorted yet.[/QUOTE]
If you have a bike-rack model, it would probably produce a pretty shadow. Something like one of those multiple-U shaped ones, or the spiral ones.
[img]http://i.imgur.com/TGzgzs9.jpg[/img]
[img]http://i.imgur.com/mKcNSho.jpg[/img]
[editline]27th May 2014[/editline]
also depending on the locale, a bus stop and a traffic light control box or two might also help.
I reworked the lighting
Here's the screenshots
[t]http://i.imgur.com/Nb58iJK.jpg[/t]
[t]http://i.imgur.com/wViQ84Y.jpg[/t]
[t]http://i.imgur.com/M0o8Xlu.jpg[/t]
[QUOTE=Vyrex;44928153]Peectures[/QUOTE]
I'm really digging it so far, I'd love to see where it goes.
[QUOTE=Stiffy360;44922705]where'd you get the skybox that looks cool.
Also do animation blends and transitions work properly?[/QUOTE]
Skybox is part of the l4d2 skybox replacement pack here:
[url]http://www.gamemaps.com/details/5602[/url]
Yes, animation blends and transitions work good, however the animation needs to be properly looped if you use it with a prop_dynamic or it will only play the animation once when you first trigger it.
[editline]27th May 2014[/editline]
[QUOTE=TheHatter;44923064]How exactly do you control them? Do you follow it, or stay in place? I couldn't tell from the video. It would be funny to see this turned into an avatar-esque gamemode if it worked the right way.[/QUOTE]
It's a commentary_dummy (an alternative to prop_dynamic) that switches animations based on logic_compare tests that see if the player is moving forwards or backwards and the speed of their movement. Doesn't work for sideways yet.
Can u look up & down?
I was experimenting with third person mode in HL2, like this guy:
[url]https://www.youtube.com/watch?v=08wwCgsTNCM[/url]
but it requires locked vertical mouse movement and u cant look up, because NPC starts flying in air (is parented to player) :(
[QUOTE=pac0master;44928521]I reworked the lighting
[t]http://media.moddb.com/images/mods/1/24/23331/2014-01-25_00002.jpg[/t]
[t]http://i.imgur.com/wViQ84Y.jpg[/t]
[/QUOTE]
I can notice only a microscopic change between these two. I couldn't find the other two picture originals, so I can comment only on that one.
Not that I think it's bad lightning, no, it's actually great. But what's the point of the picture if there's virtually no changes?
[QUOTE=gargamel9000;44932241]Can u look up & down?
I was experimenting with third person mode in HL2, like this guy:
[url]https://www.youtube.com/watch?v=08wwCgsTNCM[/url]
but it requires locked vertical mouse movement and u cant look up, because NPC starts flying in air (is parented to player) :([/QUOTE]
You can but it moves the model as well - there is no workaround for this.
What I designed will probably never move past proof-of-concept stage.
[QUOTE=pac0master;44928521]I reworked the lighting
Here's the screenshots
[t]http://i.imgur.com/Nb58iJK.jpg[/t]
[t]http://i.imgur.com/wViQ84Y.jpg[/t]
[t]http://i.imgur.com/M0o8Xlu.jpg[/t][/QUOTE]
The metal in the top of the second picture is too plain. It makes it look very low res and low poly to me
[QUOTE=Karthoum;44932292]I can notice only a microscopic change between these two. I couldn't find the other two picture originals, so I can comment only on that one.
Not that I think it's bad lightning, no, it's actually great. But what's the point of the picture if there's virtually no changes?[/QUOTE]
My bad then. not that I didn't worked on, but that compile was made a while ago and forgot it.
I will make a new compile and see.
But I am thinking of rebuilding this map from scratch, I changed my mind about it several time and I think it's time to make a new one that will fit my ideas instead of doing the opposite
[QUOTE=SimplePlanz69;44934186]The metal in the top of the second picture is too plain. It makes it look very low res and low poly to me[/QUOTE]
Well that's a ventilation unit, it's from the bts models of portal 2 so i believe it was made to be seen from a distance.
Here's a split level house I've been working on. Aside from the garage, I don't plan on making it enterable, and I still gotta find some proper looking garage doors. As you can see, it's a long way from being done.
[IMG]http://i.snag.gy/n8deW.jpg[/IMG]
[QUOTE=newkidsKUT;44935268]Here's a split level house I've been working on. Aside from the garage, I don't plan on making it enterable, and I still gotta find some proper looking garage doors. As you can see, it's a long way from being done.
-picture-[/QUOTE]The siding should probably be even all the way around, it's kind of weird to have brick rise up like that.
[QUOTE=AeonCastle;44935548]The siding should probably be even all the way around, it's kind of weird to have brick rise up like that.[/QUOTE]
I was thinking about that while I was texturing it, how many real life split level houses were like that. There's one I go by on my way to/from school and it's like that, but the opposite (siding on the lower/middle stories, brick on the top). I could see if I could go with[URL="http://mindsetappraisals.com/Split.jpg"] this look[/URL] and see how it is.
[QUOTE=newkidsKUT;44935639]I was thinking about that while I was texturing it, how many real life split level houses were like that. There's one I go by on my way to/from school and it's like that, but the opposite (siding on the lower/middle stories, brick on the top). I could see if I could go with[URL="http://mindsetappraisals.com/Split.jpg"] this look[/URL] and see how it is.[/QUOTE]That could be alright but I might just be biased as I think it's sort of an ugly look anyway v:v:v
[QUOTE=AeonCastle;44938005]That could be alright but I might just be biased as I think it's sort of an ugly look anyway v:v:v[/QUOTE]
No worries amigo! I've been thinking about adding some sort of tan/beige siding on it so it looks a bit better.
I added an open garage and some more details, but there's still a lot to do.
[IMG]http://i.snag.gy/Xeelj.jpg[/IMG]
Sorry, you need to Log In to post a reply to this thread.