The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=FireWarp;44978117]Replaced some textures, added more lamps and dustmotes.
[T]http://i.imgur.com/yMccoQm.jpg[/T]
The light appears to be coming from below the windows. Also, the shadow from the cart would be [url=http://a.pomf.se/emjlye.jpg]much smaller from that angle[/url]
[T]http://i.imgur.com/ERmdFnr.jpg[/T]
This one looks good, where is the light in the middle by the fridge coming from though?
[T]http://i.imgur.com/osGd5Vy.jpg[/T]
The gas tank leaves no shadow on the cart, but leaves a floating one on the ground. Also, there should be more shadows since you have a lot of lights, however, they seem to be affected by the light from the windows.[/QUOTE]
Is there any way to make a func_physbox immediately get up to speed in a trigger_push? I need it for that flappy bird game I am working on, because the ball accelerates when it shouldn't
These props, like the pushcart, are not static. This means that they are using dynamic shadows. These dynamic shadows are ONLY affected by the shadow_control entity. That's why the shadows from the props are affected by the light from windows.
Any ideas for what I can fill these rooms up with? Its a room in the upper floor of my Western Saloon. I have 2 identical rooms; one with red wallpaper and the other with blue. The lighting comes from 2 different light_spot entities that are on the outer wall. Also the walls dont reach all the way to the roof, I like it that way
[IMG]http://cloud-4.steampowered.com/ugc/486699837029252816/CFBF4DE8C65B76A51FC47B386C4CB835CED738E1/[/IMG]
Make the frame smaller.
[QUOTE=onebit;44978889]You could make it into two rooms[/QUOTE]
It actually is. The upper floor splits off into 2 rooms and a open area around the staircase
Here's what I got so far on that one split level house. Aside from adding on more details like satellite dishes and the like (which I'll probably do once I get it on the big map) and getting a little model train running in the garage, it'll be set.
[IMG]http://i.snag.gy/VA8tZ.jpg[/IMG]
Below I also have some edits I made to a buddy's house. I think the garage looks alright until better garage door textures come around, but the back patio has a LOT of work to be done, from steps to proper textures and a fence thing or whatever the proper word is.
[IMG]http://i.snag.gy/TtGSR.jpg[/IMG]
[IMG]http://i.snag.gy/KatFk.jpg[/IMG]
[QUOTE=onebit;44978889]You could make it into two rooms[/QUOTE]
For me it has size of three rooms.
And height of 1,5.
What do you guys think are the top 5 most solid "themes" that are easiest to map around?
[QUOTE=SimplePlanz69;44985603]What do you guys think are the top 5 most solid "themes" that are easiest to map around?[/QUOTE]
Whatever inspires you. Having an "easy" theme doesn't help if you have no passion for wanting to make a map of that theme, or have a vision as to what you want to do.
[QUOTE=SimplePlanz69;44985603]What do you guys think are the top 5 most solid "themes" that are easiest to map around?[/QUOTE]
Eastern european cities, warehouses, combine structures, ports in general (you can get away with not having insane detail everywhere), and sandbox maps for Garry's Mod. The last example isn't exactly solid but it's very easy unless you want to do something epic with it. The other ones I'd say are because HL2 content already lends itself well to that, and there are usually examples in Source games already.
Flatgrass.
Combine structures are actually quite hard to make, as wrong texture usage and brushwork can make it look crap pretty quickly.
[QUOTE=newkidsKUT;44982813]
[IMG]http://i.snag.gy/TtGSR.jpg[/IMG]
[/QUOTE]
Why is the garage so tiny? Is that a dwarf house? :o Imagine the person walking through it, he'd have to crouch to not get hit in the head.
Make the garage in the house's basement with a sloped driveway, like this.
[T]http://www.realty1jo.com/images/1051238_0048750.jpg[/T]
[thumb]http://puu.sh/9dmSV/4b67400abd.jpg[/thumb]
[thumb]http://puu.sh/9dnep/5722b83d7a.jpg[/thumb]
[thumb]http://puu.sh/9dnoO/cd9fe74e97.png[/thumb]
i wasn't expecting a very clean visleaf structure from all of these weird angles i put in but this is some real grade A+ source engine bullshit
[QUOTE=Cosine;44988939][thumb]http://puu.sh/9dmSV/4b67400abd.jpg[/thumb]
[thumb]http://puu.sh/9dnep/5722b83d7a.jpg[/thumb]
[thumb]http://puu.sh/9dnoO/cd9fe74e97.png[/thumb]
i wasn't expecting a very clean visleaf structure from all of these weird angles i put in but this is some real grade A+ source engine bullshit[/QUOTE]
But if feels great when you finally optimise it so well so there are only a handful of cuboids.
[QUOTE=Cosine;44988939][thumb]http://puu.sh/9dmSV/4b67400abd.jpg[/thumb]
[thumb]http://puu.sh/9dnep/5722b83d7a.jpg[/thumb]
[thumb]http://puu.sh/9dnoO/cd9fe74e97.png[/thumb]
i wasn't expecting a very clean visleaf structure from all of these weird angles i put in but this is some real grade A+ source engine bullshit[/QUOTE]
hot damn, this is why I often find myself completely manually defining the visleafs in some areas with hint brushes.
[QUOTE=TFlippy;44987730]Why is the garage so tiny? Is that a dwarf house? :o Imagine the person walking through it, he'd have to crouch to not get hit in the head.
Make the garage in the house's basement with a sloped driveway, like this.
[T]http://www.realty1jo.com/images/1051238_0048750.jpg[/T][/QUOTE]
Funny how you mention making the garage a basement and it already is. Oh the joys of raised ranches. I get what you're saying though, I might end up trying that. I tested the map without the garage door and the player can fit fine under there, as can that Blazer-looking SUV that came with the SDK.
[QUOTE=Magman77;44990448]hot damn, this is why I often find myself completely manually defining the visleafs in some areas with hint brushes.[/QUOTE]
don't hints only cut?
What do you mean?
I believe hints are taken into account before cuts are made, meaning they would change what vbsp spits out.
[QUOTE=Cosine;44991471]I believe hints are taken into account before cuts are made[/QUOTE]
Correct
I decided to do something about the garage and make it a bit bigger. I put two vans next to one another to gauge the height and width of the door. I then lowered the ground and lowered the part of the house that consists of the basement/garage. Then I added in a guy to "complete the scene".
[IMG]http://i.snag.gy/2YLR8.jpg[/IMG]
(Ignore the cl_showfps 2 and flat apartment building in the background, the back side still isn't finished.)
Due to performance reasons with NPCs, I've decided to change the time of day to early morning,
so the bank isn't going to be that crowded (that'll be before the opening time, with only some of the employees inside).
Also, since the map was way too open, the framerate has decreased rapidly with higher amounts of players.
This resulted in me having to compress the buildings together, along with making a warehouse on the other side (players will spawn there).
[T]https://dl.dropboxusercontent.com/u/33369101/TTT_Robbery/Screenshots/15.jpg[/T]
+ GOTY Advert
[T]https://dl.dropboxusercontent.com/u/33369101/TTT_Robbery/Screenshots/16.jpg[/T]
[QUOTE=TFlippy;44993119]
[T]https://dl.dropboxusercontent.com/u/33369101/TTT_Robbery/Screenshots/15.jpg[/T]
[B]This looks pretty badass[/B]
[T]https://dl.dropboxusercontent.com/u/33369101/TTT_Robbery/Screenshots/16.jpg[/T]
[B]To get even more redundancy with the number 2, make its width 2*2 units (4, duh) and place two of them in the map, a multiple of 2 units away from the origin.[/B][/QUOTE]
Didn't feel like breaking it into multiple quotes.
@Tflippy, what skybox texture is that?
I decided to do up a rough draft on what I wanted to do for the patio of the house, which can be reused and whatnot for the other house I'm making with the train set in the garage. You got your stairs going leading to it, your support beams, and your railing going along it. The solid lines represent thick pieces of wood (posts) whereas the broken lines represent a set of thinner pieces of wood (balusters). It should be a cool project tomorrow, seeing as I got all the errands I did today finished.
[IMG]http://i.snag.gy/aLWtE.jpg[/IMG]
A Chip-8 emulator made using vscripts:
[T]http://i.imgur.com/csomXg4.jpg[/T]
[T]http://i.imgur.com/6JHOnwM.jpg[/T]
[T]http://i.imgur.com/wqUKnh2.jpg[/T]
[T]http://i.imgur.com/20z6YZC.jpg[/T]
Only demo roms work so far since the keypad doesn't do anything yet.
[QUOTE=Exho;44993983]@Tflippy, what skybox texture is that?[/QUOTE]
Looks a lot like Gmod's env_skypaint feature.
[QUOTE=newkidsKUT;44994037]I decided to do up a rough draft on what I wanted to do for the patio of the house, which can be reused and whatnot for the other house I'm making with the train set in the garage. You got your stairs going leading to it, your support beams, and your railing going along it. The solid lines represent thick pieces of wood (posts) whereas the broken lines represent a set of thinner pieces of wood (balusters). It should be a cool project tomorrow, seeing as I got all the errands I did today finished.
[IMG]http://i.snag.gy/aLWtE.jpg[/IMG][/QUOTE]
No offense, but I think it would be better if you made some true progress before making another post about your house. I never really see any progress or earthshocking changes.
[QUOTE=Flyguy13;44994309]A Chip-8 emulator made using vscripts:
[T]http://i.imgur.com/csomXg4.jpg[/T]
[T]http://i.imgur.com/6JHOnwM.jpg[/T]
[T]http://i.imgur.com/wqUKnh2.jpg[/T]
[T]http://i.imgur.com/20z6YZC.jpg[/T]
Only demo roms work so far since the keypad doesn't do anything yet.[/QUOTE]
can you scale the screen or is it some whacky 1 brush = 1 pixel setup?
if you can scale it, please for the love of god make some kind of dummy terminal with it
[QUOTE=jelknab;44995943]No offense, but I think it would be better if you made some true progress before making another post about your house. I never really see any progress or earthshocking changes.[/QUOTE]
So far I've been doing little quick fixes here and there but sure. The bulk of it is done aside from the interior/exterior detailing so I'll probably leave it at that.
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