• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
Here's a new version I whipped up in the 6 hours I was editting (and slacking off). [t]http://cloud-3.steampowered.com/ugc/432657365827874481/3CACA9B630A5F562A73A70411652BFF77BAC0963/[/t] It's higher res too ;) This is what I would say is a almost complete version of the map, geometry-wise. I need to add doors, and a hallway or two, then mess with the sec. building and then move those crates around to look less... big.
Where's the crane that lifted those shipping containers?
Slowly getting some stuff done, most models are placeholders, same with the tile textures, lighting is subject to change, etc, etc. [t]http://static.glitchvid.com/uw/s/2014/06/06/modern_apt0028.png[/t] [t]http://static.glitchvid.com/uw/s/2014/06/06/modern_apt0024.png[/t] [t]http://static.glitchvid.com/uw/s/2014/06/06/modern_apt0025.png[/t] [t]http://static.glitchvid.com/uw/s/2014/06/06/modern_apt0027.png[/t] [t]http://static.glitchvid.com/uw/s/2014/06/06/modern_apt0026.png[/t] Need to settle on a way to light the hallways soon, need to move on to the rest of the map.
[QUOTE=onebit;45015024]What dimensions are those stairs?[/QUOTE] I never set a true dimension to them, I wound up using a incline plane then evenly setting steps. [QUOTE=Spherix;45014949]Where's the crane that lifted those shipping containers?[/QUOTE] Still being pondered about. Not a huge amount of room for a crane. I was thinking they got there via a loader (hence the underground). I'll mess around with the crane a bit, see if I can find something.
Messing around with an idea for a map I had of a city street with a sewer network underneath. I think I'll make it for the Zombie Survival gamemode on gmod but I'm not 100% on that yet. [t]http://i.imgur.com/hNGa4wV.jpg[/t] [t]http://i.imgur.com/bWnYowO.jpg[/t] [t]http://i.imgur.com/8GNSQ94.jpg[/t] [t]http://i.imgur.com/JRCo8YI.jpg[/t] I like how the sewer is turning out but I still feel like the city can use some tuning up. [t]http://i.imgur.com/LqkLW4r.jpg[/t] [t]http://i.imgur.com/E039Gn0.jpg[/t] Ignore the lack of cubemaps. But any ideas on how I can improve how the sewer and street looks?
[t]http://cloud-3.steampowered.com/ugc/432657365846263685/0A2B85EFB096811792C2B245F527C562099BE014/[/t] I've gotten around to texturing it a little bit. I even added a crane and made the ceiling higher.
Would these be good details? I changed the garage, added some windows on the bottom, and did a trim. Aside from a few details like these and interior work, I'd say it's pretty set unless any of you folks live in houses like these and I missed something huge. [IMG]http://i.snag.gy/43wsO.jpg[/IMG]
[QUOTE=newkidsKUT;45020035]Would these be good details? I changed the garage, added some windows on the bottom, and did a trim. Aside from a few details like these and interior work, I'd say it's pretty set unless any of you folks live in houses like these and I missed something huge. [IMG]http://i.snag.gy/43wsO.jpg[/IMG][/QUOTE] Definitely add some rails on the steps going up, maybe make the basement windows a bit smaller, and possibly make the garage door single again. Other than that, it looks great.
[QUOTE=newkidsKUT;45020035]Would these be good details? I changed the garage, added some windows on the bottom, and did a trim. Aside from a few details like these and interior work, I'd say it's pretty set unless any of you folks live in houses like these and I missed something huge. -snip-[/QUOTE] I would say add a door on the left side of the garage, as most houses have a way to get in the garages besides the garage door and the interior.
[QUOTE=MagicSwap;45019850]Ignore the lack of cubemaps. But any ideas on how I can improve how the sewer and street looks?[/QUOTE] Well, that fence in the middle of the road looks kinda out of place, no way it could work out like that. Try putting a car wreckage with tires there instead. (Or perhaps a closed railroad crossing/bridge?) I'm not 100% sure about those electric treepoles (w/e they're called) either. And how did that couch get into the sewer? I would suggest getting some kind of light on the streets. Other than that it looks pretty great.
[QUOTE=Falkok15;45020053]Definitely add some rails on the steps going up, maybe make the basement windows a bit smaller, and possibly make the garage door single again. Other than that, it looks great.[/QUOTE] Damn, rails on the stairs. Should've known. As far as the basement windows go, I tried to keep them as close to [URL="http://img2.wikia.nocookie.net/__cb20131102204244/neilsmod/images/e/ee/Neilexterior.jpg"]the reference[/URL] as I could, same with the garage. But yeah, I'll get started on the rails now, gonna learn how to do circular stuff so it looks like those iron @Mr.Muffinz - I added on a sliding door to a room in the basement that leads outside that you can see in a video.
It would be neat if you extended the walls with the windows out further like it's shown in the reference picture. It would definitely help make it look more interesting.
[QUOTE=Skerion;45020232]It would be neat if you extended the walls with the windows out further like it's shown in the reference picture. It would definitely help make it look more interesting.[/QUOTE] That'd be difficult since the interior upstairs is already set up good. However, I could try to retract the downstairs walls seeing as I didn't think of giving them an interior. I'll give it a try and see how it looks
[QUOTE=MagicSwap;45019850]Messing around with an idea for a map I had of a city street with a sewer network underneath. I think I'll make it for the Zombie Survival gamemode on gmod but I'm not 100% on that yet. [t]http://i.imgur.com/hNGa4wV.jpg[/t] [/QUOTE] I'd make this narrower or add columns down the middle, or other potential barriers if it's a map for combat. Also, if you're going to have open sewers like that with platforms on the walls, I'd recommend checking out [url=https://www.google.com/search?q=mirrors+edge+sewer&espv=2&source=lnms&tbm=isch&sa=X&ei=u5-SU_fkNoW_8gHw74GYAQ&ved=0CAYQ_AUoAQ&biw=1706&bih=850&dpr=0.9#imgdii=_]how Mirrors Edge does it.[/url]
[QUOTE=newkidsKUT;45020035]Would these be good details? I changed the garage, added some windows on the bottom, and did a trim. Aside from a few details like these and interior work, I'd say it's pretty set unless any of you folks live in houses like these and I missed something huge. [IMG]http://i.snag.gy/43wsO.jpg[/IMG][/QUOTE] Try to add some window trim overlay on the windows, something like this: [T]http://upl.kittehcat.org/2014-06-07_10-15-26.jpg[/T] I know this trim texture looks awful, but I'm sure you can find some better ones. Also, I think some windows above the garage would make it look better. That wall looks kinda bald to me.
[QUOTE=Merijnwitje;45023481]Try to add some window trim overlay on the windows, something like this: -snip- I know this trim texture looks awful, but I'm sure you can find some better ones. Also, I think some windows above the garage would make it look better. That wall looks kinda bald to me.[/QUOTE] I could look around for some trims to set the window around. I'm not sure how a window above the garage would work, especially since the floorplan this was based on didn't have any windows over where the garage would go. My house doesn't even have windows on one side of it. As far as the house itself goes, I moved the lower part back a bit (you can see how far back I put it from the highlights) and added some railings. I might move the garage doors to underneath the upstairs windows rather than on the side, where it is now. But at this stage, it's just a thought. [IMG]http://i.snag.gy/fX7a0.jpg[/IMG]
[QUOTE=newkidsKUT;45025002]I could look around for some trims to set the window around. I'm not sure how a window above the garage would work, especially since the floorplan this was based on didn't have any windows over where the garage would go. My house doesn't even have windows on one side of it. As far as the house itself goes, I moved the lower part back a bit (you can see how far back I put it from the highlights) and added some railings. I might move the garage doors to underneath the upstairs windows rather than on the side, where it is now. But at this stage, it's just a thought. -imgsnip-[/QUOTE] Jesus christ dude, start working on the house instead of making a couple changes and posting here. I want to see other WIPs, not just a house over and over. Please
You spend so much time asking for feedback and using this thread like twitter that you aren't actually getting anything done between posts. I think I've seen like 30 versions of this house in a week already and they all look the same. Scroll up and look at what MrMuffinz has posted: three images with a noticeable visual change each time, where people can actually comment on the changes between them. Try and follow that approach; a massive change, some terrain, a noticeable detail pass, something. Nobody can give you feedback on an 8 unit brush extrusion. I know you probably want it to be perfect or something, but you're not being productive. Someone already pointed this out before, but I don't think you really got it. I'm not saying "DON'T EVER POST AGAIN" either, but you need to actually accomplish something here. EDIT: I'll just list a bunch of stuff my house has on the exterior so you can actually work on implementing this instead of posting about implementing things: -Side-mounted attic fan -Trim along the base of the house -A chimney -Gutters, vertical and horizontal -Rockbed with retaining wall along some exterior walls -TV Antennae -Satellite Dish -Vertical beams along the siding at regular intervals -Water spout and hose connected to it -Mini-garden -Spotlights -A little tiny bench on the front porch -A front porch (woah) -Rock walkway leading up to the front door My neighbor is a security nut and has house-mounted cameras, even. There's a ton of stuff you can be doing here to make a larger impact than calculating the exact amount of units you need to move a brush away from another wall. Add like 7 of these things, whichever ones you think are best, and THEN post another shot of your house. And don't rush to get another picture up on the thread.
[QUOTE=Zanarias;45025467]You spend so much time asking for feedback and using this thread like twitter that you aren't actually getting anything done between posts. I think I've seen like 30 versions of this house in a week already and they all look the same. Scroll up and look at what MrMuffinz has posted: three images with a noticeable visual change each time, where people can actually comment on the changes between them. Try and follow that approach; a massive change, some terrain, a noticeable detail pass, something. Nobody can give you feedback on an 8 unit brush extrusion. I know you probably want it to be perfect or something, but you're not being productive. Someone already pointed this out before, but I don't think you really got it. I'm not saying "DON'T EVER POST AGAIN" either, but you need to actually accomplish something here. [/QUOTE] Btw from the main post: [QUOTE] RULES MAX 3 IMAGES PER QUOTE! IF YOU'RE USING A 1920X1080 + RESOLUTION USE [IMG_THUMB] SO YOU DONT BREAK EVERYONES COMPUTER [IMG_THUMB] IMAGES IF YOU ARE QUOTING!!! [B]WIP's must be compiled.[/B] Discussion of WIPs is allowed, and encouraged. Don't go off-topic. Don't talk about carving Non source stuff goes in different thread Don't start pointless arguements we only have 1000 posts to get enough content for an impressive OP for the prospective V16 thread + its mean [/QUOTE] Also, what do you guys think about this? [t]http://puu.sh/9gHqw.jpg[/t] [t]http://puu.sh/9j3ux.jpg[/t] I plan on adding more detail, but this is mostly main geometry.
You have a long exit and short enterance (good) on one side of traffic, and a short exit and long enterance (bad) on the other. IMO you should decide which side of the road traffic drives on in your map, then edit accordingly.
Some notes about making anatomically correct buildings (long post ahead): Siding is not flush with the foundation edge. Rather, it is applied on top of that layer. Assuming you want the bricks to be flush with that foundation edge, there should be a little (2hu maybe) edge on the bottom of the siding. If you don't want the bricks to be flush with that foundation edge, then they should also stick out from the foundation layer. To illustrate: Making brick flush with foundation edge: [thumb]http://puu.sh/9j5sq/1471242d42.jpg[/thumb] Making brick not flush with foundation edge: [thumb]http://puu.sh/9j5wX/f3abf6cbc3.jpg[/thumb] Siding needs edge plates on outside corners. Without them, you'll see the ugly, exposed edge of the siding. To illustrate: [thumb]http://puu.sh/9j5Mh/63e6d06e27.jpg[/thumb] Eew. [thumb]http://puu.sh/9j5Pr/1855993c69.jpg[/thumb] Nice! Note that you probably shouldn't make your siding geometrically accurate, because of framerate issues. If it really bothers you, you can make a model with some aggressive LODing, but that's an entirely different issue altogether. You should probably forget I even brought it up. Let's talk about roofs. More specifically, attics. Underneath of your roof, but above your ceiling, is an empty space that needs airflow. To accomplish that, you need some vents, which can be implemented in various ways. One way is to slap one onto the side of your gable roof. [thumb]http://www.roofer911.com/pics/leaky%20gable%20vent.jpg[/thumb] That's what these fellas are. They allow air flow through the attic space. If you want to use these, make sure you put one on either side - otherwise, you'll end up with bad airflow. Another possibility for vents is to put them on the top edge of the roof, like this: [thumb]http://www.inspectionsunlimitedneo.org/images/roof-vents.jpg[/thumb] Along with those two, you've got a few others. The previous two, as well as a few other vents, in one picture: [thumb]http://www.energysavercooling.com/content/images/commontypesroofatticvents.jpg[/thumb] Lastly, windows. I would recommend using brushwork to make your windowsills, rather than just using the edges of the wall brushes. Have them stick a few hu out from the walls too, and remember to func_detail. Obviously, you don't need to actually build your house to be 'anatomically correct' down to the brushwork, but knowing stuff like this will definitely help you to make more real-looking buildings. Also, I only learned this stuff from a pre-arch class in highschool and some of this information is probably not accurate. Still, I hope you find it to be of some use. If there's anything you should take away from this, it's just that attention to detail is [i]very[/i] important. If you don't know how you want to do a detail, do some research! Google is your friend.
@Zanarias - Thanks for the heads up and suggestions. I know I've been gotten on about that in the past, but it's always nice to be reminded again. So the next time I think adding a mailbox is the best thing in the world, I'll remember that post. Same with the suggestions, thanks for running them by me. I still gotta work on some gutters but I won't do stuff like gardens, walkways, etc. until it's on the map itself. I've been doing that a lot. I make a building and put it on a map, kinda like you do with actual models. Does anybody else do this?
[quote][t]http://puu.sh/9j5Pr/1855993c69.jpg[/t][/quote] I'd do the siding like that and propper it
[QUOTE=Xanadu;45027026]I'd do the siding like that and propper it[/QUOTE] That really is some sexy looking siding
[QUOTE=Xanadu;45027026]I'd do the siding like that and propper it[/QUOTE] yeah the first thing I was thinking while looking at that was "brush count"
[thumb]http://i.imgur.com/Mftwmvu.jpg[/thumb] I'd love some advice on how to fix this. The trim that causes so many visleafs runs the entire length of the building. Will it look horrible if I func_detail it? Also, why does this happen? The entire face is flat but the visleaf is subdivided into two. Shouldn't there just be one for the one large face, even though it's made of two brushes? [thumb]http://i.imgur.com/X83ew2n.jpg[/thumb]
[QUOTE=Graviton;45028262][thumb]http://i.imgur.com/Mftwmvu.jpg[/thumb] I'd love some advice on how to fix this. The trim that causes so many visleafs runs the entire length of the building. Will it look horrible if I func_detail it?[/QUOTE] For this one - func_detail doesn't (or at least shouldn't change the appearance of any brushes, you can func_detail safely without having to worry about that. However, you have to worry about visibility of course, say that block between the trims was between the two floors and you func_detail it, you would be rendering the opposite side of the building because the engine would think that part of the map is visible when it's not. However, if you make your main building 3 brushes (1 for the texture of each floor) and the trims are all outside of the 3 blocks, it should be safe to func_detail all those trims without causing visibility inefficiency.
[QUOTE=billi999;45028543]For this one - func_detail doesn't (or at least shouldn't change the appearance of any brushes, you can func_detail safely without having to worry about that. However, you have to worry about visibility of course, say that block between the trims was between the two floors and you func_detail it, you would be rendering the opposite side of the building because the engine would think that part of the map is visible when it's not. However, if you make your main building 3 brushes (1 for the texture of each floor) and the trims are all outside of the 3 blocks, it should be safe to func_detail all those trims without causing visibility inefficiency.[/QUOTE] Thanks. I did some experimentation. I was under the impression that if you func_detail a brush that all it's lighting came from one point and it looked oddly bright and strange on large brushes. It seems to look fine now.
[QUOTE=Rubs10;45022735]I'd make this narrower or add columns down the middle, or other potential barriers if it's a map for combat. Also, if you're going to have open sewers like that with platforms on the walls, I'd recommend checking out [url=https://www.google.com/search?q=mirrors+edge+sewer&espv=2&source=lnms&tbm=isch&sa=X&ei=u5-SU_fkNoW_8gHw74GYAQ&ved=0CAYQ_AUoAQ&biw=1706&bih=850&dpr=0.9#imgdii=_]how Mirrors Edge does it.[/url][/QUOTE] [QUOTE=Nextonne;45020145]Well, that fence in the middle of the road looks kinda out of place, no way it could work out like that. Try putting a car wreckage with tires there instead. (Or perhaps a closed railroad crossing/bridge?) I'm not 100% sure about those electric treepoles (w/e they're called) either. And how did that couch get into the sewer? I would suggest getting some kind of light on the streets. Other than that it looks pretty great.[/QUOTE] Alright this is what I've added so far: [t]http://i.imgur.com/oWeZkKA.jpg[/t] I added some columns and added a rail to the catwalk to have it make more sense. Will toy around with the smoothing groups on the columns to get a better lighting effect. [t]http://i.imgur.com/7hmZdiF.jpg[/t] [t]http://i.imgur.com/COjBafv.jpg[/t] [t]http://i.imgur.com/72tkE18.jpg[/t] I changed the fences to car wreckage and added some cars with headlights to provide some light. In addition, I've changed the light_environment so moonlight shines more directly onto the street instead of near horizontally.
[QUOTE=Graviton;45028592]Thanks. I did some experimentation. I was under the impression that if you func_detail a brush that all it's lighting came from one point and it looked oddly bright and strange on large brushes. It seems to look fine now.[/QUOTE] No problem, glad I could explain. Func_detail and similar brushes recieve lighting the same as world brushes (although if you have a moving brush like func_movelinear lighting always stays the same on it - that's where props are useful). What you say is actually the case with props, the exception being static props if you have -staticproppolys -staticproplighting in your compile settings, in which case they are lit on each vertex. Sorry for lack of content here's some castle crap I started. The ambient works well for the interior but doesn't seem to cast dark enough shadows outside. [t]http://cloud-2.steampowered.com/ugc/469812062819166603/7BD87E243C0CB7E5E64E563B8710160FBA448305/[/t]
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