The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=MrMuffinz;45014262]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.[/QUOTE]
Don't forget to playerclip those stairs.
[QUOTE=MagicSwap;45028614]Alright this is what I've added so far:
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.
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]
Looks like it's all coming along well, but I think that the lighting in the sewer area might look a little better if it was a little less yellow.
Here's a video of my Chip-8 emulator running a few different roms.
[media]http://www.youtube.com/watch?v=XREa25WO9hI[/media]
There are still a few bugs that need to be worked out which you might notice when it runs Space Invaders (bullets not appearing / aliens reappearing / etc).
Ive never understood what vscript is, mind explaining?
[QUOTE=Shirky;45033753]Ive never understood what vscript is, mind explaining?[/QUOTE]
VScript is kind of like a more mapping oriented version of GMod Lua and has been available in every Valve game since L4D2.
It lets you program complex entity logic without needing tons of logic entities. (the emulator only has ~18 entities and 16 of them are the keypad buttons)
It uses a scripting language called [url=http://squirrel-lang.org/]Squirrel[/url] which is sort of a mix of other programming languages like C++/Java and Lua.
Here are a few example of where it might be used:
- Random weapon spawns
- A teleporter that takes you to the teammate with the most enemies around them
- A keypad with a random pass code
- A turret that targets the player closest to it
- Displays showing time/team score
Here are a few links that might be helpful:
[url=https://developer.valvesoftware.com/wiki/VScript]VDC - VScript[/url]
[url=http://www.squirrel-lang.org/doc/squirrel2.html]Squirrel 2.2 Reference[/url]
[url=http://source.gamebanana.com/tuts/11196]GameBanana - An Introduction to VScripts - Part 1[/url]
I practiced detailing houses over the past two days with some smaller houses.
[IMG]http://i.snag.gy/43VGH.jpg[/IMG]
One thing I noticed about brick houses is that most of them don't have trims around them, unlike wooden ones like above.
[IMG]http://i.snag.gy/ZWQ64.jpg[/IMG]
[QUOTE=newkidsKUT;45036345]
One thing I noticed about brick houses is that most of them don't have trims around them, unlike wooden ones like above.
[IMG]http://i.snag.gy/ZWQ64.jpg[/IMG][/QUOTE]
Most brick houses around here have a noticeable part of the foundation visible before the bricks start, but then again this neighborhood was built in the 20s.
I know they aren't easy to do but gutters always seem to be missing from Source buildings.
[QUOTE=Hottea102;45036522]I know they aren't easy to do but gutters always seem to be missing from Source buildings.[/QUOTE]
There is some gutter models in L4D, L4D2, and CS:GO. I just find them hard to use correctly to make them look normal
[QUOTE=Flyguy13;45034708]VScript is kind of like a more mapping oriented version of GMod Lua and has been available in every Valve game since L4D2.
It lets you program complex entity logic without needing tons of logic entities. (the emulator only has ~18 entities and 16 of them are the keypad buttons)
It uses a scripting language called [url=http://squirrel-lang.org/]Squirrel[/url] which is sort of a mix of other programming languages like C++/Java and Lua.
Here are a few example of where it might be used:
- Random weapon spawns
- A teleporter that takes you to the teammate with the most enemies around them
- A keypad with a random pass code
- A turret that targets the player closest to it
- Displays showing time/team score
Here are a few links that might be helpful:
[url=https://developer.valvesoftware.com/wiki/VScript]VDC - VScript[/url]
[url=http://www.squirrel-lang.org/doc/squirrel2.html]Squirrel 2.2 Reference[/url]
[url=http://source.gamebanana.com/tuts/11196]GameBanana - An Introduction to VScripts - Part 1[/url][/QUOTE]
I'm glad I've finally run into someone else whos using vscripts. Have you by any chance found a way to grab a players current armor amount? I've got a nice simple health pickup at the moment working using GetHealth and SetHealth but it seems Valve didn't put in one for armor for some reason.
Really old horror test map I made awhile back
[video=youtube;0K_dHm5Nmc4]http://www.youtube.com/watch?v=0K_dHm5Nmc4[/video]
Wip map for L4D2, I am learning to make city blocks. Sunlight is off wiki, looks terrible :l
[IMG_THUMB]http://i61.tinypic.com/2a619tw.jpg[/IMG_THUMB]
[QUOTE=Flossy;45037664]Really old horror test map I made awhile back
[video=youtube;0K_dHm5Nmc4]http://www.youtube.com/watch?v=0K_dHm5Nmc4[/video][/QUOTE]
I get a huge "Nightmare House 2" vibe from this, the look of it is similar too.
Nice work.
[QUOTE=Flossy;45037664]Really old horror test map I made awhile back
[video=youtube;0K_dHm5Nmc4]http://www.youtube.com/watch?v=0K_dHm5Nmc4[/video][/QUOTE]
it said "fucking cunt"
Here are are few very recent watercolors(beinfang)+ pen (pilot v5. v7)
[t]http://i.imgur.com/QWWPZfH.jpg[/t]
[t]http://i.imgur.com/9cZE0aV.jpg[/t]
[t]http://i.imgur.com/TAIY1dv.jpg[/t]
[t]http://cdn.dickblick.com/items/228/92/22892-0099-3ww-l.jpg[/t]
[t]http://ecx.images-amazon.com/images/I/611rE3Kd8uL._SL1500_.jpg[/t]
[QUOTE=trancepx;45039908]
-Random Art and Pictures?
[/QUOTE]
These are really out of place in this thread :S
[QUOTE=grabbin pills?;45040038]These are really out of place in this thread :l[/QUOTE]
Understandable reaction, I have always been of the mind of mapping... and having not had computer access this was the traditional art version of mapping :D
[editline]9th June 2014[/editline]
[QUOTE=trancepx;45040057]Understandable reaction, I have always been of the mind of mapping... and having not had computer access this was the traditional art version of mapping :D[/QUOTE]
I am hoping to inspire someone out there with the technology methodology to map my paintings, given if I knew how now I would be doing em :D
[QUOTE=trancepx;45040057]Understandable reaction, I have always been of the mind of mapping... and having not had computer access this was the traditional art version of mapping :D
[editline]9th June 2014[/editline]
I am hoping to inspire someone out there with the technology methodology to map my paintings, given if I knew how now I would be doing em :D[/QUOTE]
[url]http://facepunch.com/showthread.php?t=1258652[/url]
[QUOTE=kaine123;45040445][url]http://facepunch.com/showthread.php?t=1258652[/url][/QUOTE]
Hah! thanks. But yeas I understand some users are quite zealous about organizations and rules and stuff.
[QUOTE=trancepx;45040676]Hah! thanks. But yeas I understand some users are quite zealous about organizations and rules and stuff.[/QUOTE]
You just poured ketchup in our peanut butter and jelly sandwich. It's not that we think all ketchup belongs in the bottle, it just doesn't belong in a peanut butter and jelly sandwich.
[QUOTE=Hottea102;45040732]You just poured ketchup in our peanut butter and jelly sandwich. It's not that we think all ketchup belongs in the bottle, it just doesn't belong in a peanut butter and jelly sandwich.[/QUOTE]
-snip- oops
[QUOTE=trancepx;45039908]-really trippy stuff-[/QUOTE]
a bit too abstract of a concept to turn into a map. i don't really see how that would make sense or if it'd be worth making as an explorable environment, but for what it's worth i think it looks lovely.
Made a physically accurate office light cover texture.
[media]http://www.youtube.com/watch?v=Sm1TI7kykoA[/media]
[t]http://static.glitchvid.com/wp-content/uploads/2014/06/ingameandnormal.png[/t]
[t]http://static.glitchvid.com/wp-content/uploads/2014/06/ingamelit.png[/t]
If you want it you can grab it here.
[url]http://static.glitchvid.com/wp-content/uploads/2014/06/glass.7z[/url]
Oh yeah, forgot to add, use it for whatever you want, commercial, shareware, modify it, sell it, It dosen't matter to me - but if you want to be super nice keep the // - Gvid.me in there so people can find me if they need me.
2nd part of my Wip city block for my L4D2 map, this is just a small green-space/park next to a large building. I think I need to add more vines, bushes, and overlays. Side note, these are loosely based on real places in New York.
[IMG_THUMB]http://i57.tinypic.com/2hs3ck0.jpg[/IMG_THUMB]
[IMG_THUMB]http://i62.tinypic.com/33064jq.jpg[/IMG_THUMB]
I just realized how hard it is to tell what your looking at exactly because of my crappy camera angles :I
Two more houses I worked on last night and this morning to teach myself more about detailing. The first is my childhood home with a few changes and the second is the house from King of the Hill.
[IMG]http://i.snag.gy/GERcp.jpg[/IMG]
[IMG]http://i.snag.gy/r2vRk.jpg[/IMG]
[QUOTE=glitchvid;45045088]Made a mostly physically accurate office light cover texture.
[/QUOTE]
Nice work, that's one of those really 'why didn't I think of that?' ideas.
[QUOTE=NotExactly;45047700]Nice work, that's one of those really 'why didn't I think of that?' ideas.[/QUOTE]
Yeah, I was actually a little surprised when I was trying to find good looking sources to make a transparent texture from; eventually I didn't really find any that satisfied me, so I just went "Hmm, don't they have a sort of refractive property". So I tried to find if anyone else had done that before: and I didn't find any - It was quite surprising.
In the end I just grabbed a few reference shots, hand made a heightmap in photoshop, and then processed that to a normalmap. You could also probably lower the memory footprint with the normal further: it tiles perfectly and the size is only that way so I can easily measure it out in hammer.
Source is surprisingly flexible once you start really messing with materials, both for simplicity and artistic effect - for example, using patch on large very similar texture sets.
Say you have a set of plaster textures that all use the same normalmap, similar envmap settings, and the same detail textures.
you can simply create a plaster_name_base.vmt that contains all the shared information, then for each specific texture use
Base material, everything in here get's rolled out unless told to be overwritten.
[code]"LightmappedGeneric"
{
"$envmap" "env_cubemap"
"$normalmapalphaenvmapmask" 1
"$envmapcontrast" 0.2
"$envmapsaturation" 1
"$surfaceprop" "plaster"
"$detail" "detail_dense\grainy_plaster_dense"
"$detailscale" 1.2
"$detailblendfactor" "1"
"$detailblendmode" "0"
}[/code]
And then for each individual texture-material.
[code]patch
{
include "materials\plaster\plaster_name_base.vmt"
insert
{
$basetexture "plaster\dark_black_diffuse"
$bumpmap "plaster\plaster_name_normal"
$envmaptint "[ 0.1 0.1 0.1 ]"
}
}
[/code]
For each different texture, so if you suddenly wanted to replace the normalmap, or anything else, you can easily roll that out across all the textures.
/rant
I dunno, I guess you guys know this, but I just find the simplicity and ways you can twist source's arm to do things quite fun.
Alright, did a second texture pass and this is what i've come up with:
[t]http://cloud-4.steampowered.com/ugc/432657365931491544/ECF4AE8E195829916FD4772A4397A7A46036D022/[/t]
It looks good so far, and the textures I used makes it look much grittier.
There [I]shouldn't[/I] be any orange left at all (there's some grey).
Next up is editing the lighting and maybe finally getting around to adding a Skylight.
[QUOTE=glitchvid;45052851]Yeah, I was actually a little surprised when I was trying to find good looking sources to make a transparent texture from; eventually I didn't really find any that satisfied me, so I just went "Hmm, don't they have a sort of refractive property". So I tried to find if anyone else had done that before: and I didn't find any - It was quite surprising.
In the end I just grabbed a few reference shots, hand made a heightmap in photoshop, and then processed that to a normalmap. You could also probably lower the memory footprint with the normal further: it tiles perfectly and the size is only that way so I can easily measure it out in hammer.
Source is surprisingly flexible once you start really messing with materials, both for simplicity and artistic effect - for example, using patch on large very similar texture sets.
Say you have a set of plaster textures that all use the same normalmap, similar envmap settings, and the same detail textures.
you can simply create a plaster_name_base.vmt that contains all the shared information, then for each specific texture use
Base material, everything in here get's rolled out unless told to be overwritten.
[code]"LightmappedGeneric"
{
"$envmap" "env_cubemap"
"$normalmapalphaenvmapmask" 1
"$envmapcontrast" 0.2
"$envmapsaturation" 1
"$surfaceprop" "plaster"
"$detail" "detail_dense\grainy_plaster_dense"
"$detailscale" 1.2
"$detailblendfactor" "1"
"$detailblendmode" "0"
}[/code]
And then for each individual texture-material.
[code]patch
{
include "materials\plaster\plaster_name_base.vmt"
insert
{
$basetexture "plaster\dark_black_diffuse"
$bumpmap "plaster\plaster_name_normal"
$envmaptint "[ 0.1 0.1 0.1 ]"
}
}
[/code]
For each different texture, so if you suddenly wanted to replace the normalmap, or anything else, you can easily roll that out across all the textures.
/rant
I dunno, I guess you guys know this, but I just find the simplicity and ways you can twist source's arm to do things quite fun.[/QUOTE]
From a developer's pov, I'd have to say the texture system is one of the best things about Source.
After the importing of models, of course.
[QUOTE=Azzator;45041938]a bit too abstract of a concept to turn into a map. i don't really see how that would make sense or if it'd be worth making as an explorable environment, but for what it's worth i think it looks lovely.[/QUOTE]
Too abstract to map you say...
[t]http://i.imgur.com/TAIY1dv.jpg[/t]
[t]http://i.imgur.com/SJtCfA1.png[/t]
EDIT2: an updated image.
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