• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=Hottea102;45097185]A realistic perspective on these ideas, a sparking wire would be connected to a breaker. Touching water would cause a short and the breaker would trip. If main line wires underground were somehow exposed to the water, that's a different story. If you're only going to have a few lights on, they should be close together to imply they're on the same non-tripped circuit. The only ways a few lights scattered throughout could be on is if the electrician was drunk out of his mind, or if most of the lights were damaged, which leads to the last point If lights are going to be damaged, there should be a realistic reason for it. A tunnel flooding and zombies walking around in the water couldn't damage recessed lights like those. /nofun[/QUOTE] I was thinking what if some lights where placed by previous people who traveled through the tunnel but that seems highly unlikely someone would take the time to do that [B]EDIT:[/B] OMG, Just got an idea for a one way path in the tunnel to prevent players from back tracking, they could have to switch on a power source that they need in order to open some sort of door (maybe a maintenance hatch/door?) and doing so will electrify the water (permanently). The survivors would of course be in a raised area of the tunnel out of the water. Any zombies in the water would be killed too
[QUOTE=grabbin pills?;45097219]I was thinking what if some lights where placed by previous people who traveled through the tunnel but that seems highly unlikely someone would take the time to do that[/QUOTE] An option I think might work best, a car or two crashed into something, the front lifted in a way that raised the engine above the current water level, and the headlights are still on.
It would be easiest to have no lights and just make the players use their flashlights.
[QUOTE=grabbin pills?;45096990]Right now I am deciding whether or not to add lighting to it. It will either be pitch black or look like this: [IMG]http://i59.tinypic.com/2h4m0j4.jpg[/IMG] But because it is flooded, I feel like it should not have any power for lights?[/QUOTE] maybe floodlights should be used?
[QUOTE=grabbin pills?;45092314]A very desaturated purple maybe? Because the texture is at a 45 degree angle, I imagine that the weird shadow is caused by unaligned light map[/QUOTE] I bumped the lightmap scale up and straightened the texture out but there's still a weird hard line. Less noticeable though.
[QUOTE=DemonDog;45097387]I bumped the lightmap scale up and straightened the texture out but there's still a weird hard line. Less noticeable though.[/QUOTE] Did you try selecting both textures and checking 'Treat as one'? I don't know if it will help but gut instinct says maybe
[QUOTE=DemonDog;45097387]I bumped the lightmap scale up and straightened the texture out but there's still a weird hard line. Less noticeable though.[/QUOTE] If you go into the light map camera view, they will probably be unaligned. The best way to fix this is to use the texture application tool, click on the one of the brushes next to the shadows seam with the floor texture, then while holding alt, right click the the flooring next to the brush you selected on the other side of the shadow seam. this should align the light map. [B]EDIT:[/B] Last pictures for today, and maybe a few days I added lights to the tunnel as if it was fully operation, I will then randomly shut off a few. I kind of like the lights color a lot, its different from the standard desaturated lights I normally see. Tunnel Entrance (Ignore the blue lights, they are now shut off, I disliked them o3o) [IMG_THUMB]http://i57.tinypic.com/518na.jpg[/IMG_THUMB] Tunnel interior [IMG_THUMB]http://i62.tinypic.com/2hs7wo1.jpg[/IMG_THUMB]
[QUOTE=Hottea102;45097410]Did you try selecting both textures and checking 'Treat as one'? I don't know if it will help but gut instinct says maybe[/QUOTE] [QUOTE=grabbin pills?;45097766]If you go into the light map camera view, they will probably be unaligned. The best way to fix this is to use the texture application tool, click on the one of the brushes next to the shadows seam with the floor texture, then while holding alt, right click the the flooring next to the brush you selected on the other side of the shadow seam. this should align the light map. [/QUOTE] The seam is on one whole brush so treating as one won't do much. I just took the lazy way out and angled the sun differently so the light doesn't come in as much. Also made that light [url=http://i.imgur.com/iZRski4.jpg]purple-y[/url]. [QUOTE=grabbin pills?;45097766] Last pictures for today, and maybe a few days I added lights to the tunnel as if it was fully operation, I will then randomly shut off a few. I kind of like the lights color a lot, its different from the standard desaturated lights I normally see. Tunnel Entrance (Ignore the blue lights, they are now shut off, I disliked them o3o) [IMG_THUMB]http://i57.tinypic.com/518na.jpg[/IMG_THUMB] [/QUOTE] If that's a two lane road then you should just have the road closed sign above the right (or left, depending on country) lane. Other side won't see it. Otherwise it looks neat
[QUOTE=DemonDog;45097847]If that's a two lane road then you should just have the road closed sign above the right (or left, depending on country) lane. Other side won't see it. Otherwise it looks neat[/QUOTE] The whole road seems way too narrow for heavy, downtown highway traffic - especially for buses trying to make that tight turn. I would make it a one-way street instead and replace the texture with dotted white lines.
[QUOTE=TurtleeyFP;45097862]The whole road seems way too narrow for heavy, downtown highway traffic - especially for buses trying to make that tight turn. I would make it a one-way street instead and replace the texture with dotted white lines.[/QUOTE] The left lane expands into 2 lanes one leaving the tunnel, and the right light is only 1 lane and stays one lane. Both lanes connect perpendicular to a double lane one way road. It can fit 2 buses next to each other with a 8 unit gab between each other and the walls. also, the way I created this road, it would be impossible to make it any wider without scrapping the entire thing... which took to many hours o3o
Food [IMG]http://i675.photobucket.com/albums/vv117/antimonycat/lvl1food.jpg[/IMG] Currency Exchange [IMG]http://i675.photobucket.com/albums/vv117/antimonycat/lvl1exchange.jpg[/IMG]
[QUOTE=antimonycat;45098169]Food [IMG_THUMB]http://i675.photobucket.com/albums/vv117/antimonycat/lvl1food.jpg[/IMG_THUMB] Currency Exchange [IMG_THUMB]http://i675.photobucket.com/albums/vv117/antimonycat/lvl1exchange.jpg[/IMG_THUMB][/QUOTE] omfg take me now
[QUOTE=grabbin pills?;45097766]If you go into the light map camera view, they will probably be unaligned. The best way to fix this is to use the texture application tool, click on the one of the brushes next to the shadows seam with the floor texture, then while holding alt, right click the the flooring next to the brush you selected on the other side of the shadow seam. this should align the light map. Tunnel interior [IMG_THUMB]http://i62.tinypic.com/2hs7wo1.jpg[/IMG_THUMB][/QUOTE] Way too bright. I'd turn most of them off and then put more focus on lights at the end of the tunnel.
[QUOTE=Zanarias;45098307]Way too bright. I'd turn most of them off and then put more focus on lights at the end of the tunnel.[/QUOTE] That is what I plan to do, I just like to build my maps the way they would be before the zombie outbreak, then I add the decay. I think it turns out more believable that way.
[QUOTE=antimonycat;45098169]Food [IMG]http://i675.photobucket.com/albums/vv117/antimonycat/lvl1food.jpg[/IMG] Currency Exchange [IMG]http://i675.photobucket.com/albums/vv117/antimonycat/lvl1exchange.jpg[/IMG][/QUOTE] this makes me moist
I'm planning to have a spilt section on a Zombie Survival map I'm working on where the teams need to split in order to get past a high voltage power line that fell down into the building. Trying to cross it without turning off the power in the Substation will kill you. The trouble is I'm not sure how to tell the players that crossing while instantly kill you. I'm thinking about using a combination of High Voltage Signs & a burnt body. But I'm affraid must players will just run through it anyway. I would but a point message saying that you will be killed if you cross here, but that is kind of immersion breaking. So what's your ideas?
[QUOTE=OfficerLamarr;45099109]I'm planning to have a spilt section on a Zombie Survival map I'm working on where the teams need to split in order to get past a high voltage power line that fell down into the building. Trying to cross it without turning off the power in the Substation will kill you. The trouble is I'm not sure how to tell the players that crossing while instantly kill you. I'm thinking about using a combination of High Voltage Signs & a burnt body. But I'm affraid must players will just run through it anyway. I would but a point message saying that you will be killed if you cross here, but that is kind of immersion breaking. So what's your ideas?[/QUOTE] I'd do a few trigger_hurts that progressively do more and more damage the further in you get, it isn't realistic but it's player-friendly
[QUOTE=OfficerLamarr;45099109]I'm planning to have a spilt section on a Zombie Survival map I'm working on where the teams need to split in order to get past a high voltage power line that fell down into the building. Trying to cross it without turning off the power in the Substation will kill you. The trouble is I'm not sure how to tell the players that crossing while instantly kill you. I'm thinking about using a combination of High Voltage Signs & a burnt body. But I'm affraid must players will just run through it anyway. I would but a point message saying that you will be killed if you cross here, but that is kind of immersion breaking. So what's your ideas?[/QUOTE] have occasional arcs between the wire and the charred corpse. loud and flashy zaps are an obstacle make.
[QUOTE=OfficerLamarr;45099109] I'm thinking about using a combination of High Voltage Signs & a burnt body. But I'm affraid must players will just run through it anyway. I would but a point message saying that you will be killed if you cross here, but that is kind of immersion breaking. [/QUOTE] If they ignore a high voltage sign and a charred corpse, they deserve to die. But like MrBunneh said, adding in some spark effects or something should definitely get their attention.
Custom glass texture with nicer and more deformed reflections! Also, it can be really easily repainted, as it mostly relies on Environment map tint. [IMG]http://gyazo.com/9eb094c89ab692387b41f483b50fc8ca.png[/IMG] Also, when I built cubemaps and enabled specular mapping, overlays placed on displacements have screwed themselves up - it looks like the lighting sides have been inverted. Does anyone know a way to fix this? [T]http://gyazo.com/14929a86facd67a1d8aafeae102de883.png[/T]
I am sorry for late answers. [QUOTE=newkidsKUT;45095261]Holy wow, that's a nice house! Where is the prototype located out of curiosity?[/QUOTE] To be honest, I have absolutely no idea because I used advertisment as reference image (But I am 100% sure that it was built somewhere). There it is: [img]http://www.antiquehomestyle.com/img/35gvt-parkside.jpg[/img] [QUOTE=antimonycat;45095294]Wow you make brush based objects better than I do. Love that vintage tv, are you going to propper it?[/QUOTE] I have already done it. [img]http://cs618317.vk.me/v618317809/10b8a/R_xhUDpxRRs.jpg[/img]
[QUOTE=antimonycat;45098169]Food [IMG]http://i675.photobucket.com/albums/vv117/antimonycat/lvl1food.jpg[/IMG] Currency Exchange [IMG]http://i675.photobucket.com/albums/vv117/antimonycat/lvl1exchange.jpg[/IMG][/QUOTE] holy shit you're back
[QUOTE=maxdin97;45100826] ] I have already done it. [img]http://cs618317.vk.me/v618317809/10b8a/R_xhUDpxRRs.jpg[/img][/QUOTE] any chance of a download?
is there any way to make a map play a song on a loop? I want my map to constantly be playing Sonic Adventure 2: City Escape
[QUOTE=SirLemon;45105206]any chance of a download?[/QUOTE] If I would have unsolvable problems with map, I will release all custom models that I made for it including this TV-set.
[QUOTE=maxdin97;45109032]If I would have unsolvable problems with map, I will release all custom models that I made for it including this TV-set.[/QUOTE] Does that mean if the map goes smoothy we won't get downloads?
[QUOTE=SirLemon;45109197]Does that mean if the map goes smoothy we won't get downloads?[/QUOTE] Nope, that means if the map goes fine you'll get map and models both.
I'd like to make the prop debris not to vanish when you break a crate or a bottle. (you know debris stays a few seconds and fuiisshhh) Any ideas ?
[QUOTE=cepink;45111847]I'd like to make the prop debris not to vanish when you break a crate or a bottle. (you know debris stays a few seconds and fuiisshhh) Any ideas ?[/QUOTE] I always assumed that was hard coded into the engine for optimization reasons :l
[QUOTE=cepink;45111847]I'd like to make the prop debris not to vanish when you break a crate or a bottle. (you know debris stays a few seconds and fuiisshhh) Any ideas ?[/QUOTE] You could fake it with brush-based objects. Things like that fake DMM will only make optimization worse, though.
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