The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
Sky Cloudy009
[img]https://dl.dropboxusercontent.com/u/3779442/Screenshots/sky_cloudy009_hdr.jpg[/img]
[url=http://dl.dropboxusercontent.com/u/3779442/skybox_website/sunfolder/Cloudy.html]Get it here! - 6.95 MB[/url]
[t]https://dl.dropboxusercontent.com/u/3779442/Screenshots/sky_coudy009.jpg[/t]
Here's an old project was really into, but fell apart because Zombie Master is a dead mod with a dead sequal and frankly I started running out of ideas and some of my current ones weren't working out too well. But I just adore the brushwork I did on this so I'm a tad upset about it not living up to anything.
[t]http://cloud-4.steampowered.com/ugc/3264296808836823382/CC0DE729F154D4F56FB32D654F1D2E9C6A6BA8DC/[/t]
[t]http://cloud-4.steampowered.com/ugc/3264296808836836740/D3B8A38026EC3C4FE45C77BF7A6A75B5A2E99E48/[/t]
[t]http://cloud-3.steampowered.com/ugc/3264296808836845047/713200F4B3DB6F98EFAA46FB5918A73323BD5BDF/[/t]
[QUOTE=TheTrainRider;45155110]Here's an old project was really into, but fell apart because Zombie Master is a dead mod with a dead sequal and frankly I started running out of ideas and some of my current ones weren't working out too well. But I just adore the brushwork I did on this so I'm a tad upset about it not living up to anything.
[/QUOTE]
Maybe it would make a good Zombie Survival map?
[QUOTE=onebit;45153556]Can you make a night skybox with the moon and HDR?[/QUOTE]
[t]https://dl.dropboxusercontent.com/u/3779442/Screenshots/Sky_night005_ingame.jpg[/t] This one has a moon.
Also have 2 others
[url]http://dl.dropboxusercontent.com/u/3779442/skybox_website/sunfolder/Night.html[/url]
Anything more specific?
Just4fun recreating some buildings from the s.t.a.l.k.e.r series. Im not really planning to make a map but i'll see how it develops.
[B]Reference pictures:[/B]
[t]http://abload.de/img/xr_3da2014-06-1717-01q3r7c.jpg[/t]
[t]http://abload.de/img/xr_3da2014-06-1717-0151p2f.jpg[/t]
[t]http://abload.de/img/xr_3da2014-06-1916-05zjq69.jpg[/t]
[B]My hammer work:[/B]
[t]http://abload.de/img/hl22014-06-1918-22-387gppq.jpg[/t]
[t]http://abload.de/img/hl22014-06-1918-22-5542ob7.jpg[/t]
[t]http://abload.de/img/hl22014-06-1918-23-007dolm.jpg[/t]
[t]http://abload.de/img/hl22014-06-1918-23-17icozg.jpg[/t]
[t]http://abload.de/img/hl22014-06-1918-23-32a3qc2.jpg[/t]
[t]http://abload.de/img/hl22014-06-1918-23-54i5q5a.jpg[/t]
Lighting errors are just wonderful. All that jet-black white plaster in the main hall... all because I forgot to disable shadows on something. I suspect the arches. And y'know, all the lighting errors everywhere else too.
[img]http://i.imgur.com/ZKze5nG.jpg[/img]
[img]http://i.imgur.com/J4cohnY.jpg[/img]
[img]http://i.imgur.com/xrKjXLr.jpg[/img]
[img]http://i.imgur.com/yKicWDA.jpg[/img]
[img]http://i.imgur.com/N8nW0av.jpg[/img]
What game is your castle for? I really hope it's Garry's Mod, as doing castle raids with friends is always fun.
Well currently it's for making me forget how boring my life is while I try to impress people with my above average brushwork knowing my inability to use any other feature in the editor will always make people cringe...
When I'm done with that, it'll probably just be a gigabyte-placeholder on my HDD like everything else I've ever made. Ever.
I'm going to collate all the custom content required for all the major stuff I never finished and release it all I think... I'll do it when I ragequit making this. Working on the curtain walls atm. :)
well what in the sweet fuck is happening here
[t]http://i.imgur.com/jMy7u4O.jpg[/t]
[QUOTE=AeonCastle;45159752]well what in the sweet fuck is happening here
[t]http://i.imgur.com/jMy7u4O.jpg[/t][/QUOTE]
The problem?
[QUOTE=grabbin pills?;45160185]The problem?[/QUOTE]the problem being the funky-ass shadows
the textures should look like this:
[t]http://i.imgur.com/wdPJCyh.jpg[/t]
Looks like it's bumpmapped. Find the [B]material[/B] in your game's .VPK, make a copy, remove the $bumpmap-related parameters and use it instead. :p
It looks like it actually has a large detail texture on it.
[QUOTE=TFlippy;45160430]Looks like it's bumpmapped. Find the [B]material[/B] in your game's .VPK, make a copy, remove the $bumpmap-related parameters and use it instead. :p[/QUOTE]
[QUOTE=Shirky;45160520]It looks like it actually has a large detail texture on it.[/QUOTE]
I'll try your idea, Flippy, but the weird thing is the assets are from Yanzl's Forest Valley map, and they're used just fine there.
Shirky, it does have a detail texture, but what would the size have to do with it?
[QUOTE=AeonCastle;45160560]I'll try your idea, Flippy, but the weird thing is the assets are from Yanzl's Forest Valley map, and they're used just fine there.
Shirky, it does have a detail texture, but what would the size have to do with it?[/QUOTE]
it looks like the scale on the detaltexture paramater is scaled so instead of say tiling the detail 16 times along each side of a texture, it's tiling it only once
[QUOTE=Firegod522;45156041]amazing skyboxes[/QUOTE]
have you considered doing one with backdrop, like a city or mountains? a night time city one would be awesome
Usually i don't want to limit them with such a hard image in it. like having a sun such as a few of my older skies.
I like to leave it up to the independent map developers to insert cityline/mountain with the 3d skyboxes.
But I have considered it, I just need more practice with terragen and general editing.
trying to stay away from
[t]http://mouseonew.com/wp-content/uploads/2009/10/Terragen-Skybox.jpg[/t]
[QUOTE=MrBunneh;45161833]it looks like the scale on the detaltexture paramater is scaled so instead of say tiling the detail 16 times along each side of a texture, it's tiling it only once[/QUOTE]In the .VMT, it says the detailscale is 0.2 and the detailblendfactor is 0.8. I assume this is what's causing it?
[t]http://puu.sh/9BzSW/831a4c0b14.jpg[/t]
I gotta find a better texture for that floor separator stuff, that shit just feels like it's untextured to me.
The same ones you used for the base? Align trim parts to the trim brushes and brick to the center
[QUOTE=AeonCastle;45160560]I'll try your idea, Flippy, but the weird thing is the assets are from Yanzl's Forest Valley map, and they're used just fine there. [/QUOTE]
-snip-
Never mind, checked the map and I was wrong.
[QUOTE=AeonCastle;45160560]I'll try your idea, Flippy, but the weird thing is the assets are from Yanzl's Forest Valley map, and they're used just fine there.
[/QUOTE]
Yeah, it looks fine if you have texture detail on high, but kinda bad if you have it on low/medium. I didn't notice it when I was making the map because I never switched settings.
You can play with the detail parameters, remove $detail, or use this [url]https://dl.dropboxusercontent.com/u/4380409/dirt_detail.vtf[/url].
[QUOTE=opti2000;45165194]Progress:
Reference building:
-snip
My work:
-snip
[t]http://cloud-2.steampowered.com/ugc/576773731235100560/4DABDF497C1F0F84B62CB8A019301BE7D489483C/[/t]
[/QUOTE]
The pillars holding up those large concrete roof supports need to be much much thicker, they look to flimsy to hold up that much concrete. Looks great so far!
[QUOTE=Firegod522;45162425]Usually i don't want to limit them with such a hard image in it. like having a sun such as a few of my older skies.
I like to leave it up to the independent map developers to insert cityline/mountain with the 3d skyboxes.
But I have considered it, I just need more practice with terragen and general editing.
trying to stay away from
-snip-[/QUOTE]
Do you perhaps have a skybox where the sun is at noon? I need a clear sunny skybox for my Western map that is coincidently named High Noon
Finally finished the second building.
Reference:
[t]http://abload.de/img/xr_3da2014-06-1916-06x9l55.jpg[/t]
My Work:
[t]http://cloud-3.steampowered.com/ugc/576773731239595838/F3B1CF5A46D8216F056B253346015995163FBE26/[/t]
Also made the pillars that are holding the roof support a little bit larger.
[t]http://cloud-2.steampowered.com/ugc/576773731239598106/016E52A5DAD937C23BD55CF15F6D7618AD204015/[/t]
[t]http://cloud-2.steampowered.com/ugc/576773731239600020/3C20FA177F7A22207772738744A0457BC18BFF35/[/t]
[t]http://cloud-4.steampowered.com/ugc/576773731239601456/805E53940DD68B1E0CBF4E1B5F014562878BAEC4/[/t]
While I was looking around for props to populate the "Road Closed" store, I reopened a building block I did to take a look at it and fix some stuff up. I'm still trying to figure out what stores are gonna go where, so any suggestions, constructive criticism, etc. welcome.
[IMG]http://i.snag.gy/BqoDz.jpg[/IMG]
Hey guys, any of you want me to upload the vindictus skyboxes? Some are really well done and crisp. Would be good for general mapping.
[QUOTE=Stiffy360;45169011]Hey guys, any of you want me to upload the vindictus skyboxes? Some are really well done and crisp. Would be good for general mapping.[/QUOTE]
Yeah, how many are there?
[t]http://i.imgur.com/Bausehk.jpg[/t]
Are there any good sliding door models out there? Or any guidelines on how to make brush based ones?
These look like shit and need some serious replacing.
Sorry, you need to Log In to post a reply to this thread.