The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=glitchvid;45169096]Yeah, how many are there?[/QUOTE]
33 total, but they're all high quality (because nexon never bothered to optimize them...) and it's ~100mb uncompressed.
Make them thinner. :P
Oh, and accept my friend request on Steam, you big jerk!
[quote][img]http://cloud-2.steampowered.com/ugc/576773731239600020/3C20FA177F7A22207772738744A0457BC18BFF35/[/img][/quote]
I don't know what it's like in the reference, but concrete would never be used as a truss in this situation IRL. Make a metal frame instead.
[QUOTE=seba079;45169528]I don't know what it's like in the reference, but concrete would never be used as a truss in this situation IRL. Make a metal frame instead.[/QUOTE]
Don't underestimate the structural integrity of concrete.
[IMG_THUMB]http://eraeng.com/files/cache/2d3b607aa090e30ae42a421299e007af_f28.jpeg[/IMG_THUMB]
Plus I think they look aesthetically pleasing
I'm no architect but concrete is awfully heavy stuff to be using as a truss. Concrete is much stronger in vertical applications than horizontal ones, unless rebar is used properly.
[QUOTE=Hottea102;45169754]I'm no architect but concrete is awfully heavy stuff to be using as a truss. Concrete is much stronger in vertical applications than horizontal ones, unless rebar is used properly.[/QUOTE]
There is many things that can be internally added into concrete to make it stronger that doesn't changes its exterior physical appearance.
One of my RP maps interiors, I'm bored so I added ragdolls:
[thumb]http://i.imgur.com/BppDuoC.jpg[/thumb]
Exterior with parked cars:
[thumb]http://i.imgur.com/tVETDtF.jpg[/thumb]
Derp, more vindictus.
[t]http://cloud-4.steampowered.com/ugc/594788129742477737/6348ADC99D9E52ADE31B653BF1E6B7540CDDB51F/[/t]
[t]http://cloud-3.steampowered.com/ugc/594788129742473751/67FE323C412189C7813C7E1DDE8740C179A6DEAF/[/t]
[QUOTE=Giraffen93;45169807][t]http://f2.braxupload.se/rchlh0.jpg[/t]
hmm looking better already[/QUOTE]
I've found that when people use sliding doors in their maps, the sudden start and stop of it is very jarring, where real ones tend to slow down just before being fully opened or closed. I've very loosely replicated that in an example vmf for illustrative purposes, I recommend you do something similar: [url]https://dl.dropboxusercontent.com/u/26426931/Ver/slidingdoorexample.zip[/url]
[QUOTE=Magman77;45170705]I've found that when people use sliding doors in their maps, the sudden start and stop of it is very jarring, where real ones tend to slow down just before being fully opened or closed. I've very loosely replicated that in an example vmf for illustrative purposes, I recommend you do something similar: [url]https://dl.dropboxusercontent.com/u/26426931/Ver/slidingdoorexample.zip[/url][/QUOTE]
[t]http://i.imgur.com/3cUxYRE.jpg[/t]
amazing
i don't really know how i'd make it look similar
[QUOTE=Giraffen93;45171047][t]http://i.imgur.com/3cUxYRE.jpg[/t]
amazing
i don't really know how i'd make it look similar[/QUOTE]
That's one hell of a nice looking door! Are you planning on putting posters and stuff on it? If it's a store you're doing, you could do something with posters advertising what's on sale and whatnot, etc. Just a thought for ya
[QUOTE=newkidsKUT;45171164]That's one hell of a nice looking door! Are you planning on putting posters and stuff on it? If it's a store you're doing, you could do something with posters advertising what's on sale and whatnot, etc. Just a thought for ya[/QUOTE]
well it's not my door, that's the problem
posters is actually a good idea, entities would probably be suited best since it's in gmod
It's your door now though isn't it. :v:
[QUOTE=Giraffen93;45171183]well it's not my door, that's the problem
posters is actually a good idea, entities would probably be suited best since it's in gmod[/QUOTE]
I'm not sure how easy it would be to post posters in gmod, though. I'm wondering if it's easier than it is in the hammer editor for the sake of curiosity since I spent at least an hour trying to get my head around importing custom textures for my "Road Closed" store and I still can't figure it out.
[QUOTE=newkidsKUT;45171433]I'm not sure how easy it would be to post posters in gmod, though. I'm wondering if it's easier than it is in the hammer editor for the sake of curiosity since I spent at least an hour trying to get my head around importing custom textures for my "Road Closed" store and I still can't figure it out.[/QUOTE]
[t]http://f2.braxupload.se/og7fko.jpg[/t]
almost done with it, updates automatically via sql
[del]i'm extremely bad with math however, i don't know how to calculate percentage off from prices[/del]
fixed it
[QUOTE=Giraffen93;45171475][t]http://f2.braxupload.se/og7fko.jpg[/t]
almost done with it, updates automatically via sql
[del]i'm extremely bad with math however, i don't know how to calculate percentage off from prices[/del]
fixed it[/QUOTE]
I never bothered with prices or how much of X is off by Y percent. The textures I made for the 7-Eleven esque store I still have to put on textures just show specifically what's being sold, like what you usually see on posters for convenience stores.
[IMG]http://i.snag.gy/jTpF2.jpg[/IMG]
[QUOTE=newkidsKUT;45171596]I never bothered with prices or how much of X is off by Y percent. The textures I made for the 7-Eleven esque store I still have to put on textures just show specifically what's being sold, like what you usually see on posters for convenience stores.
[IMG]http://i.snag.gy/jTpF2.jpg[/IMG][/QUOTE]
[t]http://f2.braxupload.se/wqow8y.jpg[/t]
something like this maybe? :v:
[QUOTE=Giraffen93;45171750][t]http://f2.braxupload.se/wqow8y.jpg[/t]
something like this maybe? :v:[/QUOTE]
That could work, or you could just specify what specifically's being for sale. I could help with textures and whatnot if you need it, just feel free to shoot me a PM and I'll be more than glad to hook you up with stuff like that.
Making a new HL : Opposing Force map for some reason but here is my progress.
Bear in mind it's for deathmatch so some stuff won't make much sense(?)
W.I.P below
[thumb]http://cloud-3.steampowered.com/ugc/778309814572543058/E27F930653D0A9D394013ADAEFEEE69B5F6F7BB3/[/thumb]
[thumb]http://cloud-4.steampowered.com/ugc/778309814572537471/1EFFA86B95EDB48103A5FF152CFF8FD3F0C7BDC0/[/thumb]
[thumb]http://cloud-4.steampowered.com/ugc/778309814572536377/5DD3AD81C368C18E4B4DC13752C88F9014918345/[/thumb]
[thumb]http://cloud-3.steampowered.com/ugc/778309814572535204/29F672C95BBFD5822067AF290EB5B6B112196E70/[/thumb]
[thumb]http://cloud-3.steampowered.com/ugc/778309814572544304/5A72ADB60430DBA970826CAD76CD8CE4B8E6468F/[/thumb]
[thumb]http://cloud-3.steampowered.com/ugc/778309814572546538/9B9673EB50F75F5F75975E8537CFB4BBD52F96E9/[/thumb]
[thumb]http://cloud-3.steampowered.com/ugc/778309814572547798/D59C80FBDFAC64FE717BCEB01D1BB3A00513F237/[/thumb]
[thumb]http://cloud-3.steampowered.com/ugc/778309814572538732/BFF1DC22161A8AFD8D53B15A2CDD2CC03621F781/[/thumb]
[thumb]http://cloud-2.steampowered.com/ugc/778309814572541245/33779610BB0C468DBB921738C1B2D2DF4ACA61AF/[/thumb]
[thumb]http://cloud-3.steampowered.com/ugc/778309814572533956/6B3103C3C85ECB6CA45D3C962F437301C2AAB735/[/thumb]
Last image has a lot of detail outside the gameplay boundries, images of it below (note that you don't see much of it since you'll be behind the door.)
[url=http://cloud-4.steampowered.com/ugc/778309814572548914/EB76CE7ACA693F93CCAA73A79209F6FF69B8078E/]Link[/url]
[url=http://cloud-3.steampowered.com/ugc/778309814572532893/C2AEE2B741D45D881D124F61E10E807609DB5E88/]Second link[/url]
And here's what it looks like in hammer
[thumb]http://i.imgur.com/gOU6oqC.png[/thumb]
Almost done with ctf-lavagiant port:
[thumb]http://cloud-3.steampowered.com/ugc/3245156510473391410/60CDE1DAB213681CF8CF231586D9004B70B333C1/[/thumb]
Ignore the weird lighting, it's Gmod lamps because no light on that side of the map yet. 99% of the terrain is done, all that's left is creating the two bases, placing weapons and doing some very basic optimization. Since the entire map is world brushes, it's not really possible to make the map not run like ass on slower machines because most of the world is always going to be rendered.
Oh and I also have to check for player stuck points since the visleaf rape is creating malformed portals that cause players to fall through the world (??).
And my failure attempt of making the animated sky in lavagiant:
[media]http://www.youtube.com/watch?v=eHGCRD1wDW0[/media]
so i started to continue working on Soviet Loft
so far added a new street with a empty store and a house
[t]http://cloud-3.steampowered.com/ugc/559885232664475558/38BAF7749479D2B11C97346F436A574BE24526D2/[/t]
the interior of that house
[t]http://cloud-2.steampowered.com/ugc/559885232664494880/F35D6A5DC895707635919F4AC590C9B4BA4D180B/[/t]
[t]http://cloud-3.steampowered.com/ugc/559885232664500546/65C42BC5003C0C8D1A1953D5AB04725122361280/[/t]
[t]http://cloud-3.steampowered.com/ugc/559885232664510792/FEADD75F09A668A73251BBF29E035E63A7D83715/[/t]
[t]http://cloud-2.steampowered.com/ugc/559885232664521948/3BBAAB9EB06F362A562C2DFC5A2FD2B24CD97AF0/[/t]
[t]http://cloud-2.steampowered.com/ugc/559885232664531015/D04AFEF57E49CCBE7AF538B3965A903A5155CF11/[/t]
[t]http://cloud-3.steampowered.com/ugc/559885232664541798/A57F1FE805E4F8F2B49DC3664EB56D7C7E1D36CF/[/t]
and optimized the balcony's at those two condo's
[t]http://cloud-4.steampowered.com/ugc/559885232664467918/C3F4466B60BE959898132574A4BDF51367B696C8/[/t]
Feels weird to have a diagonal wall atop a diagonal staircase with no door or window on it. The rest looks fantastic, that bit just bugs me.
[QUOTE=Hottea102;45174359]Feels weird to have a diagonal wall atop a diagonal staircase with no door or window on it. The rest looks fantastic, that bit just bugs me.[/QUOTE]
don't worry, the wall is high enough that a player can walk through
[QUOTE=EddieLTU;45174324][t]http://cloud-3.steampowered.com/ugc/559885232664541798/A57F1FE805E4F8F2B49DC3664EB56D7C7E1D36CF/[/t]
[/QUOTE]
Looks nice! It really looks like one of those houses in Holland/Germany with the skylight at that angle.
[QUOTE=GiGaBiTe;45172971]
And my failure attempt of making the animated sky in lavagiant:
[media]http://www.youtube.com/watch?v=eHGCRD1wDW0[/media][/QUOTE]
I'm not so sure about what the top of the skybox was like, but I remember the sides had like a scrolling cloud texture that would go towards the player, and it was textured on an inverted pyramid-like brush. Did you do any work with that part, yet?
updated fog settings and added more filler to the 3d skybox
amazing how more vibrant it looks
[t]http://f2.braxupload.se/43i7ci.jpg[/t]
[t]http://f2.braxupload.se/mg2vyp.jpg[/t]
[QUOTE=Yanzl;45164374]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]Renamed it to dirtfar so I wouldn't have to edit all the VMTs and it works like a charm, thanks Yanzl :v:
[t]http://i.imgur.com/SzWAfmH.jpg[/t]
[QUOTE=Giraffen93;45176436]updated fog settings and added more filler to the 3d skybox
amazing how more vibrant it looks
[t]http://f2.braxupload.se/43i7ci.jpg[/t]
[t]http://f2.braxupload.se/mg2vyp.jpg[/t][/QUOTE]
even though it does look more vibrant they're two different moods. first one looks kinda downtrodden and the second one looks pristine.
[QUOTE=Skerion;45174797]I'm not so sure about what the top of the skybox was like, but I remember the sides had like a scrolling cloud texture that would go towards the player, and it was textured on an inverted pyramid-like brush. Did you do any work with that part, yet?[/QUOTE]
[media]http://www.youtube.com/watch?v=QOveLh-tHqc[/media]
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