• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
Its weird but i kind of like the fog. like the world is a hologram or something. Even tho it would probably look Way better with natural looking fog.
Have you considered splitting the power 4 displacements into multiple power 3s?
not yet but i dont know if i should because when i used my custom configuration for css it just worked untill the update which made my editor bug so i had to use the default configration. i compiled it now and it crashes at the end with vrad.exe stopped working Bad leaf ambient for leaf 1/1000 times wth physics = (727.4%) VERY FULL! entdata = (96.3%) VERY FULL! <- props and doors etc waterindices = (99.3%) VERY FULL! <- textures facing textures i have fixxed that max for every building func detail also brings this up but func_detail lowers LDR leaf ambient (68.0%) i have to balance every thing wtf [QUOTE=Bellstrom;40315324]Have you considered splitting the power 4 displacements into multiple power 3s?[/QUOTE]
[url=http://cloud-2.steampowered.com/ugc/576734093404468286/B3C2894FF28BE72DA794CC885BB3AC7E54AD67CA/][img]http://cloud-2.steampowered.com/ugc/576734093404468286/B3C2894FF28BE72DA794CC885BB3AC7E54AD67CA/800x450.resizedimage[/img][/url][url=http://cloud-2.steampowered.com/ugc/576733330042932831/C47F470101D541EB3916920DDF48C56EAC45A070/][img]http://cloud-2.steampowered.com/ugc/576733330042932831/C47F470101D541EB3916920DDF48C56EAC45A070/800x450.resizedimage[/img][/url][url=http://cloud-2.steampowered.com/ugc/576733330042928842/521A75454E36F91BF5C2940D2A3F8E3EE3770351/][img]http://cloud-2.steampowered.com/ugc/576733330042928842/521A75454E36F91BF5C2940D2A3F8E3EE3770351/800x450.resizedimage[/img][/url]
[img]https://dl.dropbox.com/u/1157653/work/oftwo.jpg[/img] [img]https://dl.dropbox.com/u/1157653/work/oftwo_2.jpg[/img]
[QUOTE=Juniez;40316126][img]https://dl.dropbox.com/u/1157653/work/oftwo.jpg[/img] [img]https://dl.dropbox.com/u/1157653/work/oftwo_2.jpg[/img][/QUOTE] Operation Black Mesa? Anyway should probably replace that fluorescent light with two red cage-lights so it matches the lighting. [Img]http://www.mobygames.com/images/shots/l/8475-half-life-opposing-force-windows-screenshot-your-soldeirs-in.jpg[/Img]
[QUOTE=soldierrob;40313539] the only bug now is that i cant compile it crashes at the end of hdr [/QUOTE] Have you tried to compile it in seperate commands? Like this: [img]http://i.imgur.com/ICdlJvJ.png[/img] There is a bug that crashes hdr compiling when you compile with the -both command.
[thumb]http://img703.imageshack.us/img703/9720/clariumassemblytes2cola.jpg[/thumb] Now you're thinking with instances.
Well it turns out that all the custom content I use for mapping were moved to common/Counter-Strike Source/cstrike/download, so yay, at least all of that content is safe and sound.
[QUOTE=Lamarr;40317085]Operation Black Mesa? Anyway should probably replace that fluorescent light with two red cage-lights so it matches the lighting. [Img]http://www.mobygames.com/images/shots/l/8475-half-life-opposing-force-windows-screenshot-your-soldeirs-in.jpg[/Img][/QUOTE] opposing force 2.
[QUOTE=Juniez;40316126][t]https://dl.dropbox.com/u/1157653/work/oftwo.jpg[/t][/QUOTE] a firehose inside of a helicopter seems a bit odd, but I don't know if they actually put them in helicopters or not.
[QUOTE=bunnyspy1;40319338]a firehose inside of a helicopter seems a bit odd, but I don't know if they actually put them in helicopters or not.[/QUOTE] It makes sense to me. What're you supposed to do when a fire starts in a helicopter? Jump out?
[QUOTE=TurtleeyFP;40319666]It makes sense to me. What're you supposed to do when a fire starts in a helicopter? Jump out?[/QUOTE] I think you're already dead :v:
[QUOTE=TurtleeyFP;40319666]It makes sense to me. What're you supposed to do when a fire starts in a helicopter? Jump out?[/QUOTE] Firehose would require there to be a water tank and a pump to operate the hose. Sounds a bit strange for a helicopter to have those. What they really have is either hand operated fire extinguisher or integrated fire extinguishing system.
Random test with animated grass using env_wind :p Here is the vmt for example: [CODE]patch { include "materials/models/props_foliage/tree_include_small.vmt" insert { "$basetexture" "models/reda/tgrass1" $FlashlightNoLambert 1 $alphatest 1 $nocull 1 $model 1 $DISABLECSMLOOKUP 1 $treeSwayHeight 40 $treeSwayRadius 20 $treeSwayStartHeight "0.75" $treeSwayStartRadius "0.25" $treeSwaySpeedHighWindMultiplier "1.25" $treeSwayStrength ".2" $treeSwaySpeed "0.65" $treeSwayScrumbleSpeed "3.25" $treeSwayScrumbleStrength "0.035" $treeSwayScrumbleFrequency "91.8" } } [/CODE] Grass texture from real life, sorry no link actually :p Video: [video=youtube;TbFUX7rBg5U]http://www.youtube.com/watch?v=TbFUX7rBg5U&feature=youtu.be[/video] Sorry for shadow (and video) quality, recorded on my laptop.
[QUOTE=DasMatze;40315387][url=http://cloud-2.steampowered.com/ugc/576734093404468286/B3C2894FF28BE72DA794CC885BB3AC7E54AD67CA/][img]http://cloud-2.steampowered.com/ugc/576734093404468286/B3C2894FF28BE72DA794CC885BB3AC7E54AD67CA/800x450.resizedimage[/img][/url][url=http://cloud-2.steampowered.com/ugc/576733330042932831/C47F470101D541EB3916920DDF48C56EAC45A070/][img]http://cloud-2.steampowered.com/ugc/576733330042932831/C47F470101D541EB3916920DDF48C56EAC45A070/800x450.resizedimage[/img][/url][url=http://cloud-2.steampowered.com/ugc/576733330042928842/521A75454E36F91BF5C2940D2A3F8E3EE3770351/][img]http://cloud-2.steampowered.com/ugc/576733330042928842/521A75454E36F91BF5C2940D2A3F8E3EE3770351/800x450.resizedimage[/img][/url][/QUOTE] moar
Here's more textures from ME. This time I managed to get awesome looking nature textures, like sand and snow and rocks. Combined with my own ssbumps and spec maps (not all), they look better than expected. [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10005_zpsa6acc444.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10006_zps53d50ac1.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest80002_zpsec2a89bf.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest80001_zps8ec9a2ca.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest80004_zps24f30eec.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest80003_zps544a8d38.jpg[/img_thumb] [b]Edit:[/b] Here's some more. [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest20000_zpsa1a16f01.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest80005_zpsbc55f016.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest80006_zps4c43ccb4.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest80007_zpsa1199d74.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest80008_zpsc1c6fe5c.jpg[/img_thumb]
[QUOTE=bunnyspy1;40319338]a firehose inside of a helicopter seems a bit odd, but I don't know if they actually put them in helicopters or not.[/QUOTE] It does make sense but they are probably hidden, like under the seats or something. Edit: my bad, got confused with fire extinguisher and firehose
No no no Yucca is correct, A helicopter would have fire extinguishers, a water tank would take up way too much room and would not be practical. [IMG]http://chinookhelicopters.tpub.com/TM-55-1520-240-23-11/img/TM-55-1520-240-23-11_21_1.jpg[/IMG]
That's probably it for the nature textures. I think some of this would fit in with maps that would resemble exo garden worlds or inhospitable planets. [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest20001_zps13d1d4c8.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest20002_zps9277495a.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest80009_zps7815949f.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest80010_zps629dd763.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest80011_zpsd0cfe0cb.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest20003_zps544a181c.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest20004_zps1cc8b23c.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest80012_zpsb6c4a911.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest80013_zps196e86e1.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest80014_zpsfc082b93.jpg[/img_thumb] Is this worth making a separate thread?
Wasn't there a thread for textures and such?
[QUOTE=HighdefGE;40320823][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest80004_zps24f30eec.jpg[/img_thumb][/QUOTE] I'm pretty sure this one is supposed to be rock, but it kind of looks like tree bark to me.
[thumb]http://filesmelt.com/dl/13540830642081628378_2013-04-18_00003.png[/thumb] [thumb]http://filesmelt.com/dl/13540830642081628378_2013-04-18_00002.png[/thumb] [thumb]http://filesmelt.com/dl/13540830642081628378_2013-04-18_00001.png[/thumb] heavy wip. some sp map im working on for BMS. want to learn how to use the I/O system properly.
[QUOTE=Rastadogg5;40323416]Wasn't there a thread for textures and such?[/QUOTE] That's a collaborative dropbox folder, it might not fit everyone's sense of release.
[QUOTE=kaskade700;40325000]That's a collaborative dropbox folder, it might not fit everyone's sense of release.[/QUOTE] There was a texture pimpage thread too
Today I learned that if you just push the soruce engine harder and harder eventually it will do what you want it to. [media]http://www.youtube.com/watch?v=9syxhBdLR54[/media]
[QUOTE=Stinger21;40325649]Today I learned that if you just push the soruce engine harder and harder eventually it will do what you want it to. [media]http://www.youtube.com/watch?v=9syxhBdLR54[/media][/QUOTE] Or if youre in gmod you can just use skypaint
[QUOTE=GameDev;40326048]Or if youre in gmod you can just use skypaint[/QUOTE] Is there any documentation on how to use the skypaint tools in hammer?
[QUOTE=NotExactly;40325070]There was a texture pimpage thread too[/QUOTE] I used to post there but people preferred that I post textures here and let the texture pimpage thread die.
[QUOTE=HighdefGE;40326189]let the texture pimpage thread die.[/QUOTE] Why?
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