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]
[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.
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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