• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=wazanator;45233914]There is an option for decompressing all your instances.[/QUOTE] doesn't seem very reliable, and since 90% on the map are instances i dunno about this
[THUMB]http://i.imgur.com/wyNvyhR.jpg[/THUMB] [THUMB]http://i.imgur.com/dynn4rI.jpg[/THUMB] [THUMB]http://i.imgur.com/bCb5bbG.jpg[/THUMB] Final post of this map.
[QUOTE=qacz;45217432]bunker [img_thumb]http://cloud-3.steampowered.com/ugc/777183914799676738/7774E6BC0EFC4786FEE392151017F83460E2A777/[/img_thumb] [img_thumb]http://cloud-2.steampowered.com/ugc/777183914802808652/1AD582A54A1140688D490D19EB020730897A62EB/[/img_thumb] [img_thumb]http://cloud-2.steampowered.com/ugc/777183914802807125/C32BEFE6690E506387CE7BD82AC2C03048BAA333/[/img_thumb] [img_thumb]http://cloud-3.steampowered.com/ugc/777183914802811280/F02BC71E54E2A782D1D273E2D698074820957F35/[/img_thumb] [img_thumb]http://cloud-4.steampowered.com/ugc/777183914802812668/620AE0D00EE295F68A6C7253EB7AAF173702C2BA/[/img_thumb] [img_thumb]http://cloud-4.steampowered.com/ugc/777183914802810002/BF27C94F32E89AFE9C6E531333AD44EB9CB818B4/[/img_thumb] [img_thumb]http://cloud-3.steampowered.com/ugc/777183914802811920/1D0AE1EC53FA5A716B2E96D7D6A55F0A4805030A/[/img_thumb] [editline]26th June 2014[/editline] i want some tips on lighting any help appriciated[/QUOTE] Your map has a leak, fix that for better lighting.
[QUOTE=GiGaBiTe;45234859]Your map has a leak, fix that for better lighting.[/QUOTE] where?
[QUOTE=TehOwnageFish;45234441][THUMB]http://i.imgur.com/wyNvyhR.jpg[/THUMB] [THUMB]http://i.imgur.com/dynn4rI.jpg[/THUMB] Final post of this map.[/QUOTE] Wait, what's what at the bottom of the pit? What did you use? Looks nifty, isn't it weird to use red bricks out of sudden after all white ones tho?
[QUOTE=Karthoum;45239905]Wait, what's what at the bottom of the pit? What did you use? Looks nifty, isn't it weird to use red bricks out of sudden after all white ones tho?[/QUOTE] Func_dustcloud Yeah it is pretty weird but at that point I was content enough with the art style to start the actual map and I didn't put much effort into the actual planning of that building.
[QUOTE=SirLemon;45239258]where?[/QUOTE] Look at all of the black blotches like in this picture on the ceiling and under the shelves: [t]http://cloud-4.steampowered.com/ugc/777183914802810002/BF27C94F32E89AFE9C6E531333AD44EB9CB818B4/[/t] The solid black is because radiosity isn't calculating bounces and is only doing direct lighting from the light source because the map is leaked. [t]http://cloud-4.steampowered.com/ugc/777183914802812668/620AE0D00EE295F68A6C7253EB7AAF173702C2BA/[/t] Is another example, the area between the two red lights is completely black because the lights aren't bouncing.
They also won't bounce if the light is named, that could be another cause
Darker materials usually bounce very little lighting, if any at all. To give the area some dark-ish ambient ceiling lighting, it's recommended to use a Light entity with Constant falloff under the Light_Spot.
[t]http://i.imgur.com/pkRlTnr.jpg[/t] [t]http://i.imgur.com/TFPnE2q.jpg[/t] managed to find the areaportal via tedious cordon bounds added more 3d skybox detail it's really bare without it, damn
Anyone who wants to try out my first map that I finished in l4d2 to my campaign can download it here: [url]https://drive.google.com/file/d/0B2xqEPSI2VwWUWNjWExqcFNIbjg/edit?usp=sharing[/url] Currently, it has some issues with versus (some infected ladders are broken) but overall its done. Sorry no screen shots, too busy =3= Feedback wound be appreciated!
[QUOTE=TFlippy;45241339]Darker materials usually bounce very little lighting, if any at all. To give the area some dark-ish ambient ceiling lighting, it's recommended to use a Light entity with Constant falloff under the Light_Spot.[/QUOTE] Those are stock HL2 concrete textures. I've used them enough to know they don't absorb 100% of the first radiosity bounce. Even completely black textures are going to bounce light, but since the color of the texture is black, the light color will be shifted towards being black.
[img]https://dl.dropboxusercontent.com/u/37624951/tf2m/byre/cp_byre_72_a10000.jpg[/img] Here at tf2 we acknowledge the two kinds of building: barn and shack
Tried to take some compiled shots, but for some reason i can't take any screenshots in any game, so I guess here's a hammer shot. Not sure where to go with it so far: [img]http://i9.photobucket.com/albums/a61/MGRX/modern_zps87ba8272.png[/img] based off of this photo [IMG]http://i9.photobucket.com/albums/a61/MGRX/luxury_contemporary_unique_modern_mansion_property_home_london_uk_england_million_pound_garden_furniture.jpg[/IMG]
Making a map that is supposed to be in an underground mine/complex type of style: [t]http://i.imgur.com/pF4UYKS.jpg[/t] [t]http://i.imgur.com/uHGAJ7N.jpg[/t] [t]http://i.imgur.com/b5WXMjg.jpg[/t] [t]http://i.imgur.com/n7H4qc5.jpg[/t] Thoughts on anything I should add or change? The map is a bit small at the moment so I'm looking for ideas on what I can add to it.
[video=youtube;AthohTc2ZlM]http://www.youtube.com/watch?v=AthohTc2ZlM[/video] Point sampling is a life-saver.
Map I'd been working on for Double Action: Boogaloo. Hopefully someone is going to take this one over, because I'm a pleb. [t]http://i.imgur.com/9yh654t.jpg[/t] [t]http://i.imgur.com/fEaYJe1.jpg[/t] [t]http://i.imgur.com/Rb6UC8a.jpg[/t]
[QUOTE=FelixDragon;45243532][video=youtube;AthohTc2ZlM]http://www.youtube.com/watch?v=AthohTc2ZlM[/video] Point sampling is a life-saver.[/QUOTE] Use a $detail texture to divide it into tiles!
So I've made a map for Interlopers competition: [url=http://i.imgur.com/JAbk1pw.jpg][img]http://i.imgur.com/JAbk1pwl.jpg[/img][/url] [url=http://i.imgur.com/7MGlebV.jpg][img]http://i.imgur.com/7MGlebVl.jpg[/img][/url] If anyone is interested :) [url]http://www.interlopers.net/forum/viewtopic.php?f=53&t=37742[/url]
[QUOTE=MagicSwap;45243468]Making a map that is supposed to be in an underground mine/complex type of style: -snip- [t]http://i.imgur.com/uHGAJ7N.jpg[/t] -snip- Thoughts on anything I should add or change? The map is a bit small at the moment so I'm looking for ideas on what I can add to it.[/QUOTE] What textures did you use for the mine? I like them
[QUOTE=Exho;45245093]What textures did you use for the mine? I like them[/QUOTE] I used nature/blendrockdirt006a for the walls and ceilings of the mine, I used the paint alpha tool for the dirt floor. For the wooden beams I used cs_italy/pwood1
[QUOTE=MagicSwap;45245294]I used nature/blendrockdirt006a for the walls and ceilings of the mine, I used the paint alpha tool for the dirt floor. For the wooden beams I used cs_italy/pwood1[/QUOTE] The wooden beams don't get sucked into the rock, they get placed outside of the rock to hold it up. Unless you have some sort of growing sponge space rock mine going on.
[QUOTE=Hottea102;45245393]The wooden beams don't get sucked into the rock, they get placed outside of the rock to hold it up. Unless you have some sort of growing sponge space rock mine going on.[/QUOTE] I agree it does look strange. I moved some beams slightly and edited the displacements. Now it looks a bit better. [t]http://i.imgur.com/70JBkzH.jpg[/t]
[QUOTE=Hottea102;45245393]The wooden beams don't get sucked into the rock, they get placed outside of the rock to hold it up. Unless you have some sort of growing sponge space rock mine going on.[/QUOTE] I realized I am doing that in my mine...
[t]http://cloud-3.steampowered.com/ugc/561011132824065594/39F6BA4B6A3E05C149406D86BB3F400F4025C209/[/t] Starting to detail a payload map, even though the cart isn't working yet :v:
[QUOTE=grabbin pills?;45241696]Anyone who wants to try out my first map that I finished in l4d2 to my campaign can download it here -snippity- Feedback wound be appreciated![/QUOTE] I played until the tank and died (because I haven't played for almost a year) and the only thing that really caught my eye was this: [img]http://cloud-3.steampowered.com/ugc/576773731515019728/6C3C6D3BAACBA892E81A55FA9EF007A4BDD921EF/[/img] This happens in a few random areas. The rest looks great. I'll get past the tunnel sometime later and check the rest out
It might just be me but I kind of wish there was an 'ideas thread' - I have loads of ideas but not the time to focus on any of them, let alone all of them, but some of them I think are too good to pass up. It'd also be a good place to store unfinished .vmfs and stuff for other people to carry on. Opinions?
[QUOTE=NotExactly;45247299]It might just be me but I kind of wish there was an 'ideas thread' - I have loads of ideas but not the time to focus on any of them, let alone all of them, but some of them I think are too good to pass up. It'd also be a good place to store unfinished .vmfs and stuff for other people to carry on. Opinions?[/QUOTE] I have a feeling it would go the same route Y+B took
[QUOTE=NotExactly;45247299]It might just be me but I kind of wish there was an 'ideas thread' - I have loads of ideas but not the time to focus on any of them, let alone all of them, but some of them I think are too good to pass up. It'd also be a good place to store unfinished .vmfs and stuff for other people to carry on. Opinions?[/QUOTE] Well seeing as .vmfs are nothing more then text files we could easily put together a github for them. Then when people want to modify them they just fork it.
[QUOTE=NotExactly;45247299]It might just be me but I kind of wish there was an 'ideas thread' - I have loads of ideas but not the time to focus on any of them, let alone all of them, but some of them I think are too good to pass up. It'd also be a good place to store unfinished .vmfs and stuff for other people to carry on. Opinions?[/QUOTE] I like the idea of it, it'd be a good place for inspiration whenever we find ourselves short of an idea.
Sorry, you need to Log In to post a reply to this thread.