• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
Random texture I made a while ago that I just happen to find laying around. Do what ever you want with them. [IMG]http://i.imgur.com/ONcDXBF.jpg[/IMG] [IMG]http://i.imgur.com/MkyI9c0.jpg[/IMG]
[QUOTE=grabbin pills?;45265387]can not comprehend reflections[/QUOTE] isn't this possible with just cubemaps?
[QUOTE=Magman77;45268815]isn't this possible with just cubemaps?[/QUOTE] Unfortunately no, Their reflections would never be this clear, and the alignment of the reflections would be off unless your standing directly in the same spot as the cube map.
[QUOTE=grabbin pills?;45268886]Unfortunately no, Their reflections would never be this clear, and the alignment of the reflections would be off unless your standing directly in the same spot as the cube map.[/QUOTE] Or if you use a lot. Like, a lot.
[QUOTE=Hottea102;45268968]Or if you use a lot. Like, a lot.[/QUOTE] Except VBSP ties each surface to a single cubemap at compile time, so you'd still be out of luck there without custom shaders. I'm guessing it might be just a lot of extra geometry, from a side view: [img]http://i.imgur.com/l6hM7Cj.png[/img] Blue lines = partial transparency Red lines = floor Dotted lines = extra "reflection" geometry
[QUOTE=grabbin pills?;45268499] I think I figured it out. Because a reflective surface in source engine will render another reflective surface as a flat black surface, I think what he did was put reflective surfaces behind semi-transparent textures. That way, the reflective surface wont reflect the other reflective surfaces, but the transparent texture in front of them.[/QUOTE] I also noticed that all of the walls and floors look to overlaps slightly by one unit, as if they are transparent. EDIT: Why are we still talking about this? I give up (Plus we are wasting space)
Working on blue base on ctf-lavagiant. The lighting is a pain in the arse and having to use 20 cores to compile the map across 5 machines is annoying. [thumb]http://cloud-3.steampowered.com/ugc/577900900707731677/C120583F14A60644CB7726033E2B5BC092EF7EEC/[/thumb]
[QUOTE=grabbin pills?;45269354]I also noticed that all of the walls and floors look to overlaps slightly by one unit, as if they are transparent. EDIT: Why are we still talking about this? I give up (Plus we are wasting space)[/QUOTE] Maybe he just copied the room 4 times and is using transparent wall textures.
[QUOTE=pac0master;45268727]Random texture I made a while ago that I just happen to find laying around. Do what ever you want with them. [IMG]http://i.imgur.com/ONcDXBF.jpg[/IMG] [IMG]http://i.imgur.com/MkyI9c0.jpg[/IMG][/QUOTE] Only diffuse? Also, you should provide PNG or another lossless format.
You can probably just derive anything else you might want from the diffuse, it's defined well enough to do so.
[QUOTE=pac0master;45268727]Random texture I made a while ago that I just happen to find laying around. Do what ever you want with them. [IMG]http://i.imgur.com/ONcDXBF.jpg[/IMG] [IMG]http://i.imgur.com/MkyI9c0.jpg[/IMG][/QUOTE] Was that made for Portal 2? Cause it looks like it was
[QUOTE=glitchvid;45270847]Only diffuse? Also, you should provide PNG or another lossless format.[/QUOTE] I found the image back on my facebook profile ( It was there for some reason ). I lost everything else releated to it. I guess Facebook converted it into jpeg [QUOTE=SirLemon;45271340]Was that made for Portal 2? Cause it looks like it was[/QUOTE] Yup I originally made them for a 128x - 512x Portal theme texture pack for Minecraft. It is basically one of the original truss texture, I simply make that every 4 sides are the same instead of only having the top one. I only found the lower definition :3 [t]http://imageshack.com/a/img689/1956/terrainop.png[/t] Here if you can't see [url]http://imageshack.com/a/img689/1956/terrainop.png[/url]
Training panoramas, the result came pretty cool ! [IMG]http://i.imgur.com/VWv3FnT.jpg[/IMG] [IMG]http://i.imgur.com/dtXkoaW.jpg[/IMG] [IMG]http://i.imgur.com/28wiWaP.jpg[/IMG]
[QUOTE=nicolasx21;45272138]Training panoramas, the result came pretty cool ! -imgs-[/QUOTE] Dude! What is that going to be for??
[QUOTE=Exho;45276936]Dude! What is that going to be for??[/QUOTE] It's a demolition map I made a time ago, I was justing testing how to shot panorama pics ! If you want to check it out: [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=154952550"]http://steamcommunity.com/sharedfiles/filedetails/?id=154952550[/URL]
Final and last version of the first map in my l4d2 campaign can be tested here. I hope no one can find any glitches or errors with this, it takes 20 minutes to compile this map lol. Not sure if I want to add a survivor intro, looks like to much work and I have no Idea how it would look :l [url]https://drive.google.com/file/d/0B2xqEPSI2VwWUWNjWExqcFNIbjg/edit?usp=sharing[/url] EDIT: Curse my perfectionism, I am adding a intro sequence now =_=
so the FP skype group asked for a map, and i'm doing some progress [t]http://puu.sh/9WBQS/ed6f87c50e.png[/t] [t]http://cloud-2.steampowered.com/ugc/47602044652089320/7B3BD8E6D4FE1091C2485F5CDA9A30C86343AC1F/[/t][t]http://cloud-3.steampowered.com/ugc/47602044652093299/6E69932601DCC8CD50D7F2DEB2D4E211CF9CF996/[/t] [t]http://cloud-4.steampowered.com/ugc/47602044652095895/28D9A587719FEAD86876ABB987510267C1FEF026/[/t] [t]http://cloud-3.steampowered.com/ugc/47602044652098989/B0B906DB477D81D4B16C455C3F520B429CF566A3/[/t] [t]http://cloud-3.steampowered.com/ugc/47602044652101758/3162C9AC36074A86CE8FD9CB0521F6AE69B901B1/[/t] [t]http://cloud-3.steampowered.com/ugc/47602044652104422/5A1BCDA3DE274FFEA70EFA0B8FD67170254B03DD/[/t] [t]http://cloud-4.steampowered.com/ugc/47602044652107265/8AD7934541A70CA09941E0AA70A9ADE301C84E61/[/t] [t]http://cloud-2.steampowered.com/ugc/47602044652109853/C30D75B497DA2D31CACC8D534F3ED20AED25EFF9/[/t] [t]http://cloud-3.steampowered.com/ugc/47602044652113246/E415AC52FA685F851DE5F4B813E4A4BBA8B6D9B7/[/t]
[QUOTE=GiGaBiTe;45270177]Working on blue base on ctf-lavagiant. The lighting is a pain in the arse and having to use 20 cores to compile the map across 5 machines is annoying. [thumb]http://cloud-3.steampowered.com/ugc/577900900707731677/C120583F14A60644CB7726033E2B5BC092EF7EEC/[/thumb][/QUOTE] I see a texture seam in the lava, on the left. Aside from that, brilliant work!!
[QUOTE=Kahgarak;45292964]I see a texture seam in the lava, on the left. Aside from that, brilliant work!![/QUOTE] It's where the skybox meets the world. I can't really fix the problem because the texture scale in the world vs the skybox is different. You really don't notice it when you're walking around unless you go out of your way.
[QUOTE=GiGaBiTe;45293299]It's where the skybox meets the world. I can't really fix the problem because the texture scale in the world vs the skybox is different. You really don't notice it when you're walking around unless you go out of your way.[/QUOTE] That's really easy to fix, though. Just take the scale of the texture in the playable space, divide it by 16 (or whatever your skybox scale is), and apply that to the texture in the 3D skybox. 0.25 becomes 0.015625, for example, and fits seamlessly if you line up the 3D skybox geometry right.
[QUOTE=TBot Alpha;45293535]That's really easy to fix, though. Just take the scale of the texture in the playable space, divide it by 16 (or whatever your skybox scale is), and apply that to the texture in the 3D skybox. 0.25 becomes 0.015625, for example, and fits seamlessly if you line up the 3D skybox geometry right.[/QUOTE] Since the texture doesn't need to line up with anything, I imagine you could also avoid those weird fractions by setting the original to something like 0.16 or 0.32 and the skybox to 0.01/0.02. Or set the sky_camera's scale to 25 instead of 16 (I've never tried this though).
[QUOTE=grabbin pills?;45287137]Final and last version of the first map in my l4d2 campaign can be tested here. I hope no one can find any glitches or errors with this, it takes 20 minutes to compile this map lol. Not sure if I want to add a survivor intro, looks like to much work and I have no Idea how it would look :l [url]https://drive.google.com/file/d/0B2xqEPSI2VwWUWNjWExqcFNIbjg/edit?usp=sharing[/url] EDIT: Curse my perfectionism, I am adding a intro sequence now =_=[/QUOTE] I like it a lot, I think you could probably add some more lights on the streets that give the buildings more definition though. You could work a bit on playerclips with the number of models you use, try smoothing out "bumps", you want to make player navigation as smooth as possible (so they don't get stuck on little things). [vid]http://s.gvid.me/uw/s/2014/04/l4d2plrclip.mp4[/vid] Also, the nav mesh needs quite a bit of work, I'd suggest redoing parts by hand, since with the proper binds it's super easy.
(not sure if this would technically be the right place to ask this but ) Do any of you stream making maps? I think it would be really cool to see behind the scenes of the maps you make and how everyone's map process works. It would kind of be a good way for new people to learn as well. Well, the time we've had together was real, time to go back into lurk mode.
[QUOTE=Jesienia;45295953](not sure if this would technically be the right place to ask this but ) Do any of you stream making maps? I think it would be really cool to see behind the scenes of the maps you make and how everyone's map process works. It would kind of be a good way for new people to learn as well. Well, the time we've had together was real, time to go back into lurk mode.[/QUOTE] People have been doing it for years...they don't gain a lot of interest because it isn't fun to watch.
[QUOTE=Jesienia;45295953](not sure if this would technically be the right place to ask this but ) Do any of you stream making maps? I think it would be really cool to see behind the scenes of the maps you make and how everyone's map process works. It would kind of be a good way for new people to learn as well. Well, the time we've had together was real, time to go back into lurk mode.[/QUOTE] I'm recording myself while I'm working on my newest map I'll post here when I'm done so you can see the sped up version that way you don't have to watch me trying to figure out how to do hint brushes best for 2 hours :S
Personally, I prefer seeing neat tricks in maps and trying to figure out how it's done rather than seeing the source and knowing instantly. Makes the map more interesting to me, I guess.
[QUOTE=Jesienia;45295953](not sure if this would technically be the right place to ask this but ) Do any of you stream making maps? I think it would be really cool to see behind the scenes of the maps you make and how everyone's map process works. It would kind of be a good way for new people to learn as well. Well, the time we've had together was real, time to go back into lurk mode.[/QUOTE] More recently I've started live streaming mapping to a small group of friends, mainly because for me it's a very effective way to get my ass in gear; I only do it when one of them is dedicated to sitting there poking me about it. Not trying to promote or anything: but if you care to check back periodically (usually anywhere from 12:00 to 1:00 -7 GMT) You can check [url=http://www.justin.tv/glitchvid]here[/url].
[QUOTE=glitchvid;45295315]I like it a lot, I think you could probably add some more lights on the streets that give the buildings more definition though. You could work a bit on playerclips with the number of models you use, try smoothing out "bumps", you want to make player navigation as smooth as possible (so they don't get stuck on little things). -snip video- Also, the nav mesh needs quite a bit of work, I'd suggest redoing parts by hand, since with the proper binds it's super easy.[/QUOTE] I fixed a lot of the nav mesh, I also changed the angle of the sun to better suite the map intro. Many of those pipes in that hallway are for survivors to hide behind if a charger is running down it, though I will probably fix the stairs because that is not intentional. I tried to make as little external lights on as possible to make it look like there is no power in most places (or something like that). It can be re downloaded again with the changes with the same link, but I got some minor things I need to change still.
[QUOTE=grabbin pills?;45296849]I fixed a lot of the nav mesh, I also changed the angle of the sun to better suite the map intro. Many of those pipes in that hallway are for survivors to hide behind if a charger is running down it, though I will probably fix the stairs because that is not intentional. I tried to make as little external lights on as possible to make it look like there is no power in most places (or something like that). It can be re downloaded again with the changes with the same link, but I got some minor things I need to change still.[/QUOTE] Hmm, depending on how you want that hallway to play (with the chargers) you could probably do some tricker, I belive L4D2 has survivor only, and/or infected only clips: so you could just brush either what the survivors need to only collide with (nice 'n smooth) and/or only what the infected would run into (hard edge). E.G [t]http://s.gvid.me/uw/s/2014/04/2014-07-04_23-09-59.png[/t] [t]http://s.gvid.me/uw/s/2014/04/2014-07-04_23-11-02.png[/t]
[QUOTE=Jesienia;45295953](not sure if this would technically be the right place to ask this but ) Do any of you stream making maps? I think it would be really cool to see behind the scenes of the maps you make and how everyone's map process works. It would kind of be a good way for new people to learn as well. Well, the time we've had together was real, time to go back into lurk mode.[/QUOTE] some of us (mappers and modelers) have been doing google Hangouts several times a week, we post the link to new sessions here: [url]http://facepunch.com/showthread.php?t=1283783[/url]
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