The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[t]http://i.imgur.com/I7afks4.jpg[/t]
Reference pictures don't help, because i don't know what to look for, how do i detail buildings? I've never been good at it under my 8 years of mapping.
[QUOTE=Giraffen93;45353707][t]http://i.imgur.com/I7afks4.jpg[/t]
Reference pictures don't help, because i don't know what to look for, how do i detail buildings? I've never been good at it under my 8 years of mapping.[/QUOTE]
Most roofs overlap, usually with gutters. Try some outside wall lights near the doors. Some bushes around the base of the building could look nice. The mailbox from cs_militia might work. Don't forget an address number somewhere near the door.
[t]http://i.imgur.com/25PWV4D.jpg[/t]
better i suppose, feels like something's missing though
[QUOTE=Giraffen93;45354167][t]http://i.imgur.com/25PWV4D.jpg[/t]
better i suppose, feels like something's missing though[/QUOTE]
Textures all samey, maybe some more detail or texture changes, if possible?
[QUOTE=residntevl;45354548]Textures all samey, maybe some more detail or texture changes, if possible?[/QUOTE]
i don't know what to add though, i can't see the details on a picture, knowing what to take
[QUOTE=Giraffen93;45354576]i don't know what to add though, i can't see the details on a picture, knowing what to take[/QUOTE]
Maybe some of those planters on the windows (2nd floor ones) and I don't know what else.
[QUOTE=Giraffen93;45354167][t]http://i.imgur.com/25PWV4D.jpg[/t]
better i suppose, feels like something's missing though[/QUOTE]
Add more colours/materials to the building.
[t]http://www.glt.ca/DATA/PHOTO/285_grande.jpg[/t]
[t]http://www.friedmanarchives.com/Boston/images/Brick%20Building%20DSC02725.jpg[/t]
[QUOTE=Giraffen93;45354167][t]http://i.imgur.com/25PWV4D.jpg[/t]
better i suppose, feels like something's missing though[/QUOTE]
A balcony above the door would look [I]really[/I] nice
[IMG_thumb]http://filesmelt.com/dl/2014-07-11_00001.jpg[/IMG_thumb]
[IMG_thumb]http://filesmelt.com/dl/2014-07-11_00002.jpg[/IMG_thumb]
[IMG_thumb]http://filesmelt.com/dl/2014-07-11_00003.jpg[/IMG_thumb]
Side projects always turn out to be more fun than the big stuff.
[t]http://i.imgur.com/KBQsbXU.jpg[/t]
well this didn't turn out half bad
full compile takes like 40 minutes now so that's for later
Dark Valley from stalker.
I am currently working on the warehouse on the right side. Still needs a lot of work.
[t]http://cloud-4.steampowered.com/ugc/53232363465272493/D27A6E1BFFE9B4DA987B94CE793B85671701D5E1/[/t]
[t]http://cloud-4.steampowered.com/ugc/53232363465271060/07C78A43BD9F4CABA3CB355B6039E4DAB2B80499/[/t]
[t]http://cloud-4.steampowered.com/ugc/53232363465269903/108D1B4907FC259BA1EF60F53A0D460C9E0AFC4D/[/t]
[t]http://cloud-4.steampowered.com/ugc/53232363465268371/3BCA02A96F7E85FD545CC95419FCCAED98053952/[/t]
[t]http://cloud-4.steampowered.com/ugc/53232363465271060/07C78A43BD9F4CABA3CB355B6039E4DAB2B80499/[/t]
This is too dark.
Increase reflectivity on some of the materials to get some natural looking reflections in there.
My screen isn't the greatest but if its pitch black for me it will be dark for everybody else.
Since those roofs aren't really blocking visibility why not model them to have corrogated metal overhanging, would look much better and more current gen.
I can sort of see. opti2000, have you tried just placing a few faint light entities in there to mimic natural light reflection? I did that here to simulate it:
[t]http://i.imgur.com/NbSsQ3D.jpg[/t]
It's a bit strong in that test map but you should get the idea.
For reference, here's what it looks like without:
[t]http://i.imgur.com/iQXajOF.jpg[/t]
[editline]11th July 2014[/editline]
also if you do the x18 underneath the warehouses, that would be amazing
[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]
How do you compile a map using multiple machines?
[QUOTE=mdeceiver79;45356205]
This is too dark.
Increase reflectivity on some of the materials to get some natural looking reflections in there.
My screen isn't the greatest but if its pitch black for me it will be dark for everybody else.
Since those roofs aren't really blocking visibility why not model them to have corrogated metal overhanging, would look much better and more current gen.[/QUOTE]
Yes you are right. But actually i only did the brushwork first. I am going to add some light sources inside the warehouse.
[QUOTE=SteelSliver;45356398]How do you compile a map using multiple machines?[/QUOTE]
[URL="https://developer.valvesoftware.com/wiki/Batch_Compile_Tool"] Here[/URL]
Not a map per-say, but I released a ton of mapping friendly sci-fi props yesterday that blend perfectly with the pk02 texture set. Everything is set up to align with walls that are hammer-friendly 96 units high with a 48 unit cross-floor buffer, but a little brush work can extend that to 128. A few things have [URL="https://www.youtube.com/watch?v=XLR7PEj4l5I&list=UULdYUSbSEu2r05yO2VGfc-Q"]animations[/URL] as well, and everything has proper concave collisions. I may release a design zoo as well at some point.
[t]http://cloud-4.steampowered.com/ugc/81379587751584410/0F00BA8EBA30B46EF1D35B6ABE5B7CBEC8C678B6/[/t]
[url]http://facepunch.com/showthread.php?t=1408442[/url]
[QUOTE=GaMeRaM;45356673][URL="https://developer.valvesoftware.com/wiki/Batch_Compile_Tool"] Here[/URL][/QUOTE]
[del]
"Retrying connection to 192.168.1.3:23311"
it doesn't even use the port i specify, and even if i use its own it doesn't work
i'm on the same network and can ping the machine[/del]
actually got it to work, vbct is being a nuisance again
Is it good to use func_detail on everything that doesn't seal the map?
[QUOTE=LVL FACTORY;45357001]Is it good to use func_detail on everything that doesn't seal the map?[/QUOTE]
No.
Then you are sacrificing you best tool for optimization. Take an hour reading up optimizating of vis leaves using hint and skip. You will then understand the best way to do it. As a general rule, if there is a big block which can block visibility, keep it. If there are small blocks like window frames or pillars with 16 sizes, func_detail them.
Func_detail the details.
[QUOTE=ruarai;45357296][img_thumb]http://i.imgur.com/Oya0PWm.jpg[/img_thumb]
Fixed up the path and lighting, added some roof (amazing) and moved the hostage rescue point.
Here's some older screenshots since you guys seemed interested.
[/QUOTE]
The shadows seem super dark, like pitch black dark. Is that AO from your gpu?
If it isn't can I recommend just boosting the ambient light just a notch to make it less dark in the shadows. The map is beautiful but the dark patches don't do it for me.
Added some windows in the warehouse.
[t]http://cloud-4.steampowered.com/ugc/53232363474204910/6B3AC5DA3BD349B8769DEECD51EACBB6C796C0D5/[/t]
[t]http://cloud-4.steampowered.com/ugc/53232363474207382/852A2B3DF6DAB0FA2368258A84EAB87C8C05B148/[/t]
[t]http://cloud-4.steampowered.com/ugc/53232363474210815/A75AE4A5079F8AD391516EB3F11DBA86C0F18E50/[/t]
[t]http://cloud-4.steampowered.com/ugc/53232363474208902/C26ABB7CF9E9A0D2A8BA2BA14B7B55C39677131C/[/t]
[QUOTE=Giraffen93;45355033][t]http://i.imgur.com/KBQsbXU.jpg[/t]
[/QUOTE]
Fuck I kind of want to live in a house with the balcony over the door now
[QUOTE=Larnecse;45358163]Fuck I kind of want to live in a house with the balcony over the door now[/QUOTE]
Remember Antoine Dodson?
[img]http://puu.sh/a6MzY/e1e6ddd3d2.jpg[/img]
[QUOTE=Hottea102;45358261]Remember Antoine Dodson?
[img]http://puu.sh/a6MzY/e1e6ddd3d2.jpg[/img][/QUOTE]
Poor mans balcony.
[IMG]http://i.imgur.com/XPB0HkG.jpg[/IMG]
i can't get any sleep until i fill this empty space
it's so big, and there's the subway station beneath, slightly intersecting with the ground level
i'm all out of ideas here
industrial courtyard/loading bay for those buildings visible?
Add conveniently formed tall rock faces with trees on top like in EvoCity
[QUOTE=geogzm;45358691]industrial courtyard/loading bay for those buildings visible?[/QUOTE]
it's gotta fit in with the building shapes though
having a 2000 m2 roof doesn't look very pleasant
[QUOTE=Hottea102;45358704]Add conveniently formed tall rock faces with trees on top like in EvoCity[/QUOTE]
they were there a long time ago, but it just looked like shit :v:
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