• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=NicoleEmilid;40326249]Why?[/QUOTE] I dunno, it had it's purpose so I don't get it either.
[QUOTE=Anthracite;40326974]I dunno, it had it's purpose so I don't get it either.[/QUOTE] Because when content is as infrequent and centralized(this thread) as it is in this sub-forum, there's no sense contributing to a dead thread on page 3.
worked on this a bit [t]http://i.imgur.com/Mt2KBDk.jpg[/t] [t]http://i.imgur.com/wdCwUNF.jpg[/t]
[QUOTE=Anthracite;40328230]worked on this a bit [t]http://i.imgur.com/Mt2KBDk.jpg[/t] [t]http://i.imgur.com/wdCwUNF.jpg[/t][/QUOTE] Citadel DLC?
[QUOTE=d3m0l1sh3r;40328361]Citadel DLC?[/QUOTE] yes, being sourcified. It's not a full model import, I'm remaking most of the structure with brushes so it'll perform much better.
Definitely finish that, not sure about brushwork on everything though, is that for better shadows? Don't rush it because the apartment has great opportunity for visual effects.
Source's model lighting is so frustrating. Every map with models would look a thousand-fold better if only props had the same lighting as brushwork. /rant
[QUOTE=Stinger21;40326160]Is there any documentation on how to use the skypaint tools in hammer?[/QUOTE] env_skypaint is documented in the [URL="https://facepunch.svn.beanstalkapp.com/gmod/garrysmod/garrysmod.fgd"]Garry's Mod fgd[/URL]. Make sure you set the sky texture to 'painted'.
[QUOTE=samm5506;40329650]env_skypaint is documented in the [URL="https://facepunch.svn.beanstalkapp.com/gmod/garrysmod/garrysmod.fgd"]Garry's Mod fgd[/URL]. Make sure you set the sky texture to 'painted'.[/QUOTE] Once you have the FGD set up it's pretty straightforward. If I'm not mistaken you can set color values via outputs as well. I'm using skypaint on my current map: [img]https://trello-attachments.s3.amazonaws.com/4f8d1e6c691fc20475374ff0/516df1bf293f8a5335001af7/9e8369ad65aa3ad8bbefb88bbbaa7e21/ss_(2013-04-16_at_07.41.41).jpg[/img] You have total control of the cloud materials as well, if i'm not mistaken you could use a logic_timer to emulate something similar to what Sam did in LUA: [video=youtube;gO7rwkbFcgc]http://www.youtube.com/watch?v=gO7rwkbFcgc[/video]
how do you set up a garry's mod fgd?
[QUOTE=Barbarian887;40330139]how do you set up a garry's mod fgd?[/QUOTE] [img]http://puu.sh/2CC93.jpg[/img] Once you restart Hammer, env_skypaint will be in your entities list for you to use.
^ Thanks man Also that windows skin, you make it yourself or download it from somewhere?
looks like [URL="http://solmiler.deviantart.com/art/Placebo-for-Windows-7-188414149"]"placebo ashtray"[/URL] [editline]19th April 2013[/editline] here's just some cliffs or whatever that I added when I got bored of playing pvkii [t]http://privat.bahnhof.se/wb578186/media/projects/uppland/uppland_2013-04-18_01.jpg[/t] [t]http://privat.bahnhof.se/wb578186/media/projects/uppland/uppland_2013-04-18_03.jpg[/t]
[QUOTE=Hellsten;40331826]looks like [URL="http://solmiler.deviantart.com/art/Placebo-for-Windows-7-188414149"]"placebo ashtray"[/URL] [editline]19th April 2013[/editline] here's just some cliffs or whatever that I added when I got bored of playing pvkii [t]http://privat.bahnhof.se/wb578186/media/projects/uppland/uppland_2013-04-18_01.jpg[/t] [t]http://privat.bahnhof.se/wb578186/media/projects/uppland/uppland_2013-04-18_03.jpg[/t][/QUOTE] where'd you get the tree models?
The leaves on the branches look really sparse.
Well of course, pine trees don't have leaves. :v:
I found some nice textures, though I'm trying to figure out how much scale I should put into $envmaptint. The weird thing is sometimes is specular maps reflect more as it gets darker so I'm trying to compromise. [img]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10007_zpsf74f9f28.jpg[/img] [img]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10008_zps32510dae.jpg[/img] [b]Edit:[/b] Here's an update. I found cooler textures and glass. Maybe these could make great dirty space stations or underground bases? [img]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10009_zps9f3310f9.jpg[/img] [img]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10010_zps4fac07fc.jpg[/img] [img]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10011_zps9f737f31.jpg[/img] [img]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10012_zps11b0d697.jpg[/img]
Those look amazing!
[QUOTE=DaApocalypse;40351770]Those look amazing![/QUOTE] Thanks man. I've ported many more today, ranging from Citadel textures to grimy metal textures to nature textures. [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10013_zps58468638.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10014_zpsb3fb5061.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10015_zps2bb3aa3b.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10016_zpse6eec0fe.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10017_zps3c85da70.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10018_zps2ce6fbe6.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10019_zps9aea48ae.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10020_zpsf85dc7c9.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10021_zps75555103.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest20005_zps1818389d.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest20006_zps7bd47fcf.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest80016_zpsaed8bf89.jpg[/img_thumb] Many more to go. Also, big thanks to Firegod for this skybox: [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest70001_zpse409f4aa.jpg[/img_thumb]
Something basic that I created within a day of time for a dodgeball server. [img_thumb]http://cloud-2.steampowered.com/ugc/866091416853481921/8DFA0FCDBDD4378FAE930E19859B6F6781776A07/[/img_thumb]
I'm worried the payload carts will get in the way of the dodgeball and movement occasionally. Perhaps it'd be better to have the doors slightly open, and showing the carts behind the door, the narrow enough so nobody could get through, or with the help of a clipping brush.
[QUOTE=minilandstan;40353947]I'm worried the payload carts will get in the way of the dodgeball and movement occasionally. Perhaps it'd be better to have the doors slightly open, and showing the carts behind the door, the narrow enough so nobody could get through, or with the help of a clipping brush.[/QUOTE] It'd have to be traveling along the ground then in order to do that, I spawn the rockets above the speakers on each side for both teams. But if that occures I can just change the func_detail I put there to a player clip instead, since that model lacks actual vphysics.
i redid the lighting. [thumb]http://filesmelt.com/dl/13540830642081628378_2013-04-20_00008.png[/thumb] [thumb]http://filesmelt.com/dl/13540830642081628378_2013-04-20_00010.png[/thumb] [thumb]http://filesmelt.com/dl/13540830642081628378_2013-04-20_00011.png[/thumb] [thumb]http://filesmelt.com/dl/13540830642081628378_2013-04-20_00012.png[/thumb] Hopefully, it's better than the last iteration.
I was working on a Portal 2 "pre-release" (can't say beta anymore because of the actual Portal 2 Beta.) texture/aesthetic pack. It pretty much was suppose to recreate the detail of Portal 2 we saw back in 2010. [thumb]http://www.majhost.com/gallery/reepblue/Portal2/BetaArt/sp_demo_betaback0002.jpg[/thumb] [thumb]http://www.majhost.com/gallery/reepblue/Portal2/BetaArt/sp_demo_betaback0003.jpg[/thumb] [thumb]http://www.majhost.com/gallery/reepblue/Portal2/BetaArt/sp_demo_betaback0008.jpg[/thumb] Pretty much it's a DLC folder that overrides a bunch of things, but mappers can package the "betapack" folder with their maps for a release. The wall lights use the models that Valve left behind with refracted glass textures, and the metal wall textures use a bump map from the "often unused" metal textures. The metal looks right in some places, but over the top in others.. I might release it early because of reasons. Also been toying with Alien Swarm. [thumb]https://dl.dropboxusercontent.com/u/16218991/devbox_asw0000.jpg[/thumb]
ok some more progress on my lava cave map outside [IMG]http://cloud-2.steampowered.com/ugc/1083390098895621964/68AE90536A6650CFE21D639D0A225AB42DC13E50/[/IMG] cave/office complex/bunker entrance [IMG]http://cloud-2.steampowered.com/ugc/1083390098895744809/2BDA2AB7455A6DD4D9045A69D42E5F9E96951098/[/IMG] warehouse [IMG]http://cloud.steampowered.com/ugc/1083390098895758646/C7B12D9198312EF4453D67A27352C1F35077A850/[/IMG] mining cave [IMG]http://cloud-2.steampowered.com/ugc/1083390098895784460/F8D2E9C8F94B68C575E37A583B463E81B40C4DA0/[/IMG] main cave [IMG]http://cloud-2.steampowered.com/ugc/1083390098895815702/84532C96303B79B0ED09E305B6F465975A3155C8/[/IMG]
You should make that lava emit some light
[QUOTE=kaskade700;40358004]You should make that lava emit some light[/QUOTE] it does, the texture itself emits light
[QUOTE=EddieLTU;40357867] mining cave [IMG]http://cloud-2.steampowered.com/ugc/1083390098895784460/F8D2E9C8F94B68C575E37A583B463E81B40C4DA0/[/IMG][/QUOTE] I don't think beams work like that.
The lava doesn't look...lava-y enough, somehow. Think it needs to be brighter and more orange.
[QUOTE=EddieLTU;40357867] [IMG]http://cloud-2.steampowered.com/ugc/1083390098895621964/68AE90536A6650CFE21D639D0A225AB42DC13E50/[/IMG][IMG]http://cloud-2.steampowered.com/ugc/1083390098895744809/2BDA2AB7455A6DD4D9045A69D42E5F9E96951098/[/IMG][/QUOTE] DOF is okay in minuscule amounts, but what's the point of blurring out the subject that you're trying to show to us
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