• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=Ntag;45479884]I really am quite excited for INFRA. From everything I've seen the standard is spectacular![/QUOTE] The bar is raised quite high model and texture wise, it's only fitting that the other aspects of graphics get updated. Very soon we'll have some custom shader tweaks too, I'm planning on editing the water shader to support a couple of new things, such as four blended normal maps instead of two, that way the other two blendables can be rotated 90 degrees (for example, the value can be arbitrary) to make flow look better when using directional normals. I also want to make the basetexture blend fade out at the edges just like the normals do so we can use foam without having ugly hard intersections between water and geometry.
[QUOTE=pac0master;45479551]Fat Cables. Since they are in the skybox, is there a way to make them a bit thinner? Current size is 1 [t]http://cloud-4.steampowered.com/ugc/46478046933513306/743C32103A2573BD856CC4EF5D70B7123692756F/[/t] [/QUOTE] None of the overhead power cables I've ever seen have nearly as much slack as those do. Looks a lil strange. As for the fatness, a custom texture might do the trick.
I was becoming unsatisfied with the map I was making of a neighbourhood (for about the third time now), so I decided to take and splice together some satellite imagery to use as a basis for the map. This allowed me to really nail down the sidewalk in the corners. Before: [t]http://i.imgur.com/Qgox81p.jpg[/t] After: [t]http://i.imgur.com/EtZWNOg.jpg[/t] I'm not too sure why some of the sidewalk bits have that weird lighting going on.
[QUOTE=GaleTheHusky;45474441]Remaking DM-Plunge from UT2004. The [B]only[/B] things I have exported are textures, everything else is done by hand. [/QUOTE] If you wanted to add some improvements to the orginal level I'd recommend getting some color-correction to really make the colorful lighting vibrant. Right now that yellow looks a tad pale and is giving off this sickly vibe, but maybe that's how UT2004 was back then.
wires/ropes can be smaller than 1-64 unlike what it says in hammer try like 0.5 and see
[QUOTE=Shirky;45478844][t]https://dl.dropboxusercontent.com/u/4112921/stairwell0001.jpg[/t][/QUOTE] Full body awareness? But how?!?
[QUOTE=Armageddon104;45481968]Full body awareness? But how?!?[/QUOTE] Its a mod.
made a attic for myself (yes it has plenty of filters hardest thing was making it lit perfectly, its still not perfect, the whole room should be lit [t]http://cloud-4.steampowered.com/ugc/39722647508467705/E688924927717CCE7B6E9C45C6FEC26CDDA8B0CD/[/t]
[QUOTE=EddieLTU;45483942]made a attic for myself (yes it has plenty of filters hardest thing was making it lit perfectly, its still not perfect, the whole room should be lit [t]http://cloud-4.steampowered.com/ugc/39722647508467705/E688924927717CCE7B6E9C45C6FEC26CDDA8B0CD/[/t][/QUOTE] Care to post an actual picture of the map, without all the filters?
[QUOTE=SirLemon;45484034]Care to post an actual picture of the map, without all the filters?[/QUOTE] sure [t]http://cloud-4.steampowered.com/ugc/39722647509307347/663AD6F527911F2B60C78A6E2F798EF1E023C143/[/t] [t]http://cloud-4.steampowered.com/ugc/39722647509309196/FEBD386F82014A45907E114CA8AD0C06BD00B81D/[/t] [t]http://cloud-4.steampowered.com/ugc/39722647509310394/E2E8960E2B436D9021169A3E1079555C973B52C7/[/t]
Generally you shouldn't edit the images you post. This is the mapping section, not screenshots or photoshop section. [editline]24th July 2014[/editline] The attic looks nice and simple. I would suggest getting a better ground texture tho or decreasing the scale on the current one.
Does anyone know any good sand textures for a big desert? I'm making a huge desert, but i don't have any proper textures for it.
[QUOTE=Shirky;45483428]Its a mod.[/QUOTE] Could we get any more info about the mod?
Hi. I'm currently plotting out a layout for an rp map and would like to pose a question, how important are roads to players? Do players care about roads being realistic or just something that appears to be 2 lanes going from A to B?
[QUOTE=EddieLTU;45484178]sure [t]http://cloud-4.steampowered.com/ugc/39722647509307347/663AD6F527911F2B60C78A6E2F798EF1E023C143/[/t] [t]http://cloud-4.steampowered.com/ugc/39722647509309196/FEBD386F82014A45907E114CA8AD0C06BD00B81D/[/t] [t]http://cloud-4.steampowered.com/ugc/39722647509310394/E2E8960E2B436D9021169A3E1079555C973B52C7/[/t][/QUOTE] Add more beams to the side of the wall and vertical supports around the room. Make it feel more compact. Board up/block off a window and throw some dust motes around. Replace the glass with something more stained/cracked, like its covered in that green algae stuff or something. Cobwebs on the ceiling! Less random boxes strewn around. Look at an actual attic floor. You will notice its fibreglass, in between beams often covered in wooden panels. Make some fibre glass stuff from displacements, add some beams, put a player clip to make it smooth to walk on. Add cables here and there, tv arial. Water boiler tank. Mesh off part of the roof as if to stop birds. IT doesn't feel dusty enough. MORE COBWEBS! I want to feel claustrophobic just looking at it. [editline]24th July 2014[/editline] [QUOTE=Luigi4518;45484405]Hi. I'm currently plotting out a layout for an rp map and would like to pose a question, how important are roads to players? Do players care about roads being realistic or just something that appears to be 2 lanes going from A to B?[/QUOTE] consider 2 things: Realism and immersion - This helps keep a player's attention and make them feel more connected with the map and character. Ease of use and gameplay - This helps the gamemode play better. A wide road with several lanes is realistic but it's not adding any extra fun. It's more important to have something passable as a road which functions well for the game, ie directing people where they want to go and serving its purpose. If in doubt make a mock up of both and see which suits you better. Also consider that realistic sized roads take up lots of space and you might run out of space.
[img]http://i.imgur.com/LGu8KCM.jpg[/img] starting some work on a hospital map;
[QUOTE=ruarai;45484355] imgs I made this because apparently there aren't enough arms race maps. It was a good exercise in detailing.[/QUOTE] Amazing, I love the bed. How did you made that?
A map I had been working on for quite a few months, putting it down and picking it up several times. Owe a good deal of the brushwork/material revamps to GiGaBiTe and the paper lamp model to Firegod522. I think it came out rather well. [video=youtube;DVXXss0NF4Y]http://www.youtube.com/watch?v=DVXXss0NF4Y[/video]
[QUOTE=mdeceiver79;45484443]plenty of suggestions...[/QUOTE] well i wanted to make a attic based on a imagination i had, and my own attic that looks kinda like this [t]http://puu.sh/apo8X/6636725307.png[/t] [t]http://puu.sh/apogr/8940c07b44.png[/t] yea gonna improve and add some more detail
I've never done complex roads before and it's giving me a headache, can anyone link me to some good tutorials about them? So far the only ones I've found just tell you how to make a corner. [thumb]http://i.imgur.com/TKrFaVS.jpg[/thumb]
I think someone should attempt to remake the UK's M5 and/or M4 motorways, including the landmarks that it leads you to (in as many maps as it takes to complete it). That would be considered a massive achievement, seriously someone should do it sometime soon! Might be too much of a challenge but it's worth it though :v:
[QUOTE=TheCrazyGoD;45489643]I think someone should attempt to remake the UK's M5 and/or M4 motorways, including the landmarks that it leads you to (in as many maps as it takes to complete it). That would be considered a massive achievement, seriously someone should do it sometime soon! Might be too much of a challenge but it's worth it though :v:[/QUOTE] Remake the road which goes by stone henge. Include all the skidmarks on the road where people abruptly break to gawk at it.
[QUOTE=Takoto;45488832]I've never done complex roads before and it's giving me a headache, can anyone link me to some good tutorials about them? So far the only ones I've found just tell you how to make a corner. [thumb]http://i.imgur.com/TKrFaVS.jpg[/thumb][/QUOTE] That sir, is amazing. How long did that take you?
[QUOTE=GaleTheHusky;45490577]That sir, is amazing. How long did that take you?[/QUOTE] Thanks :) Well I started last night, but this morning I started again after getting a bit of experience. I've probably spent about five hours in hammer today. [editline]25th July 2014[/editline] More recent screenshot: [thumb]http://i.imgur.com/GZ3fReL.jpg[/thumb]
[QUOTE=Medevila;45489508] Please tell me this will be an RP map I'd wager it'd be as prolific as Downtown if you saw it through[/QUOTE] Yeah, I'm planning to release it as a DarkRP/basewars map so I'm trying to cut down on custom content and have as many interiors for people to use as bases as possible. The only problem with this is that my interiors really suck :v:. They're not nearly as realistic as the exteriors - low detail, wasted space, etc. I'm not sure why, either. My plan is to revamp all of the interiors by myself, get a second person to help me out with layouts and interior detail, or just leave them as-is. There are DarkRP maps with worse quality and they're still popular, so I wouldn't worry about it a lot. Anyway, here's some more progress. Two more buildings - a corner cafe and a fake apartment. [t]http://cloud-4.steampowered.com/ugc/74625699980709485/AB212E297B86856DEED6091CFAC5398250087E7F/[/t] [t]http://cloud-4.steampowered.com/ugc/74625699980711248/943FEB253DBF73E5759567E2DF02BC3ABAE5402B/[/t] Overview of the map so far. [t]http://cloud-4.steampowered.com/ugc/74625699980712039/1425E79348D04BBD753C214AB4C0CA0AC90DAB06/[/t] [editline]a[/editline] I don't actually play DarkRP so maybe somebody could help me out. What're some essential features of a DarkRP map other than a police HQ and apartments?
Plenty of empty shops, some sort of clinic for people to get healed, empty warehouses are quite common for use by criminals too. Your map looks amazing so far by the way.
Here's a replica of the Keiyo line underground platform of Tokyo station I've been working on: [t]http://cloud-4.steampowered.com/ugc/73499800076088009/F9C6F08B05612BAD4E50812561FCD7721BC5E4ED/[/t] And here's the real one: [img]http://blogs.c.yimg.jp/res/blog-42-e3/kanda_ichirono1/folder/1416883/83/59965083/img_0[/img] Will post more pics when it gets more completed.
[t]https://dl.dropboxusercontent.com/u/41117338/2014-07-25_00002.jpg[/t] My first proper building, still very much WIP but I'm alright with the way it's going.
[QUOTE=Sexy Frog;45486993]A map I had been working on for quite a few months, putting it down and picking it up several times. Owe a good deal of the brushwork/material revamps to GiGaBiTe and the paper lamp model to Firegod522. I think it came out rather well. [video=youtube;DVXXss0NF4Y]http://www.youtube.com/watch?v=DVXXss0NF4Y[/video][/QUOTE] Good to see that you got everything working and set. The lamp I made you looks really good.
[QUOTE=Medevila;45489508]Once you made the connection between that and SS2... man do I badly want a modern SS2 remake [/QUOTE] I'm kinda surprised a Source mod hasn't been at least planned for it. Sure it'd take a lot of custom content and I mean having to program the ability to lean forward. Dunno if source 2 is even ready for it.
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