• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
Especially since Gmod DOF looks fucking awful
[QUOTE=NotExactly;40358440]The lava doesn't look...lava-y enough, somehow. Think it needs to be brighter and more orange.[/QUOTE] This. It pretty much looks "painted on" right now.
Ep 2 stuff. [img]http://shrani.si/f/3n/65/3aUzOeZJ/lake010010.jpg[/img] [img]http://shrani.si/f/3y/Ya/1wXlwAe1/lake010011.jpg[/img] [img]http://shrani.si/f/3i/Lq/4DQPLLjd/lake010012.jpg[/img] [img]http://shrani.si/f/2w/zJ/4A3NDrsI/lake010018.jpg[/img]
Those roads look awesome
I would kill for that road blend and those detail sprites.
I always love seeing your work yanzl, awesome job.
any ideas for rain creation? I'd hate to have to use that horrible fishing line that comes stock
I think you can use particles, but I myself am not sure how to implement them.
[QUOTE=GameDev;40361995]I would kill for that road blend and those detail sprites.[/QUOTE] Road is actually an overlay. [img]http://shrani.si/f/3w/EZ/1FaasH9d/roada1.png[/img] I'll probably release everything when I finish the map.
[QUOTE=Yanzl;40365499]Road is actually an overlay. [img]http://shrani.si/f/3w/EZ/1FaasH9d/roada1.png[/img] I'll probably release everything when I finish the map.[/QUOTE] You should shed some mapping knowledge to me :v: [editline]21st April 2013[/editline] like how do you apply that overlay?
You can duplicate using SHIFT, and you can deform and attach overlays (Valve wiki).
[QUOTE=Yanzl;40360898][img]http://shrani.si/f/3y/Ya/1wXlwAe1/lake010011.jpg[/img][/QUOTE] Maybe you should paint on some darker rock textures under where the water is flowing (cause IRL the rock would get wet). On an unrelated note: are you Slovenian?
[QUOTE=Mozartkugeln;40366073]Maybe you should paint on some darker rock textures under where the water is flowing (cause IRL the rock would get wet). On an unrelated note: are you Slovenian?[/QUOTE] I tried to do that, but sadly source only supports 2 blend textures, so I went with patches of grass instead. Also yes.
[QUOTE=Mozartkugeln;40366073]Maybe you should paint on some darker rock textures under where the water is flowing (cause IRL the rock would get wet).[/QUOTE] [QUOTE=Yanzl;40366411]I tried to do that, but sadly source only supports 2 blend textures, so I went with patches of grass instead.[/QUOTE] could use an overlay for it overlays can have specularmaps I think
I never really post on here (since I don't make maps as much as I'd like to) but here goes nothing! I've been touching up a small warehouse bomb/defusal CSGO map I started around Easter. It was meant to be something I'd finish as an over-night challenge, but I expanded on it. It's very much a fast/close-quarters map, but play-testers along the development found it fun. I only just got around to adding all the main details and final refinements. Here are some screenshots: [B]CT-Spawn[/B] [IMG]http://i.imgur.com/vr6pVDj.jpg[/IMG] [IMG]http://i.imgur.com/9d8qwr5.jpg[/IMG] [B]Ladder access to Rooftop & Bombsite A[/B] [IMG]http://i.imgur.com/BXwuNz0.jpg[/IMG] [B]Garage[/B] [IMG]http://i.imgur.com/A41J9dr.jpg[/IMG] [B]Main Warehouse[/B] [IMG]http://i.imgur.com/QE8suEL.jpg[/IMG] [B]Bombsite B[/B] [IMG]http://i.imgur.com/uVGV6Dw.jpg[/IMG] [B]Bombsite A[/B] [IMG]http://i.imgur.com/He0GCLA.jpg[/IMG] [B]Back Room[/B] [IMG]http://i.imgur.com/NUDOZ9k.jpg[/IMG] [IMG]http://i.imgur.com/GvhJStW.jpg[/IMG] [B]T-Spawn[/B] [IMG]http://i.imgur.com/TG8rngE.jpg[/IMG] [B]Back Entrances[/B] [IMG]http://i.imgur.com/HyuG6wO.jpg[/IMG] [IMG]http://i.imgur.com/xZ5qPTW.jpg[/IMG] [B]Rooftop Area[/B] [IMG]http://i.imgur.com/usCrha5.jpg[/IMG] [IMG]http://i.imgur.com/hrKbI7b.jpg[/IMG] [B]Front Office Entrance[/B] [IMG]http://i.imgur.com/H3R27i8.jpg[/IMG] [IMG]http://i.imgur.com/iIXkwmW.jpg[/IMG] [del]Looking to release it very soon.[/del] The map has now been released - [B]de_storehouse[/B]: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=140820289[/url] Check it out and let me know what you think!
[QUOTE=Yanzl;40366411]I tried to do that, but sadly source only supports 2 blend textures, so I went with patches of grass instead. Also yes.[/QUOTE] Getting rid off the grass in favor of colored rock would be worth it in my opinion. Also, awesome!
Tried the overlay method, sadly they can't have spec or bumpmaps. [img]http://shrani.si/f/44/3y/2J8REBBj/lake010020.jpg[/img]
I'd keep it like that anyway.
[QUOTE=Yanzl;40366708]Tried the overlay method, sadly they can't have spec or bumpmaps. [thumb]http://shrani.si/f/44/3y/2J8REBBj/lake010020.jpg[/thumb][/QUOTE] I have to agree with Mozartkugeln here, that looks much better then before. I think you can get away without any special bumpmapping.
You might want to apply the overlay to the rock sides covered by the sea/lake thing as well. At the moment it looks as though the dampness of the rocks stops when the waterfall hits the body of water.
[QUOTE=Yanzl;40366708]Tried the overlay method, sadly they can't have spec or bumpmaps. [img]http://shrani.si/f/44/3y/2J8REBBj/lake010020.jpg[/img][/QUOTE] Just make a model?
[QUOTE=Yanzl;40366411][QUOTE=Mozartkugeln;40366073]On an unrelated note: are you Slovenian?[/QUOTE] Also yes.[/QUOTE] Oh cool, always nice to see a fellow Slovenian.
[QUOTE=Firegod522;40367240]Just make a model?[/QUOTE] It wouldn't work, because of transparency and z fighting.
models can have transparency, and z fighting won't be an issue because it won't be in the displacements.
More textures today. [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10022_zps08f3927d.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10023_zps86e972ff.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10024_zpsf533b720.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10025_zps2eb28e97.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest20007_zpsb6fb483c.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest20008_zps621191c6.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest20009_zps22c0e42e.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest80017_zps536b7dcd.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest80018_zps96e273f1.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest80019_zpsff3ca2cc.jpg[/img_thumb] I am also doing texture from Ilos. [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10026_zps58c46a42.jpg[/img_thumb] For the grass, I'll do detail sprites when I'm close to finished.
[QUOTE=Firegod522;40367669]models can have transparency, and z fighting won't be an issue because it won't be in the displacements.[/QUOTE] What I meant was the transparency issues between the model and the waterfall. Probably worded it a bit strange.
[QUOTE=Yanzl;40366411]sadly source only supports 2 blend textures[/QUOTE] You know what source 2's hammer editor should have? Instead of having to pre-define a blend texture that can only combine 2 textures at most, the displacement Paint tool should have an in-built texture browser. Create displacement, select any texture you want, paint it, select another, paint that without having to make a new displacement face with a different blend texture. It would make displacements with 3 or more different textures so much easier to paint (like grass to sand to mud).
[IMG]http://i281.photobucket.com/albums/kk219/Masterbest/hoterwip0000.jpg[/IMG] [IMG]http://i281.photobucket.com/albums/kk219/Masterbest/hoterwip0003.jpg[/IMG] I have no idea.. Got problems making good working doors, that both fit the environment and work good, the ones i made before made the map crash.. I also got trouble putting it in a village/town, whatever, because i can't for my life understand how to make good outdoor maps..
[QUOTE=Kahgarak;40368578]You know what source 2's hammer editor should have? Instead of having to pre-define a blend texture that can only combine 2 textures at most, the displacement Paint tool should have an in-built texture browser. Create displacement, select any texture you want, paint it, select another, paint that without having to make a new displacement face with a different blend texture. It would make displacements with 3 or more different textures so much easier to paint (like grass to sand to mud).[/QUOTE] What I do to get around that is make blend materials share the same base texture. For example: You have A.vtf, B.vtf, and C.vtf. Make A-B-blend.vmt and B-C-blend.vmt and A-C-blend.vmt so you can "share" different textures on your displacements. It's not that sophisticated but hey, it works for me.
[QUOTE=Yanzl;40365499]Road is actually an overlay. [img]http://shrani.si/f/3w/EZ/1FaasH9d/roada1.png[/img] I'll probably release everything when I finish the map.[/QUOTE] better release it before Source 2 is released otherwise it would be a shame
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