The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=highvoltage;45529065]Sounds better. Okay, so rate me [img]http://www.facepunch.com/fp/ratings/tick.png[/img] for rp_subterranean or [img]http://www.facepunch.com/fp/ratings/cross.png[/img] for rp_underground, and I'll make a thread tomorrow.[/QUOTE]
How about rp_ember, referencing the city of ember a fictional underground city.
Anyone here know if a Procedural City modelling program would generate a city that work fine as a Skybox?
[QUOTE=pac0master;45532177]Anyone here know if a Procedural City modelling program would generate a city that work fine as a Skybox?[/QUOTE]
As long as the city can be scaled down, any city modelling program should work fine.
I'm working on some tree models for a map. I will release them as part of a nature pack eventually.
[t]http://cloud-4.steampowered.com/ugc/39723217292782661/875856FC18A3262660BCBBE897B2B97AE3D5764A/[/t][t]http://cloud-4.steampowered.com/ugc/39723217292787625/8F3D2BECD7965E326B64F919CC42D76E1A5FCE35/[/t]
[QUOTE=Grenade Man;45533338]I'm working on some tree models for a map. I will release them as part of a nature pack eventually.
[t]http://cloud-4.steampowered.com/ugc/39723217292782661/875856FC18A3262660BCBBE897B2B97AE3D5764A/[/t][t]http://cloud-4.steampowered.com/ugc/39723217292787625/8F3D2BECD7965E326B64F919CC42D76E1A5FCE35/[/t][/QUOTE]
The lighting on the leaves is actually really good.
Yeah I make up for my lack of modelling skill with bumpmaps and specular reflections.
Made some new props. Im not going to use any Half life content.
[t]https://dl.dropboxusercontent.com/u/4112921/hallway0001.jpg[/t]
[QUOTE=Grenade Man;45533338]I'm working on some tree models for a map. I will release them as part of a nature pack eventually.
[t]http://cloud-4.steampowered.com/ugc/39723217292782661/875856FC18A3262660BCBBE897B2B97AE3D5764A/[/t][t]http://cloud-4.steampowered.com/ugc/39723217292787625/8F3D2BECD7965E326B64F919CC42D76E1A5FCE35/[/t][/QUOTE]
Please release now ;_; hl2 "trees" suck ass.
What's the best way of making normal maps for textures?
Is there a nice program to do that? Or some kind of Photoshop plugin?
I've seen something about VTF Edit having an option to generate them or something.
[QUOTE=KnightVista;45533604]What's the best way of making normal maps for textures?
Is there a nice program to do that? Or some kind of Photoshop plugin?
I've seen something about VTF Edit having an option to generate them or something.[/QUOTE]
VTF edit has its own normal map generater, but I've never used it, and it probably isn't that good. Photoshop has several plugins, the Nvidia normal map plugin is probably the most common, and its flexible enough to fulfill most of your needs. But the best way to make normal maps for textures is probably to model out the texture, and make a normal map that way.
If you are a complete beginner crazybump is probably your best bet.
Saw a video about the nVidia software. Looks pretty nice.
[QUOTE=Shirky;45533399]Made some new props. Im not going to use any Half life content.
[t]https://dl.dropboxusercontent.com/u/4112921/hallway0001.jpg[/t][/QUOTE]
Would it be possible to view it without the blur?
The blur makes the textures look low quality like oblivion or penumbra when I'm sure, based off the stuff you made previously, I'm sure they're not.
[QUOTE=KnightVista;45533604]What's the best way of making normal maps for textures?
Is there a nice program to do that? Or some kind of Photoshop plugin?
I've seen something about VTF Edit having an option to generate them or something.[/QUOTE]
I actually use the VTFEdit one all the time, It works well, and is damn accurate. Only thing is, when an image is over 2048x2048 it takes a SUPER long time to generate normals for it.
[QUOTE=mdeceiver79;45533686]Would it be possible to view it without the blur?
The blur makes the textures look low quality like oblivion or penumbra when I'm sure, based off the stuff you made previously, I'm sure they're not.[/QUOTE]
I can't toggle the blur off.
[QUOTE=Shirky;45534049]I can't toggle the blur off.[/QUOTE]
How is that...possible?
[QUOTE=SirLemon;45534132]How is that...possible?[/QUOTE]
hard coded in his mod.
There really ought to be an option to turn it off though. DOF hurts my eyes when I have it in skyrim, its also a performance hog and not in a good way (hogs being awesome).
[QUOTE=SirLemon;45534132]How is that...possible?[/QUOTE]
Because its a hardcoded shader.
[editline]29th July 2014[/editline]
[QUOTE=mdeceiver79;45534153]hard coded in his mod.
There really ought to be an option to turn it off though. DOF hurts my eyes when I have it in skyrim, its also a performance hog and not in a good way (hogs being awesome).[/QUOTE]
I plan on making it toggle-able, but at the moment its not, since its not a priority.
[QUOTE=Shirky;45534155]
I plan on making it toggle-able, but at the moment its not, since its not a priority.[/QUOTE]
Gotta be honest, it's way too intense, to the point where a toggle really should be a high priority
[QUOTE=SirLemon;45534189]Gotta be honest, it's way too intense, to the point where a toggle really should be a high priority[/QUOTE]
I assume he's more concerned with getting everything to work first, then going back to tune some less important things, later.
[IMG]http://puu.sh/aw1J8/0305abc4cf.jpg[/IMG]
My friend and I's attempt at a Payday 2 style villa.
[QUOTE=Procrastinate;45534240][IMG]http://puu.sh/aw1J8/0305abc4cf.jpg[/IMG]
My friend and I's attempt at a Payday 2 style villa.[/QUOTE]
That's great so far man!
[QUOTE=GaleTheHusky;45533977]I actually use the VTFEdit one all the time, It works well, and is damn accurate. Only thing is, when an image is over 2048x2048 it takes a SUPER long time to generate normals for it.[/QUOTE]
Oh man, once you use a tool like the Nvidia plugin or nDo2 you're going to love the artistic control it gives you.
[QUOTE=Grenade Man;45533338]I'm working on some tree models for a map. I will release them as part of a nature pack eventually.
[t]http://cloud-4.steampowered.com/ugc/39723217292782661/875856FC18A3262660BCBBE897B2B97AE3D5764A/[/t][t]http://cloud-4.steampowered.com/ugc/39723217292787625/8F3D2BECD7965E326B64F919CC42D76E1A5FCE35/[/t][/QUOTE]
can you also throw in some of these?
[t]http://3.bp.blogspot.com/-2waqQQ_FmH0/UJNYWdwGjiI/AAAAAAAADWo/Psg58NbhdLU/s1600/IMG_0674_2.jpg[/t]
i'm tired of having the same pine tree for everything
[QUOTE=glitchvid;45534459]Oh man, once you use a tool like the Nvidia plugin or nDo2 you're going to love the artistic control it gives you.[/QUOTE]
My lord...nDo2 is absolutely gorgeous... :dance:
[QUOTE=TheTrainRider;45529098]What about rp_undercity? or rp_subcity? I feel like these might be good.
Edit: I feel like I should mention that your map is super sexy, and makes me want to download it and explore every last knook and cranny. It reminds me of the one CoD:BO2 zombies map, and the sewers from Futurama (which is a good thing, because I always liked watching videos of that zombies map and Futurama had some great environments.)[/QUOTE]
How about rp_townunder ?
[QUOTE=carbonproxy;45534463]can you also [b]grow[/b] in some of these?
[t]http://3.bp.blogspot.com/-2waqQQ_FmH0/UJNYWdwGjiI/AAAAAAAADWo/Psg58NbhdLU/s1600/IMG_0674_2.jpg[/t][/QUOTE]
[QUOTE=carbonproxy;45534463]can you also throw in some of these?
[t]http://3.bp.blogspot.com/-2waqQQ_FmH0/UJNYWdwGjiI/AAAAAAAADWo/Psg58NbhdLU/s1600/IMG_0674_2.jpg[/t]
i'm tired of having the same pine tree for everything[/QUOTE]
Aren't Pine trees what HL2:EPS1+2 does best? There is like 3 or 4 models of different pine trees to my knowledge, why not port them?
[QUOTE=GaleTheHusky;45534699]My lord...nDo2 is absolutely gorgeous... :dance:[/QUOTE]
Remember, a normalmap isn't just the diffuse with a bunch of filters, love and care has to go into crafting it separate. There's a great "handmade" normalmap tutorial here:
[url]http://www.dregsld.com/tutorials/FloorTile/tiletut01.html[/url]
[QUOTE=grabbin pills?;45536292]Aren't Pine trees what HL2:EPS1+2 does best? There is like 3 or 4 models of different pine trees to my knowledge, why not port them?[/QUOTE]
Ep2 pines look bad.
Ep1 pines even worse.
That afghan pine in the picture, that is what you really want.
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