The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=03C0;45543782]Aw dang, thanks guys.
Thanks, I'm quite happy with the roads. Pretty much all of them are displacements, which makes texturing and sloping a lot easier. I worked out a technique that's pretty useful for it. I don't think it's used very often so I'll probably write up a quick tutorial soon.[/QUOTE]
Oh god please do, please tell us your roadalicious secrets
Simply amazing, loosk very natural as to how roads would probably be built in an actual mountaneous area.
[QUOTE=03C0;45543782]Aw dang, thanks guys.
Thanks, I'm quite happy with the roads. Pretty much all of them are displacements, which makes texturing and sloping a lot easier. I worked out a technique that's pretty useful for it. I don't think it's used very often so I'll probably write up a quick tutorial soon.[/QUOTE]
Wow, I'm speechless. I wish some of your talent would rub on me. Keep us posted on any progress friend, this is really inspiring. Thank you. That's all I have to say.
[QUOTE=03C0;45542884][img_thumb]http://cloud-2.steampowered.com/ugc/575651636749003174/51A12D6D3E6A7DF6E29CFBCB8E8F44271CA143AC/[/img_thumb]
[img_thumb]http://cloud-4.steampowered.com/ugc/575651636749004123/1338ED872BD63C1BCABB7D6A550D4FA3EE0BC7C8/[/img_thumb]
Ignore the overflowed CClientRenderablesList warnings. There's like zero visibility optimization at this point :rolleye:[/QUOTE]
Dude, I would totally play the shit out of this map.
[QUOTE=03C0;45542884]Hey all, first post :smile:
I started this map about 2 years ago and have been working on it on and off since then. My intention was to make everything up as I went along, and to keep going until the engine and/or compiler crapped out. Miraculously, everything still seems to be holding up okay. The map extents are 1024 units away from the edge of the grid in all directions. I think I should be able to fill everything up within a reasonable timespan.
[img_thumb]http://cloud-2.steampowered.com/ugc/575651636749003174/51A12D6D3E6A7DF6E29CFBCB8E8F44271CA143AC/[/img_thumb]
[img_thumb]http://cloud-4.steampowered.com/ugc/575651636749004123/1338ED872BD63C1BCABB7D6A550D4FA3EE0BC7C8/[/img_thumb]
Ignore the overflowed CClientRenderablesList warnings. There's like zero visibility optimization at this point :rolleye:[/QUOTE]
Holy Sh** That is absolutely amazing. i makes me look at my city map and cry at how horrible it is. Amazing really, and two years to make it wow
[QUOTE=03C0;45542884]Hey all, first post :smile:
I started this map about 2 years ago and have been working on it on and off since then. My intention was to make everything up as I went along, and to keep going until the engine and/or compiler crapped out. Miraculously, everything still seems to be holding up okay. The map extents are 1024 units away from the edge of the grid in all directions. I think I should be able to fill everything up within a reasonable timespan.
[img_thumb]http://cloud-2.steampowered.com/ugc/575651636749003174/51A12D6D3E6A7DF6E29CFBCB8E8F44271CA143AC/[/img_thumb]
[img_thumb]http://cloud-4.steampowered.com/ugc/575651636749004123/1338ED872BD63C1BCABB7D6A550D4FA3EE0BC7C8/[/img_thumb]
Ignore the overflowed CClientRenderablesList warnings. There's like zero visibility optimization at this point :rolleye:[/QUOTE]
Damn! Can't wait to see more of it. Is there going to be water there or is it a dried out scene? Very impressive, but what fps do you get?
There is some shallow water, but it's not visible since I'm compiling with VIS on fast.
I'm still getting a solid 60 frames per second everywhere with my GTX 770 and 4.2 GHz CPU. (I have VSync on so I'm not sure what the actual number is.) For most of the trees, I actually use a custom model composed of 5 low detail trees. This greatly reduces the number of draw calls. Performance wouldn't have been anywhere near this good if every tree was a separate model.
I'm hoping that performance will be acceptable on lower end machines once I set up fade distances for the models. Occluders would also help, but they're not as practical in a wide open map like this.
edit: [URL="http://facepunch.com/showthread.php?t=1413669"]Road tutorial is up[/URL] :)
[QUOTE=03C0;45542884]Hey all, first post :smile:
[img_thumb]http://cloud-2.steampowered.com/ugc/575651636749003174/51A12D6D3E6A7DF6E29CFBCB8E8F44271CA143AC/[/img_thumb][/QUOTE]
The layout is great and I can see you spent a good amount of time on it.
[editline]8===D[/editline]
The lighting is a bit dull. Maybe something closer to this?
[img_thumb]http://i.imgur.com/KZNPF8v.jpg[/img_thumb]
Also I think the default hl2 textures doesn't do your map any justice.
IMO the lighting is very nice. Your edit is way too oversaturated.
Increased the height of the bump a little bit, it's more noticeable behind the crates.
I'm utilizing a bunch of different lights to see all the possible details.
[t]http://i.cubeupload.com/fWS36V.png[/t]
[t]http://i.cubeupload.com/QhAvDR.png[/t]
[t]http://i.cubeupload.com/8zdnay.png[/t]
[t]http://i.cubeupload.com/cbd6Ss.png[/t]
I've been working on some medieval-ish map for nothing in particular. Don't mind the dev textured stuff since this is all quite the wip still.
Also can someone help me out getting propper to work eh, [b]properly[/b]? I follow Tophattwaffle's propper tutorial, but it always ends up with purple black textures... The current house itself takes up loads of brushes which I need proppered.
[t]http://i.imgur.com/vnd5vO1.jpg[/t]
[t]http://i.imgur.com/HTIJ9Z3.jpg[/t]
Also do anyone know any good place for terrain textures, trees, stones or foilages in general?
All CC welcome aswell. :)
[QUOTE=KnightVista;45547042]Increased the height of the bump a little bit, it's more noticeable behind the crates.
I'm utilizing a bunch of different lights to see all the possible details.
[t]http://i.cubeupload.com/fWS36V.png[/t]
[t]http://i.cubeupload.com/QhAvDR.png[/t]
[t]http://i.cubeupload.com/8zdnay.png[/t]
[t]http://i.cubeupload.com/cbd6Ss.png[/t][/QUOTE]
Its still hardly noticeable.
[QUOTE=Shirky;45539874]Here is without DOF.
[t]https://dl.dropboxusercontent.com/u/4112921/hallway0008.jpg[/t][/QUOTE]
I'm going to be critical but I am trying to help.
First off the textures look a little low res, that can't be helped since I guess you need to make allowances to have the map run smoothly and keep the budget low.
Now the normal map on the wall looks like it was made in crazy bump, worse still is it looks inverted.
There is a hole in the plaster/paint and the brick should look like it is protruding out of it. You could tweak the heightmap seperately, that would let you have distinct "heights" for the plaster and the brick, it would also look sharper and better defined. You could also have the chippings have some felling of depth like this
[t]http://1.bp.blogspot.com/-8P3yK9L94yA/UBf0EByr6SI/AAAAAAAAAYM/6_DTi0vDqbM/s1600/2012-07-29+16.29.23.jpg[/t]
That plastic covering stuff looks too flat, model it to be bending backwards, some slight folds in it. Flat textures like that don't look good, you can afford the extra polygons in the scene to make it look extra nice.
I love the texture on that little rack thing down the way, really nice.
The floor! With all the plaster/paint peeling off of the walls the floor is mega clean.
[t]http://i1171.photobucket.com/albums/r549/djoexe/Hospital.jpg[/t]
See here how the sides of the floor where it joins the wall is covered in dusty/painty chippings. You could add a slight relief for it. I think the best thing would be to have a custom blend between floor and paint chippings, then use a displacement and paint the chippings on. That would allow for height irregularities and also the piling up effect.
The ceiling, i would recommend having some stuff hanging down, it looks flat, it can look better. [t]http://www.oldhousejournal.com/magazine/2001/apr/Cures_for_Calcimine_Ceilings.jpg[/t]
Stuff hanging from the ceiling and loads of shit on the floor is one of the things which made raindrop mod so attractive.
Easier stuff to fix:
Light has no cable on it, for plasterboard walls you can have cables inside but cables inside a brick wall would be a pain in the arse.
Wall doesn't align with roof, use that alt clicking thing to align the texture to make it a smoother transition.
What is holding the pipe up?
I know it comes off as overly critical but it does look pretty good already. I don't want to be a dick or anything.
[editline]31st July 2014[/editline]
[QUOTE=Shirky;45548487]Its still hardly noticeable.[/QUOTE]
Worse than it being hardly noticeable is hes used the diffuse to make it.
[t]http://i.cubeupload.com/8zdnay.png[/t]
in that picture you can tell very easily that the black tiles are indented and the white tiles and bumpy uppy. Knight vista guy, make a height map.
03C0 is like the joan of arc of mapping or something, just comes outta nowhere with some grade A valve-tier work hahahah
Begun work on the BLU exterior of my map:
[t]http://cloud-4.steampowered.com/ugc/575651636777660259/0617EB66879046C9D02C8001865FEDBE128B52F8/[/t]
I'm not entirely sure about how it's coming though, any thoughts?
Hi all, I made a topic for my WIP Horror map, but it seems that people just don't notice that topic. So I thought I'd post in here, as I need feedback to better the concept/map.
Original topic: [url]http://facepunch.com/showthread.php?t=1413591[/url]
[IMG]http://drive.google.com/uc?export=view&id=0B_0JpEO7XmcIdGxhMWhMLUZueGc[/IMG]
[B]About[/B]
It's about you (currently singelplayer but I plant to build COOP support) that need to complete certain goals in the map, and with a ghost that tries to stop you.
This is another kind of horror than the usual horror maps that I found in the workshop of Gmod. I like to call it 'Dynamic' horror, as there are no static jumpscares.
That doesn't mean that it isn't scary, check the gameplay VID to get a taste of how scary this concept is!
[B]Features so far[/B]
- A ghost that fulfills random duties at the moment (will try to sabotage you in the future). If you get to close the ghost will hunt you down.
- A ghost detector that gives the distance from the ghost detector to the ghost in 3 lights.
[B]Media[/B]
[QUOTE][B]Ghost Run concept BETA V0.1.0[/B]
[url]https://www.youtube.com/watch?v=fQzLWqm9l2c[/url]
[B]Gameplay of V0.1.0 by Isotyra[/B]
[url]https://www.youtube.com/watch?v=wjV44iBzo_w[/url][/QUOTE]
Because the concept is not attached to a specific scene, posting pictures will be pointless. Instead I recorded a video with a small explanation and one of my beta testers that recorded some speech
for you. That same beta tester has recorded a gameplay video to give you an idea of how scary this concept is.
If you got any suggestions, post them either in this topic or contact me in Youtube. Suggestions is the reason that I'm creating this topic :)
[B]Planned Features[/B]
[CODE]
- Flashlight that can kill the ghost. (Will be balanced but I have to find out how).
- Maplights that need generators to be on to work. These lights kill the ghost too.
- Ghost sabotage skills. The ghost will try to sabotage the generators for example.
[/CODE]
I hope people will have suggestions and ideas :). Thx for reading this all.
[QUOTE=kretorus;45552985]Thread advertisement[/QUOTE]
If there's a map then you can post pictures of it.
[QUOTE=SirLemon;45553072]If there's a map then you can post pictures of it.[/QUOTE]
Well its about the concept of the map, not the actual map but okay here are some screenies :).
The actual map and detail of the map is not finished.
[IMG]https://drive.google.com/uc?export=view&id=0B_0JpEO7XmcIbllyNWJWUFVHYlk[/IMG]
[IMG]http://drive.google.com/uc?export=view&id=0B_0JpEO7XmcIRHBoSTNlbWxwdTQ[/IMG]
[IMG]http://drive.google.com/uc?export=view&id=0B_0JpEO7XmcINW1FM2Vtbkx3RFE[/IMG]
[IMG]http://drive.google.com/uc?export=view&id=0B_0JpEO7XmcIRGhXMkRjZkZCMVU[/IMG]
[QUOTE=03C0;45542884]Hey all, first post :smile:
I started this map about 2 years ago and have been working on it on and off since then. My intention was to make everything up as I went along, and to keep going until the engine and/or compiler crapped out. Miraculously, everything still seems to be holding up okay. The map extents are 1024 units away from the edge of the grid in all directions. I think I should be able to fill everything up within a reasonable timespan.
[img_thumb]http://cloud-2.steampowered.com/ugc/575651636749003174/51A12D6D3E6A7DF6E29CFBCB8E8F44271CA143AC/[/img_thumb]
[img_thumb]http://cloud-4.steampowered.com/ugc/575651636749004123/1338ED872BD63C1BCABB7D6A550D4FA3EE0BC7C8/[/img_thumb]
Ignore the overflowed CClientRenderablesList warnings. There's like zero visibility optimization at this point :rolleye:[/QUOTE]
This is amazing! What kind of fps are you getting since there's no optimization yet?
I have no idea how you even got this to compile.
Figure out a better way to teach the player how the lighting system works. Using a poster seems kind of lame.
INFRA image dump:
[IMG]http://media.moddb.com/images/games/1/9/8084/infra_c4_m3_tower0001.jpg[/IMG]
[IMG]http://media.moddb.com/images/games/1/9/8084/infra_c4_m2_furnace0003.jpg[/IMG]
[IMG]http://media.moddb.com/images/games/1/9/8084/infra_c4_m3_tower0000.jpg[/IMG]
I wish Portal 2 had more overgrown maps
[img]http://puu.sh/az94b.jpg[/img]
[t]http://puu.sh/azcH1/82bb2f4377.png[/t]
I DID IT
[t]http://puu.sh/azcuY/5532c60e06.png[/t]
I MADE MY MAP INTO A MODEL AND DID PRE-BAKED LIGHTING
Why would you do that? The presumably brush-based version you posted is still my desktop background.
[QUOTE=grabbin pills?;45543057]Reminds me of GTA5[/QUOTE]
Actually, it reminds me of Burnout Paradise instead.
[QUOTE=Grenade Man;45556051]Why would you do that? The presumably brush-based version you posted is still my desktop background.[/QUOTE]
It's a bunny-hop map, the idea behind it is that there's 6 stages and there's one on each side of a large cube. This means that I'm going to have to copy/rotate the whole map 6 times, and make the lighting/skybox rotate as well. Making the whole map a model makes this a million times easier because then I don't have to waste data and thousands of brushes, reposition light entities to fake sunlight, etc.
With the map being one model with lighting already baked onto it, compiling will take seconds and the map will look way nicer than it would with vrad lighting.
[QUOTE=FelixDragon;45556744]It's a bunny-hop map, the idea behind it is that there's 6 stages and there's one on each side of a large cube. This means that I'm going to have to copy/rotate the whole map 6 times, and make the lighting/skybox rotate as well. Making the whole map a model makes this a million times easier because then I don't have to waste data and thousands of brushes, reposition light entities to fake sunlight, etc.
With the map being one model with lighting already baked onto it, compiling will take seconds and the map will look way nicer than it would with vrad lighting.[/QUOTE]
How did you accomplish this? Are you saying you just constructed the whole thing in Blender or something?
Will be showing a [url=http://puu.sh/azpjB/56ed51a209.jpg]sneak peek[/url] video of an upcoming technology feature for INFRA quite soon, but before that I'd like to share an update to the puzzle Oskutin has been working on.
[media]http://www.youtube.com/watch?v=y-0jaL9IwrE[/media]
[QUOTE=Zanarias;45557505]How did you accomplish this? Are you saying you just constructed the whole thing in Blender or something?[/QUOTE]
I made the map in hammer to playtest and get everything finished (the picture I showed a while back was the hammer version), then I used crafty to convert the .vmf to .obj and imported it into blender. Sadly, the .obj suffers decimal loss and is basically useless, so I re-built the map in Blender using the imported .obj as a reference. Using blender's lightmap packing/baking I generated a 4096x4096 lightmap for the model and I can use it in-game now.
[t]http://puu.sh/azzqU/8f5f06e60b.png[/t]
this is surreal
[QUOTE=Legend286;45557675]Will be showing a [url=http://puu.sh/azpjB/56ed51a209.jpg]sneak peek[/url] video of an upcoming technology feature for INFRA quite soon, but before that I'd like to share an update to the puzzle Oskutin has been working on.
[media]http://www.youtube.com/watch?v=y-0jaL9IwrE[/media][/QUOTE]
Doing the same thing 3 times in a row is tedious and repetative. Cool as it is I would become frustrated at that. Better to only have to do 1 and use the other show the player what it should look like.
Also wouldnt that CAT logo be copy righted?
Looks pretty neato, the amount and quality of the custom content is pretty staggering.
[QUOTE=mdeceiver79;45558379]Doing the same thing 3 times in a row is tedious and repetative. Cool as it is I would become frustrated at that. Better to only have to do 1 and use the other show the player what it should look like.
Also wouldnt that CAT logo be copy righted?
Looks pretty neato, the amount and quality of the custom content is pretty staggering.[/QUOTE]
It's GAT actually, and parody laws allow for the logo to look similar. The puzzle isn't final in terms of gameplay, just the functionality. Anything else is subject to change, but you would have to ask Oskutin himself for details as he is the one currently working on it.
And hey, it's not really repetitive gameplay; because in real life you have to do the exact same thing, except with many more generators. There wouldn't be any point if there was only one generator, you wouldn't be synchronising them using the synchroscopes.
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