The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[thumb]https://dl.dropboxusercontent.com/u/37624951/tf2m/72h/Byre/arena_byre_b10006.jpg[/thumb][thumb]https://dl.dropboxusercontent.com/u/37624951/tf2m/72h/Byre/arena_byre_b10007.jpg[/thumb]
[thumb]https://dl.dropboxusercontent.com/u/37624951/tf2m/72h/Byre/arena_byre_b10008.jpg[/thumb][thumb]https://dl.dropboxusercontent.com/u/37624951/tf2m/72h/Byre/arena_byre_b10009.jpg[/thumb]
[thumb]https://dl.dropboxusercontent.com/u/37624951/tf2m/72h/Byre/arena_byre_b10010.jpg[/thumb][thumb]https://dl.dropboxusercontent.com/u/37624951/tf2m/72h/Byre/arena_byre_b10011.jpg[/thumb]
pretty proud of those rock disps
[QUOTE=03C0;45565045]Some more screenshots, closer to the ground this time:
[img_thumb]http://cloud-4.steampowered.com/ugc/575651636811730785/7DD2984B2477ED255083E69D751556EF43042941/[/img_thumb][img_thumb]http://cloud-4.steampowered.com/ugc/575651636811732123/27C10BF004E080EF574A1E6ABA31036247A3C312/[/img_thumb][img_thumb]http://cloud-4.steampowered.com/ugc/575651636811733118/F7AC38B9D91685C207778F18568653D1EDF13A19/[/img_thumb][img_thumb]http://cloud-4.steampowered.com/ugc/575651636811734192/2BED3609B1F83F5F75DF214385D506B7B32E5982/[/img_thumb][img_thumb]http://cloud-4.steampowered.com/ugc/575651636811735230/DD8AA5AEA024E56C2C82EFD3F46B26FF1A74A49C/[/img_thumb][img_thumb]http://cloud-4.steampowered.com/ugc/575651636811736242/EBF1D4CD7E8BAB12CBD1D2B1B2FFEFF5B4017608/[/img_thumb]
Second to last shot is an underground bunker/base/whatever that I forgot to mention. One of the railway tracks leads there.
Since some people have asked me about this: I plan to release the map along with the source VMF when it's finished. Hopefully within a month or so.[/QUOTE]
Please tell me I'd be able to use those train tracks
[QUOTE=Shirky;45565071]Been making some trees and signs.
[t]https://dl.dropboxusercontent.com/u/4112921/fog0008.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/4112921/fog0010.jpg[/t][/QUOTE]
Clit Tunnel?
[QUOTE=Shirky;45565071]Been making some trees and signs.
[t]https://dl.dropboxusercontent.com/u/4112921/fog0008.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/4112921/fog0010.jpg[/t][/QUOTE]
It has a great atmosphere to it! I would however suggest getting a bumpmap for that road. In source intensive specular mapping doesn't go well without intensive normals.
[QUOTE=mdeceiver79;45565224]Wouldn't a billboard to better though?[/QUOTE]
Wouldn't a two-dimensional billboard look even worse?
[QUOTE=Grenade Man;45565964]It has a great atmosphere to it! I would however suggest getting a bumpmap for that road. In source intensive specular mapping doesn't go well without intensive normals.[/QUOTE]
That is actually a hl2 texture, I just replaced it.
[t]https://dl.dropboxusercontent.com/u/4112921/fog0013.jpg[/t]
This is the view from inside the van, so you don't really see much of the road anyways.
[t]https://dl.dropboxusercontent.com/u/4112921/fog0014.jpg[/t]
[QUOTE=Shirky;45565071]Been making some trees and signs.
[t]https://dl.dropboxusercontent.com/u/4112921/fog0008.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/4112921/fog0010.jpg[/t][/QUOTE]
Could you please explain to me what you did to that road texture to make it look so wet? You just add some $specularity modifiers to the .vmt, right?
I am going to be making a bunch of maps with scenes involving very wet and soaked areas like that in Source Filmmaker, and for some reason I cannot build cubemaps with the SFM engine build. Are there any alternative measures / workarounds I could take in order to make it so the cubemaps work?
Have you tried building the cubes in another game? Cubemaps are built into the BSP, so I imagine building in another Source game would work fine (though I've never really touched SFM).
And yes, the wet look is likely thanks to some specular parameters in the VMT, completed by nice normal and specular maps.
Could you post the .vmt so I can use it as reference? I was also trying to use a phong shader for my model but I think I botched that up. I had a glossmap as an alphachannel for my diffuse, and I have a specularmap as an alphachannel for my normalmap, but my experience with this is that phong and specular don't want to cooperate.
(Cubemaps) I was considering that but I'm not too sure where to start. I am using content from L4D2, EP2 and CS:GO, but those use more modern versions of the engine and I think they are incompatible with SFM's build, which is based on some old version of TF2. Unfortunately I don't know how old it is, whether it is a 2007, 2009, or 2013 build. All I know for sure is the TF2 in SFM is so old, that you have to spam M1 if you want the pistol to shoot fast.
It might be that just the model formats for CS:GO and L4D2 are the broken ones and the map still works so long as I don't use specific entities? I am really not sure.
I'm assuming if I build the cubes in one game, I would also have to compile the map for that game too, right?
[QUOTE=Leintharien;45566475]Could you please explain to me what you did to that road texture to make it look so wet? You just add some $specularity modifiers to the .vmt, right?
I am going to be making a bunch of maps with scenes involving very wet and soaked areas like that in Source Filmmaker, and for some reason I cannot build cubemaps with the SFM engine build. Are there any alternative measures / workarounds I could take in order to make it so the cubemaps work?[/QUOTE]
These are my vmt settings to get the effect
[code] "$envmap" "env_cubemap"
"$normalmapalphaenvmapmask" 1
"$envmaptint" "[ .80 .80 .80 ]"
"$fresnelreflection" 1.25[/code]
So my texture has a normal map, and the alpha channel of the normal map contains my spec map (basically a desaturated version of your diffuse, with the white areas being the most reflective, and black being the least). When you make the normal map, and place the spec map into the alpha channel, if youre using Photoshop then make sure to export as a 32-bit tga or else it wont export the alpha channel.
Also 03C0 released an edited version of vbsp which fixes most cubemap problems that people have been having recently.
[url]http://facepunch.com/showthread.php?t=1413597[/url]
[QUOTE=Shirky;45566779]These are my vmt settings to get the effect
[code] "$envmap" "env_cubemap"
"$normalmapalphaenvmapmask" 1
"$envmaptint" "[ .80 .80 .80 ]"
"$fresnelreflection" 1.25[/code]
So my texture has a normal map, and the alpha channel of the normal map contains my spec map (basically a desaturated version of your diffuse, with the white areas being the most reflective, and black being the least). When you make the normal map, and place the spec map into the alpha channel, if youre using Photoshop then make sure to export as a 32-bit tga or else it wont export the alpha channel.
Also 03C0 released an edited version of vbsp which fixes most light map problems that people have been having recently.
[url]http://facepunch.com/showthread.php?t=1413597[/url][/QUOTE]
This is my messy .vmt for my house model that I used in a screenshot further back in the thread.
As you can see, I've commented out a bunch of stuff just for it to work as it does now. I've discovered that hammer won't compile per-vertex lighting for static models if the model has a bumpmap. I'm not too sure what I can do about that aside from just making all of the houses in hammer instead of my prop_static method.
[code]
"VertexLitGeneric"
{
"$basetexture" "models/endoftomorrow/House_01A_diffuse_phong"
// "$bumpmap" "models/endoftomorrow/House_01A_normal_spec"
// "$normalmapalphaenvmapmask" 1
// "$envmap" "env_cubemap"
// "$envmaptint" "[.1 .2 .2]"
// "$envmapcontrast" "0"
// "$envmapsaturation" "1"
// "$envmapfresnel" "0"
"$phong" "1"
"$phongexponent" "1"
"$phongtint" "[.3 .4 .4]"
"$surfaceprop" "Plastic"
"%keywords" "house"
//"$translucent" 1
}[/code]
I'm not too sure I understand the changes in his version of vbsp.exe. As far as I was aware, it just adds a func_detail blocker to prevent the sprites from appearing where they shouldn't (which I am going to need to figure out eventually), but when I replaced by vbsp.exe with his and launched hammer, I did not find anything mentioning func_detail_blocker in the brush entities list. What are some of the lighting problems people have been having with the current version?
[QUOTE=Leintharien;45566857]
I'm not too sure I understand the changes in his version of vbsp.exe. As far as I was aware, it just adds a func_detail blocker to prevent the sprites from appearing where they shouldn't (which I am going to need to figure out eventually), but when I replaced by vbsp.exe with his and launched hammer, I did not find anything mentioning func_detail_blocker in the brush entities list. What are some of the lighting problems people have been having with the current version?[/QUOTE]
VBSP doesn't add usable Hammer entities, it only processes them. Renaming a brush entity's type to func_detail_blocker even if it's not in the list should still allow it to function fine.
If you want to add it to the entity list, you'd have to create or modify an FGD file and add entity details for it yourself, but it's really just a matter of convenience.
[QUOTE=Leintharien;45566857] What are some of the lighting problems people have been having with the current version?[/QUOTE]
Sorry I meant cubemap, not lightmap. And it fixes the "chromed out" look on models using cubemaps by fixing them some how.
Oh nice! I kind of figured you could use it even if you couldn't see it, but I wasn't sure if there were other side parameters required so I never gave it a shot. But now that I think about it, you wouldn't need many specifics to a "don't allow sprites in this volume" type of brush so I guess there shouldn't be any problems.
Also happy to know that it fixes cubemaps for the SDK 2013 users. I'll really have to give it another shot for the SFM build once I can get the chance.
I was noticing that one of the differences between our two .VMT files is that mine references a env_cubemap while yours does not. Is this because it is a brush-based texture rather than a model-based one?
[QUOTE=Zay333;45566101]Wouldn't a two-dimensional billboard look even worse?[/QUOTE]
I meant a billboard which rotates to always face the user. The tree crossed over like that is too noticeable imo.
[QUOTE=Leintharien;45566857]This is my messy .vmt for my house model that I used in a screenshot further back in the thread.
As you can see, I've commented out a bunch of stuff just for it to work as it does now. I've discovered that hammer won't compile per-vertex lighting for static models if the model has a bumpmap. I'm not too sure what I can do about that aside from just making all of the houses in hammer instead of my prop_static method.
[/QUOTE]
Yeah, you can either have per-vertex lighting, or bumpmaps; not both.
Also, both phong and cubemaps work on models at the same time, but you loose some control over them (the VDC says).
Phong and Cubemaps are both specular they're just different ways of going about it.
Also, if you plan on doing wet textures, you need to understand what happens to make wet surfaces look wet.
When light rays hit a normal surface, they are scattered, reflected, and absorbed: (Diffuse, Specular, heat) - the reason things are scattered is usually because a surface's microgeometry (Exactly what it sounds like); things such as concrete which are much rougher than something like glass will reflect less specular (and that it does reflect is much "glossier").
Since you can't create more energy than you take in, diffuse and specular are directly tied: if something is very specular, less energy that hits it goes into diffuse.
With that in mind, a surface like concrete is very rough, which means less energy goes into specular reflections, meaning it's usually a fairly light surface (Aside from heat absorption, but that's more complicated). But as soon as it get's wet the water fills in lots of the microgeometry; meaning that the more perfect surface of the wet concrete now reflects [much] more energy in the form of specular reflection than diffuse.
Ok, all that said is the reason things get "darker" and "shinier" when wet; but mind you that more perfect surfaces (windows, finished wood) won't get quite reflective or dark as something so diffuse as concrete.
[QUOTE=Kickin Balls;45565886]Please tell me I'd be able to use those train tracks[/QUOTE]
Yes, they have the correct measurements :smile: It's not a terribly exciting ride, though, due to the lack of planning. But I'll make sure it at least loops around.
[QUOTE=Shirky;45566210]That is actually a hl2 texture, I just replaced it.
[t]https://dl.dropboxusercontent.com/u/4112921/fog0013.jpg[/t][/QUOTE]
It kind of remind me of Silent Hill
How to make things wet 101:
1. Drastically increase contrast of diffuse.
2. Get a very intensive specular map.
3. Use cubemap reflections, phong doesn't do the trick.
4. Generate normal map so reflections don't look horrible.
Protip: grass textures should never be reflective, vertical surfaces shouldn't be reflective either.
[QUOTE=mdeceiver79;45569282]I meant a billboard which rotates to always face the user. The tree crossed over like that is too noticeable imo.[/QUOTE]
So crossed trees are too noticeable, but a whole forest rotating with the player isn't? :v:
The rotating trees are actually a lot more noticeable than the cross section trees when in motion. Its very clear that they are rotating towards you.
[QUOTE=Shirky;45570951]The rotating trees are actually a lot more noticeable than the cross section trees when in motion. Its very clear that they are rotating towards you.[/QUOTE]
really depends on how it's set up trackmania 2 valley pulled it off quite well.
The skybox looks broken.
[QUOTE=ruarai;45571789]Looking back, it's actually incredibly broken. I'll have to fix that.
[editline]2nd August 2014[/editline]
[t]http://a.pomf.se/omqgal.jpg[/t]
Now with an actual, boring, high quality skybox.
[editline]2nd August 2014[/editline]
Not that HDR lets you see it anyway.[/QUOTE]
Wouldn't all the plants in the flower boxes be dead if it was winter?
[T]http://i.gyazo.com/59dea22adf73cc2a8449d3246c6fc3af.png[/T]
Lights are still visible in the thick fog!
[T]http://i.gyazo.com/ed434f47e655670bec50659dce3a2a52.png[/T]
Also, the map will probably feature a fairly large forest. I can go quite crazy with detailling, as the objects beyond fog are culled.
[QUOTE=TFlippy;45572527][T]http://i.gyazo.com/59dea22adf73cc2a8449d3246c6fc3af.png[/T]
Lights are still visible in the thick fog!
[T]http://i.gyazo.com/ed434f47e655670bec50659dce3a2a52.png[/T]
Also, the map will probably feature a fairly large forest. I can go quite crazy with detailling, as the objects beyond fog are culled.[/QUOTE]
Is that... the entrance to Narnia?
[QUOTE=woolio1;45572938]Is that... the entrance to Narnia?[/QUOTE]
No.
Terrornia.
Even though I can't even begin to compete with the godly rays of light shining from the amazing mappers of this week, here's some WIP pictures from my L4D2 map.
[t]http://i.imgur.com/5WpHFwx.jpg[/t]
[t]http://i.imgur.com/NmhPXbE.jpg[/t]
[t]http://i.imgur.com/4kgw8Xb.jpg[/t]
[t]http://i.imgur.com/FyzZB9c.jpg[/t]
[t]http://i.imgur.com/g9eSV46.jpg[/t]
How does it look? It needs a lot of work, but I think it looks extremely ~*Meh*~