The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
More forest!
[T]http://i.gyazo.com/998bf87f7936d2e50e5fc49d17931bad.png[/T]
[T]http://i.gyazo.com/f86f16799311fa0ac7f3f3344455ee9f.png[/T]
[T]http://i.gyazo.com/5e9986d42ad8afc768dbb8e170e2c458.png[/T]
That's really pretty. Looks like it may be easy to get lost in.
[QUOTE=ColossalSoft;45575456]that counter looks like it's from 1998[/QUOTE]
Increase the texture quality on the Chinese takeout containers too, they look like they are from a game made in 1998
[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]
Lights are usually visible through thick fog for quite a ways, it just does this to them. I like how you replicated that effect.
[IMG]http://3.bp.blogspot.com/_NfN_EWerqnQ/SwmhiLt3ZOI/AAAAAAAAAV4/DCVr-7PJTbI/s1600/fognite2.jpg[/IMG]
I would die if I could reproduce that picture in source.
[QUOTE=woolio1;45576657]Payday?[/QUOTE]
Inspired by, I did a recreation of the tasteful but I trashed it and I regret it.
Made some detail sprites.
[t]https://dl.dropboxusercontent.com/u/4112921/test0003.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/4112921/test0005.jpg[/t]
[editline]3rd August 2014[/editline]
[QUOTE=Stiffy360;45571336]really depends on how it's set up trackmania 2 valley pulled it off quite well.[/QUOTE]
Well in source just imagine very large detail sprites pivoting.
More WW1:S stuff;
[t]http://i.imgur.com/H3oSOu7.jpg[/t]
[t]http://i.imgur.com/1D5gU3U.jpg[/t]
You guys should invest some time into making new tress.
[QUOTE=Shirky;45579504]You guys should invest some time into making new tress.[/QUOTE]
Probably, yea :<
[QUOTE=ashton93;45579466]More WW1:S stuff;
[t]http://i.imgur.com/H3oSOu7.jpg[/t]
[t]http://i.imgur.com/1D5gU3U.jpg[/t][/QUOTE]
I would only use the dead pines models as they look the best
[QUOTE=ashton93;45579466]More WW1:S stuff;
pic
pic
[/QUOTE]
I'm loving the fog and distant buildings. I feel the trees should be damaged from crossfire, explosions and such, like, missing branches or something. But it's looking good, keep it up!
[QUOTE=Magman77;45577022]I would die if I could reproduce that picture in source.[/QUOTE]
I did something like that with sprites as an experiment a while back.
[img]http://i.imgur.com/jrSap9F.jpg[/img]
There were some clipping issues, so it didn't work too well for the ground. It would've been nice if soft-clipping was available.
[QUOTE=Skerion;45580943]I did something like that with sprites as an experiment a while back.
[IMG]http://i.imgur.com/jrSap9F.jpg[/IMG]
There were some clipping issues, so it didn't work too well for the ground. It would've been nice if soft-clipping was available.[/QUOTE]
Use "World Space Glow" as the render mode for those sprites, assuming you used "Additive".
[img]http://puu.sh/aDeJL/60dcb30fa0.png[/img]
WSG prevents sprites clipping through the world/objects, rendering over everything when visible
[QUOTE=03C0;45569855]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]
This map has already blown any other map out of the water.
Have some shitty generic trees.
[t]https://dl.dropboxusercontent.com/u/4112921/test0012.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/4112921/test0013.jpg[/t]
When the fog turns red you're soon to be dead.
[t]https://dl.dropboxusercontent.com/u/4112921/test0015.jpg[/t]
[QUOTE=Shirky;45581874]Have some shitty generic trees.
[t]https://dl.dropboxusercontent.com/u/4112921/test0012.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/4112921/test0013.jpg[/t][/QUOTE]
You should add some anti-aliasing vmt commands to that barbed wire
[QUOTE=Skerion;45580943]I did something like that with sprites as an experiment a while back.
[img]http://i.imgur.com/jrSap9F.jpg[/img]
There were some clipping issues, so it didn't work too well for the ground. It would've been nice if soft-clipping was available.[/QUOTE]
tiiiime to go play with sprites and fog.
[QUOTE=SimplePlanz69;45581959]You should add some anti-aliasing vmt commands to that barbed wire[/QUOTE]
What are the commands?
[quote]$alphatestreference, a normal parameter, controls the filtering of the transparency masking (Using lower values like .01 will result in a more blurred edge while a value of .99 will be extremely sharp.) Since alpha-testing is cheaper than $translucent, this can be used to achieve a similar effect to materials using the $translucent parameter at reduced cost. Using $allowalphatocoverage will enable antialiasing of alpha-tested textures, giving them much softer edges. Reference values won't affect the normal appearance of a texture with this enabled, however it will have an effect if the flashlight is shone on the surface. [/quote]
http://developer.valvesoftware.com/wiki/$translucent#Caveats
[editline]3rd August 2014[/editline]
Btw your map is looking very very awesome.
I actually already have that in my .vmt.
[code]"$AlphaTest" "1"
"$AlphaTestReference" "0.01"
"$AllowAlphaToCoverage" "1"
[/code]
Well personally I think it doesn't look bad.
[QUOTE=FelixDragon;45581509]Use "World Space Glow" as the render mode for those sprites, assuming you used "Additive".
[img]http://puu.sh/aDeJL/60dcb30fa0.png[/img]
WSG prevents sprites clipping through the world/objects, rendering over everything when visible[/QUOTE]
Ideally, you would only want the sprites to render over the ground. That way, other objects could still stand out and get that sense of depth that sprites and fog do so well at creating.
I know i need a third floor with windows on it but im unsure of how Id fit that in with the height of the house next door....
[thumb]http://cloud-4.steampowered.com/ugc/570022137333518503/1E8DB83C37526434927F1747401229B799C4566A/[/thumb]
Vs this:
[thumb]http://i.imgur.com/06vmgei.png[/thumb]
[editline]3rd August 2014[/editline]
[QUOTE=Chizbang;45583336]I know i need a third floor with windows on it but im unsure of how Id fit that in with the height of the house next door....
[thumb]http://cloud-4.steampowered.com/ugc/570022137333518503/1E8DB83C37526434927F1747401229B799C4566A/[/thumb]
Vs this:
[thumb]http://i.imgur.com/06vmgei.png[/thumb][/QUOTE]
PS:
Can any one suggest what I should do for the other side of the road? How many fake buildings should I have on the other side of the road? Or even in general. As this is aimed to be an RP map I wanna get it right. Id make all buildings real but Im worried about file size, performance and time to make it (not that I really care how long it takes if Im honest)
[QUOTE=Chizbang;45583336]I know i need a third floor with windows on it but im unsure of how Id fit that in with the height of the house next door....
[thumb]http://cloud-4.steampowered.com/ugc/570022137333518503/1E8DB83C37526434927F1747401229B799C4566A/[/thumb]
Vs this:
[thumb]http://i.imgur.com/06vmgei.png[/thumb]
[editline]3rd August 2014[/editline]
PS:
Can any one suggest what I should do for the other side of the road? How many fake buildings should I have on the other side of the road? Or even in general. As this is aimed to be an RP map I wanna get it right. Id make all buildings real but Im worried about file size, performance and time to make it (not that I really care how long it takes if Im honest)[/QUOTE]
It actually looks like you've messed up your scale there... Although I'm assuming that building next to it doesn't end at the third set of windows, but rather has a gap and that overhang there. That would give you enough space to put some small windows above it.
[QUOTE=woolio1;45584371]It actually looks like you've messed up your scale there... Although I'm assuming that building next to it doesn't end at the third set of windows, but rather has a gap and that overhang there. That would give you enough space to put some small windows above it.[/QUOTE]
Think I should make the bottom floor windows shorter and see what happens?
[IMG_thumb]http://cloud-4.steampowered.com/ugc/568896237427357319/97BD696964A3CDE8D8220E27DC4D36134093AA94/[/IMG_Thumb] [IMG_Thumb]http://cloud-4.steampowered.com/ugc/568896237427358285/024ED95AF067D3AC16B7FEF30B37842EA077F3BD/[/IMG_Thumb]
[IMG_Thumb]http://cloud-4.steampowered.com/ugc/568896237427359117/527F0E6900452951DA05C4C19CD53AE8AD906564/[/IMG_Thumb] [IMG_Thumb]http://cloud-2.steampowered.com/ugc/568896237427359744/BA698EBAEC9445C65457DA6A34BB30175857F37F/[/IMG_Thumb]
[IMG_Thumb]http://cloud-4.steampowered.com/ugc/568896237427360386/78133379F788A2A0039AFFA8F332548956C8B1C3/[/IMG_Thumb] [IMG_Thumb]http://cloud-4.steampowered.com/ugc/568896237427361558/B343E3F35B654C23C7217350E89091EA5A501FE4/[/IMG_Thumb]
The beginnings of another underground bunker map for Garry's mod. There is a lot of work to be done here (none of these areas are complete), but the world [I]needs[/I] more bunkers.
Also, is there any way to have a fence cast a proper chain-link shadow?
I'd change the skybox you're using, the shadows suggest the sun is rising or setting but the sky suggests that it's the middle of the day.
[QUOTE=aaagamer;45584628]The beginnings of [B]another underground bunker map[/B] for Garry's mod.[/QUOTE]
let's be friends
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