• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=aaagamer;45584628]Also, is there any way to have a fence cast a proper chain-link shadow?[/QUOTE] Yes, use -StaticPropPolys and -TextureShadows on compile.
[QUOTE=Takoto;45584679]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] Thank you for pointing that out, it's something I will take into consideration as I make progress on the surface section of the map. [QUOTE=Magman77;45584775]let's be friends[/QUOTE] Bunker buddies? [QUOTE=wazanator;45585351]Yes, use -StaticPropPolys and -TextureShadows on compile.[/QUOTE] Thank you, I will be sure to experiment with these compiling options, now, as people cower underground in fear of nuclear fire, they will take the time to remember the majesty that once was the chain link fence.
[QUOTE=Chizbang;45584469]Think I should make the bottom floor windows shorter and see what happens?[/QUOTE] Do you have a better angle on that building to the left? I wonder if something's wrong with it.
Anyone know of a better way for puddle reflections? Currently using a decal with env_cubemaps [t]https://dl.dropboxusercontent.com/u/4112921/test0022.jpg[/t]
[t]http://cloud-4.steampowered.com/ugc/30716172519724319/B8C4452BBABE5FEDB97D5BBE913981F94E215FAE/[/t][t]http://cloud-4.steampowered.com/ugc/30716172519730486/DB16EFCD9652E07B197717120156D82FB49B8281/[/t] Hiyougami empty room simulator 2014
[QUOTE=Shirky;45585778]Anyone know of a better way for puddle reflections? Currently using a decal with env_cubemaps [t]https://dl.dropboxusercontent.com/u/4112921/test0022.jpg[/t][/QUOTE] Increase resolution of env_cubemaps. Or you can use a masked mirror texture but that would mean you can't have expensive water too. Personally I think a dark blue color scheme would work better than the purple you have going now. You nailed the fog however.
[QUOTE=Shirky;45585778]Anyone know of a better way for puddle reflections? Currently using a decal with env_cubemaps [t]https://dl.dropboxusercontent.com/u/4112921/test0022.jpg[/t][/QUOTE] As I already told you on the hangout, this is an amazing athmosphere you've got going. and something from me since forever [Img]http://i.cubeupload.com/CzjRLT.jpg[/Img]
[t]http://i.imgur.com/kMigDHY.jpg[/t] Anything I could do to improve this room for DarkRP?
Aside form adding props you could add wooden supports or even walls to split it into 2 smaller rooms with different wall textures. You should also make the door frame texture match the actual door.
Maybe some wall lighting as opposed to ceiling? Sconce lights are fancy. Also, you could add some trim around that hole in the floor, maybe a cover for it as well (just left open), maybe add a little more shape to the room so it's not so perfectly cubic.
[t]http://i.imgur.com/beBVhFV.jpg[/t] Kinda looks like overkill to me.
It looks helluva lot better than the thing you posted first. Some more tips: The stairs shouldn't be straight up against the wall. You should leave some room between them so people can climb up without having to jump. To improve the lighting I suggest the following: Make a light_spot with a outer radius of about 80 deg. and point it straight down from the lamp. Then stick a standard light entity about 30 units below your lamp prop and set its brightness to something like 20. [editline]4th August 2014[/editline] Again some vertical supports wouldn't hurt too.
Add some windows.~
[t]http://i.imgur.com/Tsfwvkh.jpg[/t] Can't really think of a way to have a trim and some more carpet at the top. I'm already using a light_spot with a dim regular light.
That's an incredibly narrow walk-space right by the stairs. You might want to expand that.
Well it is designed to be a pretty cramped space, but I'll expand it a bit.
If you want a cramped space you should decrease the size of the entire room. Increase your light_spots brightness and decrease the brightness of your regular light.
If its designed to be a cramped space, I dont think your designing it right. The room is massive for a "cramped" room. The top of the stairs are also too close to the wall like someone mentioned before, give about 64 units of space at the top for it to feel cramped, but not tiny. Woo, figured a new efficient way to add the branches to trees! [t]https://dl.dropboxusercontent.com/u/4112921/test0030.jpg[/t]
Surrounded the map with a low-resolution 3D skybox treeline. Now it blends perfectly with the fog and gives an illusion of a dense forest even with all the props fading. [T]http://i.gyazo.com/7069d7c0d00030f7fc15291cd45d3238.png[/T] [T]http://i.gyazo.com/030b2329a2f07ae15d638c63d4d13184.png[/T]
[QUOTE=Grenade Man;45588141]It looks helluva lot better than the thing you posted first. Some more tips: The stairs shouldn't be straight up against the wall. You should leave some room between them so people can climb up without having to jump. To improve the lighting I suggest the following: Make a light_spot with a outer radius of about 80 deg. and point it straight down from the lamp. Then stick a standard light entity about 30 units below your lamp prop and set its brightness to something like 20. [editline]4th August 2014[/editline] Again some vertical supports wouldn't hurt too.[/QUOTE] That sounds less like tips and more like backseat mapping
Yeah sorry for giving in depth explanations on how to improve the scene he posted. And I have never heard of the term backseat mapping.
[QUOTE=Grenade Man;45589363]Yeah sorry for giving in depth explanations on how to improve the scene he posted. And I have never heard of the term backseat mapping.[/QUOTE] Sounds like mans tryna pioneer a ting
[QUOTE=SirLemon;45589304]That sounds less like tips and more like backseat mapping[/QUOTE] Sounds more like good map design advice.
What does backseat mapping even mean?
[QUOTE=SirLemon;45589304]That sounds less like tips and more like backseat mapping[/QUOTE] Not backseat mapping. Suggestions. Which he asked for.
[QUOTE=TFlippy;45589018]Surrounded the map with a low-resolution 3D skybox treeline. Now it blends perfectly with the fog and gives an illusion of a dense forest even with all the props fading. [T]http://i.gyazo.com/7069d7c0d00030f7fc15291cd45d3238.png[/T] [T]http://i.gyazo.com/030b2329a2f07ae15d638c63d4d13184.png[/T][/QUOTE] Im guessing you used a 3d skybox with a gradient texture, I would suggest stretching the gradient up more to get over the top of your trees so they dont stick out so much.
[QUOTE=wauterboi;45589792]What does backseat mapping even mean?[/QUOTE] Suggestions/critiques would be tips on how to make a scene look or function better, while "Backseat mapping" might be viewed as the poster trying to dismiss the artists vision in favor of their own artistic view, under the guise of criticism. I'm not saying that post was Backseat mapping, just trying to pin a definition on it.
Western map dude is back again! I've been having trouble finding inspiration for this town and making buildings that look good (church and the barn...) so I took a break. Still having some trouble but I feel a little more confident in my work. I have a video tour of the map so far currently uploading to Youtube so I will see about including that in this post when its done! Also the skybox in these screenshots is not being used anymore, I switched to Militia's [t]http://cloud-2.steampowered.com/ugc/487828791806430055/0DE63041343A5BC8C187A12956772896BAEA437C/[/t] [t]http://cloud-4.steampowered.com/ugc/39722019927939994/DDF6611FF8F60B0596883DF6EA4AAE96210A9424/[/t] [t]http://cloud-4.steampowered.com/ugc/43098445065808966/1DB4D6F20C60C8C46E58E227E41DA14D7D1D9A55/[/t] This is supposed to be a video player thing... [video=youtube;0SWBTWg97GA]https://www.youtube.com/watch?v=0SWBTWg97GA[/video]
When I'm not backseat mapping I tend to actually map sometimes. :V I'm actually fixing up some .vmfs i have lying around for release on the workshop. This is a 3d skybox: [t]http://cloud-4.steampowered.com/ugc/36345672150284936/ED0D7DF47DA4B0872941024624F6370E832D842A/[/t]
[QUOTE=Shirky;45585778]Anyone know of a better way for puddle reflections? Currently using a decal with env_cubemaps [t]https://dl.dropboxusercontent.com/u/4112921/test0022.jpg[/t][/QUOTE] [t]https://dl.dropboxusercontent.com/u/5479044/420_2014-08-04_00003.png[/t] ? It's a func_reflective_glass with a custom texture mask. I'll send you the files if you want. I want to know how you're doing that sexy ground fog. It's clipping lightly but it still looks great, certainly not from the env_fog_controller.
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