• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=GoldPlatinum;40368836]better release it before Source 2 is released otherwise it would be a shame[/QUOTE] That is something I would least worry about for right now.
I honestly cant believe hammer let me compile this. Sorry for the hdr mess,shitty angles, and ugly smoothing. [thumb]http://imageshack.us/a/img38/4195/clariumassemblytes4cola.jpg[/thumb][thumb]http://imageshack.us/a/img838/4195/clariumassemblytes4cola.jpg[/thumb][thumb]http://imageshack.us/a/img853/4195/clariumassemblytes4cola.jpg[/thumb]
[QUOTE=Grenade Man;40369981][thumb]http://imageshack.us/a/img838/4195/clariumassemblytes4cola.jpg[/thumb][/QUOTE] I see small gaps in the brushwork.
[QUOTE=Mozartkugeln;40370141]I see small gaps in the brushwork.[/QUOTE] Nope, its a rendering error that is pronounced on small lightmap scales. Everything is on grid and split into 2 main instances each repeated 4 times.
Ah, alrighty then.
The other night I randomly got the urge to try and recreate one of the chambers from the Portal 2 preview trailer things, ended up deciding on [url=http://www.youtube.com/watch?v=fE3B9uGnVlA]Aerial Faith Plates 1[/url] since I had been messing with the old-style faith plates. (thumb'd) [img_thumb]http://i.imgur.com/Ff4CNY4.jpg[/img_thumb][img_thumb]http://i.imgur.com/w4YBsrg.jpg[/img_thumb] [img_thumb]http://i.imgur.com/2m32IdF.jpg[/img_thumb][img_thumb]http://i.imgur.com/hdHKv50.jpg[/img_thumb] Still very WIP, spent most of the day just getting the basic look of the room done and adding the actual test elements. Still gotta add the holes in the wall and stuff, and make the lighting better. Also either un-ugilify the water by stretching the texture to hell, or maybe grabbing the old Portal 2 Collab water texture. I'll probably also end up wanting to use that pack of pre-release styled stuff if/when reepblue releases it, it'd probably go well with this.
[QUOTE=paddymazz;40366444] [B]Bombsite B[/B] [IMG]http://i.imgur.com/uVGV6Dw.jpg[/IMG] ![/QUOTE] The map looks great overall, but add a trim on top of the wall surrounding the stairs, or move the texture up or down so the bricks match the edges of the wall. The ceiling could do with more detailing too, like pipes and vents.
[QUOTE=Jukka K;40371290]The map looks great overall, but add a trim on top of the wall surrounding the stairs, or move the texture up or down so the bricks match the edges of the wall. The ceiling could do with more detailing too, like pipes and vents.[/QUOTE] I've been meaning to trim the top of that wall, thanks for the reminder! Definitely going to add some more details to the ceiling too. There is already a long vent on the left side (which I cut out of the screenshot) but it could overall use more pipes and such. Thanks, appreciate the feedback!
[QUOTE=Kyo;40370875]The other night I randomly got the urge to try and recreate one of the chambers from the Portal 2 preview trailer things, ended up deciding on [url=http://www.youtube.com/watch?v=fE3B9uGnVlA]Aerial Faith Plates 1[/url] since I had been messing with the old-style faith plates. (thumb'd) [img_thumb]http://i.imgur.com/Ff4CNY4.jpg[/img_thumb][img_thumb]http://i.imgur.com/w4YBsrg.jpg[/img_thumb] [img_thumb]http://i.imgur.com/2m32IdF.jpg[/img_thumb][img_thumb]http://i.imgur.com/hdHKv50.jpg[/img_thumb] Still very WIP, spent most of the day just getting the basic look of the room done and adding the actual test elements. Still gotta add the holes in the wall and stuff, and make the lighting better. Also either un-ugilify the water by stretching the texture to hell, or maybe grabbing the old Portal 2 Collab water texture. I'll probably also end up wanting to use that pack of pre-release styled stuff if/when reepblue releases it, it'd probably go well with this.[/QUOTE] For the water, just select it all and press "fit". If memory serves, the water is built to function like that so it doesn't look stretched.
Got some textures from Noveria, few from ME2's Purgatory, and one from ME2 citadel. [img]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10027_zps9971cbdc.jpg[/img] [img]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10028_zps37b3e1a3.jpg[/img] [img]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10029_zps7159c1a6.jpg[/img] Unless someone here requests that I rip something from ME2, I think I'll call it quits, make details sprites, and upload what I have in a couple days.
Worked with some textures; it seems my smoothing groups are whack also. [IMG_THUMB]http://i1133.photobucket.com/albums/m584/chmauro/csgo2013-04-2120-59-33-77_zps8fe1c5a4.png[/IMG_THUMB] [IMG_THUMB]http://i1133.photobucket.com/albums/m584/chmauro/csgo2013-04-2120-58-31-91_zps2937d013.png[/IMG_THUMB] [IMG_THUMB]http://i1133.photobucket.com/albums/m584/chmauro/csgo2013-04-2120-59-14-09_zps7f1e48ab.png[/IMG_THUMB] I want to keep the walls and then floor close to each other, but still have distinction between the two, any suggestions/help?
In you guys' opinions, should grass like the below need detail sprites? Because I've tried adding them but they always just seemed to make these particular textures look off. [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest70005_zpsf50d3550.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest70006_zps1ae8e998.jpg[/img_thumb]
[QUOTE=HighdefGE;40374112]In you guys' opinions, should grass like the below need detail sprites? Because I've tried adding them but they always just seemed to make these particular textures look off. [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest70005_zpsf50d3550.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest70006_zps1ae8e998.jpg[/img_thumb][/QUOTE] Two of them look fine. Could we possibly see them with sprites compaired to without?
[QUOTE=devastated;40372887][IMG_THUMB]http://i1133.photobucket.com/albums/m584/chmauro/csgo2013-04-2120-59-33-77_zps8fe1c5a4.png[/IMG_THUMB][/QUOTE] Kick-fucking-ass! The only remark I have is that the lighting in the center of the long corridor is way too bright. [QUOTE=devastated;40372887]I want to keep the walls and then floor close to each other, but still have distinction between the two, any suggestions/help?[/QUOTE] Carpeting. I'd go for a grayish color not too dissimilar to the floor.
I made a quick video to show why I suck at multiplayer layouts Turn you volume way down if you can't stand rap because I forgot to turn it off. [video=youtube;5AmyLWZjt-8]http://www.youtube.com/watch?v=w4PXuXfnVqU&feature=youtu.be[/video]
[QUOTE=Antec;40374869]Two of them look fine. Could we possibly see them with sprites compaired to without?[/QUOTE] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest70003_zps60c2282f.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest70004_zpsc9b4bc10.jpg[/img_thumb] I think you see what I mean when I say it makes everything look like ass. Yeah the grass is probably big size but honestly even tweaking it, it still kinda "ruins" the textures.
Yeah, leave it without them I would say.
[QUOTE=HighdefGE;40376126][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest70003_zps60c2282f.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest70004_zpsc9b4bc10.jpg[/img_thumb] I think you see what I mean when I say it makes everything look like ass. Yeah the grass is probably big size but honestly even tweaking it, it still kinda "ruins" the textures.[/QUOTE] I'd say change the color of the grass sprites to match the original texture more could work.
[QUOTE=On-A-Freak;40040872]Hmm.. It's finished: (The lag comes from capturing, i need a new CPU) [video=youtube;XmTgMRGlCQY]http://www.youtube.com/watch?v=XmTgMRGlCQY[/video][/QUOTE] I like this lava texture, Is it custom or you took it somewhere?
[QUOTE=On-A-Freak;40038475][url]http://www.gaming-models.de/index.php/product/398[/url] You have to rename and edit the vmt of the flowing texture, because the creator used a invalid character ( ß ) for the name.[/QUOTE]
Here's what I ripped from Omega. [img]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10031_zps5feef180.jpg[/img] [img]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10030_zps4523b553.jpg[/img] I'll probably zip everything up by the end of today and @Stiffy I'll see what I can do.
Messed with the goo texture on my E3 map a bit. [img_thumb]http://i.imgur.com/Xhj5Zrd.jpg[/img_thumb][img_thumb]http://i.imgur.com/dPHMOBm.jpg[/img_thumb] First one is the default goo with the texture fit to the brush to make it less ugly, second one is [url=http://portal.gamebanana.com/skins/94374]this texture from the old Portal 2 Collab[/url]. Anyone know how to get the second goo texture to have reflections and stuff like the first one? I think I might end up using it if I can get those effects to show up on it.
[QUOTE=Antec;40376239]Yeah, leave it without them I would say.[/QUOTE] Agreed — the sprites' colors don't match the textures' so they look out of place.
[QUOTE=Kyo;40378615]Messed with the goo texture on my E3 map a bit. [img_thumb]http://i.imgur.com/Xhj5Zrd.jpg[/img_thumb][img_thumb]http://i.imgur.com/dPHMOBm.jpg[/img_thumb] First one is the default goo with the texture fit to the brush to make it less ugly, second one is [url=http://portal.gamebanana.com/skins/94374]this texture from the old Portal 2 Collab[/url]. Anyone know how to get the second goo texture to have reflections and stuff like the first one? I think I might end up using it if I can get those effects to show up on it.[/QUOTE] They both look pretty bad - how did they do it in the actual game?
[QUOTE=NotExactly;40379494]They both look pretty bad - how did they do it in the actual game?[/QUOTE] They use flowmaps.
[QUOTE=Jukka K;40379753]They use flowmaps.[/QUOTE] Yeah, it's a different version of the shader (using different parameters)
[QUOTE=Kyo;40378615] First one is the default goo with the texture fit to the brush to make it less ugly, second one is [url=http://portal.gamebanana.com/skins/94374]this texture from the old Portal 2 Collab[/url]. Anyone know how to get the second goo texture to have reflections and stuff like the first one? I think I might end up using it if I can get those effects to show up on it.[/QUOTE] Don't use the second texture. That texture was meant for Portal 1, and it's meant to use cubemap reflections! I would just use the nature/toxicslime002a texture. It's meant for cleaner test chambers but I never needed to scale it, and I think Valve only had one or a two goo textures back at E3 2010. (Unless your goal was to give it the updated look?) Edit: You can also try nature/toxicslime_a2_trust_fling since the demo map and the actual map are very similar.
does $envmapmask work on brush textures?
[QUOTE=Barbarian887;40382297]does $envmapmask work on brush textures?[/QUOTE] Yes, but not phong.
[QUOTE=nicoreda;40382323]Yes, but not phong.[/QUOTE] does it work alongside a bump map?
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