• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=Jazer;45604869]I seriously don't know why Source doesn't default to $reflectivity 0.5 on all materials. Interiors just look so much better with it.[/QUOTE] To my knowledge source automatically works out how reflective a vmf is from its darkness and brightness, it also sets the reflection colour tot he average colour of the texture.
I'm wrapping this one up and throwing it out as a backdrop map. Honestly there is nothing functional that I can do with it unfortunately. [t]http://cloud-4.steampowered.com/ugc/36346215474001558/6F22AF18EE9C8E80A34A41CF88D896FF1FCBAD47/[/t][t]http://cloud-4.steampowered.com/ugc/36346215474003781/0008F0BD6176F95A56B7833DB018513A0676C216/[/t] [t]http://cloud-4.steampowered.com/ugc/36346215474005797/7D9C50CCC391C6040444A8DF75E25A6558CAA1DD/[/t][t]http://cloud-4.steampowered.com/ugc/36346215474007946/60892AB1C67A8C90FF6A5787A4731701C14F835C/[/t] I converted dod:s flags to skybox size (which partially broke them in the process). Everything looks better with flags.
[QUOTE=dum6azz;45604674]Are you asking this for your Abyss mod?[/QUOTE] Not really, I didn't planned out anything like this in Abyss. I might just make some random crane destruction level for my own amusement. The more I know, the better I feel :3 that's just why I like to learn everything without any real purpose.
This isn't a finished scene obviously, but I just realized why I love source. Just look at that lighting. This doesn't have any lights except the light_environment, obviously. Lightmap scale is 4 almost everywhere. [t]http://cloud-4.steampowered.com/ugc/36346215479953569/F5221E12919FC9CDB01C0F8BDDB06C900A960F30/[/t][t]http://cloud-4.steampowered.com/ugc/36346215479943837/CB2372E5DB9AC9B4FDDDC9B2EE5F7C1A0A555921/[/t][t]http://cloud-4.steampowered.com/ugc/36346215479938609/ABC2BE81A9510252F5700F8D182A044C7E4D1622/[/t] [t]http://cloud-2.steampowered.com/ugc/36346215479950099/794646F5C89D5873793E9FF1FA38CBBC804942E4/[/t][t]http://cloud-4.steampowered.com/ugc/36346215479948367/ADBA84A8C28000550F59C81D5A533BAE799842C5/[/t][t]http://cloud-4.steampowered.com/ugc/36346215479952030/5B7EC4FFD6AFDFE6E25372673A2BA95BC6109707/[/t] All hail vrad.exe! Keep compiling you magnificent bastard, keep compiling~
[t]http://cloud-4.steampowered.com/ugc/36346215479943837/CB2372E5DB9AC9B4FDDDC9B2EE5F7C1A0A555921/[/t] This shot you can see a no drawn face near the bench next to the flower bed. Love that architecture.
Very nice geometry, I really like it. Though, if I'm not mistaken light_environment lighting in CS:GO is dynamic and crisp, right? Might not need 4 everywhere (though I could be mistaken).
Ok so this is a far as i got currently in dublin city Keep in mind this it the third time i'm doing it. The first time the map was well to small. Second i wasn't happy with the buildings and third is the one i'm doing now. here it is [IMG]http://i.imgur.com/a3BO417.jpg[/IMG]
[QUOTE=Crypt19;45610606]Very nice geometry, I really like it. Though, if I'm not mistaken light_environment lighting in CS:GO is dynamic and crisp, right? Might not need 4 everywhere (though I could be mistaken).[/QUOTE] I dont think he is using CSGO
Oh, damn. I saw the textures and it just registered as CS:GO. My bad.
[QUOTE=Wayno717;45610762]Ok so this is a far as i got currently in dublin city Keep in mind this it the third time i'm doing it. The first time the map was well to small. Second i wasn't happy with the buildings and third is the one i'm doing now. here it is [IMG]http://i.imgur.com/a3BO417.jpg[/IMG][/QUOTE] Your roads are the wrong way around :v:
[QUOTE=Cyberuben;45612066]Your roads are the wrong way around :v:[/QUOTE] [thumb]http://upload.wikimedia.org/wikipedia/commons/thumb/4/45/Flag_of_Ireland.svg/1280px-Flag_of_Ireland.svg.png[/thumb]
[QUOTE=mecaguy03;45612480][thumb]http://upload.wikimedia.org/wikipedia/commons/thumb/4/45/Flag_of_Ireland.svg/1280px-Flag_of_Ireland.svg.png[/thumb][/QUOTE] Yeah but the majority of the world drives on the right side of the road and if you make a map for an international game people are going to drive on the right side anyway or choose for another map just because of the roads. I remember playing on a moderately sized UK based roleplay server but the majority was American and refused to drive on the left side of the road even though the rules said people had to. This was on Evocity btw.
But if you are recreating DUBLIN its incredibly dumb to change the roads. [editline]6th August 2014[/editline] [QUOTE=mdeceiver79;45609606] Love that architecture.[/QUOTE] You will be disappointed because it really isn't some creative modern scene. The pillars are just missing. Here is what its supposed to look like: [t]http://cloud-4.steampowered.com/ugc/36346215488542960/08971F3D04B0BDD7BD4852A322A1688594F4D84E/[/t] People who are here for a long time will know that both this map and the last one I posted have been made for competitions here on facepunch. I'm updating them for the workshop.
If you're basing a map off an area, it would be harder to change the way it originally works would it not? If you attempted to make this Dublin map right-side driving, it would be way more awkward if you're using reference pictures and trying to figure out how it works when you can just look at your references and go, "Yeah, I know how that should be placed". This is from personal experience however I go neutral and just place roads with no proper signage, and when I do I face it on both sides.
Really people, ireland and the Uk have the same roads and as far as i know the majority of people that i have played with are from the UK. now thats not saying that people from the US and other countries don't play Gmod. That is why i put decals on the road to help people. Also i would believe this will be great in serious servers with driving as driving on the wrong side would get them arrested thus giving more use to the police. And to people saying switch the roads around i can't, dublin roads are weird as there are one way roads on the edges of the liffey which if i change them can cause massive problems [editline]6th August 2014[/editline] Also there are supposed to be a forth lane on the bridge but sadly could not fit it in. [editline]6th August 2014[/editline] Also people i traveled to dublin took pictures then went back home to work off them.
Did you not notice the british crossroad? And who would force you to drive on the side the markings tell you? Your mom?
[QUOTE=Karthoum;45613627]Did you not notice the british crossroad? And who would force you to drive on the side the markings tell you? Your mom?[/QUOTE] No i'm just thinking about serious servers that take there road rules seriously, who would force you nobody you just have to keep in mind that it's your choice to break the road rules and suffer the consequences. Sadly no i didn't know about the british crossroads, what do you mean by that?
Finally got parallaxed corrected cubemaps implemented into a lightmappedgeneric shader [t]https://dl.dropboxusercontent.com/u/3779442/Screenshots/2014-08-06_00001.jpg[/t] [t]https://dl.dropboxusercontent.com/u/3779442/Screenshots/2014-08-06_00002.jpg[/t] [t]https://dl.dropboxusercontent.com/u/3779442/Screenshots/2014-08-06_00003.jpg[/t] [t]https://dl.dropboxusercontent.com/u/3779442/Screenshots/2014-08-06_00004.jpg[/t] [t]https://dl.dropboxusercontent.com/u/3779442/Screenshots/2014-08-06_00005.jpg[/t] [t]https://dl.dropboxusercontent.com/u/3779442/Screenshots/2014-08-06_00006.jpg[/t] Thanks to [url="http://facepunch.com/member.php?u=114745"]BMCha[/url]
valve pls implement
How expensive is this compared to a normal cube map or real time reflection?
Started a new remake from Battlefield 4 and picked Pearl Market. So far this is about some hours of work, On and Off I've been working on it [t]http://i.imgur.com/mqyd617.jpg[/t] [t]http://i.imgur.com/q3E1JQ1.png[/t] [t]http://i.imgur.com/YZ32b9C.png[/t] [t]http://i.imgur.com/y4PsNo3.png[/t] [t]http://i.imgur.com/Sqsmise.png[/t] [t]http://i.imgur.com/GD7qc9H.png[/t]
[QUOTE=grabbin pills?;45614373]How expensive is this compared to a normal cube map or real time reflection?[/QUOTE] Well considering it uses the existing cubemap system already put into place, its not much more expensive. It just uses a bounding box to decide where the parallax references the end point to show the final position. Its nowhere near the same as real time reflections, because its a cubemap, pre rendered.
I don't even know what to make of this [IMG]http://i231.photobucket.com/albums/ee266/rs2052/dm_honey0000_zps283854b6.jpg[/IMG] [IMG]http://i231.photobucket.com/albums/ee266/rs2052/dm_honey0001_zps0b7ab492.jpg[/IMG] [IMG]http://i231.photobucket.com/albums/ee266/rs2052/dm_honey0002_zps2a370b56.jpg[/IMG] [IMG]http://i231.photobucket.com/albums/ee266/rs2052/dm_honey0003_zps4bced3fe.jpg[/IMG]
[QUOTE=Almonexger;45614662]Started a new remake from Battlefield 4 and picked Pearl Market[/QUOTE] This is as far as I got :< [t]http://cloud-4.steampowered.com/ugc/30716715961903222/B107B3E0B01044DEADD7D6F2630AF0E1CC99A928/[/t][t]http://cloud-4.steampowered.com/ugc/30716715961907939/45FE515B9E99178B1190A5DE4169FEF134B99C9D/[/t] [QUOTE=ep9832;45615070]I don't even know what to make of this [IMG]http://i231.photobucket.com/albums/ee266/rs2052/dm_honey0000_zps283854b6.jpg[/IMG][/QUOTE] Now put staircases on the walls
Another one of my remakes going on currently On and Off as well. Battlefield 4 - Operation Locker [t]http://i.imgur.com/5HJiIUy.png[/t] [t]http://i.imgur.com/2RoZdbH.png[/t] [t]http://i.imgur.com/TpJ2h0W.png[/t] [t]http://i.imgur.com/8I2e3ol.png[/t] [t]http://i.imgur.com/wRVhC1o.png[/t] [t]http://i.imgur.com/eCNI9XM.png[/t] [editline]6th August 2014[/editline] [QUOTE=hiyougami;45615076]This is as far as I got :<[/QUOTE] Did you cancel development? note: Good to hear ya, Its me MixMakMax :D guy with the metro map.
So uh, that Dota toolset, huh
[QUOTE=ep9832;45615070]I don't even know what to make of this [IMG]http://i231.photobucket.com/albums/ee266/rs2052/dm_honey0000_zps283854b6.jpg[/IMG] [IMG]http://i231.photobucket.com/albums/ee266/rs2052/dm_honey0001_zps0b7ab492.jpg[/IMG] [IMG]http://i231.photobucket.com/albums/ee266/rs2052/dm_honey0002_zps2a370b56.jpg[/IMG] [IMG]http://i231.photobucket.com/albums/ee266/rs2052/dm_honey0003_zps4bced3fe.jpg[/IMG][/QUOTE] These kind of complexes are always pretty neat.
Not exactly superb quality (I compiled with fast light too my apologies) but it's a WIP TTT map. [t]http://i.imgur.com/hgqqRul.jpg[/t] [t]http://i.imgur.com/f7UGCsW.jpg[/t] [t]http://i.imgur.com/PVr1qhQ.jpg[/t] [t]http://i.imgur.com/BQPsjvF.jpg[/t] [t]http://i.imgur.com/DzkEstE.jpg[/t] [t]http://i.imgur.com/6Fmoj9P.jpg[/t] Fighting myself over whether or not the bodies should keep looping if they're in the water (Fall down to the bottom, get teleported to the top, repeat) or if they should just stay at the bottom and be lost to the round.
[QUOTE=ep9832;45615070][IMG]http://i231.photobucket.com/albums/ee266/rs2052/dm_honey0001_zps0b7ab492.jpg[/IMG][/QUOTE] I really like this shot. I can see this being from the viewpoint of about one third the way down a deep pit looking up, and the tower's base at the highest point surface level.
I assume you will be adding a 3d skybox?
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