The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
I dont think you understand how much Garrys mod relies on the current version of Source. All the addons would break, he would most likely have to recode a ton of stuff especially with the lua, and networking. There wouldnt be any CSS, HL2, L4D content what so ever, unless those games get ported too.
When there even was actual gmod update?
[editline]7th August 2014[/editline]
Haven't seen one for a while.
[QUOTE=Wayno717;45622710]More than likely Garry will update Gmod to support source 2
[editline]7th August 2014[/editline]
He would not create another Gmod[/QUOTE]
im no programmer, but i imagine the transition to source won't be as easy as you make it out to be. with the new features in the editor alone, im sure the engine itself will have a ton of new content as well. if he were to "port" gmod to source 2, i guess he [i]might[/i] ship it as a brand new product.
Ok so i'm a bit new when it comes to accessing this. I just downloaded dota 2, where do i launch the new hammer?
[QUOTE=Wayno717;45622925]Ok so i'm a bit new when it comes to accessing this. I just downloaded dota 2, where do i launch the new hammer?[/QUOTE]
download the tool kit from the tools tab
[QUOTE=Itauske Roken;45622944]download the tool kit from the tools tab[/QUOTE]
Cool thanks :D
The one thing I hate about this is Valve knows people want a carve tool but instead of making a boolean operator they just tell you to use faces and duct tape tier sewing.
[url]https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Level_Design/Basic_Construction/Mesh_Editing_2[/url]
This kinda feels like a bit of salt in the wound.
[QUOTE=ShadeslayerFP;45623522]The one thing I hate about this is Valve knows people want a carve tool but instead of making a boolean operator they just tell you to use faces and duct tape tier sewing.
[url]https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Level_Design/Basic_Construction/Mesh_Editing_2[/url]
This kinda feels like a bit of salt in the wound.[/QUOTE]
Maybe they'll eventually put in boolean operations? It IS alpha after all.
Tunnels are so easy to make now
[T]https://dl.dropboxusercontent.com/u/1745437/hammer%202014/tunnel1.jpg[/T]
[T]https://dl.dropboxusercontent.com/u/1745437/hammer%202014/tunnel2.jpg[/T]
And we can scale models whatever we want:
[T]https://dl.dropboxusercontent.com/u/1745437/hammer%202014/scale.jpg[/T]
Oh man, that would be so useful for my this tunnel system I'm working on. Darn you, brushes...
[QUOTE=mdeceiver79;45621989]Garry doesn't have access to Source 2 and to move Gmod to source 2 when it arrives will be, as I said, a Major recode.[/QUOTE]
Well no, Gmod only sits on top of Source, it doesn't modify things like map size...
So there's no reason Garry would change anything to make it work with big maps.
Can you work off grid now without terrible things happening?
[QUOTE=MilkBiscuit;45623674]Maybe they'll eventually put in boolean operations? It IS alpha after all.[/QUOTE]
Sorry, could you explain what this is?
[QUOTE=GaleTheHusky;45624298]Sorry, could you explain what this is?[/QUOTE]
Joining 2 brushes together (Union), using one brush as a shape to remove from another(Difference), and subtracting all the parts of 2 brushes except the parts that collide (Intersect).
Correct me if I'm wrong on any of this.
I think I'm the only one who can't use this. Every time I load up a map or try to create a new map in hammer it just crashes
I'm expecting a Source 2 update for only their most recent, popular games like Dota and maybe CS:GO. Part of TF2's appeal is the lower-end-accessible graphics, and the new improvements have no relevance to its art style or gameplay. Plus it's not nearly as popular (profit-wise) as Dota.
Maybe a year or two after that we can see the first Source 2 original game (hl3 confirmed!!), L4D3 is the best contender since it's been in development for a while, and would also be a good exercise to show off the map-size, NPC and physics improvements. It's around here, or after the HL3 release, that I think garry would consider publishing a Garry's Mod 2.0 (or 20?) from scratch using the new assets.
But I have serious doubts that CSS and the rest of the orange box branch will be given any attention from Valve.
[QUOTE=MilkBiscuit;45624389]Joining 2 brushes together (Union), using one brush as a shape to remove from another(Difference), and subtracting all the parts of 2 brushes except the parts that collide (Intersect).
Correct me if I'm wrong on any of this.[/QUOTE]
So similar to subtractive geometry like in unreal?
[QUOTE=Destroyox;45624661]I think I'm the only one who can't use this. Every time I load up a map or try to create a new map in hammer it just crashes[/QUOTE]
oh hey, new update fixed it
Heres what I have done so far:
[url]http://cloud-4.steampowered.com/ugc/570022771306443775/79E34B8A3FA6B234E08AFE81F15B12BB9E3B2198/[/url] (It wont allow me more than two images on this one...)
Scaling is awful on the final building (and the shop to the left)... I think I need to make the gaps between the windows bigger.
[thumb]https://i.imgur.com/w4GvvR6.jpg[/thumb]
I know im missing out the blue building but I need to keep in mind that I dont want this map to be too big in size.
Any suggestions? The one with the cream walls (the shop) has a high gap at the top because Im trying to fit the third floor window in there.... I think I might need to move the canopy down a little and make the windows at the bottom minor shorter.
[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]
Deus Ex vibes. Try that
[QUOTE=Chizbang;45625181]Heres what I have done so far:
[thumb]http://cloud-4.steampowered.com/ugc/570022771306443775/79E34B8A3FA6B234E08AFE81F15B12BB9E3B2198/[/thumb]
Scaling is awful on the final building (and the shop to the left)... I think I need to make the gaps between the windows bigger.
[thumb]https://i.imgur.com/w4GvvR6.jpg[/thumb]
I know im missing out the blue building but I need to keep in mind that I dont want this map to be too big in size.
Any suggestions? The one with the cream walls (the shop) has a high gap at the top because Im trying to fit the third floor window in there.... I think I might need to move the canopy down a little and make the windows at the bottom minor shorter.[/QUOTE]
Looking good so far, but if you add in the ornamentation it's going to look a lot more believable and ultimately, better.
I fucking swear I sit on my ass for months and nothing happens, I map fine. Then I get into Quake mapping and all of a sudden Hammer is replaced by a dark shiny suppository and everyone's using the paint tool instead of good-old-fashioned vertex manipulation.
I know we're on Portal 2 already... but Valve, pls gibe us Source 2 for INFRA... ;-;
[t]http://puu.sh/aJqBe/7b0631c2e3.jpg[/t]
[t]http://puu.sh/aJqD4/9b1c09ded4.jpg[/t]
[QUOTE=jelknab;45622147]It's about time that piece of junk would get redone.[/QUOTE]
I know people think this post is dumb and that it's ridiculously optimistic to think he'll do it, but I can't think of anything better for Garry'smod than a future move to Source 2. Of course, in the short-term it'd probably be as big a kick to the community and all of its addons as gm13 was.
[QUOTE=Azzator;45626222]Looking good so far, but if you add in the ornamentation it's going to look a lot more believable and ultimately, better.[/QUOTE]
Yeah, the details and colors of your building can make such a difference. It's good to keep things varied and spaced and individual, instead of the whole brown-grey palette + copy-paste architecture on that block. Varying heights and alleyways help break up the flat surface, plus gives players easier passage between streets. Throw in some plaster/woodwall textures for brighter colors - reds and blues and greens that really pop, like in your reference photo.
That does remind me though, I finished a few more buildings for my map.
Loving the colors in this one. Custom textures really pay off.
[t]http://i.imgur.com/QDysSG7.jpg[/t]
Here's a close-up of the run down buildings.
[t]http://i.imgur.com/ugevyX1.jpg[/t]
Red & blue stores
[t]http://i.imgur.com/ckJhTqv.jpg[/t]
Tall buildings near the corner, one of them has a tiny interior for a shop.
[t]http://i.imgur.com/eIA53m8.jpg[/t]
Other corner building.
[t]http://i.imgur.com/NGA4M4z.jpg[/t]
Old tattoo parlor, what's down the stairwell?
[t]http://i.imgur.com/fGAiDIq.jpg[/t]
An unfinished basement for drug dealers and hobos.
[t]http://i.imgur.com/vQ92CXk.jpg[/t]
Here's a meat store on the corner, gotta love HD textures.
[t]http://i.imgur.com/ZAhINvo.jpg[/t]
One thing I'd like to say I'm impressed with from screenshots and stuff from Hammer 2014 is that it looks like the mapping process is going to be significantly easier to jump into (although the interface certainly is very verbose like modern 3d modeling packages). At first glance it seems like performance optimization might be less of an issue, real time lighting means less compilation issues, meshes destroy the idea of invalid solid issues, and terrain editing is...reasonable for the first time, and that's on top of a whole lot of other things such as simplified texturing. It just seems easier. I'm excited.
[QUOTE=Magman77;45626719]I know people think this post is dumb and that it's ridiculously optimistic to think he'll do it, but I can't think of anything better for Garry'smod than a future move to Source 2. Of course, in the short-term it'd probably be as big a kick to the community and all of its addons as gm13 was.[/QUOTE]
A "Garry's Mod 2" is inevitable, although I'm not convinced that they'd just rewrite the main branch people currently play on. A new engine with the apparent goal to streamline custom content generation seems like a damn godsend for this game.
I'm not sure I'm looking forward to the "Looking for mapper, need scale model of Detroit with fire station, will pay in goldfish crackers" posts though...
[QUOTE=Zanarias;45627463]One thing I'd like to say I'm impressed with from screenshots and stuff from Hammer 2014 is that it looks like the mapping process is going to be significantly easier to jump into (although the interface certainly is very verbose like modern 3d modeling packages). At first glance it seems like performance optimization might be less of an issue, real time lighting means less compilation issues, meshes destroy the idea of invalid solid issues, and terrain editing is...reasonable for the first time, and that's on top of a whole lot of other things such as simplified texturing. It just seems easier. I'm excited.
[/QUOTE]
Playing with it a bit, for me it's hard to get into, maybe it's because I haven't really ever used 3d modelling software though.
just rip it from google maps without the trees. :v:
[QUOTE=Rammelslakje;45621606]Let's pray that it supports gmod in the near future and I just hope the map sizes can indeed be bigger than the current one because those really are the only things that are missing.[/QUOTE]
Why the fuck do people disagreee on this? What is the point of another small fps map editor?
Dont people like gmod anymore or something?
Just noticed a neat option called 'Texture lock component manipulations' (one of the buttons along the top toolbar). Enabling it will lock the texture UVs when editing a mesh, allowing for skewing and whatnot. Might be useful for some things.
[IMG]https://dl.dropboxusercontent.com/u/21757911/hammer_texturelock.png[/IMG]
DMX importing is real cool too. It just converts the model to a regular mesh like one you'd build from scratch within Hammer. You can mess with the vertices, tweak the texture mapping, turn it into a displacement, everything. Awesome stuff.
[IMG]https://dl.dropboxusercontent.com/u/21757911/hammer_praise.png[/IMG]
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