• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
So is there really any point of having models for static objects anymore if you can just import models as hammer meshes?
If i'm getting this correctly there is no real difference anymore.
[QUOTE=grabbin pills?;45622582]OMG! I can use DMX or OBJ formats in source 2!? That means I can finally put my Google Sketchup Modelling skills to work![/QUOTE] You can now do it too. Look at [b] Playup tools[/b] it's easy to compile model to the actual source engine :)
[QUOTE=Magman77;45628087]So is there really any point of having models for static objects anymore if you can just import models as hammer meshes?[/QUOTE] Static props probably use less memory and are a bit cheaper to render, due to instancing. And most importantly, updates made to the model file would also get reflected in the map. That doesn't happen with an imported DMX, since you're just working with a plain mesh that no longer has any relation to the source file.
Someone should go figure out if putting a quote (or was it apostrophe?) in a keyvalue still wrecks the map files. Maybe they actually fixed it with the map format change.
[QUOTE=Zanarias;45628360]Someone should go figure out if putting a quote (or was it apostrophe?) in a keyvalue still wrecks the map files. Maybe they actually fixed it with the map format change.[/QUOTE] The new uncompiled format is saved in binary not plain text. edit: If someone wants to peek around the new map files do this, change the path to correct one. [CODE] "E:\Steam\common\dota 2 beta\dota_ugc\game\bin\win64\dmxconvert.exe" -i %1 -ie binary -o paintext_out.dmx -oe keyvalues2 -of dmx pause [/CODE]
While you guys have been messing around in the new Dota 2 Authoring Tools, I've been working on a Zombie Escape map for Counter-Strike: Global Offensive. [t]http://cloud-4.steampowered.com/ugc/36346215529114408/F42D44FF82C68F9DE6AD204A185AB5841263F579/[/t]
112 posts in less than 24 hours!? Jesus Christ I thought Aspen was back again. On another note though, it would be good for Normal source to get an update similar to the Dota Hammer. I think if there was then I would probably get back into mapping.
Tutorial completed: [thumb]http://i.imgur.com/63gMVQs.jpg[/thumb]
[QUOTE=Legend286;45626512]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] "Valve gib".
[QUOTE=ash47;45629138]Tutorial completed: [thumb]http://i.imgur.com/63gMVQs.jpg[/thumb][/QUOTE] How did you set camera like that? I can't stand this top down view from dota :( Is there any way to get completely free camera in dota?
Whipped up a quick map after doing a bunch of custom models for the sake of getting used to the asset system: [T]http://puu.sh/aJOg4/165247a64d.jpg[/T] [T]http://puu.sh/aJOhb/49017ab620.jpg[/T] [T]http://puu.sh/aJO5p/1e61d42797.jpg[/T] It's a little wierd to map this way because its all focused on top-down gameplay. Either way its pretty neat and I look forward to using it for other games, rather than just dota. [QUOTE=gargamel9000;45629199]Is there any way to get completely free camera in dota?[/QUOTE] It's a special view style that toggles, the default button is "I", I think.
I think it would be stupid not to make GMod on Source 2. In terms of actually saying "Hey, we're migrating to Source 2, it's going to probably most likely definitely break many, many things. But you can do ~so much more~!" He has warned before that everything would break (and did) at one point and everyone recovered juuust fine after a short while anyway. I think you guys misunderstand, it's not just a mapping perspective...but it's everything that would benefit. Buildings cars? Fuck yeah let's make a crazy country road map thats 4 times the size of what we can possibly do in Source 1! Building trains? Fuck yeah, let's make the fanciest station, AND THEN make a map thats 4 times the size of what we can possibly do in Source 1...and build MORE fancy ass stations and landscapes! Building planes? Fuck it, let's make these maps stupidly large and we can have fight battles with all sorts of planes because, surprise, [b]we have the techno-...space for it[/b] New sorts of gamemodes would come in, some brand new, some reimagined. I imagine it would bring it a megaton of optimisation too. We just have to wait for a full version. The possibility is outstanding and a lot of you are only considering menial things like, "oh no, I'll be inconvenienced for a while whilst the coders and add-on creators figure out how to add content to this new version which may take anywhere from a few minutes to a couple of weeks in which time other people might figure it out first and speed up the process" This isn't even the spot to argue about it, but don't just thing about the mapping possibilities guys. Gamemodes and other people would love more space :>
[QUOTE=Kickin Balls;45629287]I think it would be stupid not to make GMod on Source 2. In terms of actually saying "Hey, we're migrating to Source 2, it's going to probably most likely definitely break many, many things. But you can do ~so much more~!" He has warned before that everything would break (and did) at one point and everyone recovered juuust fine after a short while anyway. I think you guys misunderstand, it's not just a mapping perspective...but it's everything that would benefit. Buildings cars? Fuck yeah let's make a crazy country road map thats 4 times the size of what we can possibly do in Source 1! Building trains? Fuck yeah, let's make the fanciest station, AND THEN make a map thats 4 times the size of what we can possibly do in Source 1...and build MORE fancy ass stations and landscapes! Building planes? Fuck it, let's make these maps stupidly large and we can have fight battles with all sorts of planes because, surprise, [b]we have the techno-...space for it[/b] New sorts of gamemodes would come in, some brand new, some reimagined. I imagine it would bring it a megaton of optimisation too. We just have to wait for a full version. The possibility is outstanding and a lot of you are only considering menial things like, "oh no, I'll be inconvenienced for a while whilst the coders and add-on creators figure out how to add content to this new version which may take anywhere from a few minutes to a couple of weeks in which time other people might figure it out first and speed up the process" This isn't even the spot to argue about it, but don't just thing about the mapping possibilities guys. Gamemodes and other people would love more space :>[/QUOTE] he might as well do Gmod 2 from scratch, the codebase is a mess
[QUOTE=MaxOfS2D;45629321]he might as well do Gmod 2 from scratch, the codebase is a mess[/QUOTE] Even so, that would still be a good thing. I would definitely purchase GMod again. It's a game I've played since 2006, and I still do in my spare time. Having it on Source 2 only opens up the possibilities and potential for another 8 years. There is no game like GMod. I don't think I'd like to see GMod wither and die in a few years simply because it's outdated. I mean, come on. The extra room in mapping alone is enough to make me want to make a map as big as I can get it to be in relation to my interests (vehicle-styled build-rp maps). It would be -amazing-. Roleplay would have a field day with maps that could have two cities and an ocean between them. Evocity, an ocean, and another evocity...in one map? I'm sold. It needs to happen once Source 2 gets a good, full release. We just have to hope it's actually possible.
[QUOTE=gargamel9000;45629199]How did you set camera like that? I can't stand this top down view from dota :( Is there any way to get completely free camera in dota?[/QUOTE] Press the free camera button (default: i), or click the little icon on your hero's portrait :D
[QUOTE=Kickin Balls;45629382]Even so, that would still be a good thing. I would definitely purchase GMod again. It's a game I've played since 2006, and I still do in my spare time. Having it on Source 2 only opens up the possibilities and potential for another 8 years. There is no game like GMod. I don't think I'd like to see GMod wither and die in a few years simply because it's outdated. I mean, come on. The extra room in mapping alone is enough to make me want to make a map as big as I can get it to be in relation to my interests (vehicle-styled build-rp maps). It would be -amazing-. Roleplay would have a field day with maps that could have two cities and an ocean between them. Evocity, an ocean, and another evocity...in one map? I'm sold. It needs to happen once Source 2 gets a good, full release. We just have to hope it's actually possible.[/QUOTE] One thing you have to keep in mind is the amount of power and time that compiling these maps would take.
Wow guys, thanks for all you comments on how I can improve my map (self-sarcasm test complete). I'm done for the night. [t]http://cloud-4.steampowered.com/ugc/36346215533010251/AF866B1B063C1D40FC9B9093BD2AED8F40F522EB/[/t]
[QUOTE=Lumaio;45629422]One thing you have to keep in mind is the amount of power and time that compiling these maps would take.[/QUOTE] I haven't tested anything yet, but I feel like compiling will be faster in Source 2 just because the technology supporting it has greatly changed since Hammer was developed.
[QUOTE=Lumaio;45629422]One thing you have to keep in mind is the amount of power and time that compiling these maps would take.[/QUOTE] Thats fine. The problem is they are not streamed, so the entire map would need to be in memory at once. So for the server that forest nobody visits on the far side of the map with 1000 trees would be damaging performance all the time. You want a bunch of doors and stuff, they are networked. So the 100s of doors for your city would need to be sent to the client. Grid size is just the first problem in the quest to get huge details maps.
Compiling is a lot faster since it doesnt calculate vrad, which was generally what took the longest if you had a well optimized map. So I compiled the massive map, but I cant show the vast size of it because of dotas fog of war shit. [t]http://i.imgur.com/Cu23brK.png[/t] But this is what it looks like in hammer [t]http://i.imgur.com/nzb7CyI.png[/t] [T]http://i.imgur.com/mFbXqb3.png[/T] You can see the full grid in the middle. And if you look at the bottom, it gives you a width of 31,195,876 a length of 31,415,984 and a height of 1,975,590, which compared to 32,768 is quite the difference.
It only took me a few minutes to compile a map that was 82k units x 82k units, with 300k+ faces :P A bridge: [thumb]http://i.imgur.com/5gMqtNg.png[/thumb] The same bridge: [thumb]http://i.imgur.com/xuMyzFC.png[/thumb] not pictured: 300k faces You also only need to compile once :P So who cares how long it takes?
[QUOTE=ash47;45629490]It only took me a few minutes to compile a map that was 82k units x 82k units, with 300k+ faces :P You also only need to compile once :P So who cares how long it takes?[/QUOTE] holy tits.
[QUOTE=Kickin Balls;45629287]I think it would be stupid not to make GMod on Source 2. In terms of actually saying "Hey, we're migrating to Source 2, it's going to probably most likely definitely break many, many things. But you can do ~so much more~!" He has warned before that everything would break (and did) at one point and everyone recovered juuust fine after a short while anyway. I think you guys misunderstand, it's not just a mapping perspective...but it's everything that would benefit. Buildings cars? Fuck yeah let's make a crazy country road map thats 4 times the size of what we can possibly do in Source 1! Building trains? Fuck yeah, let's make the fanciest station, AND THEN make a map thats 4 times the size of what we can possibly do in Source 1...and build MORE fancy ass stations and landscapes! Building planes? Fuck it, let's make these maps stupidly large and we can have fight battles with all sorts of planes because, surprise, [b]we have the techno-...space for it[/b] New sorts of gamemodes would come in, some brand new, some reimagined. I imagine it would bring it a megaton of optimisation too. We just have to wait for a full version. The possibility is outstanding and a lot of you are only considering menial things like, "oh no, I'll be inconvenienced for a while whilst the coders and add-on creators figure out how to add content to this new version which may take anywhere from a few minutes to a couple of weeks in which time other people might figure it out first and speed up the process" This isn't even the spot to argue about it, but don't just thing about the mapping possibilities guys. Gamemodes and other people would love more space :>[/QUOTE] Agreed on that. If I put the rage and misunderstanding appart that I felt this is basicly what I tried to say lol. Gmod is literally every game in one. The only thing that just sucks is that the engine is a bit outdated and the map, for gmod possibilities, is too small. You can build planes for example, but the only thing you can do is keep flying in circles. And for roads, well you can reach 100mph but then you probably hit the skybox. I always hoped for a new gmod, even if it's a few years away, but a new gmod on a better and faster engine that allowed bigger maps, because that would be so sweet for reasons already pointed out. Of course we won't ever get gta map sizes, and as gmod is more detailed etc than those large open world games it will be hard to put off in any engine, but just for once... imagine gmod in a los santos sized map for example. What else would you ever need?
[QUOTE=mdeceiver79;45629484]Thats fine. The problem is they are not streamed, so the entire map would need to be in memory at once. So for the server that forest nobody visits on the far side of the map with 1000 trees would be damaging performance all the time. You want a bunch of doors and stuff, they are networked. So the 100s of doors for your city would need to be sent to the client. Grid size is just the first problem in the quest to get huge details maps.[/QUOTE] The server doesn't render the map as if it was a client playing it. Also, most servers have ungodly amounts of RAM in them, so the fact that the entire map would have to be stored in its memory would not be an issue, even then, the fact that it doesn't have to render anything and just store their positions and values will make hosting a large map not that difficult. Besides, other games have done this before already. Doubting Source 2's abilities before it is officially released would be unwise.
This discussion should really be moved to the Source 2 thread that someone was kind enough to make. Despite all the buzz a few people still want to pimp their maps without them drowning in a sea of hype. :v:
[QUOTE=oskutin;45629187]"Valve gib".[/QUOTE] I think the real question is how the licenses are
Ok so i don't know what to choose so i will post it here The pillars on the bridge that i am making, i'm not sure what texture to use I have tried two textures This one [T]http://i.imgur.com/n17BLQu.jpg[/T] OR this one [T]http://i.imgur.com/Ec82M60.jpg[/T] But if none of them are your fancy, can someone suggest a good piller texture
Well the second is more realistic, considering cobblestone wouldn't be used in pillar support like that.
There is such a thing as a brick pillar, but they're usually not round.
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