• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=Magman77;45631526]There is such a thing as a brick pillar, but they're usually not round.[/QUOTE] But there wouldn't be a cobblestone pillar that is that size.
What is the best way to fill in a arch gap?
[QUOTE=Wayno717;45631831]What is the best way to fill in a arch gap?[/QUOTE] go look up some reference images on google there's a ton out there. i'm sure it'll help you with ideas.
[QUOTE=Wayno717;45631831]What is the best way to fill in a arch gap?[/QUOTE] Just select the verts from the outside of the arch and move them all into a corner. [t]http://i.imgur.com/KIZqDtV.png[/t]
[QUOTE=Shirky;45632135]Just select the verts from the outside of the arch and move them all into a corner. [t]http://i.imgur.com/KIZqDtV.png[/t][/QUOTE] Thank you so much. I was using a non us full way by creating brushes and then using the clipping tool
[QUOTE=TurtleeyFP;45626727]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][/QUOTE] Slightly off topic, but aren't those textures from GTA IV?
[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] Amazon EC2, while expensive is a nice as service. 32 physical CPUs with 8 cores each would wreck it's shit. Not to mention, we have little idea how the compile process is going to work. If valve is planning on making their engine developer friendly, they probably are figuring out ways to make compiling way faster than it currently is.
[QUOTE=T553412;45632434]Slightly off topic, but aren't those textures from GTA IV?[/QUOTE] Most of them, yeah. I ran out of choices in Fish's pack so now I'm just porting them from the game myself. The filtering is great.
Can anyone tell me if that new Hammer ( source 2? ) will be or if it is compatible with every other Game version? Like compiling a map for portal or Half life?
Nope it isn't and it probably never will be. It can load old .vmfs but with loads of bugs including misaligned textures and displacements that cant be edited.
[QUOTE=Grenade Man;45633201]Nope it isn't and it probably never will be. It can load old .vmfs but with loads of bugs including misaligned textures and displacements that cant be edited.[/QUOTE] I disagree with the probably never will be part of your post, they're most likely going to make Hammer for Source 2 usable for more than just Dota 2, that would be a waste if that's ALL they were going to do with it.
Not to mention you cant compile the vmf, and I assume as soon as you edit the vmf it wont work with other versions of hammer.
So it's been a long, long while since I posted anything about this humorous map of mine. I need help on ideas for locations, as I've hit a serious block. Any help would be appreciated. [img_thumb]https://dl.dropboxusercontent.com/u/73775541/2014-08-08_00002.jpg[/img_thumb]
[QUOTE=MissingNoGuy;45633689]So it's been a long, long while since I posted anything about this humorous map of mine. I need help on ideas for locations, as I've hit a serious block. Any help would be appreciated. [img_thumb]https://dl.dropboxusercontent.com/u/73775541/2014-08-08_00002.jpg[/img_thumb][/QUOTE] Love the building. But it has to be said all dem nazi symbols :v:
[QUOTE=Shirky;45632135]Just select the verts from the outside of the arch and move them all into a corner. [t]http://i.imgur.com/KIZqDtV.png[/t][/QUOTE] This will cause off-grid vertices now, unless you use VertAlert (if it works) [img]http://files.1337upload.net/4728514265843568435643-fa9839.png[/img]
[QUOTE=Xanadu;45633836]This will cause off-grid vertices now, unless you use VertAlert (if it works) [img]http://files.1337upload.net/4728514265843568435643-fa9839.png[/img][/QUOTE] I've rarely had this happen, just zoom in and fix them
[QUOTE=Xanadu;45633836]This will cause off-grid vertices now, unless you use VertAlert (if it works) [img]http://files.1337upload.net/4728514265843568435643-fa9839.png[/img][/QUOTE] When i use the vertex tool to do that i end up with really stretched textures that i cannot change
[QUOTE=carbonproxy;45633857]I've rarely had this happen, just zoom in and fix them[/QUOTE] And by the next time you load up hammer the verticemonster will have scrambled those again.
[QUOTE=Hellsten;45633992]And by the next time you load up hammer the verticemonster will have scrambled those again.[/QUOTE] It doesn't matter, when vbsp is compiling it snaps every vertex to the nearest 1-unit place anyways.
[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] Hmmm... Any tips on the complex shapes? Im a little scared of the carving tool! Id do more if I could get good with it.
[QUOTE=Xanadu;45633836]This will cause off-grid vertices now, unless you use VertAlert (if it works) [img]http://files.1337upload.net/4728514265843568435643-fa9839.png[/img][/QUOTE] I can honestly say that has never happened to me,and you probably just fucked something up in the process.
[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] Lets be honest here if Facepunch doesn't produce the game someone else will. I'm sure both them and Valve know this and will probably work something out so they get earlier access to the actual codebase then modders or other third parties do.
For the years Ive worked with arches, Ive never once encountered the problem
does VRAD Take much longer to complete if you are using expensive water?
I should note, it never once happened with Source SDK Hammer. I've only seen it happen with the new one with even simple vertex editing. Didn't know vbsp.exe fixed them though, just checked myself. That's tight.
Could be that I never encountered them because I only use source 2007.
Stoney castle!~ [T]http://gyazo.com/2dc62db9b829e458534530e19e56ef6e.png[/T] [T]http://i.gyazo.com/1a00bbb02b348629fc30eb0d36ad0160.png[/T] [T]http://i.gyazo.com/366e51fd04d83b5dbf89166418f1d31f.png[/T]
tfw you see the hl2 ammo crate and realize it's source
Reminds me of Killing Floor.
[QUOTE=Wayno717;45634679]does VRAD Take much longer to complete if you are using expensive water?[/QUOTE] considering the reflections are realtime, it shouldn't what would take time is if the body of water is super deep and expansive, vis and rad would have more work to do in that case.
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