• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=Wayno717;45642594]Ok cool Thanks :D [editline]9th August 2014[/editline] Can someone suggest to me a way to help my OCD when it comes to map making, i cannot stand to look at lines slightly off grid or if i increase grid size and make small details only too decrease grid size and then scream and pull my hair out. I end up doing small things so many times i don't think i will ever get off this road system.[/QUOTE] By "off-grid" do you mean they just don't perfectly line up at larger grid (natural, no way to beat it) or literally off-grid as in not snapped to any grid points? For the former: Work on grid sizes 16 and up for most larger details and brushwork, preferably larger if doing anything larger than 128 units or so. Also memorize your powers of two and points in between (16, 24, 32, 48, 64, 96, etc.) and create you dimensions and work with those in mind. There's also pretty much never a reason to have dimensions ending in odd numbers (like 19 or 7). Unless you only work on one grid size ever (which isn't gonna happen for obvious reasons) you'll always have lines that don't match each all grid sizes, but working with powers of two in mind will help. Now, if it's the latter, do the above, but also make sure you have grid snapping ON (Shift+w). You usually don't want that off unless you for some reason need incredibly precise prop placement or something. Oh yeah, also visgroups and cordon can help keep your 2D viewports clear.
[QUOTE=Takoto;45638738]REALLY?! I've been using hammer for years, I dread to imagine the hours saved if I'd known this.[/QUOTE] This was a feature added only recently, so you wouldn't have even been able to use it years ago. No worries.
[QUOTE=TRLEChippers;45642815] [T]http://cloud-4.steampowered.com/ugc/46479314737347056/F9D280F70E742FF86DFCC8EBEDB9958BC7AF1DEE/[/T][/QUOTE] Just throwing this out there because I've seen a few people ask in other places, you can find all the Mannhattan skyscrapers under props_urban, along with the other Mannhattan props.
[QUOTE=grabbin pills?;45642854]Those skyscrapers match TF2's style very well :D EDIT: You should add billboards to the side of the some of the buildings that say "Red" or "Blu".[/QUOTE] Because those skyscrapers are literally default TF2 assests
[QUOTE=Stiffy360;45643497]Because those skyscrapers are literally default TF2 assests[/QUOTE] I rarely ever open the tf2 sdk, so I was unaware :P
Some images from my map MVM_Underground Full Album Here: [URL]http://imgur.com/a/jZCa4#0[/URL] Map Forum Here: [URL]http://forums.tf2maps.net/showthread.php?t=22511[/URL] Add me on steam if you'd like to be invited to the next testing. [T]http://i.imgur.com/IPh3DSo.jpg[/T] [T]http://i.imgur.com/k59qmo8.jpg[/T] [T]http://i.imgur.com/U8sQvx0.jpg[/T] [T]http://i.imgur.com/prrn4YY.jpg[/T] [T]http://i.imgur.com/rdhczYO.jpg[/T]
Companion Lamp (tested on random map, ingore it). [media]http://www.youtube.com/watch?v=AxrFEa29XNU[/media]
Question: Are static props a viable alternative to detail sprites? I heard you can import VBSP settinngs into wallworm and convert them to models or something. (That or making a set of grass props)
[IMG]http://i.imgur.com/sUL83T1.jpg[/IMG] What should I add in the reception room of an office in my RP map?
[QUOTE=Falkok15;45644525][IMG]http://i.imgur.com/sUL83T1.jpg[/IMG] What should I add in the reception room of an office in my RP map?[/QUOTE] A table. There are always coffee tables w/ magazines. Maybe an extra chair somewhere as well.
[QUOTE=Minelayer;45644598]A table. There are always coffee tables w/ magazines. Maybe an extra chair somewhere as well.[/QUOTE] Could you refer me to a good table model?
[QUOTE=Falkok15;45644632]Could you refer me to a good table model?[/QUOTE] Unfortunately, no. But one of the CS:S tables might work.
[QUOTE=Falkok15;45644525][IMG]http://i.imgur.com/sUL83T1.jpg[/IMG] What should I add in the reception room of an office in my RP map?[/QUOTE] You should inset those lights and add glass covers over them.
[QUOTE=Falkok15;45644525][IMG]http://i.imgur.com/sUL83T1.jpg[/IMG] What should I add in the reception room of an office in my RP map?[/QUOTE] Some framed pictures and a back room behind the desk.
[QUOTE=Falkok15;45644525][IMG]http://i.imgur.com/sUL83T1.jpg[/IMG] What should I add in the reception room of an office in my RP map?[/QUOTE] I would add some trim to the bottom of the walls.
[QUOTE=redBadger;45645339]Some framed pictures and a back room behind the desk.[/QUOTE] I am going to add the Garry Newman picture from Gmod and put it some where. [QUOTE=wazanator;45645361]I would add some trim to the bottom of the walls.[/QUOTE] Was thinking about it, I'll add that(Along with a coffee table).
[QUOTE=Falkok15;45644525][IMG]http://i.imgur.com/sUL83T1.jpg[/IMG] What should I add in the reception room of an office in my RP map?[/QUOTE] Add a little table on the empty side of the couch with some magazines. I feel like a glass table would fit, and irc someone had some cool glass edge textures for something just like that.
Continued work of the map. This building is really fun to make. [thumb]http://cloud-4.steampowered.com/ugc/564393271890749507/B6E52BB7DFA77EA5590BE159E84A85510B1AA128/2048x1092.resizedimage[/thumb] [thumb]http://cloud-4.steampowered.com/ugc/564393271890748513/C6B3677552F0CBEEB6CA58962F3AC666DA6131E1/2048x1092.resizedimage[/thumb] [thumb]http://cloud-2.steampowered.com/ugc/564393271890750345/D104495ED0EE113F7D682D1EB6AC6FBD1A3EF67F/2048x1092.resizedimage[/thumb] [thumb]http://cloud-4.steampowered.com/ugc/564393271890750973/9DE408C5C7C875EFFC251AF5C54CF500CE5256FF/2048x1092.resizedimage[/thumb] Suggestions/criticism welcome!
[QUOTE=Falkok15;45644525][IMG]http://i.imgur.com/sUL83T1.jpg[/IMG] What should I add in the reception room of an office in my RP map?[/QUOTE] Im not sure where this reception room is located, but the cinderblocks dont really work well with the environment. I would change them to a two layer plaster texture with trim at the bottom, inset the lights, add a table, picture frames, and a more suiting desk. Also add in some plants, or individual chairs, as I dont think everyone would want to sit beside eachother on a couch. [t]http://www.essexorthospecialists.com/images/office/ReceptionRoom.jpg[/t] [t]http://back2health2.com/clients/1105/images/Reception%20Room%20Large%20e-mail%20view.jpg[/t]
[QUOTE=Falkok15;45644525]http://i.imgur.com/sUL83T1.jpg What should I add in the reception room of an office in my RP map?[/QUOTE] Decent brushwork dimensions. In additions to the other suggestions, do something with the carpet. A pattern with another color could help it look less plain. Decorate the walls with posters, or painting or something so that people waiting have [i]something[/i] to keep them busy while waiting.
Why do people keep adding furniture static props to RP maps? They aren't supposed to have them - players have to add them themselves. This also allows much more customization.
I'm trying to remake this pillar [T]http://i.imgur.com/nRHi1bH.png[/T] but i just keep messing up How would i be able to make this Or are there any piller props out there
Are you trying to do it with brushwork? I would suggest modeling it.
[QUOTE=Shirky;45647580]Are you trying to do it with brushwork? I would suggest modeling it.[/QUOTE] I'm using propper and making a model of it, but when i try and make it i always mess it up.
You should use an actual modeling program to model it, it would be a ton easier. But if you feel like using hammer, have you tried scaling the whole thing up to work on it? And do you know about the alt+e shortcut?
Posting this here for some layout criticism. I've been working a defusal map for CSGO. I know some vehicles need glass/some glass is misplaced. [B]Overview[/B] [t]https://dl.dropboxusercontent.com/u/45993149/de_anchorage_pa9_glam/de_anchorage_pa9_ovr.png[/t] [B]Glamour/Close Ups[/B] [t]https://dl.dropboxusercontent.com/u/45993149/de_anchorage_pa9_glam/2014-08-10_00020.jpg[/t] [t]https://dl.dropboxusercontent.com/u/45993149/de_anchorage_pa9_glam/2014-08-10_00017.jpg[/t] [t]https://dl.dropboxusercontent.com/u/45993149/de_anchorage_pa9_glam/2014-08-10_00015.jpg[/t] [url=https://www.dropbox.com/sc/nno9i8mtyqdwmc1/AADDf8flqmXpTLpxcVCeGgZEa]Album[/url]
[QUOTE=Wayno717;45647512]I'm trying to remake this pillar [T]http://i.imgur.com/nRHi1bH.png[/T] but i just keep messing up How would i be able to make this Or are there any piller props out there[/QUOTE] Honestly, for these things I really would suggest learning to model. Gotta remember your limitations. [i]However,[/i] this case is perfectly possible if you're using propper. You'll want to work on a much larger scale than the prop will be, that way you can pack a bit more detail that you couldn't usually with brushes, sokeep that in mind. First, block out the shape and size of your pillar thing, use a cylinder. I used 8 sides, but you may be able to get away with more. Slice it up in areas where the thickness will change. [img_thumb]http://puu.sh/aMsa3/a584b4a49c.png[/img_thumb] Select every cylinder, and enter VM mode. Select a ring, then hit ALT+E. A little box will come up. Enter in a number here, like .75 or something. [img_thumb]http://puu.sh/aMsiR/3ea31239cf.png[/img_thumb] Repeat this process for the est of the rings, make more slices if needed. And eventually you'll end up with: [img_thumb]http://puu.sh/aMsSv/3d9e1ac213.png[/img_thumb] [img_thumb]http://puu.sh/aMsAg/3ebe15bd43.jpg[/img_thumb] It'll take some time, and it probably won't be perfect, but it's definitely doable with Propper.
[QUOTE=mecaguy03;45645638]Add a little table on the empty side of the couch with some magazines. I feel like a glass table would fit, and irc someone had some cool glass edge textures for something just like that.[/QUOTE] Already added a little table before this was suggested, just never updated the image. And yes someone did have a glass edge texture(Though I can't remember if it was released).
[QUOTE=Crypt19;45647935]Honestly, for these things I really would suggest learning to model. Gotta remember your limitations. [i]However,[/i] this case is perfectly possible if you're using propper. You'll want to work on a much larger scale than the prop will be, that way you can pack a bit more detail that you couldn't usually with brushes, sokeep that in mind. First, block out the shape and size of your pillar thing, use a cylinder. I used 8 sides, but you may be able to get away with more. Slice it up in areas where the thickness will change. -Snip- Select every cylinder, and enter VM mode. Select a ring, then hit ALT+E. A little box will come up. Enter in a number here, like .75 or something. -Snip- Repeat this process for the est of the rings, make more slices if needed. And eventually you'll end up with: -Snip- It'll take some time, and it probably won't be perfect, but it's definitely doable with Propper.[/QUOTE] Wow i didn't expect a full tutorial thanks mate. This is really helpfull [editline]10th August 2014[/editline] But would someone be able to help me with this issue. when i compile the map and then test it out, if i look in certain directions the map disappears like this [T]http://i.imgur.com/0F55Mdz.jpg[/T]
Are you compiling vis on fast?
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