• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=Shirky;45648504]Are you compiling vis on fast?[/QUOTE] nope did a full compile on normal
Trying to make light more realistic. [img]http://puu.sh/aMBc6.jpg[/img]
[QUOTE=dum6azz;45649387]Trying to make light more realistic.[/QUOTE] fabulous
Does anyone have any tips for making a good single player layout for an outside area? Im awful with layouts of maps.
[QUOTE=Shirky;45649515]Does anyone have any tips for making a good single player layout for an outside area? Im awful with layouts of maps.[/QUOTE]How do you mean? Generally, it would depend on what you're trying to convey story-wise/artistically. Or you could not mean that at all and I'm just being stupid v:v:v
[QUOTE=Shirky;45649515]Does anyone have any tips for making a good single player layout for an outside area? Im awful with layouts of maps.[/QUOTE] if it's a shooter, make sure the playing field is relatively undetailed (short grass is okay) that way it's easier to pick enemies out from your surroundings (backgrounds can be more detailed) Height variance is good, and cliffs can provide interesting vertical gameplay. If it's mostly flat, lakes, trees, and farming stuff can provide good cover. Really depends on the game though. Some horror games restrict movement and limit visibility so stuff can sneak up on you. If it's a puzzle game then you're on your own really.
I'm still getting that disappearing map issue i mentioned earlier. It seems to only happen when i'm standing on the road. [editline]10th August 2014[/editline] Could it be the textures?
[QUOTE=dum6azz;45649387]Trying to make light more realistic. [img]http://puu.sh/aMBc6.jpg[/img][/QUOTE] whoa nice
Well it's not the texture. i've ruled that out
[QUOTE=dum6azz;45649387]Trying to make light more realistic. [img]http://puu.sh/aMBc6.jpg[/img][/QUOTE] Pretty cool, How have you done it?
[QUOTE=pac0master;45650312]Pretty cool, How have you done it?[/QUOTE] most likely a light_spot with a blocklight or an invisible emmissive texture.
[QUOTE=Wayno717;45650199]Well it's not the texture. i've ruled that out[/QUOTE] Go into hammer and take a screen shot with the vis leafs visible and aim your camera at the area where you stand when the world disappears. My bet is there is a vis leaf that is too small causing this.
[QUOTE=grabbin pills?;45650943]Go into hammer and take a screen shot with the vis leafs visible and aim your camera at the area where you stand when the world disappears. My bet is there is a vis leaf that is too small causing this.[/QUOTE] Ok It only happens when your on any road looking to the south of the map here is the visleaf [T]http://i.imgur.com/VhHrtWE.png[/T] Tho i have a feeling it's not a visleaf issue as it only happens when looking to the center on the road I drew a diagram Whats inside the yellow lines are the road and the red arrows pointing to the center is where you look to make the map disappear [T]http://i.imgur.com/BvBgv50.png[/T] Now i checked if this was a gmod only issue nope happens in CSS CS:GO and half life [editline]10th August 2014[/editline] I also removed the bridge the water and the decals to see if this was a issue, nope I also tried compiling normally everything, with and without VRAD VVIS, nope Making sure the brushes are not func_detail or somthing like that, nope
[QUOTE=Wayno717;45651128]Ok It only happens when your on any road looking to the south of the map here is the visleaf [T]http://i.imgur.com/VhHrtWE.png[/T] Tho i have a feeling it's not a visleaf issue as it only happens when looking to the center on the road I drew a diagram Whats inside the yellow lines are the road and the red arrows pointing to the center is where you look to make the map disappear [T]http://i.imgur.com/BvBgv50.png[/T] Now i checked if this was a gmod only issue nope happens in CSS CS:GO and half life [editline]10th August 2014[/editline] I also removed the bridge the water and the decals to see if this was a issue, nope I also tried compiling normally everything, with and without VRAD VVIS, nope Making sure the brushes are not func_detail or somthing like that, nope[/QUOTE] Arches should be func_details, they cut way to many vis leafs at odd angles if not, but I don't think that is the issue :S
[QUOTE=grabbin pills?;45651173]Arches should be func_details, they cut way to many vis leafs at odd angles if not, but I don't think that is the issue :S[/QUOTE] I really appreciate the help thanks. I have also tried changing the map and just copy and pasting but still nope. I really don't wan't this map to be canned because of an issue [editline]10th August 2014[/editline] It seems to be a camera issue are there any camera settings that can be adjusted in a map?
[QUOTE=Wayno717;45651214]I really appreciate the help thanks. I have also tried changing the map and just copy and pasting but still nope. I really don't wan't this map to be canned because of an issue [editline]10th August 2014[/editline] It seems to be a camera issue are there any camera settings that can be adjusted in a map?[/QUOTE] You could always try hiding things in your map, compile it, and see what fixes this issue after you hide a specific brush
Ok so i made everything a world brush again and went through the stuff. It kinda worked the only things i made fun_detail was the slabs on the top of the bridge and the pillars on the sides of the bridge, now instead of when you went down the straight road it works no issue but if you use the roads on the side of the canal then you start to get the issues [editline]10th August 2014[/editline] Interesting it's the pillars that cause the issue
Idk if I posted these here before. Not quite map pimpage but it took some work. [THUMB]http://i.imgur.com/4hWk17V.jpg[/THUMB] [THUMB]http://i.imgur.com/5YETQiz.jpg[/THUMB]
[QUOTE=Wayno717;45651664]Ok so i made everything a world brush again and went through the stuff. It kinda worked the only things i made fun_detail was the slabs on the top of the bridge and the pillars on the sides of the bridge, now instead of when you went down the straight road it works no issue but if you use the roads on the side of the canal then you start to get the issues Interesting it's the pillars that cause the issue[/QUOTE] If you work in a much larger scale for a propper model, you're going to have to make it a prop. your map will not work right if blocks are less than a unit most times.
[QUOTE=GaleTheHusky;45652140]If you work in a much larger scale for a propper model, you're going to have to make it a prop. your map will not work right if blocks are less than a unit most times.[/QUOTE] Thanks i will keep that in mind, as i'm just learning been making maps for about 4 months and still only use the basic stuff
Okay so uh, you can have custom geometry for projected decals... [t]http://puu.sh/aN9nz/9aa18bec62.jpg[/t] [t]http://puu.sh/aN9ov/5a2d0a51fe.png[/t] UE4 / CryEngine get REKT.
[QUOTE=Stiffy360;45650593]most likely a light_spot with a blocklight or an invisible emmissive texture.[/QUOTE] Source 2 has light cookies, so we won't need weird trickery to do things like this. aw yeah.
What the hell have valve been doing in their mad scientist laboratory? [editline]10th August 2014[/editline] Because I like what I see.
I don't understand what I see :x
[QUOTE=TehOwnageFish;45651919]Idk if I posted these here before. Not quite map pimpage but it took some work. [THUMB]http://i.imgur.com/4hWk17V.jpg[/THUMB] [THUMB]http://i.imgur.com/5YETQiz.jpg[/THUMB][/QUOTE] Holy shit! Submachine :D I love it, great job.
So, I decided to mess around with brushes. I am over halfway to hit the brush limit. 100% brushes. I will try to port it to Source 2 this evening and mess around with it. * ( the Squares on the walls are 256 not 128 ) * [t]http://cloud-2.steampowered.com/ugc/43101615065974869/A3EFF2864B9A4595F05A37967497304736E9C897/[/t] [t]http://cloud-4.steampowered.com/ugc/43101615065976611/F6BFD46996182DA6B7A6439B4EBE8B56001AEE1E/[/t] [t]http://cloud-4.steampowered.com/ugc/43101615065977682/F387872E71B6104ED43D59B1980DE4948921041D/[/t] [t]http://cloud-4.steampowered.com/ugc/43101615065978642/022C6DE8E31316EF6B1D5BEEEE47FA3920A0E779/[/t] [t]http://cloud-4.steampowered.com/ugc/43101615065979737/947FAB17D0C255F67D82D80F3B9D7482D45093AA/[/t] [t]http://cloud-4.steampowered.com/ugc/43101615065980770/ED3A8AAEDFA5BC89C5D35BF6204D8E80E5ADB227/[/t] [t]http://cloud-4.steampowered.com/ugc/43101615065981661/DE815A8A3AA02F6AF8CB5A0D3DFE321E31DB7299/[/t]
[QUOTE=pac0master;45656948]So, I decided to mess around with brushes. I am over halfway to hit the brush limit. 100% brushes. * ( the Squares on the walls are 256 not 128 ) * [t]http://cloud-2.steampowered.com/ugc/43101615065974869/A3EFF2864B9A4595F05A37967497304736E9C897/[/t] [t]http://cloud-4.steampowered.com/ugc/43101615065976611/F6BFD46996182DA6B7A6439B4EBE8B56001AEE1E/[/t] [t]http://cloud-4.steampowered.com/ugc/43101615065977682/F387872E71B6104ED43D59B1980DE4948921041D/[/t] [t]http://cloud-4.steampowered.com/ugc/43101615065978642/022C6DE8E31316EF6B1D5BEEEE47FA3920A0E779/[/t] [t]http://cloud-4.steampowered.com/ugc/43101615065979737/947FAB17D0C255F67D82D80F3B9D7482D45093AA/[/t] [t]http://cloud-4.steampowered.com/ugc/43101615065980770/ED3A8AAEDFA5BC89C5D35BF6204D8E80E5ADB227/[/t] [t]http://cloud-4.steampowered.com/ugc/43101615065981661/DE815A8A3AA02F6AF8CB5A0D3DFE321E31DB7299/[/t][/QUOTE] Holy shit, all that detail. How long did it take to do all that?
[QUOTE=Wayno717;45656978]Holy shit, all that detail. How long did it take to do all that?[/QUOTE] About 5 Hours.
So I found my old scene map in TF2 untextured. Decided to finish it. Nothing big: [T]https://dl.dropboxusercontent.com/u/1745437/Screens/mapping/hl2%202014-08-03%2022-18-56-870.jpg[/T][T]https://dl.dropboxusercontent.com/u/1745437/Screens/mapping/hl2%202014-08-03%2022-20-27-631.jpg[/T] [T]https://dl.dropboxusercontent.com/u/1745437/Screens/mapping/hl2%202014-08-03%2022-20-58-924.jpg[/T]
say that we wanted a new TTT map... what would we like to see? what would we NOT like to see?
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