• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=Barbarian887;40383367]does it work alongside a bump map?[/QUOTE] Only if you put the specular map inside the bump map's alpha channel along with "$normalmapalphaenvmapmask" 1 vmt parameter.
Only thing I have against grey carpet is there is no transition between the raised floor/wall; besides that I kinda like it! I also put in new rails at the bottom (haven't done the upper platform) and tried to smooth the lighting some. That's the best it will get really compiling on a laptop. [IMG_THUMB]http://i1133.photobucket.com/albums/m584/chmauro/csgo2013-04-2220-30-29-37_zpsef0e3324.png[/IMG_THUMB]
[img_thumb]http://i.imgur.com/XXFjp68.jpg[/img_thumb][img_thumb]http://i.imgur.com/qgJJyWs.jpg[/img_thumb] [img_thumb]http://i.imgur.com/gEXdjVx.jpg[/img_thumb][img_thumb]http://i.imgur.com/igr4gvB.jpg[/img_thumb][img_thumb]http://i.imgur.com/XUlbbcR.jpg[/img_thumb] Changed the goo again and worked on some other little things for prettifying the map. Did a compile with HDR on to see how it'd look. Really all that remains at this point is tweaking the lighting a bit perhaps (it's a bit too bright), adding the rest of the holes in the wall and such, and adding failsafes so you can't make the chamber unwinnable.
[QUOTE=devastated;40383943]Only thing I have against grey carpet is there is no transition between the raised floor/wall; besides that I kinda like it![/QUOTE] Do you really need one? I think it looks quite good the way you have it now.
I ripped textures from Horizon and few from the Collector ship. [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10034_zps82e1bbd4.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10033_zps8135b508.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10032_zpscb4f3e72.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest20010_zps577b0aaa.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest80020_zpsb5444ffa.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest80021_zps39b438df.jpg[/img_thumb] Also I finally released all the textures [url=http://facepunch.com/showthread.php?t=1263195]here[/url] so feel free to check them out.
[URL=http://steamcommunity.com/sharedfiles/filedetails/?id=140820289][img]http://i.imgur.com/aZxxSrf.png[/img][/URL] For those interested, my CS:GO map [URL=http://steamcommunity.com/sharedfiles/filedetails/?id=140820289][B]de_storehouse[/B][/URL] is now up on the Steam Workshop. Feel free to download, play and let me know what you think: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=140820289[/url]
Forgive me lord, [url=http://filesmelt.com/dl/phys_airship_deciduousplains2.zip ]for I have sinned.[/url] :v: (Downloads a zip with bsp + content, installs for gmod by directly moving content folders to garrysmod/garrysmod.) It should be noted that the surroundings were put together quickly for the sake of flying the small ones around with friends on multiplayer. The big guy's not quite done yet. p.s. "sv_cheats 1;ent_fire phys_constraint break" to see the components of the larger ship. Using admin cleanup on gmod will respawn all ships and totally reset the map, which is pretty great (to those who didn't know.) If breaking all of the constraints is too much for your computer try it with phys_timescale 0.01. p.p.s press use on anything that looks like a steering wheel, try pressing directional keys and mouse buttons (holding the mouse buttons is also something you should experiment with.)
recreated my future room (on my second unfurnished house) [IMG]http://cloud.steampowered.com/ugc/1083390098943650509/672693A733B95B74B5F432D479D036754B28C5BC/[/IMG] outdoor POV [IMG]http://cloud-2.steampowered.com/ugc/1083390098943676806/414B3DCA3C3497C48AB1CD1C10CC5C25FF2821B2/[/IMG] [IMG]http://cloud-2.steampowered.com/ugc/1083390098943657943/717CF8BE7A7C97A865F0D5200D6C9F39FCA9ACF1/[/IMG]
What's with the thermonuclear explosion bloom.
[QUOTE=EddieLTU;40388173]recreated my future room (on my second unfurnished house)[/QUOTE] That (somehow) reminded me of my "House of Tomorrow" thing I made a while back. [thumb]https://dl.dropboxusercontent.com/u/16218991/Punt/devtest_hot0000.jpg[/thumb] [thumb]https://dl.dropboxusercontent.com/u/16218991/Punt/hot_concept.png[/thumb] Based it off Disney's "House Of The Future" they had. I never got to finishing it, and I don't plan on doing so. There were too many resources needed just for this thing, and it would be a waste to have megabytes of textures and models just for one scene in the entire project.
[QUOTE=EddieLTU;40388173][IMG]http://cloud.steampowered.com/ugc/1083390098943650509/672693A733B95B74B5F432D479D036754B28C5BC/[/IMG][/QUOTE] MOTHER OF HDR
[QUOTE=Kyo;40384042]Changed the goo again and worked on some other little things for prettifying the map. Did a compile with HDR on to see how it'd look. Really all that remains at this point is tweaking the lighting a bit perhaps (it's a bit too bright), adding the rest of the holes in the wall and such, and adding failsafes so you can't make the chamber unwinnable.[/QUOTE] Was gonna mention this before, but if you want, I can PM you my beta like metal walls if your goal is to make it betaish.
i could show how this looks IRL. also, sadly source can't reflect light and make it more brighter room
[QUOTE=EddieLTU;40391014]also, sadly source can't reflect light and make it more brighter room[/QUOTE] Add "$reflectivity" "[1 1 1]" to the VMTs of the interior materials.
[QUOTE=reepblue;40390853]Was gonna mention this before, but if you want, I can PM you my beta like metal walls if your goal is to make it betaish.[/QUOTE] Sure, that would actually be really nice! <3 Thanks in advance
[QUOTE=Kyo;40391987]Sure, that would actually be really nice! <3 Thanks in advance[/QUOTE] Ok, sent. For the rest of you, I'll post a public link when I get more things in it. Still debating on releasing the full dlc folder. Should not be too long.
[QUOTE=Yanzl;40366708]Tried the overlay method, sadly they can't have spec or bumpmaps. [img]http://shrani.si/f/44/3y/2J8REBBj/lake010020.jpg[/img][/QUOTE] Then how did the Kleiner's lab puddle decal work? I use it all the time and it has a nice specular, maybe it had to be done with a custom envmap?
More from my custom GTA 2 map conversion: [url=http://cloud-2.steampowered.com/ugc/577861582736512621/5345648AF115BE81405E65B002E75BBC8619DFF7/][img]http://cloud-2.steampowered.com/ugc/577861582736512621/5345648AF115BE81405E65B002E75BBC8619DFF7/800x450.resizedimage[/img][/url][url=http://cloud-2.steampowered.com/ugc/577861582736510842/66FE4FA546A72A78A88D75ED185B03089280B429/][img]http://cloud-2.steampowered.com/ugc/577861582736510842/66FE4FA546A72A78A88D75ED185B03089280B429/800x450.resizedimage[/img][/url][url=http://cloud-2.steampowered.com/ugc/577861582736507961/73E050004C6AD6CDBB846E5298288A55147114BF/][img]http://cloud-2.steampowered.com/ugc/577861582736507961/73E050004C6AD6CDBB846E5298288A55147114BF/800x450.resizedimage[/img][/url][url=http://cloud-2.steampowered.com/ugc/577861582736506437/E31CB99A2C65C50E786580F009C868F02147AA77/][img]http://cloud-2.steampowered.com/ugc/577861582736506437/E31CB99A2C65C50E786580F009C868F02147AA77/800x450.resizedimage[/img][/url][url=http://cloud-2.steampowered.com/ugc/577861582736501882/6DD0D92747746E858595C374BC85702561C48B21/][img]http://cloud-2.steampowered.com/ugc/577861582736501882/6DD0D92747746E858595C374BC85702561C48B21/800x450.resizedimage[/img][/url] Unfortunately it looks pretty flat and empty from ground-level.
Nice map, keep working on it and it will be a beast.
I just restarted an [url=http://www.youtube.com/watch?v=XcPcA9j1a9Y]old TF2 project[/url] of mine in CSGO, where it makes more sense and works better. This is what I got after an hour: [video=youtube;q9Q-EMWH6_A]http://www.youtube.com/watch?v=q9Q-EMWH6_A[/video]
[QUOTE=DasMatze;40403409]I just restarted an [url=http://www.youtube.com/watch?v=XcPcA9j1a9Y]old TF2 project[/url] of mine in CSGO, where it makes more sense and works better. This is what I got after an hour: [video=youtube;q9Q-EMWH6_A]http://www.youtube.com/watch?v=q9Q-EMWH6_A[/video][/QUOTE] release that shit
Worked with Kyo on the Pre-release goo. [thumb]http://www.majhost.com/gallery/reepblue/Portal2/BetaArt/sp_demo_betapack0001.jpg[/thumb] [thumb]http://www.majhost.com/gallery/reepblue/Portal2/BetaArt/sp_demo_betapack0002.jpg[/thumb] [thumb]http://www.majhost.com/gallery/reepblue/Portal2/BetaArt/sp_demo_betapack0003.jpg[/thumb] I've showed this to many other people on my Steam list and they seem to like it a lot better then the stock. I like it, but I would not use this for the destroyed chambers. Maybe that is why Valve changed it overall. This pack is almost done, it will ship with this map, maybe Kyo's map also, and will come with instances. Only thing I may do now is make more variations of the green goo.
[QUOTE=DasMatze;40403409]I just restarted an [url=http://www.youtube.com/watch?v=XcPcA9j1a9Y]old TF2 project[/url] of mine in CSGO, where it makes more sense and works better. This is what I got after an hour: [video=youtube;q9Q-EMWH6_A]http://www.youtube.com/watch?v=q9Q-EMWH6_A[/video][/QUOTE] Do the "walls" get randomized or are they in a predetermined pattern? [QUOTE=DasMatze;40399349][url=http://cloud-2.steampowered.com/ugc/577861582736512621/5345648AF115BE81405E65B002E75BBC8619DFF7/][img]http://cloud-2.steampowered.com/ugc/577861582736512621/5345648AF115BE81405E65B002E75BBC8619DFF7/800x450.resizedimage[/img][/url][url=http://cloud-2.steampowered.com/ugc/577861582736510842/66FE4FA546A72A78A88D75ED185B03089280B429/][img]http://cloud-2.steampowered.com/ugc/577861582736510842/66FE4FA546A72A78A88D75ED185B03089280B429/800x450.resizedimage[/img][/url][url=http://cloud-2.steampowered.com/ugc/577861582736507961/73E050004C6AD6CDBB846E5298288A55147114BF/][img]http://cloud-2.steampowered.com/ugc/577861582736507961/73E050004C6AD6CDBB846E5298288A55147114BF/800x450.resizedimage[/img][/url][url=http://cloud-2.steampowered.com/ugc/577861582736506437/E31CB99A2C65C50E786580F009C868F02147AA77/][img]http://cloud-2.steampowered.com/ugc/577861582736506437/E31CB99A2C65C50E786580F009C868F02147AA77/800x450.resizedimage[/img][/url][url=http://cloud-2.steampowered.com/ugc/577861582736501882/6DD0D92747746E858595C374BC85702561C48B21/][img]http://cloud-2.steampowered.com/ugc/577861582736501882/6DD0D92747746E858595C374BC85702561C48B21/800x450.resizedimage[/img][/url][/QUOTE] Love it.
[QUOTE=Mozartkugeln;40408479]Do the "walls" get randomized?[/QUOTE] Yes, one of three walltypes pops up and stays between 2 and 15 seconds.
New updates ! Less yellow sun and a tree: [IMG]http://i.imgur.com/jRaZwFL.jpg[/IMG] Decided to make the art gallery in the first floor welding that small part: I'll make this area dark to fit the above floor under construction, with no arts in the walls. [IMG]http://i.imgur.com/MY8GEht.jpg[/IMG] [IMG]http://i.imgur.com/1Bu5vEi.jpg[/IMG] Move the bar to the barbeque area, now its a full restaurant and it'll be the bombsite for the defuse/demolition modes. Exterior/Interior: [IMG]http://i.imgur.com/hgqUV3Q.jpg[/IMG] [IMG]http://i.imgur.com/32hzRrU.jpg[/IMG] Kitchen: [IMG]http://i.imgur.com/zAcoSEj.jpg[/IMG] What do you guys think ? Thanks !
Does anybody know where the error texture is located. I want to customize it a bit :v:
[QUOTE=nicolasx21;40409254]New updates ! Less yellow sun and a tree: -snip- Move the bar to the barbeque area, now its a full restaurant and it'll be the bombsite for the defuse/demolition modes. What do you guys think ? Thanks ![/QUOTE] I like the design of your map. There is one thing that i found kind of weird. [img]http://i.imgur.com/hgqUV3Q.jpg[/img] The texture from the grey columns are not aligned. i think it would look better.
[QUOTE=pac0master;40410679]I like the design of your map. The texture from the grey columns are not aligned. i think it would look better.[/QUOTE] Thanks for your notice pac0master ! This area (the bombiste/restaurant) isn't finished, I'd put this texture just to test it, but thanks anyways, I think mappers always forget to align textures on release xD What about the triangular wall and the art gallery ?
[QUOTE=nicolasx21;40410860]Thanks for your notice pac0master ! This area (the bombiste/restaurant) isn't finished, I'd put this texture just to test it, but thanks anyways, I think mappers always forget to align textures on release xD What about the triangular wall and the art gallery ?[/QUOTE] I like your design, Its very well done. I will like to see more soon :P [editline]24th April 2013[/editline] Heavy WIP I am remaking the World Trade Center 1:1 detailed as possible. This is a Heavy WIP Custom Textures made by Myself. [img]http://cloud-2.steampowered.com/ugc/1082264740984504021/E0BC84253CE5C2DA5EE737305A8D88AF9A881792/[/img] [img]http://cloud-2.steampowered.com/ugc/1082264740984501780/0355270CA1FDEB581786271F681051FD186B8B26/[/img] [img]http://cloud-2.steampowered.com/ugc/1082264740984499617/14F7F5AA0EE0996E90DA6829C75147301E4C09F7/[/img] The detailed one you can see is just a preview of how i will make it. I dont want a Flat wall texture like everyone has done yet. I am currently using Portal 2 SDK because Hl2 Hammer Hate me. As i said, This is a Heavy WIP I am currently working on new textures for the Lobby. The most accurate Image i found yet is this: [img]http://i194.photobucket.com/albums/z300/rhoads2000/Facade.jpg[/img] 41 Columns 13 "arc" and 2 column on each side that stay from the lobby to the upper floors. If everything is fine, I may release it for September 11th
That is not the real lobby, nor the real building... THIS IS: [thumb]http://0.tqn.com/d/manhattan/1/7/g/E/flickr-NoriakiGotoh-wtc-lobby2.jpg[/thumb] [thumb]http://25.media.tumblr.com/tumblr_ma5d2ogpjy1qftioqo1_1280.jpg[/thumb] Also, I found this that may interest you. [url]http://www.skyscrapercity.com/showthread.php?t=1234697[/url] Sorry I'm being so picky, but when I was younger, I studied the crap out of the WTC complex. Edit: Fixed the link to go on page one. Also, I'm loving that thread.
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