• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
For anyone who ever made a map based on a show, it's really annoying when the same place is drawn differently in two media :c I mean, [t]http://puu.sh/aV7nB/82cd0437a2.jpg[/t] Isn't this delightful? :(
[QUOTE=grabbin pills?;45706880]It is a parallax cube map, not real time reflection. So you could have more than 1 and it will be cheaper than real time reflections, but not much more expensive that normal cube maps.[/QUOTE] I was referring to the LightmappedReflective shader being used for reflective surfaces, not parallax cubemaps. He said he's preferred that, and I was asking why. You can't have multiple ones facing in different directions, you have to have some wonky brushwork to accommodate it in many cases, normal and specular maps don't have the desired effect and real-time reflections are expensive, so why use that to the parallax cubemaps?
[QUOTE=soullink;45708756]For anyone who ever made a map based on a show, it's really annoying when the same place is drawn differently in two media :c I mean, [t]http://puu.sh/aV7nB/82cd0437a2.jpg[/t] Isn't this delightful? :([/QUOTE] Wait till you come across something that looks normal from each perspective view in the same media but once you think about it you realize that it's physically impossible for it to actually exist.
[QUOTE=Crypt19;45708828]I was referring to the LightmappedReflective shader being used for reflective surfaces, not parallax cubemaps. He said he's preferred that, and I was asking why. You can't have multiple ones facing in different directions, you have to have some wonky brushwork to accommodate it in many cases, normal and specular maps don't have the desired effect and real-time reflections are expensive, so why use that to the parallax cubemaps?[/QUOTE] I think you are misunderstanding parallaxed cube maps. It just like any other cube map in source, no strange brushwork or texture editing, It is only warping the cube map image to better line up the with objects and walls in the room. Left Parallaxed Cube map, Right is standard Cube map. [IMG_THUMB]http://images.gamestar.de/images/pp/gamestar/pixelpocket/bdb/729011/640x.jpg[/IMG_THUMB]
Are parallax cubemaps usable in TF2?
Here's something I'm working on right now. Keep in mind it's a very heavy WIP right now [T]http://upl.kittehcat.org/2014-08-16_21-24-33.jpg[/T] Chandelier and pillars are placeholders until my brother comes home and is willing to create some models of the original chandelier of the mansion. Quick comparison with the original: [T]http://upl.kittehcat.org/2014-08-16_18-04-15.jpg[/T] I'm aiming to make this for No More Room in Hell. I already had the first floor 'finished' earlier, but I found out the scales were all off so I scrapped it and started over with this. Somebody knows some tips on how I can get the scales decently? Because the landing where the two stairs join together is too wide (see comparison screenshot)
[QUOTE=grabbin pills?;45709240]I think you are misunderstanding parallaxed cube maps.[/QUOTE] I think you are misunderstanding what I'm saying. I understand what pallaxed cubemaps are. I am talking about this: [QUOTE=SimplePlanz69;45704954]I like the LightmappedReflective shader better because I got me some sexy granite and real time reflections :3[/QUOTE] Using that to simulate shiny surfaces has the limitations I mentioned. I was curious as to why that person claims to prefer it over parallaxed cubemaps. On that note, I too would really like to know how these cubemaps are done, as they look fantastic.
[QUOTE=Merijnwitje;45709732]Here's something I'm working on right now. Keep in mind it's a very heavy WIP right now [T]http://upl.kittehcat.org/2014-08-16_21-24-33.jpg[/T] Chandelier and pillars are placeholders until my brother comes home and is willing to create some models of the original chandelier of the mansion. Quick comparison with the original: [T]http://upl.kittehcat.org/2014-08-16_18-04-15.jpg[/T] I'm aiming to make this for No More Room in Hell. I already had the first floor 'finished' earlier, but I found out the scales were all off so I scrapped it and started over with this. Somebody knows some tips on how I can get the scales decently? Because the landing where the two stairs join together is too wide (see comparison screenshot)[/QUOTE] Nice job you might only want to make a certain amount of rooms, doing the whole mansion would take damn forever
progress [t]http://i.imgur.com/YFQpBGq.jpg[/t]
[t]http://i.imgur.com/rVodhn3.jpg[/t] [t]http://i.imgur.com/Yd40c5s.jpg[/t] [t]http://i.imgur.com/G4PIOC1.jpg[/t] For comparison: [video=youtube;a8immMEcd0k]http://www.youtube.com/watch?v=a8immMEcd0k[/video]
[QUOTE=Ermac20;45709787]Nice job you might only want to make a certain amount of rooms, doing the whole mansion would take damn forever[/QUOTE] Maybe, maybe not. Mostly depends on if I can get content for said room. There are rooms in the mansion which have insane amount of detail, even for a game being over 10 years old it looks damn impressive. Take the anteroom as an example: [T]http://upl.kittehcat.org/2014-08-17_00-32-46.png[/T] Not sure where I will have to get the textures from, so I'll most likely have to find a alternative for that. A friend has found a HD texture pack, but just a few textures have been done, for the rest there are a few of the original from the game itself. But even then, the ceiling in the foyer is one of the original, but yet it looks alright. But in the long run I'll probably seal a few rooms off to make it look like survivors barricaded themselves in said room.
Well I wanted to celebrate my 100th Facepunch post with a new map but school is starting soon and frankly I can't be bothered. But here is something I did do this summer: [video=youtube_share;bvE71V6Wivg]http://www.youtube.com/watch?v=bvE71V6Wivg[/video] The engine/propane tank/battery setup is actually from an older map that never came to reality, but the window was something I worked on over a weekend in July. Do you guys think the gibs look satisfyingly explode-y? I cheated a bit since [sp] by volume, only half a walls worth of prop_physbox gibs are spawned when the wall is broken[/sp]. I should probably add special gibs for the darker window frame, but I didn't get to that yet. Thanks for letting me post vague content here over the last few months guys, you're all lovely for giving me all those ratings and criticisms. Here's to the next 100 posts I slap onto this part of the Internet. Who knows, I might one day become a welcomed regular here.
[QUOTE=SimplePlanz69;45701349]What if the Combine found out about Aperature Labs and decided to overtake or oversee the abandoned labs; and use the equipment to advance their super shitty portal transport technology. Half-Life 3 Confirmed.[/QUOTE] Actually, that's exactly my storyline. It's happening about a few days after the 7 hours war and the combine are setting up bases around the world. We happen to be taken by them to what was the Aperture Science labs. they are doing experimentations on the human race. Aperture has about everything they need. Plus, they can mess around with their portal technology. Which make a lot of sense. Plus, that's also why they might try to find the Borealis. My problem is setting it up without using any NPC... Basically, it start with us trying to escape the combine, they take us in hostage and try to take us to the base they are using. which is some old parts of the aperture labs. After a few experimentation, something gone wrong with the equipment they are using ( which is the old Aperture equipment ) ( dude, they are still learning Aperture's 1940's technology ) we got lost in some parts of the labs. from then we are ( free ) to explore and try to survive. I am thinking about making an ending where we wake up Glados to chase the Combine But.. you know how is glados right?.... right? ;3 The combine were able to take most of the old Facility which is not directly connected with the new one. Contrary to Portal 2, The way I build the facility is not from the top and going down. I will make it similar to how Black Mesa is made but underground for the most of the parts. We start at the old Facility and gradually going into mixed parts. I think, the surface should be mainly based on Old parts, since you first need a surface access to build your underground labs. So the surface has to be the first thing that is made Unless you get to an entirely new facility which could be made decades later over 100 miles away from where you originated from. via Tunnel and different portal technology, etc. I haven't made much progress yet except on the storyline and some design Ideas. Sadly, I haven't completed any official maps yet :/
Don't expect to get all that to work without NPCs in Portal 2 dude You [B][I]could[/I][/B] use prop_dynamics for the combine soldiers or whatever and trigger animations and parent them to func_tracktrains or what have you, but that would look really shoddy, stiff, boring and terrible. Plus it would require one hell of alot of prop_dynamic combine soldiers I assume
[QUOTE=VaSTinY;45715177]Don't expect to get all that to work without NPCs in Portal 2 dude You [B][I]could[/I][/B] use prop_dynamics for the combine soldiers or whatever and trigger animations and parent them to func_tracktrains or what have you, but that would look really shoddy, stiff, boring and terrible. Plus it would require one hell of alot of prop_dynamic combine soldiers I assume[/QUOTE] I know, It will be a real pain in the ass to make the first few maps properly. That's why I was thinking about Source Film Maker until we get tested. from then, I don't need the npcs anymore. just sounds might be alright.
Done some little progress since last time on my AA2 Urban Assault remake. Some comparison pictures for you. [t]https://i.imgur.com/ImARRf2.jpg[/t] [t]https://i.imgur.com/cxTk2OY.jpg[/t] [t]https://i.imgur.com/xcX5AV2.jpg[/t] [t]https://i.imgur.com/OGrMHkm.jpg[/t] [t]https://i.imgur.com/IEylAMF.jpg[/t]
It looks way too blocky, try using displacements for some of the buildings.
As kind of a quiet unofficial farewell to Source, I made this quick thing in around 40 minutes or so... [t]http://cloud-4.steampowered.com/ugc/30717434195796237/5661232BA5CDBC0CE2AD42D702687EB8CE763F0E/[/t] [t]http://cloud-4.steampowered.com/ugc/30717434195793457/14570474071D488B85F1F346EE7C3D453C77B147/[/t] <3
Gentlemen and gentlemen... Today I announce another rebirth of an old contest map by yours truly. [t]http://cloud-4.steampowered.com/ugc/36346933533242219/0487C38E295A82B45A445F142E0751775FCA0949/[/t][t]http://cloud-4.steampowered.com/ugc/36346933533237831/42C9D0EF70F41C0645954E475BB4D9053FCEFB01/[/t] [t]http://cloud-4.steampowered.com/ugc/36346933533233349/593EE7A27E79C63F5CC0F07D14B40FABBC99176B/[/t][t]http://cloud-4.steampowered.com/ugc/36346933533245838/6F0F52FA8116ABB1B28FF59F598E3FE7ACDBC5D0/[/t] [B]ttt_railyard[/B]* *railyard itself not yet in a showable state due to going from ep2 to css content, which breaks lots. The original singleplayer (!) contest entry: [url]http://facepunch.com/showthread.php?t=1229749[/url]
[QUOTE=hiyougami;45716931]As kind of a quiet unofficial farewell to Source, I made this quick thing in around 40 minutes or so...[/QUOTE] I'm not saying goodbye to S1 until there's an FPS with a useful variety of content built on S2. Vanilla networking support instead of having to connect via console would help too.
[quote][t]http://cloud-4.steampowered.com/ugc/36346933533237831/42C9D0EF70F41C0645954E475BB4D9053FCEFB01/[/t][/quote] Hollow cinderblocks don't work like that, I suggest using a matching plain concrete texture for the sides (if one exists).
[QUOTE=seba079;45718659]Hollow cinderblocks don't work like that, I suggest using a matching plain concrete texture for the sides (if one exists).[/QUOTE] Well I will see what I can do but there are really few textures that look good for this kind of surface.
Any ideas for what to do with this? I'm digging the Half-lifey feel I'm trying to make but I'm unsure of how to detail this or take it any further. [QUOTE][IMG]http://i.imgur.com/B1GhrhI.jpg[/IMG][IMG]http://i.imgur.com/EUONORB.jpg[/IMG] [IMG]http://i.imgur.com/Zr6xXXQ.jpg[/IMG][IMG]http://i.imgur.com/9kSd3GI.jpg[/IMG] [IMG]http://i.imgur.com/0tUAeDx.jpg[/IMG][IMG]http://i.imgur.com/fAJHfZ4.jpg[/IMG][/QUOTE] Besides the building I'm gonna add a house with a dock. Any other ideas for making it less sparse? Or just look better? I'm not too sure about the lighting and I've never done 3d skybox fog before.
[QUOTE=Grenade Man;45719015]Well I will see what I can do but there are really few textures that look good for this kind of surface.[/QUOTE] I don't know in what country this map is supposed to be originally, but if its the US or any other country using wooden framework and drywall boards, you could use that. You can find a lot of examples when looking up wall framework on google. But if it's from a country like HL2 is located, then carry on and find a texture.
A little something something I've been working on the past few weeks: [t]http://files.1337upload.net/infra_c1_m1_office0007-036ca3.jpg[/t] [t]http://files.1337upload.net/infra_c1_m1_office0009-9d5e6c.jpg[/t] [t]http://files.1337upload.net/infra_c1_m1_office0008-be6dc1.jpg[/t] Completed with animated fish in the fish tank.
[QUOTE=Jukka K;45720327]A little something something I've been working on the past few weeks: -snip- Completed with animated fish in the fish tank.[/QUOTE] First of all, sweet Jesus that's beautiful. Second of all, a few random tiny bits of criticism. 1) The diagonal pattern of the lights along the balcony paths seems kinda unnecessary and visually noisy. I'd personally make it more uniform with the rest of the structure. 2) The orange walls in the second screenshot are kinda boring. Maybe make a pattern similar to the grey/white webbed pattern, except a lot more subtle? 3) The lights in the office ceiling are kinda strange in that they lay right where the little metal beams that the ceiling panels sit on should be. Typically, recessed lights like that won't break the beams since they're easier to install that way.
[QUOTE=Cosine;45720579]First of all, sweet Jesus that's beautiful. Second of all, a few random tiny bits of criticism. 1) The diagonal pattern of the lights along the balcony paths seems kinda unnecessary and visually noisy. I'd personally make it more uniform with the rest of the structure. 2) The orange walls in the second screenshot are kinda boring. Maybe make a pattern similar to the grey/white webbed pattern, except a lot more subtle? 3) The lights in the office ceiling are kinda strange in that they lay right where the little metal beams that the ceiling panels sit on should be. Typically, recessed lights like that won't break the beams since they're easier to install that way.[/QUOTE] Thanks. 1) Might do some changes to the pattern, might not. The lighting those lights generate needs refining anyway. 2) Good idea. The only problem is that making such pattern tile is nearly impossible. 3) Too bad, but won't change this. All the lights are done this way and there are countless of them.
I see it as a extremely believable environment that could easily be done in real life with enough money, I don't think the walls should change their patterns because that would detract from is modern and minimalist style, and the zigzag lighting adds visual interest to what would have been boring uniform lights. (I have also seen similar zigzag lighting like that before in real life, so don't remove it.) EDIT: I would recommend adding some sort of orange bounce light to the orange walls, they seem a little flat.
Try Adding some nice spot light facing upwards on the orange wall [t]http://image.dhgate.com/desc_503724943_00.jpg[/t] Like this, only facing upwards.
[QUOTE=Shirky;45673928]So is anyone looking to map for a mod? :v:[/QUOTE] I'd give it a try. Again. :rolleyes:
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