• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
Doop and I have been talking about how impressed we are with this map, I simply can't wait. You've nailed it.
[QUOTE=Magman77;45745060]Doop and I have been talking about how impressed we are with this map, I simply can't wait. You've nailed it.[/QUOTE] I'm very happy with how it's progressing, when I started re-watching TNG again I had no idea this was going to come out of it.
made some updates on my map CT spawn and bombsite A are now more open (also the task for Terrorists is to blow up the church and the toxic waste) Then [t]http://cloud-4.steampowered.com/ugc/36346933474068661/E1032E195FB25EE75B3A583FC75DAD7E456379A0/[/t] Now [t]http://cloud-4.steampowered.com/ugc/36347484229284816/A7C66FB499C007D773090C9547E0C41BADAB597A/[/t] added a shortcut for terrorists to the middle [t]http://cloud-4.steampowered.com/ugc/36347484229287692/324198FC01682F0F0B8CE914C9B017D5CAABC782/[/t] to prevent CT's from sniping T's that are going to bombsite B, placed a van that limits the visibility [t]http://cloud-4.steampowered.com/ugc/36347484229291872/909A5F5E79D59DC3DCF158B46B8B4B998480797D/[/t]
[QUOTE=EddieLTU;45746285]made some updates on my map CT spawn and bombsite A are now more open (also the task for Terrorists is to blow up the church and the toxic waste) Then [t]http://cloud-4.steampowered.com/ugc/36346933474068661/E1032E195FB25EE75B3A583FC75DAD7E456379A0/[/t] Now [t]http://cloud-4.steampowered.com/ugc/36347484229284816/A7C66FB499C007D773090C9547E0C41BADAB597A/[/t] added a shortcut for terrorists to the middle [t]http://cloud-4.steampowered.com/ugc/36347484229287692/324198FC01682F0F0B8CE914C9B017D5CAABC782/[/t] to prevent CT's from sniping T's that are going to bombsite B, placed a van that limits the visibility [t]http://cloud-4.steampowered.com/ugc/36347484229291872/909A5F5E79D59DC3DCF158B46B8B4B998480797D/[/t][/QUOTE] I like it but i feel like the ground is far to flat, try using displacements to try and make the ground look more natural. Also use decals on the ground too just to add a difference to the textures.
[QUOTE=dudderzdude;45746926]I like it but i feel like the ground is far to flat, try using displacements to try and make the ground look more natural. Also use decals on the ground too just to add a difference to the textures.[/QUOTE] your eyes are lying the sand ground is displacements and i use sand transition overlays
Wanted to work on making good looking houses, focusing mostly on exteriors, I'm happy with how this one turned out: [t]http://i.imgur.com/cDRwb2M.jpg[/t] [t]http://i.imgur.com/dkcNiTc.jpg[/t] [t]http://i.imgur.com/82iTpuy.jpg[/t] Ignore most of the surrounding terrain and props, they are mostly placeholder. Any suggestions for improvements? I feel like some hedges around the base of the house would make it look nicer but can't find any good props for it, I could try using displacements with some sort of grass texture to see how that would look.
I'm teaching my roommate hammer so he can help build my map :D I knew two monitors would be useful some day... [t]http://i.imgur.com/eC5E0jy.jpg[/t]
How are you both mapping simultaneously?
[QUOTE=Leintharien;45749996]How are you both mapping simultaneously?[/QUOTE] He's actually viewing another computer using TeamViewer.
[QUOTE=Airdoo;45750125]He's actually viewing another computer using TeamViewer.[/QUOTE] Is'nt that the program used by scammers?
You could use Instances to work at one map with multiple people at once. Use a shared Dropbox folder to synchronize your work real-time, and there is your awesome cooperative mapping!
[QUOTE=TFlippy;45751045]You could use Instances to work at one map with multiple people at once. Use a shared Dropbox folder to synchronize your work real-time, and there is your awesome cooperative mapping![/QUOTE] What is this instances you speak of?
[QUOTE=war_man333;45751288]What is this instances you speak of?[/QUOTE] Its basically a more advanced prefab.
[QUOTE=war_man333;45751288]What is this instances you speak of?[/QUOTE] They are basicly prefabs that load from another vmf when the main vmf is loaded, you can edit the seperate vmf's and they'll update in the main one once re-opened. This is really helpfull when working as a team on the same map, they can make edits and when you re-open you'll see it. You can not directly edit the seperate vmf's in the main one, but whenever you want you can collapse them and it will be put into the main vmf like a normal prefab and can be edited there, but will no longer work with the seperate vmf as an instance.
They also update somewhat automatically. You just have to reload the map to see the new changes. Also, you can fix-up / replace entity names automatically - perfect for making symmetric TF2 maps, such as CTF. Make one half of the map as an instance, use it in a main file with and turn the other half by 180°, while using the instance settings to replace variables in names of the entities. Also, my map is slowly nearing a finished state. After ~80 abandoned map attempts, seems that I'm finally going to release one. [T]http://i.gyazo.com/4d673cb6f02b0e3898a7f71f38a0a020.png[/T]
[QUOTE=Magman77;45718387]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] Ah! I meant in terms of what I'll be working with. I'm going to be using UE4 going ahead, building up my portfolio, which so far is just Source stuff. [QUOTE=On-A-Freak;45741935][vid]http://a.pomf.se/vpgjur.webm[/vid] First Time i work with my own created Models and stuff. Some of the textures are from CSGO (cs_agency) some of them are placeholders. And some other Textures are from the Facepunch Asset Collab zip.[/QUOTE] I like your light placement. Are you thinking of changing the light colours to help create mood? For example orange being a warm mood, blue being a cool and unsettling mood, or a mix of light colours for different purposes, for a dramatic mood?
Posted this in the model/skin wip thread, but realized that it probably fits better here. Unreal Engine 4 is badass! [t]http://puu.sh/b0itC/29bbad8771.jpg[/t]
[QUOTE=Kosai106;45756836]Posted this in the model/skin wip thread, but realized that it probably fits better here. Unreal Engine 4 is badass! [t]http://puu.sh/b0itC/29bbad8771.jpg[/t][/QUOTE] Meh, It would be more impressive if it had been source.
[QUOTE=grabbin pills?;45757016]Meh, It would be more impressive if it had been source.[/QUOTE] Impressive? Yes. Dumb? Totally. I'd rather not be held back by such an old engine. I do have some hopes for Source2 though.
[QUOTE=Kosai106;45759187]Impressive? Yes. Dumb? Totally. I'd rather not be held back by such an old engine. I do have some hopes for Source2 though.[/QUOTE] From what we currently got for Source 2 tools it IS impressive
I get tingles every time someone mentions source 2.
[QUOTE=Itauske Roken;45759322]From what we currently got for Source 2 tools it IS impressive[/QUOTE] Yeah, the engine just needs a good baked lighting solution.
[QUOTE=hiyougami;45755364] I like your light placement. Are you thinking of changing the light colours to help create mood? For example orange being a warm mood, blue being a cool and unsettling mood, or a mix of light colours for different purposes, for a dramatic mood?[/QUOTE] Thanks! I'm working on it! Currently i'm doing a shitload of custom textures, so i don't longer need to use the cs_agency textures. (I really like them, but you know... "using someone else's assets" ) [img_thumb]http://i.imgur.com/2Pyg4ic.png[/img_thumb] [img_thumb]http://i.imgur.com/ATzEX8V.png[/img_thumb] The base texture (or material) is from CGTextures I tiled it, made some color variations and added a top and bottom border. ( Everything modular, so i can easily create more variations of it)
[QUOTE=On-A-Freak;45760359]Thanks! I'm working on it! Currently i'm doing a shitload of custom textures, so i don't longer need to use the cs_agency textures. (I really like them, but you know... "using someone else's assets" ) [img_thumb]http://i.imgur.com/2Pyg4ic.png[/img_thumb] [img_thumb]http://i.imgur.com/ATzEX8V.png[/img_thumb] The base texture (or material) is from CGTextures I tiled it, made some color variations and added a top and bottom border. ( Everything modular, so i can easily create more variations of it)[/QUOTE] you seem to have some shadows and stuff on that wall, can i recommend putting that into the normal map instead?
Why would you put that into the normal map?
[QUOTE=Shirky;45760921]Why would you put that into the normal map?[/QUOTE] because its bumps on the texture, a normal map emulates bumps nicely to react to different lighting, to highlight correctly with respect to the light source.
[QUOTE=mdeceiver79;45760955]because its bumps on the texture, a normal map emulates bumps nicely to react to different lighting, to highlight correctly with respect to the light source.[/QUOTE] The normal map is only there to show the [b]geometry[/b] of the surface. In Source the diffuse (basetexture) contains ambient shadows and the colour of the surface. The specular maps then take control of telling the player what material the surface is made of.
Well, the specular map tells the material if it has a reflection (mostly from a cubemap) The specular map mask is like the bumpmap but for the reflection. It's a greyscale version of the diffusemap. It tells the engine that the white parts of the specmapmask is more reflective than the black parts. So you can mask out sections of a texture you don't want to have cubemaps on (e.g a texture of a wall with a window in it and you only want to have the glass of the window reflective) [B]Edit:[/B] Cut it. With specular map i mean what valve calls a enviroment map or reflection map.
[QUOTE=On-A-Freak;45761477]Well, the specular map tells the material if it has a reflection (mostly from a cubemap) The specular map mask is like the bumpmap but for the reflection. It's a greyscale version of the diffusemap. It tells the engine that the white parts of the specmapmask is more reflective than the black parts. So you can mask out sections of a texture you don't want to have cubemaps on (e.g a texture of a wall with a window in it and you only want to have the glass of the window reflective)[/QUOTE] How reflective a material is, and where it is reflective, is what gives our brains their idea of which material we're looking at.
[QUOTE=hiyougami;45761872]How reflective a material is, and where it is reflective, is what gives our brains their idea of which material we're looking at.[/QUOTE] Exactly this. Whew.. finally saved it all. [img_thumb]http://i.imgur.com/YTFehQG.png[/img_thumb] I'll write the vmt's tomorrow. Also i have to do the normal and specular map too for each texture variation. [B]Edit:[/B] Also what looks better? Orange? Blue? Or Booth. I kinda like it with booth colors. [img_thumb]http://i.imgur.com/r9lEzlf.jpg[/img_thumb]
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