• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=Vincentor;45784749]I messed around with some custom 3D skybox stuff, I kinda like how it turned out. [video=youtube;-BZ-HHxAZ_I]http://www.youtube.com/watch?v=-BZ-HHxAZ_I[/video][/QUOTE] The idea is sweet. The wormhole itself however looks pretty ugly. Spruce it up a bit, it looks very artificial and ugly.
[QUOTE=TFlippy;45780734]Changed the lighting from a rainy night to a rainy sunrise. Also, HDR is amazing. The car is capable of roadkills. Unfortunately, the driver is irresponsible, so he leaves the mangled corpse alone. :v: [T]http://i.gyazo.com/db368b4404da30b1bd77410892d35042.png[/T] [T]http://i.gyazo.com/40f78e58747ff4f6ce2271b4f3a7bb29.png[/T] [T]http://i.gyazo.com/bb2fd22bc52ee47d2f308daa216cb5a9.png[/T][/QUOTE] It's cool that you're experimenting with HDR and stuff. You might wanna decrease it a bit though, it starts to look more like those games of 2004-2006 era, where devs just put so much bloom everywhere
[QUOTE=leontodd;45788970]I installed FACP into the correct folders and now when I try to use Hammer, the views will begin to lag. The lag gets worse and worse even when I'm not mapping anything until it's impossible. (5 fps even on the 2D views) It's only happened since installing the pack. Any solutions?[/QUOTE] You might be having memory issues. Delete the Banshee Friend folder, it'll probably help.
I can't come up with a good looking 3D skybox for my Klingon map.. I wish I could just put this thing out there already.
[vid]http://a.pomf.se/ldlkay.webm[/vid] Rough layout of the entrance. I'll add more details and a reception to it.
[QUOTE=Vincentor;45784749]I messed around with some custom 3D skybox stuff, I kinda like how it turned out. [video=youtube;-BZ-HHxAZ_I]http://www.youtube.com/watch?v=-BZ-HHxAZ_I[/video][/QUOTE] Reminds me of my own hyperspace/wormhole map from over two years ago. [video=youtube;ZgczmG_-8Ug]http://www.youtube.com/watch?v=ZgczmG_-8Ug[/video] Though sadly my texture was a bit too noisy IMO. I should redo this sometime with a less shitty texture.
After 5 different versions, my reception is finally done: [vid]http://a.pomf.se/oubomx.webm[/vid] I love phong. It makes the plastic look like... plastic. :dance:
The interiors look extremely empty, try cramping them up a bit. Also, use more curvy geometry - such as round stairs and wall corners.
Its still w i p. Also the blocky/45°angle design is intended. At least for the lobby and entrance. The other rooms will have an unique design each. Also idont want use that many assets from agency. so i need to make my own paintings / decoration. The entrance area (red) is far away from beeing finished.
[QUOTE=On-A-Freak;45815976]After 5 different versions, my reception is finally done: [vid]http://a.pomf.se/oubomx.webm[/vid] I love phong. It makes the plastic look like... plastic. :dance:[/QUOTE] I'd suggest you to scale down the size of the 'welcome' sign a bit, from afar the F and I get really difficult to make out, and the exclamation mark is hard to read as well. Maybe try to scale it down to about 80% of its original size, with a small border around the whole text
[QUOTE=Kahgarak;45815682]Reminds me of my own hyperspace/wormhole map from over two years ago. [video=youtube;ZgczmG_-8Ug]http://www.youtube.com/watch?v=ZgczmG_-8Ug[/video] Though sadly my texture was a bit too noisy IMO. I should redo this sometime with a less shitty texture.[/QUOTE] Was this inspired by Unreal Tournament's HyperBlast, by any chance?
I temporarily hid entities and selected everything, and it ended up looking pretty cool :v: [IMG]https://dl.dropboxusercontent.com/u/21757911/source/fork_hammer2dview.png[/IMG] I'm hoping to finish and release the map this week, since I won't have much time to work on it any more after that. Also, if anyone can help me out with the following, it would be greatly appreciated: [QUOTE=03C0;45812689]A quick request. I made a simple LOD model for the tree cluster props I'm using in my map. On my PC, it barely has an effect (only like 2 or 3 more frames per second). Is anyone else (preferably with a low-end or mid-range PC) willing to try out these test maps and see how much of a difference in performance there is? The LOD model needs some more work to make the transition less apparent, but I'd like to know if it's even worth the effort. The regular model is fairly low-poly as is, and video cards can push a lot of polygons these days. Download here: [URL]https://dl.dropboxusercontent.com/u/21757911/source/test_forest_lod.zip[/URL] The required content is packed into both BSP files, so you should be able to just drop them into your maps folder.[/QUOTE]
[QUOTE=On-A-Freak;45809599][vid]http://a.pomf.se/ldlkay.webm[/vid] Rough layout of the entrance. I'll add more details and a reception to it.[/QUOTE] I hope you'll improve the lighting, because now it looks flat and uninteresting.
[QUOTE=03C0;45822768]I temporarily hid entities and selected everything, and it ended up looking pretty cool :v: I'm hoping to finish and release the map this week, since I won't have much time to work on it any more after that. Also, if anyone can help me out with the following, it would be greatly appreciated:[/QUOTE] on an amd fx-6300 (3.5ghz hex core) and an amd hd7770 (2gb version) I got 80 fps on the lod version, and 35-40 on the no lod version.
[QUOTE=gargamel9000;45823031]I hope you'll improve the lighting, because now it looks flat and uninteresting.[/QUOTE] I don't know what you mean, I think it looks pretty well done as is. :v:
[QUOTE=03C0;45822768]I temporarily hid entities and selected everything, and it ended up looking pretty cool :v: [IMG]https://dl.dropboxusercontent.com/u/21757911/source/fork_hammer2dview.png[/IMG][/QUOTE] Do you mind if I use this as my desktop wallpaper?
[QUOTE=03C0;45822768][IMG]https://dl.dropboxusercontent.com/u/21757911/source/fork_hammer2dview.png[/IMG][/QUOTE] That's so cool looking, and it all sews, too!
[QUOTE=MrBunneh;45823039]on an amd fx-6300 (3.5ghz hex core) and an amd hd7770 (2gb version) I got 80 fps on the lod version, and 35-40 on the no lod version.[/QUOTE] Thanks, that's good to know. I've now replaced the props with the LOD-enabled versions. After tweaking the model slightly and building the lighting, the transition isn't too noticeable. [QUOTE=TurtleeyFP;45823045]Do you mind if I use this as my desktop wallpaper?[/QUOTE] Hah, go ahead. [url=https://dl.dropboxusercontent.com/u/21757911/source/fork_hammer2dview_highres.png]Here's a slightly higher res version.[/url]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=132241632]Dustycrops[/url] is getting a quick optimization update before I go and start working on a new version of it with experiences learned from the previous version. No content as of the moment though, but hopefully I'll have the layout put down by later tonight.
Yes i finally got multiple traffic lights working for a large intersection. It's my first time doing this kind of stuff so i'm quite happy with it, here it is [T]http://i.imgur.com/Rw9tcTe.jpg[/T] [T]http://i.imgur.com/8PNmPjZ.jpg[/T] [T]http://i.imgur.com/jwE6dhc.jpg[/T] [T]http://i.imgur.com/SOsXCBb.jpg[/T]
Too glowy for daytime. If it was night it'd look perfect, but it's just too much glow.
[QUOTE=redBadger;45826495]Too glowy for daytime. If it was night it'd look perfect, but it's just too much glow.[/QUOTE] Ok i'll lower the brightness of them [editline]28th August 2014[/editline] I'm using a point_spotlight how would i do that?
[QUOTE=Magman77;45823044]I don't know what you mean, I think it looks pretty well done as is. :v:[/QUOTE] All lights are white. You should use more colors and more contrast. With HDR it will look a lot better, good work anyway :)
[QUOTE=Skerion;45820591]Was this inspired by Unreal Tournament's HyperBlast, by any chance?[/QUOTE] DM-HyperBlast and DM-Pyramid, yes!
[QUOTE=Wayno717;45826538]Ok i'll lower the brightness of them [editline]28th August 2014[/editline] I'm using a point_spotlight how would i do that?[/QUOTE] change the color's alpha.
Worked a bit on the lightning and added more art and details. [img_thumb]http://i.imgur.com/ystaa5n.jpg[/img_thumb] [img_thumb]http://i.imgur.com/tuagUdI.jpg[/img_thumb] [img_thumb]http://i.imgur.com/nbQXtNx.jpg[/img_thumb] [img_thumb]http://i.imgur.com/2qw7oCE.jpg[/img_thumb] [img_thumb]http://i.imgur.com/dGu3UKz.jpg[/img_thumb] And here moving pictures. So you can see the cubemaps better. [vid]http://a.pomf.se/hwzrly.webm[/vid] Once again. I'm not aiming for "realism". It's a map for a cinema server i like.
Your architecture is much better, I love all of the details. Still don't like the "new color scheme in every room" idea though.
Architecture's good but I also think that a red colour palette would be the wisest choice
[QUOTE=Wayno717;45826450]Yes i finally got multiple traffic lights working for a large intersection. It's my first time doing this kind of stuff so i'm quite happy with it, here it is [T]http://i.imgur.com/Rw9tcTe.jpg[/T] [T]http://i.imgur.com/SOsXCBb.jpg[/T][/QUOTE] Those signs look far too low down. Can't see a truck or a bus managing to get under one of those.
[QUOTE=selby3962;45827972]Those signs look far too low down. Can't see a truck or a bus managing to get under one of those.[/QUOTE] I have tested with both a bus and truck and they fit with quite a lot of room
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