• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=EddieLTU;45900743]tried the parralax maps too results are 90% great (minus the fullbright texture) [/QUOTE] Assuming it's not an issue with the shader itself accepting lightmaps, adding -lightifmissing to vbsp should force vrad to lightmap them.
[QUOTE=EddieLTU;45900743]tried the parralax maps too results are 90% great (minus the fullbright texture) [t]http://cloud-4.steampowered.com/ugc/32971231354447799/6C9EF3F37D813B09770710347A47D03D55BA9F8B/[/t] anyways started to work on the bank from Postal 2 port, after months [t]http://cloud-4.steampowered.com/ugc/32971231354451342/507B58B49077156C1F67F8C0A14640D56286D01C/[/t] [t]http://cloud-4.steampowered.com/ugc/32971231354454609/87DDE064FE16B8A1A21A9A3DA2A7A3F6DEB5FAB3/[/t][/QUOTE] your GPU is dieing or something. [t]http://cloud-4.steampowered.com/ugc/613895702372324318/239F0D2C071DAAD4585A76AB5C83A982350D58D3/[/t]
[QUOTE=glitchvid;45901490]Assuming it's not an issue with the shader itself accepting lightmaps, adding -lightifmissing to vbsp should force vrad to lightmap them.[/QUOTE] Yeah but didn't work.
I worked on the lightning and added more details. The room with the elevators isn't finished yet. [vid]http://a.pomf.se/kuisuq.webm[/vid]
[QUOTE=On-A-Freak;45903811]I worked on the lightning and added more details. The room with the elevators isn't finished yet. [vid]http://a.pomf.se/kuisuq.webm[/vid][/QUOTE] its looking alot better.
[QUOTE=Stiffy360;45901834]your GPU is dieing or something. [t]http://cloud-4.steampowered.com/ugc/613895702372324318/239F0D2C071DAAD4585A76AB5C83A982350D58D3/[/t][/QUOTE] Isn't that kinda obvious Can't really afford a new one [editline]6th September 2014[/editline] [QUOTE=glitchvid;45901490]Assuming it's not an issue with the shader itself accepting lightmaps, adding -lightifmissing to vbsp should force vrad to lightmap them.[/QUOTE] doesn't work
First compile, I wanted to see how it looks like in game :3 The result ain't bad. I didn't work much on the lighting since it was only a test. [t]http://cloud-4.steampowered.com/ugc/39726630812632130/ABF8002A311D147232E814AC999D090ED0DDD840/[/t] [t]http://cloud-4.steampowered.com/ugc/39726630812633453/A509E37EFDAD30CC8D5D04B9DB5C6F2CC442242B/[/t] [t]http://cloud-4.steampowered.com/ugc/39726630812634621/FB8BDB7FCD3F8E4F0EEC4EA03FC8C87C79C73E5B/[/t]
[QUOTE=wazanator;45847391]You click the download button then scroll down and choose a download location.[/QUOTE] no when it downloads it wont let me open it
I started on something yesterday because I wanted to try something that wasn't a remake, but still set at BMRF. [img_thumb]http://i.imgur.com/LIpPfoM.jpg[/img_thumb]
Finally managed to dish out a compile. [T]http://i.imgur.com/yJtudhE.jpg[/T] How's this? Considering I'm making this for No more room in Hell, I like to make a moody atmosphere.
What does EntData mean if its almost full, what issues can it cause, and how can I reduce it? [quote] Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 143/1024 6864/49152 (14.0%) brushes 2248/8192 26976/98304 (27.4%) brushsides 15915/65536 127320/524288 (24.3%) planes 12858/65536 257160/1310720 (19.6%) vertexes 23253/65536 279036/786432 (35.5%) nodes 4148/65536 132736/2097152 ( 6.3%) texinfos 3746/12288 269712/884736 (30.5%) texdata 120/2048 3840/65536 ( 5.9%) dispinfos 59/0 10384/0 ( 0.0%) disp_verts 4779/0 95580/0 ( 0.0%) disp_tris 7552/0 15104/0 ( 0.0%) disp_lmsamples 289528/0 289528/0 ( 0.0%) faces 12053/65536 674968/3670016 (18.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 9096/65536 509376/3670016 (13.9%) leaves 4292/65536 137344/2097152 ( 6.5%) leaffaces 18647/65536 37294/131072 (28.5%) leafbrushes 6050/65536 12100/131072 ( 9.2%) areas 7/256 56/2048 ( 2.7%) surfedges 95648/512000 382592/2048000 (18.7%) edges 59268/256000 237072/1024000 (23.2%) LDR worldlights 67/8192 5896/720896 ( 0.8%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 1341/32768 13410/327680 ( 4.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 22554/65536 45108/131072 (34.4%) cubemapsamples 90/1024 1440/16384 ( 8.8%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 4245300/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 258/16777216 ( 0.0%) entdata [variable] 403015/393216 (102.5%) VERY FULL! LDR ambient table 4292/65536 17168/262144 ( 6.5%) HDR ambient table 4292/65536 17168/262144 ( 6.5%) LDR leaf ambient 15150/65536 424200/1835008 (23.1%) HDR leaf ambient 4292/65536 120176/1835008 ( 6.5%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/14384 ( 0.0%) pakfile [variable] 7913260/0 ( 0.0%) physics [variable] 892676/4194304 (21.3%) physics terrain [variable] 10871/1048576 ( 1.0%) Level flags = 0 Total triangle count: 34816 Writing e:\users\nathaniel\desktop\ttt_westernmap\alpha 2\ttt_highnoon_a2.bsp 4 minutes, 11 seconds elapsed Compile Complete for this module. VRAD Completed: Saturday, September 06, 2014, 1:08:12 PM VRAD: entdata [variable] 403015/393216 (102.5%) VERY FULL! VRAD --> WARNING - Max Limit Approach! VRAD: Compile time: 4 minutes, 11 seconds elapsed [/quote]
[video=youtube;zxiNE-tbSBA]http://www.youtube.com/watch?v=zxiNE-tbSBA[/video] Im really bad with lighthing.. :<
[QUOTE=failcake;45908451][video=youtube;zxiNE-tbSBA]http://www.youtube.com/watch?v=zxiNE-tbSBA[/video] Im really bad with lighthing.. :<[/QUOTE] Looks ALOT better that the current ones. I asked Caps a while ago to make a map too, but i realized i don't have enough free time to have a huge project like this. I really hope you also enchant the build, water and RP area as well. Especially the build area looks really awful atm.
Some Portal 1 styled bts corridor I made [T]http://puu.sh/bofHo/e4011c1c07.jpg[/T]
Ignore the EntData, it's set for Half-Life 2 era computers. You should be fine unless you go above 400%.
Just realized this is the WIP thread... Oops To make up for that, heres some screenshots of me fiddling with Color correction for a dry, washed out feeling to my Western map. [t]http://cloud-4.steampowered.com/ugc/30719431571962455/538297B03DDA9B51C377A5C3C303574F546D7299/[/t] [t]http://cloud-4.steampowered.com/ugc/30719431571966546/725DDEF0CD42976F6B2AF2A68B71F19349C4A367/[/t] Also I removed the Church because I hated it, I am planning on redoing it once I get a design
It feels really dull to me, the shadows should be sharper too since everything is pretty close to the ground.
[QUOTE=laakkone24;45909209]Some Portal 1 styled bts corridor I made [T]http://puu.sh/bofHo/e4011c1c07.jpg[/T][/QUOTE] Haha, you've just given me an idea. I will make a map called "Sexy Corridors" and experiment with lighting :v:
[QUOTE=Shirky;45909671]It feels really dull to me, the shadows should be sharper too since everything is pretty close to the ground.[/QUOTE] Its supposed to feel dull to a degree. Its a simple town out in the desert where the sun has dried out everything
Finished the elevator spawn area. Now i have no idea how to design a good cinema room. [vid]http://a.pomf.se/xzijts.webm[/vid]
Your textures just look so clean. I wish I had a pack that had loads of super-clean textures.
[t]http://i.imgur.com/ptjy4LN.jpg[/t] Early WIP of a park spawn area for Garry's Mod. Feast your eyes upon my lumpy cliffs. And tell me how to block off the other edges of the map.
I've been working on this for over a month but had nothing to really show, it will be a full-grid Gmod map based in Pennsylvania referencing the general northeastern US, particularly Williamsport. It will consist entirely of custom content and be a construct map I suppose, RP isn't looking likely. [thumb]http://i.imgur.com/EUGRidZ.jpg[/thumb][thumb]http://i.imgur.com/qSqHhIu.jpg[/thumb] The top-left area will be a sort of village or small town, along with the block left of the post office already there. The large grey area in the bottom-left will be an abandoned steel mill initially meant for vehicle work, as I wanted this to be a vehicle construct/testing map, and still intend to put a mill there for that purpose (offroading, cranes and lifts, indoor warehouses for building with func_areaportal to the rest of the map) The rest will be neighborhood or forest, and a mountainous skybox reminiscent of the Appalachians. The main focus is to make an all-purpose construct map set in a realistic, meticulously detailed environment, fully standalone requiring no games outside of base Gmod. This is being worked on alongside gm_metrostroi and may require the same compile tools, but hopefully not as I'm just proppering a lot.
trying out some junk [T]http://cloud-4.steampowered.com/ugc/538500289592241208/AD35DCC73C71D3B5B370CD0F7066B54B623221A2/[/T] [T]http://cloud-4.steampowered.com/ugc/538500289592205039/F073AD6D91332C5ECFF8AFC8B4AB19CA8808C364/[/T]
Wasn't there a puzzle you had to solve in the original boat hull, but valve didn't keep it when they used that level on lost coast? [editline]7th September 2014[/editline] You should put a puzzle in it. :v:
[QUOTE=Magman77;45920729]Wasn't there a puzzle you had to solve in the original boat hull, but valve didn't keep it when they used that level on lost coast? [editline]7th September 2014[/editline] You should put a puzzle in it. :v:[/QUOTE] i was gona do something involving making a floating bridge but the floats dont float
Current bonus stage retexture status complete with texture and seam bugs! [media]http://www.youtube.com/watch?v=kccpH2I7wAU[/media]
[QUOTE=FalseLogic;45921972]Current bonus stage retexture status complete with texture and seam bugs! [media]http://www.youtube.com/watch?v=kccpH2I7wAU[/media][/QUOTE] Song name? Also neat surf course.
[QUOTE=ChloeBlackSythe;45926405]Song name? Also neat surf course.[/QUOTE] Mr. Bill - The Oculist
WIP of an island factory thing I made a bit back. I've been idly editing the map here and there but I still have no plans for it. I've been trying lighting day and night, different props and interior lights, I like this- I just have no idea where to take it. [IMG_THUMB]http://i.imgur.com/womhh1o.jpg[/IMG_THUMB] [IMG_THUMB]http://i.imgur.com/t0uaITR.jpg[/IMG_THUMB] [IMG_THUMB]http://i.imgur.com/UIBuvqv.jpg[/IMG_THUMB]
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