• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=lope;46098265]I [I]think[/I] if you add cubemaps that fixes it but what do I know I'm an awful mapper[/QUOTE] nope, still there. (The problem isn't the pink squares but the way they're reflecting-- the surface there is completely flat; I kept the unbuilt cubemap because it makes it easier to see)
A quick way to hotfix this is to enter "mat_specular 0" into your console, then "buildcubemaps" and "mat_specular 1". Make sure there's at least one "env_cubemap" entity in your map too.
mat_fastspecular 0 is faster. It doesn't disable them completely, though.
I kept the missing cubemaps in because it makes the actual problem more obvious. The "actual" cubemaps looks like this: [t]http://puu.sh/bRAXD.png[/t] And the problem is here, circled in red: [t]http://puu.sh/bRB86.png[/t] It's a bit hard to see in a static shot but it's visible when you move around the level. That entire area is flat, and shouldn't have any indents or reflections indicating indents in it. edit: Looking online, it turns out VRAD rounds floating points. My whole MAP is floating points. I have to completely remake everything. Fuck.
Which lighting looks better? [img_thumb]http://i.imgur.com/IntIEzO.jpg[/IMG_thumb] [img_thumb]http://i.imgur.com/iirYT69.jpg[/IMG_thumb] agree for 1 disagree for 2
Made a randomly generating TF2 map! It's still work in progress though, so the results may range from [B]very shit[/B] to [I][U]pretty cool[/U][/I]. Also, sometimes it starts growing like crazy and crashes the game due to entity data limit. [T]https://dl.dropboxusercontent.com/u/33369101/tf2/random/1/1.jpg[/T] [T]https://dl.dropboxusercontent.com/u/33369101/tf2/random/1/2.jpg[/T] [T]https://dl.dropboxusercontent.com/u/33369101/tf2/random/1/3.jpg[/T] [T]https://dl.dropboxusercontent.com/u/33369101/tf2/random/1/4.jpg[/T] [T]https://dl.dropboxusercontent.com/u/33369101/tf2/random/1/5.jpg[/T] [T]https://dl.dropboxusercontent.com/u/33369101/tf2/random/1/6.jpg[/T] [T]https://dl.dropboxusercontent.com/u/33369101/tf2/random/1.jpg[/T] [T]https://dl.dropboxusercontent.com/u/33369101/tf2/random/2.jpg[/T] [T]https://dl.dropboxusercontent.com/u/33369101/tf2/random/3.jpg[/T] [T]https://dl.dropboxusercontent.com/u/33369101/tf2/random/4.jpg[/T]
[QUOTE=Rowtree;46100395]Which lighting looks better? agree for 1 disagree for 2[/QUOTE] tbh I think 1 is too light and 2 is too dark
[QUOTE=TFlippy;46100443]Made a randomly generating TF2 map! It's still work in progress though, so the results may range from [B]very shit[/B] to [I][U]pretty cool[/U][/I]. Also, sometimes it starts growing like crazy and crashes the game due to entity data limit.[/QUOTE] Now you'll have to share with us curious fellow mappers what the secret is to this glorious creation. :v:
[QUOTE=lope;46100498]tbh I think 1 is too light and 2 is too dark[/QUOTE] yeah, make it more like this [img]http://i.imgur.com/hOpuL6G.jpg[/img]
This better? [IMG_thumb]http://i.imgur.com/LOLSH0h.jpg[/IMG_thumb] also additional images: [IMG_thumb]http://i.imgur.com/GUrymou.jpg[/IMG_thumb] [IMG_thumb]http://i.imgur.com/5rv2qR7.jpg[/IMG_thumb] [IMG_thumb]http://i.imgur.com/BRzyYQy.jpg[/IMG_thumb] [IMG_thumb]http://i.imgur.com/5fcyOUu.jpg[/IMG_thumb] it's still missing the 3d skybox as of right now though so no citadel/other detail. it's supposed to be part of city17 or some kind of half-life 2 thing
Honestly it doesn't look too much like the Half Life universe to me. It sort of reminds me of italy or something like that.
[QUOTE=ruarai;46104914][t]http://cloud-4.steampowered.com/ugc/48735553484328543/268B27DD0590D4974E33EF9D80E212AFADF379D5/[/t] Little setpiece in my map[/QUOTE] The wall is to thick, it looks to be 16 units, makes for a really weird feeling. Use 8 units for wall thickness, it is a lot more realistic and nicer looking.
[QUOTE=Itszutak;46098648]I kept the missing cubemaps in because it makes the actual problem more obvious. The "actual" cubemaps looks like this: [t]http://puu.sh/bRAXD.png[/t] And the problem is here, circled in red: [t]http://puu.sh/bRB86.png[/t] It's a bit hard to see in a static shot but it's visible when you move around the level. That entire area is flat, and shouldn't have any indents or reflections indicating indents in it. edit: Looking online, it turns out VRAD rounds floating points. My whole MAP is floating points. I have to completely remake everything. Fuck.[/QUOTE] Try assigning all of those faces to a single smoothing group. It fixed the same issue for me once, although that was a long time ago.
Progress! [T]http://puu.sh/bSGRx/f58d725e39.jpg[/T]
there's the layout of the frozenjail it would be cool if someone posts constructive criticism and how could i improve the layout ground floor [t]http://i.imgur.com/xjyRhfk.png[/t] Third floor (its because the second floor is pretty empty) [t]http://i.imgur.com/yoRIsM6.png[/t] Red: Unplayable Orange: T Spawn Blue: CT Spawn Green: Bomb Site Teal: Staircases/Ladder
[QUOTE=Rowtree;46103936]This better? it's still missing the 3d skybox as of right now though so no citadel/other detail. it's supposed to be part of city17 or some kind of half-life 2 thing[/QUOTE] [QUOTE=Zelpa;46103974]Honestly it doesn't look too much like the Half Life universe to me. It sort of reminds me of italy or something like that.[/QUOTE] I was getting heavy DoD vibes from it, similar to that map with the bell tower that overlooks the courtyard and apartment building.
[QUOTE=Ciirulean;46106640]Progress! [T]http://puu.sh/bSGRx/f58d725e39.jpg[/T][/QUOTE] looks interesting, Maybe you can add some machineries or something so the floor doesn't look empty. And try to give a significance to everything you make. Those platform where your ladder goes. What is it purpose?
[QUOTE=Zelpa;46103974]Honestly it doesn't look too much like the Half Life universe to me. It sort of reminds me of italy or something like that.[/QUOTE] I guess you could think of it as another Combine-captured city that just so happens to take place in Italy.
So I'm really bad at mapping: [t]http://i5.minus.com/iB9nzD3DQ52qC.jpg[/t][t]http://i3.minus.com/iAyuZrDNSeDkQ.jpg[/t] [t]http://i4.minus.com/iSoMoI1Hx1bQo.jpg[/t][t]http://i4.minus.com/iXlIuONClJCzN.jpg[/t] [t]http://i5.minus.com/il9sf9Jls3H8I.jpg[/t][t]http://i7.minus.com/ibsfxy1bs3vYWt.jpg[/t] [t]http://i6.minus.com/irjkj6aaqIly8.jpg[/t][t]http://i7.minus.com/ixJteMS3j0Wz4.jpg[/t] [t]http://i7.minus.com/iDJypq1UtolVn.jpg[/t] and I'm bad at screenshots and I'm bad at adding props as you can tell from the lack of any props [editline]29th September 2014[/editline] ps it's a css gun game map called gg_bunker The thing I'm most proud of about this map, and what the screenshots don't do justice for, is that I think it plays really well. I had all these alternate routes and places to shoot people going by and basically it's the first map where I had strategy in mind, and I think that aspect of it came out very well.
You're giving yourself a hard time. That looks really good. Yeah, there's a lack of detail via props, but structurally it's really cool/good/interesting, at least to me. It's got a nice (almost) symmetrical layout, with different levels for variety in gameplay.
It's a good start imo [editline]29th September 2014[/editline] I think with a mere better choice of textures it could look great.
The problem is, I have no idea where to begin detailing.
[QUOTE=lope;46108957]The problem is, I have no idea where to begin detailing.[/QUOTE] well I guess you gotta begin with what you would expect to be in a bunker. you'd need water pipes and power lines, both easily accessible in case of maintenance, water drains, fire extinguishers/sprinklers, maybe computer setups and panels (think that one room in nuke going from t side to ramp), access to above ground, storage facilities etc. it's it's a military base perhaps you could have an armoury behind a locked door and glass window or something.
[QUOTE=lope;46108957]The problem is, I have no idea where to begin detailing.[/QUOTE] Just think about each area as it's own seperate room. What does each room do? What is its purpose? Is it a room for machinery? Then you'd detail it with machines, control switches, ladders, tools and the sort. Is it a room for storage? Then add some boxes, some shelves, maybe even a crate on a dolly. There's no real secret to detailing, just go from area to area and start to add props, overlays/decals and variation. The goal is to have something that's interesting to look at, but doesn't overwhelm the player, or disrupt the flow of your map.
How do you guys get custom textures? Or do you just make your own?
[QUOTE=lope;46109610]How do you guys get custom textures? Or do you just make your own?[/QUOTE] I use textures from [url]http://cgtextures.com/[/url], then edit them using curves/levels/colour overlays and whatever else to make the exact textures I need.
[QUOTE=sirdownloadsalot;46109693]I use textures from [url]http://cgtextures.com/[/url], then edit them using curves/levels/colour overlays and whatever else to make the exact textures I need.[/QUOTE] Oh my god this website is like heaven
[t]https://dl.dropboxusercontent.com/u/16349584/2014%20hammer%20map/home02.PNG[/t] Excuse my lack of compiling the map for a screenshot. The map is not in a state to be compiled yet.
In the process of porting San Andreas buildings to be used as brush-work references [thumb]http://i.cubeupload.com/45DdYn.png[/thumb] [thumb]http://i.cubeupload.com/sCTGla.png[/thumb] [thumb]http://i.cubeupload.com/f6OMcH.png[/thumb]
[QUOTE=KnightVista;46110651]In the process of porting San Andreas buildings to be used as brush-work references.[/QUOTE] Being able to look at those houses with dev materials is really cool. The composition of each building is really great considering that it's 2004/5 era graphics. You had to make each polygon count when hardware was so limited back then.
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