• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
A friend made a 3d skybox for me =) [t]http://puu.sh/bTFZY/16e4a4bf91.jpg[/t]
The Resistance has a saturating diet. [T]https://dl.dropboxusercontent.com/u/33369101/ttt_infestation/29-9-2014/2.jpg[/T] [T]https://dl.dropboxusercontent.com/u/33369101/ttt_infestation/29-9-2014/1.jpg[/T]
So I wanted to see how much I could do in Hammer in a week, starting from not even knowing how to get the program to run...Here's the results. I also taught myself how to make and apply decals, create decent looking normal maps, using normal maps for different levels of reflectivity & color, a brief thing on displacements, and a LOT about how to make geometry without phantom polygons. Given one more day I could make these two bases a LOT more refined but I just finished the geometry tonight. [t]http://puu.sh/bTJoQ.png[/t] The eventual goal is to make...well, Bloodgulch. Obviously, I still need to make the actual cliffs. I'm also going to make a custom skybox eventually, once I figure out the light trickery (I fiddled with the skybox lighting here and it came out rather washed out...) When I have it completed I'll probe and see if there's interest in releasing a completed bloodgulch (iirc one already exists?)
Working on remaking everyone's favorite 24/7 all crits instant respawn map; otherwise known as cp_orange_x3 [IMG]http://cloud-4.steampowered.com/ugc/43106053971415656/9AF8BE1988A27AEFDA2AE77D355250ADA811F6D5/[/IMG] [IMG]http://cloud-4.steampowered.com/ugc/43106053971421417/7B988DF72129D5339CBA16E6F14A0314AFAAA212/[/IMG]
Curious question- Is it possible to bone pose T-pose models(Gordon Freeman or Dr.Breen for example) inside Hammer to be placed inside a custom map?
decided to make the river "realistic" because i think a cheaply detailed canal that somehow boats got in the jail' shore don't really cut hammer pics because i'm putting a lot of effort on expanding the map, and i don't have time to seal it and do a playtest [t]http://puu.sh/bUgK2/3dcdcf15b8.jpg[/t] [t]http://puu.sh/bUh4H/4b5d5bcc1a.jpg[/t] Before: [t]http://cloud-4.steampowered.com/ugc/32972954822105917/AF5A52D006786DC003FB87BA1E55A1FB59342F01/[/t] [t]http://cloud-4.steampowered.com/ugc/32972954822111209/3B5E49A94B1EEA8CA6F291124BD806CAC9C18FE8/[/t]
I'll never get used to those artifacts. :v:
As horrible as this sounds I always have a hard time taking anything you post seriously because of those :v:
it belongs in a museum
[QUOTE=zp92;46115638]Curious question- Is it possible to bone pose T-pose models(Gordon Freeman or Dr.Breen for example) inside Hammer to be placed inside a custom map?[/QUOTE] There is no way to pose in hammer, your best bet for doing something similar is proably map_edit and hammer_update_entity. [URL="https://developer.valvesoftware.com/wiki/Map_edit"]https://developer.valvesoftware.com/wiki/Map_edit[/URL] It let's you save the current state of various physic models into the vmf (including prop_ragdoll it seems). So you could possibly do posing in gmod, save it to the vmf, and then disable motion in hammer, if this is what you we're thinking of. I just now tried it out with css and I got an error and it didn't work, should work in theory and if you're willing to solve any possible errors that might arise.
Holy shit - I didnt even notice the artifacts until someone mentioned them. Jesus.
[QUOTE=zp92;46115638]Curious question- Is it possible to bone pose T-pose models(Gordon Freeman or Dr.Breen for example) inside Hammer to be placed inside a custom map?[/QUOTE] you can decompile and pose then bake and recompile.
[QUOTE=EddieLTU;46090003]some more updates of frozenjail [t]http://cloud-2.steampowered.com/ugc/32972954731291735/648A8F24178F8F6A8E874760E2E37C3EFB4A6B88/[/t] [t]http://cloud-4.steampowered.com/ugc/32972954731306021/FC19F192AFEACE7F8E103A0DFB7C5B51E0189BEC/[/t] [t]http://cloud-4.steampowered.com/ugc/32972954731308631/17F5694C332BA18811934462A8144EA504C78DF0/[/t][/QUOTE] Your use of textures is good, though not yet very varied - main point, don't make white lights unless it's a spotless science lab! Use warm lights to give a warm and comforting mood, cold lights to give a cold and unsettling one c: Make each light have a slightly different colour, even. Lighting variation is everything when it comes to interiors. Have fun with it! ^^ [QUOTE=lope;46108554]So I'm really bad at mapping: [t]http://i3.minus.com/iAyuZrDNSeDkQ.jpg[/t] [t]http://i4.minus.com/iXlIuONClJCzN.jpg[/t] [t]http://i5.minus.com/il9sf9Jls3H8I.jpg[/t] [t]http://i7.minus.com/ixJteMS3j0Wz4.jpg[/t] [t]http://i6.minus.com/irjkj6aaqIly8.jpg[/t] [/QUOTE] Screenshot 1: Nice use of outdoor lighting, indoors! Screenshots 2 - 4: Same as above, try varying the lighting colour - maybe a slight yellowish orange at least to complement the spotlight props, perhaps you'd like to go for a light blue tint in some places to make them seem more unsettling? Make some places warm and some places cool, and a few places dark too. Give it a shot :) Screenshot 5: White lighting could suit this one particular corridor, though again, probably making it [I]slightly[/I] yellow-orange wouldn't hurt. Keep it up, that looks like a map I'd love to play on <3 [QUOTE=ruarai;46104914][t]http://cloud-4.steampowered.com/ugc/48735553484328543/268B27DD0590D4974E33EF9D80E212AFADF379D5/[/t] Little setpiece in my map[/QUOTE] What did you do to Stanley ;-;
Alright, got my second map in. Man, cubemaps react so differently in SFM compared to gmod/SDK13 [t]https://dl.dropboxusercontent.com/u/21161113/mapping/gm_norad0000.jpg[/t] [t]https://dl.dropboxusercontent.com/u/21161113/mapping/gm_norad0001.jpg[/t] [t]https://dl.dropboxusercontent.com/u/21161113/mapping/gm_norad0002.jpg[/t] [t]https://dl.dropboxusercontent.com/u/21161113/mapping/gm_norad0003.jpg[/t] I think that should do the trick pending proper prop placement and lighting ingame - this should give people some leeway as to how they'd like to light their scenes. Oh and a SFM shot in the same map: [t]https://dl.dropboxusercontent.com/u/21161113/SFM/norad_midpass_2.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/16349584/2014%20hammer%20map/windyroad03.PNG[/t] Displacements sure are handy.
unrelated, but someone felt sympathy because i have artifacts [IMG]http://puu.sh/bVvuE/4956bb375a.png[/IMG] i'm speechless it feels kinda wrong, so i'll give the money back
Would it be worth making an RP map? I've always wanted to make one, but my biggest fear is that people will still use the crappy rp_downtown_v4c_v2_v7_0.741_bsp.bsp edits. It would have been either set in a desert or eastern / central Europe.
[QUOTE=TFlippy;46125083]Would it be worth making an RP map? I've always wanted to make one, but my biggest fear is that people will still use the crappy rp_downtown_v4c_v2_v7_0.741_bsp.bsp edits. It would have been either set in a desert or eastern / central Europe.[/QUOTE] Whether someone will play the map or not shouldn't matter. If you have an interest in wanting to do something, you should do it. If the only reason you're making something is to generate views/plays/whatever and not "because I want to do this", then you're gonna end up feeling like it isn't worth the effort and lose direction with what you want to do.
I've been struggling to find a decent DarkRP server for a year, but all of them have been instantly ruined by that hellish map. It's like a prime example of the perfectly bad map - the skybox is stretched, bad texture choices, low quality geometry, lazily constructed buildings, lighting that doesn't match the sky, thousand recompiles & decompiles and so on. [B]Also, that guy removed the elevator.[/B] It's just really sad to see that wonderful maps such as Littletown, Locality, Swarg, Subterranean etc. are barely being played despite their creators investing enormous amounts of effort and time in them.
Man I hate saving and seeing everything is on grid and eh-ok and then I come home from uni and hammer breaks something. [t]https://dl.dropboxusercontent.com/u/16349584/2014%20hammer%20map/i%20hate%20hammer.PNG[/t] Didn't help as I was editing a map it was doing it to THAT SPECIFIC chunk, messing up the vertex points as I was moving around the map adding bits and pieces. Edit: Oh ok hammer was upset at me that I was making invalid brushes. Go figure.
Source SDK 2013 has got updated a while ago. Some of the bin folder's files have been changed, did anyone notice anything new?
Went to Rome for some days and walked a bit around the lesser known parts of the city, its pretty amazing how much weird/unique architecture you can find. I took some pictures and decided to recreate one of them in Hammer as a scene sort of. I think the background for the place was that they had dug besides an apartment building because of archeological reasons (there were pillars from the roman era just standing besides it) and later on decided to secure the building with some real ghetto support-work; Reference shot (with gigantic thumb included) [t]http://i.imgur.com/Ia8oQ1f.jpg[/t] Result I ended up with (with some artistic freedom tossed in, I focused mostly on the main bulding) [t]http://i.imgur.com/ass0lwP.jpg[/t] I might make some more of these scenes as I took some dozen pictures of the city :v:
Architecture doesn't necessarily define its level of realism. I love seeing abstract architecture, it draws me in and is less boring than more conventional design.
[QUOTE=onebit;46136102]The thing is that the architecture isn't common, when you map you're trying to make the user believe it's real, so when they don't recognize something they lose interest.[/QUOTE] Gotta say it works the opposite way for me, anything unique holds my attention much better
While I wouldn't want a map comprised entirely of unique or bizarre buildings, things like that make excellent landmarks and it does wonders to make a map more fun to play and look at.
[QUOTE=onebit;46136102]The thing is that the architecture isn't common, when you map you're trying to make the user believe it's real, so when they don't recognize something they lose interest.[/QUOTE] imo maps that just use the same, common, repetitive buildings make players loose a hell of a lot more interest then maps with unique, interesting buildings.
I made a skybox and corresponding model/sky [t]http://puu.sh/bXbnX.png[/t] It looks more convincing in-game, but I wonder if the corners are too visible: [t]http://puu.sh/bXcx2.png[/t] And I'm having a problem with the seams at the peak of the halo...any suggestions? [t]http://puu.sh/bXb8A.png[/t] I tried putting a block up there but it didn't help. I can't really think of how to clamp textures in-hammer... Also, the bloom is really insane on it, and it washes out the grass texture too much; still tweaking the brightness... I'm going to add clouds to it once I decide on a cloud texture/mask. I'm pretty sure I need them to be in-game because they should be below the halo model, which is already a skybox element
Are you using a tonemap controller to adjust the HDR bloom?
[QUOTE=Magman77;46137778]Are you using a tonemap controller to adjust the HDR bloom?[/QUOTE] I was a bit nervous about doing that, but I might have to do that. It looks a bit more advanced than what I've been doing though...do you recommend any particular tutorials on it? ...but first I have to flip the halo ring around because I just noticed its shadows are backwards
[url]https://www.youtube.com/watch?v=sK_gqpfxF90[/url]
Sorry, you need to Log In to post a reply to this thread.