The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=nomad1;46224869]
I don't believe I have it tied to a func_detail but maybe i am reading this wrong, and if I am, sorry.[/QUOTE]
Sorry, I wrote that as I woke up and thought your compile log said you tied to a func detail
[QUOTE=onebit;46225379]Select the whole map quickly by going to Map -> Map Properties[/QUOTE]
You don't want to do that either, or it will select the displacement causing the issues as well.
[QUOTE=Whitby;46223599][IMG]http://i.imgur.com/IfRfMfI.png[/IMG]
[img]http://i.imgur.com/uXssxkm.jpg[/img]
Little details. Any thoughts on the woodwork?[/QUOTE]
Align the wood texture with the geometry.
[QUOTE=grabbin pills?;46225000]If I'm not mistaken, The brush number finder says the brush doesn't exist if it is a displacement. I would suggest saving a copy of the map as a different name, turn all displacements back to a brush and then search for brush 158. Once you find it, find the brush in the original and fix it.
On a side note, I have had a similar issue, but somehow fixed it by selecting the entire map WITHOUT using Ctrl+A, and pasting it into a a empty map. It was as if hammer thought there was a displacement outside the coordinates or something.[/QUOTE]
you can always pilfer through the vmf for the brush and change the texture to something weird.
[QUOTE=grabbin pills?;46225000]If I'm not mistaken, The brush number finder says the brush doesn't exist if it is a displacement. I would suggest saving a copy of the map as a different name, turn all displacements back to a brush and then search for brush 158. Once you find it, find the brush in the original and fix it.
On a side note, I have had a similar issue, but somehow fixed it by selecting the entire map WITHOUT using Ctrl+A, and pasting it into a a empty map. It was as if hammer thought there was a displacement outside the coordinates or something.[/QUOTE]
I tried copying and putting it into a new hamemr file and that seems to have worked. Thanks!
[QUOTE=nomad1;46226024]I tried copying and putting it into a new hamemr file and that seems to have worked. Thanks![/QUOTE]
Hammer be cray cray
[QUOTE=oskutin;46209182]FP special:
[T]http://cloud-4.steampowered.com/ugc/545258778354379155/8E580093025E5FF2D9E03FCDD4C6CFC7086AC947/[/T][/QUOTE]
Erm, why does he have a propane tank on his shelf?
[QUOTE=Kosai106;46223753]You should probably do something about the roof.
Other than that, I think it looks quite alright. Maybe add a few dirt decals to break up the brickwork.[/QUOTE]
I've never known how to make roofs properly, i just make triangles on top.. not very good
[t]http://i.imgur.com/ejgHcqc.jpg[/t]
redesigned it yet again
Week 3 update!
[t]http://puu.sh/cbA9b.png[/t]
Did two major things this week: First, here's the result of my fiddling with detail textures. Not totally sold on the sand texture, so I might be fixing that up later.
[t]http://puu.sh/cbAkv.png[/t]
Here's another angle. You can see the beacon light from here. It flashes at approximately the same rate as the one in the original base.
[t]http://puu.sh/cbAxl.png[/t]
Other major thing I did this week was finish the south side of the base interior. Complete fucking headache by the way.
[t]http://puu.sh/cbAzm.png[/t]
Here's another angle of that hallway.
You might notice the overlays are missing from the base on the first two pictures. It seems they didn't copy over, and I just wanted to give a rough example of how it meshes together, for scale. Rest assured they're still there.
[t]http://puu.sh/cbAnF.png[/t]
Oh hey, there they are! Hi!
Yes the textures are fucked still. Geometry's only 85% on the grid at the moment and I want it 100% on-grid before I fiddle too much with fine details.
[t]http://i.imgur.com/tN4fVPQ.jpg[/t]
which roof is better? i always go for the left one
[QUOTE=Giraffen93;46229233][t]http://i.imgur.com/tN4fVPQ.jpg[/t]
which roof is better? i always go for the left one[/QUOTE]
Depends on what geographic location you are drawing inspiration from. The right one looks pretty radhus while the left one is more förort :v:
[QUOTE=Itszutak;46228832]Week 3 update![/QUOTE]
If you have access to a 3d modelling program, [URL="http://hce.halomaps.org/index.cfm?fid=1014"]this could prove to be some very useful reference.[/URL]
[QUOTE=Hoffa1337;46229280]Depends on what geographic location you are drawing inspiration from. The right one looks pretty radhus while the left one is more förort :v:[/QUOTE]
true, i can never settle for one style, but other houses have the förort style so
[QUOTE=Giraffen93;46229321]true, i can never settle for one style, but other houses have the förort style so[/QUOTE]
whenever I have to mess with roofs I kinda just make them flat, add a little border around it and then extend my staircase to get to the roof. Saves me having to make something that always looks off.
[img]http://shrani.si/f/10/rG/2HjJ3w3S/1.jpg[/img]
[img]http://shrani.si/f/2v/HD/KNxhTCu/2.jpg[/img]
[img]http://shrani.si/f/1n/ZF/3Y6yB1er/3.jpg[/img]
[img]http://shrani.si/f/s/nE/2v82Pax8/4.jpg[/img]
After some further playtesting, I slightly redid the A bomb site to make it less open and boring.
Other than that, I've been busy further fleshing out the buildings using my home town as a sort of style guide.
Dealt with the texture alignment issue by picking a different texture. Actually aligning them would be effort. Gave the effort to the gatehouse instead.
[IMG]http://i.imgur.com/VRLvZlc.png[/IMG]
Kinda running out of brush-related things to do, I think I'm going to have to learn to make rocks this week and start the terrain. :/
[t]http://i.imgur.com/0brG9RT.jpg[/t]
[QUOTE=Shirky;46232133][t]http://i.imgur.com/0brG9RT.jpg[/t][/QUOTE]
You forgot to add the GMan in the distance!
[T]http://i.gyazo.com/93ad6d5fc14604364e4db87a1a18ac13.png[/T]
So, friends urged me to post this here after asking for their opinion.
[T]http://i.imgur.com/IrDxeCb.jpg[/T]
It's about high time I'll start with the pegs of the handrails tomorrow.
Oh, and have a bonus screenshot of the foyer lit by the lightning
[T]http://i.imgur.com/teOllVO.jpg[/T]
Tweaked it up a little to make sure the light entity from outside is brighter than the ones placed inside.
[QUOTE=TFlippy;46232156]You forgot to add the GMan in the distance!
[T]http://i.gyazo.com/93ad6d5fc14604364e4db87a1a18ac13.png[/T][/QUOTE]
[IMG]http://i.imgur.com/5mpUdmm.jpg[/IMG]
[QUOTE=Giraffen93;46229233][t]http://i.imgur.com/tN4fVPQ.jpg[/t]
which roof is better? i always go for the left one[/QUOTE]
[I]Is this physics?[/I] I like the left one.
Why isn't there a tool out there yet that lets you put in all your texture files and it spits out them in the correct vtf and vmt format, with the vmt already set up? I have like 10 separate textures with normal maps that I have to make each individually T_T
[QUOTE=TFlippy;46232156]You forgot to add the GMan in the distance!
[T]http://i.gyazo.com/93ad6d5fc14604364e4db87a1a18ac13.png[/T][/QUOTE]
Someone post the video please
[QUOTE=Shirky;46232133][t]http://i.imgur.com/0brG9RT.jpg[/t][/QUOTE]
I'm working on a project that involves mountains and open terrain like this, I remember you might've posted a tutorial last year but do you mind sharing how you generated the heightmap & texture for that?
[QUOTE=Zovox;46235097]Someone post the video please[/QUOTE]
[vid]http://dl.dropboxusercontent.com/u/33369101/Permanent%20Files/ilunrq.webm[/vid]
[QUOTE=TFlippy;46237187]How to post the .webm videos correctly?
[url]http://dl.dropboxusercontent.com/u/33369101/Permanent%20Files/ilunrq.webm[/url][/QUOTE]
[vid] tags, bruhh
[t]http://i.imgur.com/JKTyqoT.jpg[/t]
i might just make this into a partly forest town, it kinda fits
just gotta remake the 3d skybox
I'm planning on making a giant maze map that contains traps, hidden stuff, easters n' stuff like that, yes or no?
[QUOTE=KleinerHl;46237926]I'm planning on making a giant maze map that contains traps, hidden stuff, easters n' stuff like that, yes or no?[/QUOTE]
Something like Labyrinth would be cool.
[img]http://www.geeksofdoom.com/GoD/img/2013/04/2013-04-10-labyrinth.gif[/img]
[url]http://www.geeksofdoom.com/GoD/img/2013/04/2013-04-10-labyrinth.gif[/url]
[QUOTE=KleinerHl;46237926]I'm planning on making a giant maze map that contains traps, hidden stuff, easters n' stuff like that, yes or no?[/QUOTE]
make it a vertical labyrinth, like snakes and ladders. Then have a player looking at it and they can control the traps. Like death run cept more focussed on exploration.
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