The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
search for ugly grass
[QUOTE=Mozartkugeln;40448611]That sounds odd. It shouldn't cause any trouble if you're working vertices that are on-grid, so you must me doing something wrong. Could you post a screenshot?[/QUOTE]
Yeah, posted this in the question megathread, didnt had answer.
There is absolutely no Vertex out of the grid. ive taken care to check them all.
[img]http://cloud-2.steampowered.com/ugc/1082264898500115864/38AE32C46F7EE46B449C79E92C0A6067B328DBB7/[/img]
It really annoy me because. there is absolutely no vertex out of the grid.
Apparently I need to look in my options more often, because 2D dot grid is a thing
[img]http://puu.sh/2IVGC.png[/img]
Am I the only one who actually likes it like this? Makes everything seem cleaner.
waiting to optimize volume II
[img]http://puu.sh/2J1Zp.jpg[/img]
[QUOTE=GameDev;40458090]waiting to optimize volume II
[img]http://puu.sh/2J1Zp.jpg[/img][/QUOTE]
holy... All of those leaks!
[QUOTE=Itauske Roken;40458277]holy... All of those leaks![/QUOTE]
Those aren't leaks. Those are visleafs which are created around the geometry from vvis.
[QUOTE=GameDev;40458377]Those aren't leaks. Those are visleafs which are created around the geometry from vvis.[/QUOTE]
Show's how much I know about mapping atm <u>
[QUOTE=GameDev;40458090]waiting to optimize volume II
[thumb]http://puu.sh/2J1Zp.jpg[/thumb][/QUOTE]
Why aren't you func_detailing?
[QUOTE=GameDev;40456584]Apparently I need to look in my options more often, because 2D dot grid is a thing
[img]http://puu.sh/2IVGC.png[/img]
Am I the only one who actually likes it like this? Makes everything seem cleaner.[/QUOTE]
Would be even cleaner if you turned off vertex drawing.
[editline]29th April 2013[/editline]
[QUOTE=pac0master;40456349]Yeah, posted this in the question megathread, didnt had answer.
There is absolutely no Vertex out of the grid. ive taken care to check them all.
[img]http://cloud-2.steampowered.com/ugc/1082264898500115864/38AE32C46F7EE46B449C79E92C0A6067B328DBB7/[/img]
It really annoy me because. there is absolutely no vertex out of the grid.[/QUOTE]
PM me the VMF and I'll take a look if you'd like.
[QUOTE=Mozartkugeln;40458950]Would be even cleaner if you turned off vertex drawing.[/QUOTE]
Would be even cleaner if you turned off the grid. :v
[QUOTE=reepblue;40458907]Why aren't you func_detailing?[/QUOTE]
The courses are subject to change so I typically just wait until the end and func_detail the brushes into one group
It doesn't really affect performance since I run on a 680
[editline]1[/editline]
[img_thumb]http://puu.sh/2J6zb.jpg[/img_thumb]
[QUOTE=Rinfect;40454288]Does anyone know what textures gm_flatgrass uses?[/QUOTE]
Use mat_crosshair in game.
A few abandoned project due to lack of idea. and bad compilation.
Custom story i was working on. Master Test
Map 1 - I was practicing my first BTS
[IMG]http://imageshack.us/a/img259/2208/spmastertest00d0002.jpg[/IMG]
[IMG]http://imageshack.us/a/img18/2479/spmastertest00d0004.jpg[/IMG]
[IMG]http://imageshack.us/a/img10/9427/spmastertest00d0007.jpg[/IMG]
Map 2
[IMG]http://imageshack.us/a/img22/9863/spcustom010005.jpg[/IMG]
[IMG]http://imageshack.us/a/img600/5048/spcustom010008.jpg[/IMG]
[IMG]http://imageshack.us/a/img84/7088/spcustom010003.jpg[/IMG]
[IMG]https://dl.dropboxusercontent.com/u/1707143/Releases/gm_skyland/06.jpg[/IMG]
Still working on the scifi flatgrass map, now there's a citadel kinda structure for the spawn.
[T]https://dl.dropboxusercontent.com/u/1707143/Releases/gm_skyland/08.jpg[/T]
this is my hammer grid, takes up the whole thing. :v:
I haven't worked on this for quite a while, but anyway:
[thumb]http://filesmelt.com/dl/13540830642081628378_2013-04-29_00001.png[/thumb]
[QUOTE=Itauske Roken;40458773]Show's how much I know about mapping atm <u>[/QUOTE]
I believe mat_leafvis 2 shows you all visleaves. mat_leafvis 1 only shows the visleaf currently occupied by the player. If you have as many visleaves as the map in that screenshot in such as small area you may need to use more func_detail.
Azzator: Beautiful lighting, reminds me of MenteR's.
Forgot to mention, Im looking for a Chrome like texture (very high reflection almost like a mirror)
anyone got one spare?
[QUOTE=pac0master;40468738]Forgot to mention, Im looking for a Chrome like texture (very high reflection almost like a mirror)
anyone got one spare?[/QUOTE]
I've got this one from my diner map if you want it - kind of hard to see how shiny it is in a static image
[IMG_THUMB]http://i.imgur.com/LV6vOvT.jpg[/IMG_THUMB]
[QUOTE=NotExactly;40468853]I've got this one from my diner map if you want it - kind of hard to see how shiny it is in a static image
[IMG_THUMB]http://i.imgur.com/LV6vOvT.jpg[/IMG_THUMB][/QUOTE]
not bad, what are you using in the Vmt ? i already made one but it dont want to work fine even i i added cubemaps
I want to reproduce the Mirror effect from the base column decorative plate.
[img]http://img.photobucket.com/albums/v423/meh_cd/wtc/IMG_1809or.jpg[/img]
[QUOTE=pac0master;40469084]not bad, what are you using in the Vmt ? i already made one but it dont want to work fine even i i added cubemaps
I want to reproduce the Mirror effect from the base column decorative plate.
-snip-[/QUOTE]
TF2 has a couple of shiny chrome textures, metal/metalchrome001 and metal/metalchrome002.
Thanks, let me check it out
Edit 1
Seems like i got the right one but dang, the cubemap dont want to make it shine :/
Got no reflection what so ever. ( i use a light environment plus a default cubemap )
Gonna see if it work with different type of lighting.
edit 2
Nope. Its a dark grey texture, i just cant make it shine :(
Probably doing something wrong.
==========================
If anyone here have some Architectural knowledge, i will need some help.
This is the average WTC Floors.
[IMG]http://imageshack.us/a/img191/1851/aa1300.png[/IMG]
But here i found the Technical Floors. ( 7th - 8th, 41th - 42th, 75th - 76th, 107th - 108th )
They all look like this
[IMG]http://imageshack.us/a/img811/827/aa650.png[/IMG]
You notice there is a bigger space between the Outer wall and a Line. I have no idea what there are for. Since there is no good Picture of those floors, Its hard for me to tell if it is ramp or an other wall. you can also see there is a few dots in a perfect pattern. It make me think that it is an actual wall with windows and the rest is a gaps.
To me, it kind of make sence, if there is works going out there, it would prevent damages to the actual windows and things falling over the building then hurt people. It would just fall on a safe floors
and since the windows are inside the building it would also give the dark spot since there is almost no light reflection from the windows by the sun.
I thought the technical floors had venting instead of windows, hence why it was dark?
[QUOTE=Ereunity;40470667]I thought the technical floors had venting instead of windows, hence why it was dark?[/QUOTE]
Well this is what i though first but when i read the plans, it seem to be different.
The average Column are [] and at those floors, the column make a () 2 floors high.
Then the plans seem to show there is an inner wall inside with windows.
Thats why i requested help by someone who can read those plan better than me
[editline]29th April 2013[/editline]
Here we go, Progress Arches V 3.5 Plus the Tech Floor with a gaps
These are not final result but only sketches and will be improved over time.
[IMG]http://imageshack.us/a/img811/1395/2013042900004.jpg[/IMG]
[IMG]http://imageshack.us/a/img94/1993/2013042900003.jpg[/IMG]
[IMG]http://imageshack.us/a/img580/3828/2013042900002.jpg[/IMG]
[IMG]http://imageshack.us/a/img163/5576/2013042900001.jpg[/IMG]
All custom Textures made by me.
I added a light in the Maintenace floors area to see what would it look like if i was making a night map with some floors lighted.
May i ask someone to propper me this when its ready?
What do you think so far?
I'm in love.
Never stop.
[QUOTE=Deadchicken;40471809]I'm in love.
Never stop.[/QUOTE]
Thanks, this mean a lot for me.
Update ==
Im reading the Plan and looking pictures atm.
I think I was right, there was a Gaps between the outer columns and the Maintenance floors
Here is the best picture i found for now.
[img]http://web.theelms.org/library/eslibrary/Arts/TightR6.gif[/img]
Notice, The WTC was still under contruction. I dont know if the space we can see behind the |(|)|(|)| pattern was still there later on. but I am pretty sure it was like that. also.. cant see any windows there i was maybe half wrong after all
[editline]29th April 2013[/editline]
Anyone want to help me to kill Hammer Editor Compiler? Vrad crash and windows stop it....
To make the texture shine, make a flat light grey/white texture, and in the .vmt of the other texture put "$envmapmask" "materials/nameofwhitetexture.vmf" or something like that.
[QUOTE=Mkadeshkode;40233224]
[img]http://img96.imageshack.us/img96/9413/2013041000004.jpg[/img]
[/QUOTE]
How did you made that floor to reflect like glass and is it possible in cs:go?
[QUOTE=aleksas17;40477348]How did you made that floor to reflect like glass and is it possible in cs:go?[/QUOTE]
It could be a water material without refraction.
This is so bad. i cant make Cubemaps to work, the game say i need a resolution of about 1024x1024 (I have 1366 x 728) and when i use the 1280 x 1024 the game crash when i buildcubemaps in the console lol
New update coming out soon.
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