• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
minor update on my map overlay Before (courtesy of onebit) [t]http://i.imgur.com/ptsnVFb.jpg[/t] After [t]http://cloud-2.steampowered.com/ugc/32974857063514584/C1932F4C7F5B66795BDAE90B444F634A832ED145/[/t] and misc pictures [T]http://cloud-4.steampowered.com/ugc/32974857063511950/531F858B4145C5B7825E6D41BC43B8DBED20574F/[/T][T]http://cloud-4.steampowered.com/ugc/32974857063509972/745A84D8C2B4CB38687FE1F292E50C7331A3AD33/[/T] [T]http://cloud-4.steampowered.com/ugc/32974857063507776/300BD09467304E7B439941724881E9B89483683A/[/T][T]http://cloud-4.steampowered.com/ugc/32974857063505457/57D041F9EDFF85C8F152B9504234635ED6CEC5DA/[/T] [T]http://cloud-4.steampowered.com/ugc/32974857063502540/FA94783E4E32B341E8704E0F492FF94911C7573B/[/T][T]http://cloud-4.steampowered.com/ugc/32974857063500184/52A439A7F2DE461CE98E9C81B459C2BA6F1FF8E5/[/T] [T]http://cloud-4.steampowered.com/ugc/32974857063497641/125889CA816C3CF14314CC910580875BB0CF7CDD/[/T][T]http://cloud-4.steampowered.com/ugc/32974857063495327/1A0084F2E73EB1E452EEBAA05E0A27B45C284322/[/T] [T]http://cloud-4.steampowered.com/ugc/32974857063492847/3C2D7D116A555F40F4163DD8DF86E1C12EF94EF7/[/T][T]http://cloud-4.steampowered.com/ugc/32974857063490259/DF534D4AA8FF9FBCF8A1439DF91EB38C906F9144/[/T] excuse the bad lighting, i didn't want to compile the map for 7 hours for the best result
[quote][img]http://i.imgur.com/t3j13Bm.jpg[/img][/quote] The prop rocks look weird imo, but other than that great job; it's a huge improvement over what you showed last time.
[QUOTE=Whitby;46265527][IMG]http://i.imgur.com/t3j13Bm.jpg[/IMG][/QUOTE] It seems you're mapping on the Episode 2 branch, try using $seamless_scale in your cliff materials to fix texture stretching.
[t]http://i.imgur.com/extmNuJ.jpg[/t] neat
[QUOTE=EddieLTU;46267181]minor update on my map overlay Before (courtesy of onebit) [t]http://i.imgur.com/ptsnVFb.jpg[/t] After [t]http://cloud-2.steampowered.com/ugc/32974857063514584/C1932F4C7F5B66795BDAE90B444F634A832ED145/[/t] and misc pictures [T]http://cloud-4.steampowered.com/ugc/32974857063511950/531F858B4145C5B7825E6D41BC43B8DBED20574F/[/T][T]http://cloud-4.steampowered.com/ugc/32974857063509972/745A84D8C2B4CB38687FE1F292E50C7331A3AD33/[/T] [T]http://cloud-4.steampowered.com/ugc/32974857063507776/300BD09467304E7B439941724881E9B89483683A/[/T][T]http://cloud-4.steampowered.com/ugc/32974857063505457/57D041F9EDFF85C8F152B9504234635ED6CEC5DA/[/T] [T]http://cloud-4.steampowered.com/ugc/32974857063502540/FA94783E4E32B341E8704E0F492FF94911C7573B/[/T][T]http://cloud-4.steampowered.com/ugc/32974857063500184/52A439A7F2DE461CE98E9C81B459C2BA6F1FF8E5/[/T] [T]http://cloud-4.steampowered.com/ugc/32974857063497641/125889CA816C3CF14314CC910580875BB0CF7CDD/[/T][T]http://cloud-4.steampowered.com/ugc/32974857063495327/1A0084F2E73EB1E452EEBAA05E0A27B45C284322/[/T] [T]http://cloud-4.steampowered.com/ugc/32974857063492847/3C2D7D116A555F40F4163DD8DF86E1C12EF94EF7/[/T][T]http://cloud-4.steampowered.com/ugc/32974857063490259/DF534D4AA8FF9FBCF8A1439DF91EB38C906F9144/[/T] excuse the bad lighting, i didn't want to compile the map for 7 hours for the best result[/QUOTE] vrad was taking that long? the most a map should take is 20 minutes... (that's with a core 2 duo btw)
Nah, full compiles can take pretty long depending on the map. An arena map of mine for TF2 takes 17 minutes on -final -both, and it's small (and I have a pretty good computer).
don't forget static prop lighting, that takes twice more time than vrad, and yes, vrad is slow as fuck on csgo, to compile this version of the map took me a hour
Weird, it only takes my computer less than 20 minutes to compile huge detailed maps with all the pretty shadow settings. Though I guess I also optimized most light in my map with casting distances and light map grid sizes :I
[QUOTE=Whitby;46265922]I never compile anything. :/[/QUOTE] I take this back. I had to compile it to get the nature down. [QUOTE=seba079;46267232]The prop rocks look weird imo, but other than that great job; it's a huge improvement over what you showed last time.[/QUOTE] Fixed. [QUOTE=HGrunt;46267256]It seems you're mapping on the Episode 2 branch, try using $seamless_scale in your cliff materials to fix texture stretching.[/QUOTE] Was //'d out on the grass/rock texture for some reason. Fixed. [img]http://i.imgur.com/EBfPIcE.jpg[/img] So, this is the first attempt at terrain I've ever made. I'd like to thank TFlippy for sitting on Steam and answering my retard questions all evening to get the textures to do what I wanted. The sprites are TopHatWaffle's, though the vbsp to spawn them is mine. I'd also like to thank Onebit for introducing me to the subdivide tool which is amazing. This actually took very, very little work. Maybe I'll even get 'round to compiling it with the castle on top. :)
[thumb]http://puu.sh/ci22K/0171fa73a6.jpg[/thumb] ampm/arco gas station I've been working on.
[QUOTE=EddieLTU;46269585]don't forget static prop lighting, that takes twice more time than vrad, and yes, vrad is slow as fuck on csgo, to compile this version of the map took me a hour[/QUOTE] An hour? You should probably use func_viscluster on those open areas you've got and that should cut the compile time by half.
[QUOTE=Whitby;46273133] [IMG]http://i.imgur.com/EBfPIcE.jpg[/IMG] So, this is the first attempt at terrain I've ever made. I'd like to thank TFlippy for sitting on Steam and answering my retard questions all evening to get the textures to do what I wanted. The sprites are TopHatWaffle's, though the vbsp to spawn them is mine. I'd also like to thank Onebit for introducing me to the subdivide tool which is amazing. This actually took very, very little work. Maybe I'll even get 'round to compiling it with the castle on top. :)[/QUOTE] If that's a first attempt you are a god damn natural.
[QUOTE=Rastadogg;46277060]If that's a first attempt you are a god damn natural.[/QUOTE] Thanks, it really is my first attempt at making something more than a slightly displaced hill or a copy+paste cliff face.
I played aswell a bit with subdivision :) [t]http://cloud-4.steampowered.com/ugc/38604356650568199/E08C53BABC76C6167BD28075B920F6A8C7D4E6E1/[/t] Not that great but well need to learn.
I like it. [editline]19th October 2014[/editline] Should light it up a bit more, show it off!
Weather effects! Collides with brushes, so it doesn't leak into buildings. Also, made a new snowy texture for Episode 2 trees. Once I recompile all models and refine the texture, I'll post them here, along with the .pcf. By the way, don't worry about the framerate. It's because I'm recording - it's fine ingame, and eats only about 20-30 fps. [video=youtube;CwYkCcqIRXk]http://www.youtube.com/watch?v=CwYkCcqIRXk&feature=youtu.be[/video]
Did you do the collisions as raytrace?
Yes, but I'm trying to get the [B]Prevent passing through static part of world[/B] constraint working instead. Currently, using that will cull every particle inside the map, while the ones inside void are normally visible. :/
Prevent passing through static part of world does funny things with displacements and models. I'd stick with the raytrace if it's not a hit to performance.
Image dump. I'm doing an artpass of cp_orange. Not everything is complete yet! [t]http://cloud-4.steampowered.com/ugc/43108316405478877/35F881608D7E8E5007535EAFB71F3B20C2C2DD58/[/t] [t]http://cloud-4.steampowered.com/ugc/43108316405478171/F1B8820673E8EE62C790322ECE94C18C4CC7E3CB/[/t] [t]http://cloud-4.steampowered.com/ugc/43108316405477233/015F256985E6C554837DDF9238630F3F505B0028/[/t] [t]http://cloud-4.steampowered.com/ugc/43108316405476010/EB77E7E6E197E7113B76DBEFD8D8710E89695E4D/[/t] [t]http://cloud-4.steampowered.com/ugc/43108316405471433/B2541653C2545A88FECC3B4E37D39B8FC33A1249/[/t] [t]http://cloud-4.steampowered.com/ugc/43108316405469153/74FE392C4C56B4B433B13C1E2F2ED00F9DA4CA4F/[/t] [t]http://cloud-4.steampowered.com/ugc/43108316405466250/5C6157887D68859390C4B404F01267520AE9BA19/[/t] [t]http://cloud-4.steampowered.com/ugc/43108316405463002/2032E63248C089B8BD8B42003EF50210325DBDAE/[/t] [t]http://cloud-4.steampowered.com/ugc/43108316404868835/FB78A455234A3159A0C823ACE717C2CA6A34375F/[/t]
Does anyone have any solid color glowing textures? I just want to make some light tiles something like this [IMG]http://img.frbiz.com/news/143521_s/Tiles_is_enough_to_light_the_peculiar_lowest_50_yuan_floor_tiles_building_materials_decoration_building_materials_industry.jpg[/IMG]
[QUOTE=TFlippy;46279711]Weather effects! Collides with brushes, so it doesn't leak into buildings. Also, made a new snowy texture for Episode 2 trees. Once I recompile all models and refine the texture, I'll post them here, along with the .pcf. By the way, don't worry about the framerate. It's because I'm recording - it's fine ingame, and eats only about 20-30 fps. -video-[/QUOTE] Sweet, do particle collisions collide with props aswell? I'd love to see some rain particles with collisions and splashes.
Got around to packing my glass edge materials, sorry for being so lazy (it's been like 4 months). Old video in case you forgot: [media]http://www.youtube.com/watch?v=q8mH23OajkU[/media] images: [t]http://static.glitchvid.com/wp-content/uploads/2014/10/glass_pencil.png[/t] [t]http://static.glitchvid.com/wp-content/uploads/2014/10/modern_apt0052.png[/t] (Only flat is pictured ingame) And the download: [url]http://s.gvid.me/s/2014/10/20/glass_edges.7z[/url] Oh yeah, it's totally open license, resell it, put it in commercial projects, put it wherever you want. I'd like if you credit me, but it's not required you do.
[QUOTE=ruarai;46283755]Do these lag in hammer? I've found a few fancy shader textures are unusable in hammer due to the lag they cause. [/QUOTE] For me, it causes weird texture rending issues, so I just materialsub, or visgroup off the geo; but YMMV.
[QUOTE=glitchvid;46283502]Got around to packing my glass edge materials, sorry for being so lazy (it's been like 4 months). Old video in case you forgot: [media]http://www.youtube.com/watch?v=q8mH23OajkU[/media] images: [t]http://static.glitchvid.com/wp-content/uploads/2014/10/glass_pencil.png[/t] [t]http://static.glitchvid.com/wp-content/uploads/2014/10/modern_apt0052.png[/t] (Only flat is pictured ingame) And the download: [url]http://s.gvid.me/s/2014/10/19/glass_edges.7z[/url][/QUOTE] How do you go about making shaders for Source? I'm having a lot of problems finding tutorials on it. I want to imitate the teleporter shader used in Halo-- I already have multiple mask textures, a base texture, and all I really need to do is figure out how to get them into a shader or some sort of material.
[QUOTE=Itszutak;46286454]How do you go about making shaders for Source? I'm having a lot of problems finding tutorials on it. I want to imitate the teleporter shader used in Halo-- I already have multiple mask textures, a base texture, and all I really need to do is figure out how to get them into a shader or some sort of material.[/QUOTE] It's not a custom shader, it's a custom material and some hand-crafted normalmaps. Shaders are the actual mathematical and processing rules behind materials: [b]"LightmappedGeneric"[/b] { "$basetexture" "glitchvid/plaster/cleanplaster_white" "$bumpmap" "glitchvid/plaster/plaster_normalmap" "$envmap" "env_cubemap" "$normalmapalphaenvmapmask" 1 "$envmaptint" "[ 0.25 0.25 0.25 ]" "$surfaceprop" "plaster" } LightmappedGeneric is the shader, the rest are just inputs to its rule. [b]"Refract"[/b] { "$normalmap" "glitchvid\glass\prismatic_diffuser_normal" "$bluramount" "1" "$refractamount" "0.04" "$refracttint" "{184 184 184}" "$envmap" "env_cubemap" "$surfaceprop" "glass" } See? The shader here is refract, and it uses the normalmap to "bend" the image behind it. Some good reading: [url]https://developer.valvesoftware.com/wiki/VMT[/url] [url]https://developer.valvesoftware.com/wiki/Category:List_of_Shader_Parameters[/url]
[img]http://i.imgur.com/v2Li8gE.jpg[/img] The lighting errors are real.
[QUOTE=Whitby;46290014][t]http://i.imgur.com/v2Li8gE.jpg[/t] The lighting errors are real.[/QUOTE] Still beautiful! Edit: How about using a few different trees around the castle?
Friend made this. [t]http://puu.sh/ckdKB/d6767ab998.jpg[/t]
Tell him to use an arch with more sides castle: [i]dang.[/i]
Sorry, you need to Log In to post a reply to this thread.