• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
Whitby's castle sort of reminds me of the old Nali Castle from Unreal 1's intro: [t]http://i.imgur.com/exb4Xgy.jpg[/t]
[QUOTE=Whitby;46290014] The lighting errors are real.[/QUOTE] Looks awesome. Have you considered converting more of it to static meshes? I bet it'd really pop with the window seals and detail elements having microbrush level geo, baked AO, and proper texturing.
Made this in Maya over the past week for fun, thinking I might move it to Source as a modular kit and expand on it for a laugh because that's something I can do. [t]https://dl.dropboxusercontent.com/u/11039877/screenshots/renders/Space/DestinyLabRender05_edited.jpg[/t] Think I should give it a go?
so i'm doing a mini project on csgo [IMG]http://puu.sh/cl11m/67d49c8c16.jpg[/IMG] concept name is developers_edge, and it suppose to be a indie dev office complex, built on a cliff
Soooo no in-game update this week. Started working from my laptop which just had a short and won't turn on (it makes a weird snapping noise...) so I don't know how bad the damage is yet. Hopefully I can recover the files. Instead: Here's one of the textures I did over the week. I've been hand-drawing the bumpmaps because I really do not like how they look when you put the raw files into a normalmap generator. [t]http://i.imgur.com/iye1NYQ.png[/t] The normalmap there has an alpha channel of the leftmost image, which works as the specular mask. It looks really good in-game! I wish I could show that. I'd post the rest but it's a pain in the ass to work through my complete mess of asset files and folders. You'll see them next week on the appropriate surfaces. What's missing: Nothing visually exciting. Instead of making the displacements I spent this week making all my geometry on-grid. It was extremely difficult to do but before the crash I got all but two vertices of the exterior geometry on-grid. I also re-measured things, and found that I need to redo the entire inside of the base, so I'll be doing that this week as well, assuming I have any files to work with at all...Bleh. This is the first major hiccup I've had so far, hardware-wise.
[QUOTE=Itszutak;46299374]Soooo no in-game update this week. Started working from my laptop which just had a short and won't turn on (it makes a weird snapping noise...) so I don't know how bad the damage is yet. Hopefully I can recover the files. ... assuming I have any files to work with at all...Bleh. This is the first major hiccup I've had so far, hardware-wise.[/QUOTE] Regarding this I'll share my method of keeping most of my work safe from possible loss like this. Well first of all (a practice that seems quite common now) is using Dropbox or other similar services. The biggest problem with this is the hastle of taking all the files from the game folder and making regular backups all the time, and restricting yourself to mostly save in Dropbox to be safe. What I found to be a very nice solution to this is using Hardlinks. [URL="schinagl.priv.at/nt/hardlinkshellext/hardlinkshellext.html#download"]Download here.[/URL] (This can also be done in the Windows Cmd if you prefer not to install this) Hardlinks let you make a folder that redirects to the content of an already existing folder and it'll act like the same files exists in two different locations. This lets you for example take your main directory for custom textures (materials/"yournameorsomething") and Hardlink the folder inside of Dropbox. This will make Windows act like the files in "yournameorsomething" exists in Dropbox as well and upload them to your account while working. They are dynamically linked and can be edited from both locations and update in the other. If you install the software you can do a right-click drag-and-drop with a folder, and in the drop down choose "Drop here" and then "hardlink Clone", aaaand it's done. Yey
Reworked an old map of mine, thinking of releasing it later this month for Garry's Mod. Ideas, criticism? [T]http://i.imgur.com/djCvxLX.jpg[/T] [T]http://i.imgur.com/i1CXyn4.jpg[/T] [T]http://i.imgur.com/5YZ3cAd.jpg[/T] [T]http://i.imgur.com/i7XpVDP.jpg[/T] [T]http://i.imgur.com/Ue2PB5V.jpg[/T] [T]http://i.imgur.com/IDFdHL9.jpg[/T] [T]http://i.imgur.com/51J8eJr.jpg[/T] [T]http://i.imgur.com/kgl00YM.jpg[/T]
More INFRA stuff (by Zuntti) [T]http://files.1337upload.net/reserve3-door-comparison-e9aba9.jpg[/T] [T]http://files.1337upload.net/reserve3-comparison-766dd6.jpg[/T] [T]http://media.indiedb.com/images/games/1/9/8084/reserve3-outdoors-comparison.jpg[/T] More stuff coming soon somewhere here: [URL="http://www.infragame.net"]www.infragame.net[/URL] and: [URL]https://www.facebook.com/LoisteInteractive[/URL] And maybe here: [URL]http://www.indiedb.com/games/infra[/URL] [editline]24th October 2014[/editline] [sp]Oh and my 22th cakeday.[/sp]
[QUOTE=Marbledemon;46318437]Reworked an old map of mine, thinking of releasing it later this month for Garry's Mod. Ideas, criticism? snop[/QUOTE] Getting really good Research and Development vibes. [QUOTE=oskutin;46319158]More INFRA stuff (by Zuntti) -snip- More stuff coming soon somewhere here: [URL="http://www.infragame.net"]www.infragame.net[/URL] and: [URL]https://www.facebook.com/LoisteInteractive[/URL] And maybe here: [URL]http://www.indiedb.com/games/infra[/URL] [editline]24th October 2014[/editline] [sp]Oh and my 22th cakeday.[/sp][/QUOTE] [img]http://i.somethingawful.com/forumsystem/emoticons/emot-toot.gif[/img]
infra is looking great and happy birthday oskutin :v:
Worked a bit on my CS:GO map. Wish I had a server to test it on, but I'm sure when I do a full release people will give me some layout feedback [t]http://cloud-4.steampowered.com/ugc/32975745793545812/8D1AF437F97315CA3F31CF3665FC5687FB2E6037/[/t] [t]http://cloud-4.steampowered.com/ugc/32975745793548634/C3098396F85E3F9EEC68151591FC2DD6F63FE940/[/t] [t]http://cloud-4.steampowered.com/ugc/32975745793551599/D43DA8B8BE7F392B76A5A93D3C43D0F495EE6AB8/[/t] WIP workshop here: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=288258197[/url]
[t]http://cloud-4.steampowered.com/ugc/28472145956684028/46547D0C70FC8DABE7A13401E4C8E9E34169082D/[/t] Subdivision is fun
[QUOTE=seba079;46327676][t]http://cloud-4.steampowered.com/ugc/28472145956684028/46547D0C70FC8DABE7A13401E4C8E9E34169082D/[/t] Subdivision is fun[/QUOTE] ...something that Watch_dogs can't achieve
Anyone know how to stop sprites from disappearing when their center point goes of the player's screen? I am trying to make a anamorphic sun flare, but it looks incorrect when as soon as the center moves off the screen, the whole sprite disappears abruptly.
does proxy geometry size do something to that effect or does that only prevent clipping stopping it from rendering?
[QUOTE=Magman77;46328176]does proxy geometry size do something to that effect or does that only prevent clipping stopping it from rendering?[/QUOTE] That only changes how much brushes and models have to block the sprite before it disappears. Oh well, ill just deal with it.
[QUOTE=grabbin pills?;46328571]That only changes how much brushes and models have to block the sprite before it disappears. Oh well, ill just deal with it.[/QUOTE] Try setting the sprite's rendermode to Additive. It helped me with the similar problem with a sprite that I placed in a 3d skybox.
[QUOTE=DwarfOverlord;46326269]Worked a bit on my CS:GO map. Wish I had a server to test it on, but I'm sure when I do a full release people will give me some layout feedback [t]http://cloud-4.steampowered.com/ugc/32975745793545812/8D1AF437F97315CA3F31CF3665FC5687FB2E6037/[/t] [t]http://cloud-4.steampowered.com/ugc/32975745793548634/C3098396F85E3F9EEC68151591FC2DD6F63FE940/[/t] [t]http://cloud-4.steampowered.com/ugc/32975745793551599/D43DA8B8BE7F392B76A5A93D3C43D0F495EE6AB8/[/t] WIP workshop here: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=288258197[/url][/QUOTE] If you get people together in a lobby in CSGO and choose the map from the workshop CSGO will highjack a community server that has sv_workshop_allow_other_maps on (which is on by default).
[t]http://i59.tinypic.com/260a6i0.png[/t] looking for some constructive criticism on this [editline]25th October 2014[/editline] and yes, i know the wood plank is floating
[QUOTE=ProfHappycat7;46331117][t]http://i59.tinypic.com/260a6i0.png[/t] looking for some constructive criticism on this [editline]25th October 2014[/editline] and yes, i know the wood plank is floating[/QUOTE] Only couple minor things -Those tiles in kitchen area could be better aligned -Maybe add some curtains (or atleast whats left of them, like curtains pole), and add some frame to those windows -Some func_dustmotes -Floor texture should be probably scaled down (looks like it is 0.5 size, try 0.25 or something like that) -If there is none, use Light_spot on that light and add sprite (If it is supposed to be turn on, if it's off then change the skin of model) And as you mentioned, those planks could be better, try various thickness of every piece (Hope I'm not too much nitpicking)
[QUOTE=Joey1;46331299]Only couple minor things -Those tiles in kitchen area could be better aligned -Maybe add some curtains (or atleast whats left of them, like curtains pole), and add some frame to those windows -Some func_dustmotes -Floor texture should be probably scaled down (looks like it is 0.5 size, try 0.25 or something like that) -If there is none, use Light_spot on that light and add sprite (If it is supposed to be turn on, if it's off then change the skin of model) And as you mentioned, those planks could be better, try various thickness of every piece (Hope I'm not too much nitpicking)[/QUOTE]nah man, i appreciate your comments. [editline]25th October 2014[/editline] [IMG]http://i.imgur.com/wL9NTvJ.png[/IMG] did most of what you said, reduced the density of the dustmote cus i thought it looks weird with a density of 40, added a new skybox, made the lighting a bit more orange to match too. also, can anyone here tell me how to make brush-based lightshafts? i can't find the material for them... (using HL2 hammer btw) [editline]25th October 2014[/editline] oh and also made the light a bit brighter
pic dump of major progress [t]http://i.imgur.com/VPm02lv.png[/t] minor changes in the first room [t]http://i.imgur.com/ZlAFOEy.png[/t] [t]http://i.imgur.com/Zr5XIPx.png[/t] added 2 rooms with a big blown up wall in the middle [t]http://i.imgur.com/ZBPbumv.png[/t] soon-to-be hallway
[QUOTE=grabbin pills?;46328571]That only changes how much brushes and models have to block the sprite before it disappears. Oh well, ill just deal with it.[/QUOTE] So the sprite origin still has to be onscreen? Weird.
[t]http://puu.sh/cshx2/e4a6c202e7.jpg[/t] [t]http://puu.sh/cshEA/484bf42558.jpg[/t] messing about with modern architecture
[QUOTE=Cosine;46340392][t]http://puu.sh/cshx2/e4a6c202e7.jpg[/t] [t]http://puu.sh/cshEA/484bf42558.jpg[/t] messing about with modern architecture[/QUOTE] Someone really needs to make some kind of landscaping models package. Bad landscaping around a house just kills it, even in-game houses. (no offense)
screenie dump of current map did a lot of work yesterday, experimented with 3d skyboxes but they just ended up looking bad. thinking of releasing it as a gmod map [t]http://i.imgur.com/KK7OHKh.jpg[/t] [t]http://i.imgur.com/wGEqa60.jpg[/t] [t]http://i.imgur.com/CSAqfls.jpg[/t] [t]http://i.imgur.com/lB67UxQ.jpg[/t] [t]http://i.imgur.com/st6VeCz.jpg[/t] [t]http://i.imgur.com/VHbLk0t.jpg[/t] [t]http://i.imgur.com/V6GMyCg.jpg[/t] [t]http://i.imgur.com/CNoqrQq.jpg[/t] [t]http://i.imgur.com/OGqQZQj.jpg[/t] [t]http://i.imgur.com/eBsAR73.jpg[/t] [t]http://i.imgur.com/8yrULSD.jpg[/t] any comments?
A friend of mine (Juxtapo) released a new map today. surf_beyer2 [url]http://css.gamebanana.com/maps/183311[/url] A bunch of bonuses too. One of which I made
[QUOTE=seba079;46327676][t]http://cloud-4.steampowered.com/ugc/28472145956684028/46547D0C70FC8DABE7A13401E4C8E9E34169082D/[/t] Subdivision is fun[/QUOTE] hey isn't that pill from transformers
[QUOTE=Framperton;46347487]hey isn't that pill from transformers[/QUOTE] It's a monument in Chicago [img]https://c1.staticflickr.com/1/44/126685589_ab1bad580a.jpg[/img] The big bean.
[QUOTE=TechnoS;46349949]It's a monument in Chicago [img]https://c1.staticflickr.com/1/44/126685589_ab1bad580a.jpg[/img] The big bean.[/QUOTE] Ah, ok. In the movie i thought Lockdown delivered a giant blob of transformium in the middle of the city in addition to the seed.
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