The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
The only Ikea store where it's not possible to get lost in.
[T]http://i.gyazo.com/6fe0bb6a56cd8b0793c685f4b32d8ab1.png[/T]
Any ideas about how could I improve the bar? It's inside a large concrete fortress in middle of a desert, serving as a town and a safehouse against Antlions and other jerks.
[QUOTE=TFlippy;46411283][T]http://i.gyazo.com/6fe0bb6a56cd8b0793c685f4b32d8ab1.png[/T]
Any ideas about how could I improve the bar? It's inside a large concrete fortress in middle of a desert, serving as a town and a safehouse against Antlions and other jerks.[/QUOTE]
Maybe some shotglasses or broken shotglasses?
[QUOTE=TFlippy;46411283][T]http://i.gyazo.com/6fe0bb6a56cd8b0793c685f4b32d8ab1.png[/T]
Any ideas about how could I improve the bar? It's inside a large concrete fortress in middle of a desert, serving as a town and a safehouse against Antlions and other jerks.[/QUOTE]
Propwise, it's looking fine, but the lighting is a bit harsh and the ceiling a bit low. Maybe try a different light source or color and see what moods you can get.
How do I prevent these shadow issues with brush stairs.
[quote][img]http://cloud-4.steampowered.com/ugc/539631728684864388/4B6D261631C5AB35421243AB043502ED1B3977BB/[/img][/quote]
Oops this should have been in the question thread. Ill post some pics of the map tomorrow to make up for it.
[QUOTE=TFlippy;46411283][T]http://i.gyazo.com/6fe0bb6a56cd8b0793c685f4b32d8ab1.png[/T]
Any ideas about how could I improve the bar? It's inside a large concrete fortress in middle of a desert, serving as a town and a safehouse against Antlions and other jerks.[/QUOTE]
If there is not a back room, say.. A kitchen/storage room, that'd be great to add into the scene as well.
[QUOTE=MadPro119;46412675]How do I prevent these shadow issues with brush stairs.
Oops this should have been in the question thread. Ill post some pics of the map tomorrow to make up for it.[/QUOTE]
You making stairs like this:
[t]http://i.imgur.com/yPedd2p.png[/t]
Or with cubes?
Because you should be using triangles.
[QUOTE=Framperton;46415540]You making stairs like this:
[t]http://i.imgur.com/yPedd2p.png[/t]
Or with cubes?
Because you should be using triangles.[/QUOTE]
Ugh, fine Ill optimize...
I'm a silly goose and forgot about triangles. Haven't mapped in a while, thanks!
[QUOTE=MadPro119;46416452]Ugh, fine Ill optimize...[/QUOTE]
This should be the motto of Hammer Editor.
[QUOTE=MadPro119;46412675]How do I prevent these shadow issues with brush stairs.
Oops this should have been in the question thread. Ill post some pics of the map tomorrow to make up for it.[/QUOTE]
Lets see if anyone can guess my "inspiration"
[quote]
[img]http://i.imgur.com/BdC9W7T.jpg[/img]
[img]http://i.imgur.com/niJziDA.jpg[/img]
[/quote]
[QUOTE=Ntag;46420551]Rainbow Six Vegas 2?[/QUOTE]
Yep its Villa and I want to make it into a hostage map.
Rainbow Six Vegas 2?
Oh my god.
Oh my [I]god.[/I]
I just found out about alt+right click. Aligning textures is fucking magical now.
I don't know why I never knew about this before but good lord, I'm going to align [I]everything.[/I]
[QUOTE=Crimsonseven;46427150]Oh my god.
Oh my [I]god.[/I]
I just found out about alt+right click. Aligning textures is fucking magical now.
I don't know why I never knew about this before but good lord, I'm going to align [I]everything.[/I][/QUOTE]
Took me way too long to figure that out.
Now I feel dumb, but could you elaborate on the alt+right click thing?
If you have a surface selected, holding alt and right-clicking will place the selected texture oriented to the selected surface's face normal.
It does a bit more than that but I don't know how to describe it.
Aligns relative to another surface. Basically To Face rather than To World.
[QUOTE=Crimsonseven;46427150]Oh my god.
Oh my [I]god.[/I]
I just found out about alt+right click. Aligning textures is fucking magical now.
I don't know why I never knew about this before but good lord, I'm going to align [I]everything.[/I][/QUOTE]
WHAT. Thank you so much for saying this oh my god.
So I'm working on a map.
[IMG]http://cloud-4.steampowered.com/ugc/23969571392103322/02B9512612DD79A40A485D720A1C683BCA0521DD/[/IMG]
[IMG]http://cloud-4.steampowered.com/ugc/23969662551750059/A03C5C2BD35F10D3FD166F52C5FC57A47F3A618A/[/IMG]
[IMG]http://cloud-4.steampowered.com/ugc/23969662551762270/4E7881DAA4C9B42A34468BA92BCDBF64F91AD4A4/[/IMG]
Ignore the names, those are just random people I know.
[QUOTE=Crimsonseven;46427150]Oh my god.
Oh my [I]god.[/I]
I just found out about alt+right click. Aligning textures is fucking magical now.
I don't know why I never knew about this before but good lord, I'm going to align [I]everything.[/I][/QUOTE]
It's usefulness is up there with alt + moving in grid to move things off-grid. Helped me out so much with aligning models back when I ported Downtown Los Santos.
[QUOTE=Magman77;46427938]It does a bit more than that but I don't know how to describe it.[/QUOTE]
I generally describe it as "imagine the texture as a sheet of paper; alt-rmb folds the paper neatly over any edges between the two faces" but I'm pretty sure I'm the only one to whom that actually makes sense
[IMG]http://i675.photobucket.com/albums/vv117/antimonycat/tndr01.jpg[/IMG]
Is there a fix for this yet? (The missing reflections on the skybox water)
Try adding [I]$forceexpensive 1[/I] and [I]$reflectentities 1[/I] to the water VMT.
But that also looks like cheap water, in which case you could try normal, expensive water.
[QUOTE=BoxBuilder999;46429229]So I'm working on a map.
[IMG]http://cloud-4.steampowered.com/ugc/23969571392103322/02B9512612DD79A40A485D720A1C683BCA0521DD/[/IMG]
[IMG]http://cloud-4.steampowered.com/ugc/23969662551750059/A03C5C2BD35F10D3FD166F52C5FC57A47F3A618A/[/IMG]
[IMG]http://cloud-4.steampowered.com/ugc/23969662551762270/4E7881DAA4C9B42A34468BA92BCDBF64F91AD4A4/[/IMG]
Ignore the names, those are just random people I know.[/QUOTE]
Those bunkers and ramps remind me of that Map Editor in TimeSplitters.
[QUOTE=antimonycat;46434230][IMG]http://i675.photobucket.com/albums/vv117/antimonycat/tndr01.jpg[/IMG]
Is there a fix for this yet? (The missing reflections on the skybox water)[/QUOTE]
Woah is this that cat RP map that got scrapped so long ago?
[QUOTE=Skerion;46434907]Those bunkers and ramps remind me of that Map Editor in TimeSplitters.[/QUOTE]
I didn't even know what TimeSplitters was until you brought it up. :v:
I'm going to be aiming for an abandoned Forerunner-ish overgrowth theme, but I'm not really sure where to start if at all.
I'm terrible at detailing maps. :downs:
[QUOTE=BoxBuilder999;46437632]I didn't even know what TimeSplitters was until you brought it up. :v:
I'm going to be aiming for an abandoned Forerunner-ish overgrowth theme, but I'm not really sure where to start if at all.
I'm terrible at detailing maps. :downs:[/QUOTE]
LET ME TELL YOU ABOUT FORERUNNER GEOMETRY IN HAMMER
because I've been working with it for over a month now and it's like beating my head against a wall
FIRST: There's a bunch of resources back from when halo CE modding was huge on how to get forerunner geometry right, but the gist of it is: The Forerunner fucking *HATE* hammer.
1. Hammer has a habit of shitting itself if things are off-grid.
2. Forerunner structures are angled at multiples of 15 degrees. Or ten. I forget.
Because of 2, it will take hours to re-work everything to a grid if you have a particular idea in mind.
3. Hammer flips the FUCK out if you do anything that's not perfectly convex, and everything's built out of quads.
4. Forerunner buildings RELY on triangles. The forerunner LOVE bevels, indents, and everything that is the ANTITHESIS of Hammer and quad-based, concave design.
If you want to build forerunner structures, use a triangle-based modelling program, and convert your structure using wallworm(haven't tried it myself yet). If you want some halo 1 textures to use, I have a bunch with customized bumpmaps, detail maps, specular masks, and proper material properties in the VMT. But be prepared to suffer if you make it in Hammer.
BTW this is why I haven't posted an update in two weeks. [U]Everything you saw in previous screenshots has been deleted by now[/U]. [url=http://puu.sh/cHVoA.png]Most of it has been replaced.[/url] The grid is a BITCH to work with when you are trying to reproduce an oddly-angled structure to scale.
[QUOTE=Itszutak;46437821]
3. Hammer flips the FUCK out if you do anything that's not perfectly convex, and everything's built out of quads.
4. Forerunner buildings RELY on triangles. The forerunner LOVE bevels, indents, and everything that is the ANTITHESIS of Hammer and quad-based, concave design.[/QUOTE]
Brushes have to be convex, yes; this is because of how brushes are stored in the .vmf and how collisions work (not sure about that second one but the way I imagine it in my head makes sense to me so I'm sticking to it). However, they don't have to be quads. In fact, triangular prisms are one of the more useful shapes in mapping. For example, this ramp was made from an arch with each segment cropped into two triangles then vertex edited into a smooth curve.
[t]http://i.imgur.com/L0mRcFX.png[/t]
Working with the convex limitations is annoying at first, but once you get used to it and figure out some tricks to making weird shapes it isn't a hindrance at all.
If you're having trouble with a certain structure maybe you could post some screenshots and we could send you some .vmf's so you can see how we approached the geometry?
[QUOTE=ColossalSoft;46434554]Try adding [I]$forceexpensive 1[/I] and [I]$reflectentities 1[/I] to the water VMT.
But that also looks like cheap water, in which case you could try normal, expensive water.[/QUOTE]
Thanks, I'll try both - compiling now.
[QUOTE=Armageddon104;46437542]Woah is this that cat RP map that got scrapped so long ago?[/QUOTE]
It's a completely different map.
[QUOTE=seba079;46438071]Brushes have to be convex, yes; this is because of how brushes are stored in the .vmf and how collisions work (not sure about that second one but the way I imagine it in my head makes sense to me so I'm sticking to it). However, they don't have to be quads. In fact, triangular prisms are one of the more useful shapes in mapping. For example, this ramp was made from an arch with each segment cropped into two triangles then vertex edited into a smooth curve.
[t]http://i.imgur.com/L0mRcFX.png[/t]
Working with the convex limitations is annoying at first, but once you get used to it and figure out some tricks to making weird shapes it isn't a hindrance at all.
If you're having trouble with a certain structure maybe you could post some screenshots and we could send you some .vmf's so you can see how we approached the geometry?[/QUOTE]
models are the future baby
[IMG]http://i.imgur.com/BOJIlUw.png[/IMG]
[QUOTE=Itszutak;46437821]LET ME TELL YOU ABOUT FORERUNNER GEOMETRY IN HAMMER
because I've been working with it for over a month now and it's like beating my head against a wall
FIRST: There's a bunch of resources back from when halo CE modding was huge on how to get forerunner geometry right, but the gist of it is: The Forerunner fucking *HATE* hammer.
1. Hammer has a habit of shitting itself if things are off-grid.
2. Forerunner structures are angled at multiples of 15 degrees. Or ten. I forget.
Because of 2, it will take hours to re-work everything to a grid if you have a particular idea in mind.
3. Hammer flips the FUCK out if you do anything that's not perfectly convex, and everything's built out of quads.
4. Forerunner buildings RELY on triangles. The forerunner LOVE bevels, indents, and everything that is the ANTITHESIS of Hammer and quad-based, concave design.
If you want to build forerunner structures, use a triangle-based modelling program, and convert your structure using wallworm(haven't tried it myself yet). If you want some halo 1 textures to use, I have a bunch with customized bumpmaps, detail maps, specular masks, and proper material properties in the VMT. But be prepared to suffer if you make it in Hammer.
BTW this is why I haven't posted an update in two weeks. [U]Everything you saw in previous screenshots has been deleted by now[/U]. [url=http://puu.sh/cHVoA.png]Most of it has been replaced.[/url] The grid is a BITCH to work with when you are trying to reproduce an oddly-angled structure to scale.[/QUOTE]
Actually, I think I'll just leave it dev-textured.
It's much easier to see the individual teams.
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