• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=Stiffy360;46439171]models are the future baby [IMG]http://i.imgur.com/BOJIlUw.png[/IMG][/QUOTE] You just made the tracks from scratch in 3ds max or other programs, or used Propper? I should definitely start learning to model myself. Right now I'm just making models by doing it as brushes, and then run it through Propper. I have to rely on my brother however when I need content that is way too complex for Hammer. Makes me wonder, what is easier to learn, 3ds Max or Blender?
For some reason, Propper never seems to want to work for me. :suicide:
[QUOTE=BoxBuilder999;46441052]For some reason, Propper never seems to want to work for me. :suicide:[/QUOTE] After the steampipe update, it no longer works for me, even after following the new tutorials :l
[QUOTE=grabbin pills?;46441376]After the steampipe update, it no longer works for me, even after following the new tutorials :l[/QUOTE] I got it working on the old Source SDK hammer, but can't map with it. I have to make the prop in steampipe hammer, Select All + tie to entity in SDK hammer and compile with propper then copy all the materials and models over.
[QUOTE=Merijnwitje;46440969]You just made the tracks from scratch in 3ds max or other programs, or used Propper? I should definitely start learning to model myself. Right now I'm just making models by doing it as brushes, and then run it through Propper. I have to rely on my brother however when I need content that is way too complex for Hammer. [B]Makes me wonder, what is easier to learn, 3ds Max or Blender?[/B][/QUOTE] I think that between 3DS Max and Blender, you can't go wrong with either. However, Maya was a huge confusing mess to me, and I never want to touch that program again. Personally, I prefer Blender as it is what I have been exposed to more often in my life (also, its free), but I have also managed to pick up 3DS Max almost immediately and start working on spitting out a model with little-to-no barrier of entry (although this might have made it easier for me because I had experience with Blender prior). For you, modelling will probably begin with video tutorials. For 3DS Max, I'd have to recommend Arrimus 3D (John117): [url]https://www.youtube.com/channel/UCSLLdTBwLMfTKWS56tOiQpw/videos[/url] In the modeling section, in the WIP/Pimpage thread, is where John117 usually frequents, and who posts a new video almost every week. His videos range everywhere from getting started, into using more of the intermediate/advanced methods, and the difficulty gets higher progressively as more videos are made. Eventually going into High Poly ZBrush-Hybrid territory. Even though I use blender, I still watch his videos, as a lot of the modeling techniques and modifiers translate well between the two programs. For Blender, I'd recommend both Andrew Price (BlenderGuru.com) and BlenderCookie(.com) as excellent learning resources: [url]https://www.youtube.com/user/AndrewPPrice[/url] [url]https://www.youtube.com/user/blendercookie[/url] Between the two, I'd say that you'd be good with starting off with BlenderCookie, as that channel appears to be more about the modeling side of things. From there once you feel you've got a good grasp, you can check out Andrew Price's videos which are more case study oriented (such as how to model a christmas tree, to how to model a city, to learning what kinds of textures you need in order to make something look good). Although that isn't to say you have to do one channel first and then go to the next. Personally, when I decided to get serious with learning blender, I went back and forth between the two. They do a good job at keeping everything approachable so you can bounce back and forth.
[QUOTE=Merijnwitje;46440969]Makes me wonder, what is easier to learn, 3ds Max or Blender?[/QUOTE] Don't think there's too much difference in difficulty. The biggest draw back with Max is that you have to get a license IF you want to sell the models. I'd honestly recommended Max because of all the nifty plug-ins available for it. If you're going to be primarily modeling for source there's a great plug-in called [URL="http://dev.wallworm.com/"]Wall Worm.[/URL] You can read up on it and watch some tutorials, but it basically makes the compiling process of models much more fluid and easy to work with. It actually even allows you to make maps inside of Max and you can compile them without touching hammer, for some this might be a gift from heaven. It has quite a few other helpful tools you can read up on too if this seems interesting. [URL="http://dev.wallworm.com/topic/43/sky_writer.html"]Sky Writer[/URL] is an example of other nifty tools it has.
I'm making a library [url=http://imgur.com/a/M5uGA]Gallery[/url] I need to make the indoor lighting a little brighter. Obviously the "library" part isn't done yet.
Some WIP screenshots of another map I'm working on. The submarine is going to be remote-controlled, so the players can venture outside the facility via moon pool. Also, managed to (kind of) simulate ambient occlusion by intersecting brushes with -nocsg parameter in VBSP. [T]http://i.gyazo.com/b5c366e949d5bd53f8e96c71da7a2294.png[/T] [T]http://i.gyazo.com/7c26cafc252ebc651e12a9ea20e3c4b5.png[/T] [T]http://i.gyazo.com/64b636f25502c513c5c8304f401ee1da.png[/T]
Blue stuff is collision. I should probably do something with this. [t]http://cloud-4.steampowered.com/ugc/43109961044559677/DFE5CBAC706B7EA346D7FC667308D0840FBA65B6/[/t]
Can't wait to light this bad boy. Just gotta get the roof on and playtest... a ton more. Lots of fun so far making this unconventionally close quarters CSGO map. Lots of wallbangs and doors. [quote] [img]http://i.imgur.com/WmJvFSb.jpg[/img] [img]http://i.imgur.com/U6SL4Mx.jpg[/img] [img]http://i.imgur.com/sxDuBBD.jpg[/img] [/quote] Gotta fix those pesky light leaks through my func_details (and world brushes... the fuck?). CC if you want, still too early for anything substantial I imagine.
[QUOTE=Leintharien;46442458]I think that between 3DS Max and Blender, you can't go wrong with either. However, Maya was a huge confusing mess to me, and I never want to touch that program again. Personally, I prefer Blender as it is what I have been exposed to more often in my life (also, its free), but I have also managed to pick up 3DS Max almost immediately and start working on spitting out a model with little-to-no barrier of entry (although this might have made it easier for me because I had experience with Blender prior). For you, modelling will probably begin with video tutorials. For 3DS Max, I'd have to recommend Arrimus 3D (John117): [url]https://www.youtube.com/channel/UCSLLdTBwLMfTKWS56tOiQpw/videos[/url] In the modeling section, in the WIP/Pimpage thread, is where John117 usually frequents, and who posts a new video almost every week. His videos range everywhere from getting started, into using more of the intermediate/advanced methods, and the difficulty gets higher progressively as more videos are made. Eventually going into High Poly ZBrush-Hybrid territory. Even though I use blender, I still watch his videos, as a lot of the modeling techniques and modifiers translate well between the two programs. For Blender, I'd recommend both Andrew Price (BlenderGuru.com) and BlenderCookie(.com) as excellent learning resources: [url]https://www.youtube.com/user/AndrewPPrice[/url] [url]https://www.youtube.com/user/blendercookie[/url] Between the two, I'd say that you'd be good with starting off with BlenderCookie, as that channel appears to be more about the modeling side of things. From there once you feel you've got a good grasp, you can check out Andrew Price's videos which are more case study oriented (such as how to model a christmas tree, to how to model a city, to learning what kinds of textures you need in order to make something look good). Although that isn't to say you have to do one channel first and then go to the next. Personally, when I decided to get serious with learning blender, I went back and forth between the two. They do a good job at keeping everything approachable so you can bounce back and forth.[/QUOTE] I'm definitely gonna look into this. Coincidentally I have both Blender (which I used to view a .obj file), and 3DS Max installed. I'd say Blender is better to get started with as I have been playing around a time or two with it. Then start with 3DS Max later on. Thanks for the advice. Anyway, thought i'd post another WIP update. [T]http://upl.kittehcat.org/2014-11-09_11-17-22.jpg[/T] [T]http://upl.kittehcat.org/2014-11-09_11-17-50.png[/T] But that's just the lower corridor, I nearly completed the corridor on the second floor. [T]http://i.imgur.com/9DQmuho.jpg[/T]
Figured I'd share this. It was an attempt to make something look both terrible and ~artsy~ at the same time. [T]http://puu.sh/cIGWc/e8e28e6593.jpg[/T] [T]http://puu.sh/cIK44/5350184090.jpg[/T]
Is the cart racing game mode in TF2 a permanent part of the game now?
[QUOTE=Stiffy360;46439171]models are the future baby [IMG]http://i.imgur.com/BOJIlUw.png[/IMG][/QUOTE] Would be so much easier with Source2 meshes ;_;
[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] Speaking of Forerunner, I made this long ago. [t]http://th03.deviantart.net/fs70/PRE/f/2012/315/0/4/halo_forerunner_beam_emitter_in_csgo_by_doctornuriel-d5kn3ap.png[/t] [t]http://fc04.deviantart.net/fs70/f/2012/316/e/4/ar_forerunner_skybox_by_doctornuriel-d5ks9i7.jpg[/t] Never finished and released it, though. It's lost, I believe. God damnit.
[QUOTE=GaleTheHusky;46452538]Would be so much easier with Source2 meshes ;_;[/QUOTE] probably. they have per-poly collision.
[t]http://i.imgur.com/0swcpFJ.jpg[/t] had no internet over the weekend, made a new entrance for the new spawn house
[QUOTE=Giraffen93;46454833][t]http://i.imgur.com/0swcpFJ.jpg[/t] had no internet over the weekend, made a new entrance for the new spawn house[/QUOTE] I know it may sound stupid, but that mailbox (from metro 2033 iirc) has so high resolution texture it doesn't fit the rest, but that's really nitpicking. Is that light above doors illuminating the roof? or is there some other source of light out of screenshot
[QUOTE=Joey1;46455238]I know it may sound stupid, but that mailbox (from metro 2033 iirc) has so high resolution texture it doesn't fit the rest, but that's really nitpicking. Is that light above doors illuminating the roof? or is there some other source of light out of screenshot[/QUOTE] it's from left 4 dead 2 moonlight i guess
Anyone happen to know or know how to run the TF2 map in the cart racing game mode? Some sort of console command or hammer map setting?
Is it a global state? Does valve even still use those?
Unchecking world geometry really puts into perspective of how much shit I've put into the map... [t]http://i.imgur.com/1NlGYoK.png[/t] God help me
[QUOTE=grabbin pills?;46455872]Anyone happen to know or know how to run the TF2 map in the cart racing game mode? Some sort of console command or hammer map setting?[/QUOTE] The console command is addcond 82. To make a map that uses it, you'll want to use a [url=https://developer.valvesoftware.com/wiki/Trigger_add_tf_player_condition]trigger_add_tf_player_condition[/url]. I recently released [url=https://dl.dropboxusercontent.com/u/37624951/tf2m/Karting/Aether/kr_aether_a5.zip]the .vmf to my work-in-progress kart map[/url], so you can look at the ents in it to learn whatever you need to.
The start of a little something which may or may not be an RP map. [IMG]http://i.imgur.com/ffvJnoW.jpg?1[/IMG]
[QUOTE=Luigi4518;46460523]The start of a little something which may or may not be an RP map. [IMG]http://i.imgur.com/ffvJnoW.jpg?1[/IMG][/QUOTE] Feels Adam Wake-esque. keep it up, man!
[QUOTE=GaleTheHusky;46461025]Feels Adam Wake-esque. keep it up, man![/QUOTE] Yeah im getting some heavy Alan Wade vibes from it.
I made a fallout style cave and inside the cave is a base build by wastelanders or raiders...or fiends... [t]http://cloud-4.steampowered.com/ugc/39732797949179783/4CE26216E87F32E5BE21CDC895400CB869B0510B/[/t] [t]http://cloud-4.steampowered.com/ugc/39732797949180904/5E5C570F9464A1EC3E05BDB3E45CD8144309E31E/[/t] [t]http://cloud-4.steampowered.com/ugc/39732797949182192/D9B9C4F4D5D77CA2D86773936464FBECF47587DF/[/t]
[QUOTE=opti2000;46467599]I made a fallout style cave and inside the cave is a base build by wastelanders or raiders...or fiends... [t]http://cloud-4.steampowered.com/ugc/39732797949179783/4CE26216E87F32E5BE21CDC895400CB869B0510B/[/t] [t]http://cloud-4.steampowered.com/ugc/39732797949180904/5E5C570F9464A1EC3E05BDB3E45CD8144309E31E/[/t] [t]http://cloud-4.steampowered.com/ugc/39732797949182192/D9B9C4F4D5D77CA2D86773936464FBECF47587DF/[/t][/QUOTE] Good job man! I could tell right away it was fallout before even reading the text in your post. Keep it up!
Working on nothing because the new CS:GO update broke hammer. "SSE and SSE2 are required" Fuckers.
Based volvo fixed it oops thanks autoedit
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