• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[T]http://i.imgur.com/0myfxA8.jpg[/T] [T]http://i.imgur.com/ukKtoFE.jpg[/T] [T]http://i.imgur.com/TNRRmB1.jpg[/T]
Reminds me of The Walking Dead, a lot.
i got some great news for you artifacts enthusiasts NO MORE ARTIFACTS, i've got a new gpu, so i guess i'll go back to work
[QUOTE=Reggypea;46514499][T]http://i.imgur.com/0myfxA8.jpg[/T] [T]http://i.imgur.com/ukKtoFE.jpg[/T] [T]http://i.imgur.com/TNRRmB1.jpg[/T][/QUOTE] I am fucking DROOLING over that lighting. Curse you Garry! :v:
Anyone able to give me a quick tutorial on switch creation for train tracks? [img]http://i.imgur.com/VbOjOz4.png[/img] This is what I have if you got confused by that. How can I make this work?
ok here are the artifacts free screenshots of my recent works [t]http://cloud-4.steampowered.com/ugc/34103307180677779/6AAC74EC6BADC9EEA8D812C0788F142DE7507C90/[/t][t]http://cloud-4.steampowered.com/ugc/34103307180680710/85C12D019F7A11441E5CEF13FA5B2BD8A9EC9A9C/[/t] [t]http://cloud-2.steampowered.com/ugc/34103307180683560/0EB822E7BD85E7BB2957E36A6784A5F69EDA37EF/[/t][t]http://cloud-4.steampowered.com/ugc/34103307180685757/C9E8BDCD502B088ACC78FD025286D08F9848F7B2/[/t]
[IMG]http://s28.postimg.org/9c6ijdmul/2014_11_18_00001.jpg[/IMG]
[QUOTE=Kickin Balls;46518154]Anyone able to give me a quick tutorial on switch creation for train tracks? [img]http://i.imgur.com/VbOjOz4.png[/img] This is what I have if you got confused by that. How can I make this work?[/QUOTE] [img]http://files.1337upload.net/traaack-d41c4d.png[/img]
Thought I'd post a video this week. Walkthrough of what I have so far after completely redoing my base. Everything you see here is on grid except for two stubborn vertices on the teleporter that are less than a hundredth of a unit off so whatever. You can also hear my custom ambient_generic in the background. [Media]http://www.youtube.com/watch?v=C6YGp--GGYk[/media] Yeah the interior base lighting isn't tan, but looking in the code for the map in halo's editing tools and looking at the light decals themselves, I think that was a bug. Anyhow, this makes more sense with the blue light decals that will eventually go there. If people don't like it I'll change it though
I can't believe that base is brushwork dude. coming from someone who's first major gaming and modding experience was combat evolved, seeing it recreated so faithfully is truly amazing. I wish you all the luck on the rest of the map!
I kinda want to shoot myself after the nightmare that is getting all those angles even close to right and on grid, so it means a lot that people appreciate it My next step involves installing 3ds max and examining a ripped model of the original map so I can get accurate measurements of the hills, since that's where most of the gameplay is going to be. It's all going to be recreated in displacements because I want to figure that out next-- I already found a workaround for my earlier problems with the ground texture, and am working on a better blend texture for the grass (visible in the video but I don't focus on it because it's not exactly great looking) Gonna post my brushwork when I get home for comments and criticism. I think I was a bit overzealous with the func_detail...
[QUOTE=oskutin;46519512][img]http://files.1337upload.net/traaack-d41c4d.png[/img][/QUOTE] Interestingly I did mean the up-down type of switch but I would give this a shot
[QUOTE=Kickin Balls;46518154]Anyone able to give me a quick tutorial on switch creation for train tracks? [img]http://i.imgur.com/VbOjOz4.png[/img] This is what I have if you got confused by that. How can I make this work?[/QUOTE] Sometimes people just make the different lanes pop in and out of the ground.
[QUOTE=Kickin Balls;46520371]Interestingly I did mean the up-down type of switch but I would give this a shot[/QUOTE] Also remember to do some clipping on the frog side.
seems like the kind of thing you'd want to do with a model.
I am making a small tropical island :S [t]http://cloud-4.steampowered.com/ugc/39733431046458562/858FC4E3A0ECC0232C6117F7917F2DED10F54468/[/t] [t]http://cloud-4.steampowered.com/ugc/39733431046463473/90399463C6CB263B3357CDC741A3A33F39B74D1E/[/t] [t]http://cloud-2.steampowered.com/ugc/39733431046461415/4FA9A1CECD70D3A2E2E667A9FF7489366B31C731/[/t]
[QUOTE=opti2000;46522733]I am making a small tropical island :S [t]http://cloud-4.steampowered.com/ugc/39733431046458562/858FC4E3A0ECC0232C6117F7917F2DED10F54468/[/t] [t]http://cloud-4.steampowered.com/ugc/39733431046463473/90399463C6CB263B3357CDC741A3A33F39B74D1E/[/t] [t]http://cloud-2.steampowered.com/ugc/39733431046461415/4FA9A1CECD70D3A2E2E667A9FF7489366B31C731/[/t][/QUOTE] Shamelessly advertising [url]https://dl.dropboxusercontent.com/u/3779442/skybox_website/sunfolder/skybox_list_v2.html[/url] Try out either mine or mr. chops skies [url]http://facepunch.com/threads/970112/showthread.php?t=970112&p=24013692&viewfull=1[/url]
[QUOTE=Magman77;46522509]seems like the kind of thing you'd want to do with a model.[/QUOTE] Imagine doing it with a nonsolid animated model + invisible brush entity for the best looking, yet effective switch. Seems overkill but it's an idea.
Working on a competitive defuse map. Its my first time heavily taking gameplay into consideration as I map, its pretty fun. [quote] [img]http://i.imgur.com/7VHsfCa.jpg[/img] [img]http://i.imgur.com/EBkkCV3.jpg[/img] [img]http://i.imgur.com/7LBvmbZ.jpg[/img] [img]http://i.imgur.com/8mxhMdO.jpg[/img] [img]http://i.imgur.com/azbQGUQ.jpg[/img] [/quote] Started on November 10th.
Gm_Fork has an animated model like that, not sure if it's the right dimensions though.
[QUOTE=Xanadu;46523315]Imagine doing it with a nonsolid animated model + invisible brush entity for the best looking, yet effective switch. Seems overkill but it's an idea.[/QUOTE] Are brush-based entity collisions more reliable than vphysics mesh collisions?
[QUOTE=Magman77;46523795]Are brush-based entity collisions more reliable than vphysics mesh collisions?[/QUOTE] really depends, func_door and func_movelinear have "good enough" collisions. func_tracktrain has issues if it tilts, but if it's flat it has no issues.
[IMG]http://i.imgur.com/jhzRigP.jpg[/IMG] [IMG]http://i.imgur.com/zIDg911.jpg[/IMG] [IMG]http://i.imgur.com/HKFhuk2.jpg[/IMG] [IMG]http://i.imgur.com/EbdfUsW.jpg[/IMG]
some new pics [T]http://cloud-4.steampowered.com/ugc/34103931525837303/9B78E4A91E107DCB1D3A399C68C8A9B57E3482B5/[/T][T]http://cloud-4.steampowered.com/ugc/34103931525839991/BC60A7A53DA96C67A01BE7381B113E49BA5EC605/[/T] [T]http://cloud-4.steampowered.com/ugc/34103931525842147/91A0371F433686BEC3A181E872A2F921FECC9B95/[/T][T]http://cloud-4.steampowered.com/ugc/34103931525846444/5C754BA05BA95957361469E3252A4AE1FDD85E12/[/T] [T]http://cloud-4.steampowered.com/ugc/34103931525849407/DFAF899A786B1018F2E7F815205C254C57D7328C/[/T][T]http://cloud-4.steampowered.com/ugc/34103931525851361/461FF2AD704FDDC15D728A6E511BD9F6875D22CF/[/T] [T]http://cloud-4.steampowered.com/ugc/34103931525853991/8153BA1AFBD810064A4C78268FBA5F9D6D389BC3/[/T][T]http://cloud-4.steampowered.com/ugc/34103931525856442/0C3C1FF0BCA8C33128DC844C5340F53F83389301/[/T] [T]http://cloud-4.steampowered.com/ugc/34103931525858749/5F689791C42EFD35B3123075F411EDF495ED5D66/[/T]
[QUOTE=tu4pac;46526109][IMG]http://i.imgur.com/jhzRigP.jpg[/IMG] [IMG]http://i.imgur.com/zIDg911.jpg[/IMG] [IMG]http://i.imgur.com/HKFhuk2.jpg[/IMG] [IMG]http://i.imgur.com/EbdfUsW.jpg[/IMG][/QUOTE] The lighting is way too dark for that skybox
[QUOTE=seba079;46526751]The lighting is way too dark for that skybox[/QUOTE] Or to be played competitively in CSGO. Plus those func_dustmotes are quite a bit too bright. The brushwork and models are pretty dang good though.
[QUOTE=EddieLTU;46526275]some new pics -snip artifact-less pics [/QUOTE] Its just not the same T^T
So, as I nearly finished the foyer, and I'm more or less waiting for my brother to start working on the candlesticks, I'm fine trying to fine-tune the lighting. So far I did everything (except for the chandelier) using Propper. [T]http://i.imgur.com/yKKe0Kt.jpg[/T][T]http://i.imgur.com/9W8z4Wj.jpg[/T] Speaking of lighting, it only just occurred to me some of the pillars, especially the ones on the upper landing are too dark since I moved the light entity inside the chandelier, is there a way to solve that problem?
[QUOTE=grabbin pills?;46527072]Its just not the same T^T[/QUOTE] if you seriously miss my artifacts, i didn't dump my old GPU anywhere, it's now collecting dust inside the GTX 750ti's box
Farewell to my life. Farewell to my home. This is my last chance for survival. [IMG]http://i.imgur.com/5y11NZul.jpg[/IMG]
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