• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[IMG]https://i.imgur.com/8guhw4e.jpg[/IMG] [IMG]https://i.imgur.com/54fIC1F.jpg[/IMG] [IMG]https://i.imgur.com/s1aRy7H.jpg[/IMG] [IMG]https://i.imgur.com/05ZaLOt.jpg[/IMG] [IMG]https://i.imgur.com/9gJgmml.jpg[/IMG] [IMG]https://i.imgur.com/pNvacd7.jpg[/IMG] [IMG]https://i.imgur.com/omNb7gA.jpg[/IMG] Just going to work on it for like 20 min then post here :), i hope we get to 300 tonight
That lighting is really dark for play.
[QUOTE=residntevl;46528040]That lighting is really dark for play.[/QUOTE] I disagree, if he lights the right places, it will be good. Say for instance, flank spots will be mostly unlit, busy fighting places will be well lit.
[QUOTE=Firegod522;46522959]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] Thank you! Your skyboxes are beautiful. [t]http://cloud-4.steampowered.com/ugc/39733500442542292/A8F08230EB3E2A38BD4F09F3A5EBEB417ECD7BC6/[/t]
[QUOTE=Firegod522;46522959]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] Links for mr. chop's skies are dead, use this one [url]http://facepunch.com/showthread.php?t=1363856[/url]
[QUOTE=Stiffy360;46525920]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.[/QUOTE] What about for interacting with a vphysics object, though.
[QUOTE=tu4pac;46527857][IMG]https://i.imgur.com/8guhw4e.jpg[/IMG] Just going to work on it for like 20 min then post here :), i hope we get to 300 tonight[/QUOTE] Love the colors, what would look really nice though (and light up the playable area on the street while leaving the realism & atmosphere) is if you strung some festive lightbulbs across the building facades and maybe over the street. I'm not sure why but it's what I picture being there. [img]http://media-cache-ak0.pinimg.com/236x/88/9a/b1/889ab1f696c974df1b2eeb8493fd38c5.jpg[/img] [img]http://www.sivalinc.com/ProductImages/outdoor-string-lights-300.jpg[/img]
[QUOTE=Magman77;46529332]What about for interacting with a vphysics object, though.[/QUOTE] they're fine as well. it only has issues if the tracktrain has tilting.
[QUOTE=oskutin;46522157]Also remember to do some clipping on the frog side.[/QUOTE] [IMG]http://upload.wikimedia.org/wikipedia/commons/thumb/d/d1/Funzionamento_Deviatoio.gif/350px-Funzionamento_Deviatoio.gif[/IMG]
[QUOTE=GaleTheHusky;46528276]I disagree, if he lights the right places, it will be good. Say for instance, flank spots will be mostly unlit, busy fighting places will be well lit.[/QUOTE] I disagree with your disagreement. CSGO levels need to be pretty well lit because it is a competitive shooter. You need to be able to give players a clear, easily readable silhouette against the background so they can identify threats quickly. Dark spaces in CSGO are also tend to be overpowered because of the realistic camo and such on certain player models. They exist in official and popular community maps in extremely small sizes and are usually very easy to check quickly. @tu4pac: I suggest both brightening your light_environment, and desaturating your light_spots or whatever light entity you chose to use. Most artificial lights aren't usually that saturated unless they are really, really old, malfunctioning, or serve as a highlighting/warning function. Plus, lesser saturated lights are easier on the eyes. Try using a very light red/orange/yellow/blue and experiment with that. I learned a lot from mistakes I made in a HL2DM map I made experimenting with lighting a while back.
My CA told us we were free to submit any design ideas we had for painting our hallway. One shitty compile later, a mockup: [t]http://dl.dropboxusercontent.com/u/37624951/csgo/hallwaytest0000.png[/t][t]http://dl.dropboxusercontent.com/u/37624951/csgo/hallwaytest0001.png[/t] Lighting needs work and colors need tweaking, but I like it so far. Also super easy to paint should we go with this design, just throw some painters tape up and play paint by numbers
i just wanted to make a night scene guys....:suicide:
[QUOTE=tu4pac;46531426]i just wanted to make a night scene guys....:suicide:[/QUOTE] We are all trying to help and cc because we think it looks pretty kickass [img]http://facepunch.com/fp/emoot/smile.gif[/img]
[QUOTE=TurtleeyFP;46529704][img]http://media-cache-ak0.pinimg.com/236x/88/9a/b1/889ab1f696c974df1b2eeb8493fd38c5.jpg[/img] [img]http://www.sivalinc.com/ProductImages/outdoor-string-lights-300.jpg[/img][/QUOTE] i really need to do this for my map.. i guess the cable entity things would be best, yeah?
[QUOTE=Giraffen93;46531970]i really need to do this for my map.. i guess the cable entity things would be best, yeah?[/QUOTE] L4D2 uses particles for its cable lights, not sure if that would work for you. (or if they even work in garrysmod)
[QUOTE=Giraffen93;46531970]i really need to do this for my map.. i guess the cable entity things would be best, yeah?[/QUOTE] I'd make like 4-6 models in varying length, drop etc. unless you wanna toy with havoc physics for it but that's gonna take some resources.
i can't model for shit though, especially when it comes to small details, and the particle editor is broken in gmod13 i guess i could do it in another game, but it's so messy to set up
[QUOTE=Giraffen93;46532794]i can't model for shit though, especially when it comes to small details, and the particle editor is broken in gmod13 i guess i could do it in another game, but it's so messy to set up[/QUOTE] You could try wires (disable movement) and sprites. Pageking edit: [IMG]http://i675.photobucket.com/albums/vv117/antimonycat/6734.jpg[/IMG]
Someone should really look into a remake of cscdesert, that map was fucking great - the RP on it varied so much... might have a look into it
i'm using left4dead(1) content in no more room in hell, however models crash the map if i don't turn off vertex lighting on each left4dead prop. crash reason is a shader.dll console says this. [QUOTE]Requesting texture value from var "$basetexture" which is not a texture value (material: shaders/skillshot) Requesting texture value from var "$basetexture" which is not a texture value (material: shaders/skillshot) Requesting texture value from var "$basetexture" which is not a texture value (material: shaders/skillshot) Requesting texture value from var "$basetexture" which is not a texture value (material: shaders/skillshot) Requesting texture value from var "$basetexture" which is not a texture value (material: shaders/skillshot) Requesting texture value from var "$basetexture" which is not a texture value (material: shaders/skillshot) Requesting texture value from var "$basetexture" which is not a texture value (material: shaders/skillshot) Requesting texture value from var "$basetexture" which is not a texture value (material: shaders/skillshot) Requesting texture value from var "$basetexture" which is not a texture value (material: shaders/radial_blur) Requesting texture value from var "$basetexture" which is not a texture value (material: shaders/radial_blur) Couldn't load vertex shader sdk_screenspaceeffect_vs20 P[/QUOTE]
finally finished the office complex, added the inaccessible decoration building [t]http://cloud-4.steampowered.com/ugc/34104000792540208/28FF8DFFD84FDEEAB9165A42161068546868990E/[/t] and a random picture [t]http://cloud-4.steampowered.com/ugc/34104000792542665/F38033003E5E9754CD8E3F56973F0B86E781E325/[/t]
Those street light sprites are misplaced. Also those arch like structures are weird, bricks don't work like that. The walkway also need some trims underneath.
[t]http://i.imgur.com/qQFqSTB.jpg[/t] damn it's hard to find already made light textures.. but i guess it doesn't look [I]that[/I] bad.. ropes didn't work that well
"plays resident evil 3 safe room bgm" [IMG]http://i.imgur.com/B1KBRMNl.jpg[/IMG] for some reasons theres no refracting in the groundtexture, i have put the specular map into the alpha of the normal map :/
[QUOTE=antimonycat;46533162] Pageking edit: [IMG]http://i675.photobucket.com/albums/vv117/antimonycat/6734.jpg[/IMG][/QUOTE] Reminds me of Bioshock
[QUOTE=EddieLTU;46533878]finally finished the office complex, added the inaccessible decoration building [t]http://cloud-4.steampowered.com/ugc/34104000792540208/28FF8DFFD84FDEEAB9165A42161068546868990E/[/t] and a random picture [t]http://cloud-4.steampowered.com/ugc/34104000792542665/F38033003E5E9754CD8E3F56973F0B86E781E325/[/t][/QUOTE] It's so weird seeing your map without the artifacts...
[QUOTE=Stiffy360;46535757]It's so weird seeing your map without the artifacts...[/QUOTE] don't worry, you'll get used to it, in a month
[IMG]https://i.imgur.com/UgOYJPJ.jpg[/IMG] [IMG]https://i.imgur.com/2bJy0kI.jpg[/IMG] not intended to become anything more than what it is.
[t]http://i.imgur.com/bXKFaOS.jpg[/t] brushes it is should i raise the bloom even higher maybe? it really adds to the atmosphere
I think you should give some colour variations to those lights. Im really in the mood for something Christmas.
Sorry, you need to Log In to post a reply to this thread.