The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=EddieLTU;46547132]gotta agree, sodium lamps always look perfect in winter, that's why i mostly use them in winter settings[/QUOTE]
They certainly do
[t]https://dl.dropboxusercontent.com/u/888382/IMG_20130113_175208.jpg[/t]
[QUOTE=ThePhailed;46547517]Alright, I'll release it, but it's not top notch quality, as I havent tried making textures before :)
But they could probably be useful anyways :)[/QUOTE]
Awesome, let us know when you have!
I'll be willing to give you criticism if I find anything.
Made some breakable glass
[t]http://cloud-4.steampowered.com/ugc/44237099654161824/FB0472EB666567A30D192AB2A87AEC47A7FD1D84/[/t]
[t]http://cloud-4.steampowered.com/ugc/44237099654188950/E4A43093E277C42C94D9D9F0B9209C6DC1E8FEFC/[/t]
Shoot it once, it cracks, shoot again and it shatters.
[t]http://i.imgur.com/tf27qQV.png[/t]
copied the whole l4d2 materials dir + all dlcs, [I]holy fucking shit this is great[/I]
[QUOTE=Giraffen93;46549958][t]http://i.imgur.com/tf27qQV.png[/t]
copied the whole l4d2 materials dir + all dlcs, [I]holy fucking shit this is great[/I][/QUOTE]
For me it just 'uglied' up my whole library. Textures didnt have the same style etc. But it's probably just personal preferences
[QUOTE=Stiffy360;46549908]Made some breakable glass
[t]http://cloud-4.steampowered.com/ugc/44237099654161824/FB0472EB666567A30D192AB2A87AEC47A7FD1D84/[/t]
[t]http://cloud-4.steampowered.com/ugc/44237099654188950/E4A43093E277C42C94D9D9F0B9209C6DC1E8FEFC/[/t]
Shoot it once, it cracks, shoot again and it shatters.[/QUOTE]
Does the shattered glass center at where the bullet hit?
[QUOTE=ThePhailed;46550451]
Does the shattered glass center at where the bullet hit?[/QUOTE]
No, that's impossible without some major coding.
[QUOTE=Stiffy360;46550561]No, that's impossible without some major coding.[/QUOTE]
and lots of physic calculations
[QUOTE=grabbin pills?;46550582]and lots of physic calculations[/QUOTE]
this is what is implied by major coding
Just started new CS:GO project.
[IMG]http://i.imgur.com/VtPVXDb.jpg[/IMG]
[IMG]http://imgur.com/WS0Hj4m.jpg[/IMG]
[IMG]http://imgur.com/aTMi4Sp.jpg[/IMG]
If you want to help test the map join [B]s1.gameswitchers.co.uk:27055[/B].
All feedback appreciated :)
[QUOTE=TurtleeyFP;46537494]We need more good snow maps. If I ported North Yankton from GTA V and gave it the right atmosphere would anybody play that? It has only one interior so I guess it would only be good for posing.
The last time I tried porting from GTA V went pretty well though, I might try again.
-pictures-[/QUOTE]You absolutely should port North Yankton, it'd be a great map for posing in. Did you ever release what you ported in these pictures, by the way?
[QUOTE=Stiffy360;46549908]Made some breakable glass
[t]http://cloud-4.steampowered.com/ugc/44237099654161824/FB0472EB666567A30D192AB2A87AEC47A7FD1D84/[/t]
[t]http://cloud-4.steampowered.com/ugc/44237099654188950/E4A43093E277C42C94D9D9F0B9209C6DC1E8FEFC/[/t]
Shoot it once, it cracks, shoot again and it shatters.[/QUOTE]
I love this already.
[QUOTE=Lamar;46539316]You were the reason why I recommend that he use the rope_fx particle, whats the name of your mod by the way?[/QUOTE]
[url=http://www.moddb.com/mods/keys]Keys.[/url]
Progress on my defuse map I posted a few days ago. Nothing major but its gone through a lot more revisions now mostly at B site. Still far from a detail pass anywhere.
[quote]
A Site
[img]http://i.imgur.com/x4GBR1R.jpg[/img]
[img]http://i.imgur.com/Mx5rHtY.jpg[/img]
[img]http://i.imgur.com/3TPccqf.jpg[/img]
B Site
[img]http://i.imgur.com/PGWUx7c.jpg[/img]
[img]http://i.imgur.com/t0K0jww.jpg[/img]
Map overview, CT spawn Bottom, T Spawn Top
[img]http://i.imgur.com/gOpCUeh.jpg[/img]
[/quote]
[editline]22nd November 2014[/editline]
Also this is probably the first and last time I work with angles like these.
[IMG]http://i.imgur.com/uX7uwZs.jpg[/IMG]
[IMG]http://i.imgur.com/meB3qrz.jpg[/IMG]
[IMG]http://i.imgur.com/YmbZ5ec.jpg[/IMG]
unfortunately staticproppolys and staticproplighting are not working with l4d2 props :(
[QUOTE=onebit;46553086]gotta convert em yo[/QUOTE]
is there any tutorial about that? I've tried it once but all the models just become invisible
[QUOTE=zamoth;46553175]is there any tutorial about that? I've tried it once but all the models just become invisible[/QUOTE]
you'll need to decompile and recompile them.
[t]http://i.imgur.com/eigWGpG.jpg[/t]
this is pissing me off, i've looked through all my 8k models, and the workshop, but i can't find more clutter props for this store and a few others..
[QUOTE=Giraffen93;46553649][t]http://i.imgur.com/eigWGpG.jpg[/t]
this is pissing me off, i've looked through all my 8k models, and the workshop, but i can't find more clutter props for this store and a few others..[/QUOTE]
Put some door models or decals (Bathroom)? Fire extinguisher? Foot Mat decal?
Also, seems like an odd choice of lighting for a commercial store.
[QUOTE=AeonCastle;46551539]You absolutely should port North Yankton, it'd be a great map for posing in. Did you ever release what you ported in these pictures, by the way?[/QUOTE]
Didn't release downtown LS yet and probably never will, I added a lot more onto it since those pictures were taken, but I don't have enough experience in 3ds Max to make collision models from scratch, and the models were too detailed to auto-generate them with WallWorm's tools. It also only looked good with CSGO's self-shadowed lighting (was literally fullbright in the 2009 engine) so I tried to make it into a playable CSGO map, which failed when I realized there was no collisions, so then I tried making them with clip brushes but then everything was off-grid... It was too much of a hassle. Also filesize, etc.
North Yankton has more simple geometry though, less things in general to cast shadows and look ugly, so I decided to go for it.
[t]http://puu.sh/d20NH/404ef65b58.jpg[/t] [t]http://puu.sh/d210b/4cbdc68347.jpg[/t]
[t]http://puu.sh/d211S/1f9fd14259.jpg[/t] [t]http://puu.sh/d21s1/45591cf0bb.jpg[/t]
For comparison:
[img]http://i.minus.com/iqHyAosFpnms.gif[/img]
[QUOTE=zamoth;46553045][IMG]x3
unfortunately staticproppolys and staticproplighting are not working with l4d2 props :([/QUOTE]
Looks very cool but change the road textures, especially at the sides of the road because it looks like half a lane instead of the side of the road
[QUOTE=grabbin pills?;46550582]and lots of physic calculations[/QUOTE]
Eh, a number of games have done it before:
[video=youtube;NUXQN9XkLHo]http://www.youtube.com/watch?v=NUXQN9XkLHo&[/video]
[t]http://i.imgur.com/SVhg56j.jpg[/t]
bam!
product placement the map
[QUOTE=glitchvid;46554149]Eh, a number of games have done it before:
[video=youtube;NUXQN9XkLHo]http://www.youtube.com/watch?v=NUXQN9XkLHo&[/video][/QUOTE]
Max Payne 3 did it so well. Rockstar knows how to make those satisfying details.
[video=youtube;PCazKAHc3OY]http://www.youtube.com/watch?v=PCazKAHc3OY[/video]
I think this may be the console version, I remember it being more accurate when I played.
[QUOTE=Giraffen93;46554271][t]http://i.imgur.com/SVhg56j.jpg[/t]
bam!
product placement the map[/QUOTE]
Try out replacing those hanging lamps with ones embedded in the ceiling, like this:
[t]http://thumbs.dreamstime.com/z/office-ceiling-lamps-26499304.jpg[/t]
Shops are usually lit very evenly, your setup looks more like that of a storage room. Maybe add an entrance to one behind the counter; most stores have it like that, I believe.
[QUOTE=glitchvid;46554149]Eh, a number of games have done it before:
[/QUOTE]
CS:GO has it.. [url]http://youtu.be/TK9Mse_paAE?t=1m23s[/url]
Okay, as of right now the "library" looks like this. I'm thinking of adding some concrete too. If anyone wanna contribute just add me on steam :)
[IMG]http://i.imgur.com/xfgTXfi.jpg[/IMG]
Also, it's still pretty wip. Some textures doesnt go very good together with the rest, so I'm still working on that.
[QUOTE=ThePhailed;46554988]Okay, as of right now the "library" looks like this. I'm thinking of adding some concrete too. If anyone wanna contribute just add me on steam :)
[t]http://i.imgur.com/xfgTXfi.jpg[/t]
Also, it's still pretty wip. Some textures doesnt go very good together with the rest, so I'm still working on that.[/QUOTE]
Nice work. Will you send a download link when it's finished?
[QUOTE=pac0master;46555186]Nice work. Will you send a download link when it's finished?[/QUOTE]
Sure thing ;)
I'm unsure if I want to keep the "red" parts of the textures. It's just an idea i came up with because of the shotgun combine. But i dont know if it goes very well with the combine feel. even though it is a nice style in itself
I guess combine metals must have lots of cobalt in them? What else produces a blue oxide? I forget under what circumstances copper produces a bluish oxide instead of a matte grey oxide but it could also be that. Either way, the one piece with red/brown highlights seems like it has lots of iron and that doesn't seem like a construction material the combine use in such quantity that it would oxidize that way.
[editline].[/editline]
Why, instantmix.
[QUOTE=Magman77;46555591]I guess combine metals must have lots of cobalt in them? What else produces a blue oxide? I forget under what circumstances copper produces a bluish oxide instead of a matte grey oxide but it could also be that. Either way, the one piece with red/brown highlights seems like it has lots of iron and that doesn't seem like a construction material the combine use in such quantity that it would oxidize that way.[/QUOTE]
See, so here we have someone who would judge materials based on actual metals and it's science etc. I just made these textures because, well, they looked cool.
Magman, do you mind adding me on steam and help me with these then? :)
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