• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=Magman77;46545724]So... Please do this.[/QUOTE] I'll think about it. I've got exams coming up so this will be "distraction" that allows me to focus that isn't CoD. And it's more of a re-imagining rather than a remake (that is, 0 fallout references ) first thing that always cheesed me off was that the Vault was such a huge complex and was great to use as some sort of police station or top-secret facility, but the only entrance was a shitty little shack with a shitty little entrance in a shitty little cave. It was impossible for a lot of people to go there. So.. it's now not remotely that hidden, but still remaining cool. This tunnel will lead into a slightly larger room, with industrial lifts either side that both go down into an underground complex. Sorry for the in-editor screenshot but meh, not much compiling is going to do to this at this point in time [img]https://dl.dropboxusercontent.com/u/888382/entrance.jpg[/img]
I am incredibly excited, I'm already drooling over that entrance. [editline]23rd November 2014[/editline] [QUOTE=ThePhailed;46555621]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? :)[/QUOTE] I'll add you, but I'm never really online anymore, and I dunno how much help I could be beyond what I've said anyway.
[t]http://i.imgur.com/3ZGBfih.jpg[/t] just trying to make it brighter now and not overcompensate it..
[QUOTE=Giraffen93;46556838][t]http://i.imgur.com/3ZGBfih.jpg[/t] just trying to make it brighter now and not overcompensate it..[/QUOTE] Starting to look more comfy. I wonder what it would look like if you had one light slightly more blue than the others. Oh yeah, and light cover brushes over the lights. [editline]23rd November 2014[/editline] Maybe something like this: [thumb]http://i.cubeupload.com/8Ztu6z.jpg[/thumb]
[t]http://i.imgur.com/nq0NyGa.jpg[/t] well it can't be dark really, since it's going to be used by players but that light color adds a bit of variety i guess, and i totally forgot about those light covers how can i unblock prop_door_rotatings and func_breakables though? it won't close when it has a glass pane
Is it completely on the grid? Doors seem to un-align easily.
the door works fine, it's when i put a solid brush there (eg. func_breakable, func_brush) it doesn't close and yeah it's on grid
[QUOTE=cRUSHpl;46550926]Just started new CS:GO project. [IMG]http://i.imgur.com/VtPVXDb.jpg[/IMG] If you want to help test the map join [B]s1.gameswitchers.co.uk:27055[/B]. All feedback appreciated :)[/QUOTE] Not to be the one to mention it lololol but the train tracks should be replaced by train tracks that are curved; whether or not they are brushes, or models. One thing that makes me cry is when developers just use straight sections, it's painfully obvious lol
Got a picture of that door Giraffen
More of my slightly weak attempts at recreating. [t]http://i.imgur.com/q3bGf4k.jpg[/t] [t]http://i.imgur.com/ryxZLXR.jpg[/t] [t]http://i.imgur.com/Tk9bH3B.jpg[/t] [t]http://i.imgur.com/qVKEbds.jpg[/t] [t]http://i.imgur.com/f99MIe4.jpg[/t]
Manaan from Kotor? It looks pretty good!
[QUOTE=Spherix;46554570]CS:GO has it.. [url]http://youtu.be/TK9Mse_paAE?t=1m23s[/url][/QUOTE] Source has func_breakable_surf, which doesn't really fracture or anything; it's better than just having a breaking prop IMO; but still nothing near how games like blacklist do it.
[t]http://cloud-4.steampowered.com/ugc/23970900702083713/208B711A737E709067BF441A94C2F340CCE246BC/[/t] [t]http://cloud-4.steampowered.com/ugc/23970900702085403/DC19C712CE1AF7AB9D8A9C822C1F3507186E85A9/[/t] [t]http://cloud-4.steampowered.com/ugc/23970900702090904/E16C456DDB34BCD07DC8075B47B8FA28571693D8/[/t] [t]http://cloud-4.steampowered.com/ugc/23970900702087765/A626AD6B770BD6DA0F22655F7FE825D3D3987C98/[/t] less than a day's work other side of the door is a lift. not sure what to do with the rest of the road
Watching this thread always inspires me to continue one of my 10, 20, 100 unfinnished projects but I never have the guts to post anything.
So I've finished brainstorming, plotting, and planning a mod I have in mind and started actually mapping the first part about a week ago. After a bit, I couldn't stand not knowing what it looked like in game and I figured I'd slap a skybox around it and full compile it just to see how it looks. Showing it should motivate me to work on it too. Thoughts? [t]http://i.imgur.com/h8IPldI.jpg[/t] [T]http://i.imgur.com/kdpHsQn.jpg[/T] [T]http://i.imgur.com/JD59Vqr.jpg[/T] [T]http://i.imgur.com/aF2VF0H.jpg[/T] [T]http://i.imgur.com/R1CQHUM.jpg[/T] I don't have as much experience with mapping as you guys do, and I was wondering if I could get some tips. What kind of night skybox should I use? How do I use displacements on those cliffs? Does the light_environment look ok? Keep in mind a whole lot of prop placement is inbound, a 3D skybox is in order, and I still have way more underground mapping to do, but those are my largest concerns.
[QUOTE=Crimsonseven;46558832]So I've finished brainstorming, plotting, and planning a mod I have in mind and started actually mapping the first part about a week ago. After a bit, I couldn't stand not knowing what it looked like in game and I figured I'd slap a skybox around it and full compile it just to see how it looks. Showing it should motivate me to work on it too. Thoughts? I don't have as much experience with mapping as you guys do, and I was wondering if I could get some tips. What kind of night skybox should I use? How do I use displacements on those cliffs? Does the light_environment look ok? Keep in mind a whole lot of prop placement is inbound, a 3D skybox is in order, and I still have way more underground mapping to do, but those are my largest concerns.[/QUOTE] I am also an pretty inexperienced mapper, But I would suggest playing round with your light entities, and changing the brightness and falloff distance of individual each one to match it's surroundings, IMO a lot of your props and walls look way to bright, while some areas look to dark.
My first time mapping for CSGO. Thanks to onebit for giving so much advice he might as well have made the map: [t]http://i.minus.com/ibqHZSpJPdu5r4.jpg[/t] [t]http://i.minus.com/iDSmO6J87dPEH.jpg[/t]
Working on a small Episode 2 mod where you play as a rebel and takes place just before Gordon blows up the Citadel. [img]http://i.imgur.com/1w9b1z2.jpg[/img]
raagh i keep trying to sew 2 big displacements (shorelines on a beach) and hammer keeps crashing [editline]23rd November 2014[/editline] nvm i got it working by seperating the shore into 3 256/512 squares
[QUOTE=skyms2663;46560157]Working on a small Episode 2 mod where you play as a rebel and takes place just before Gordon blows up the Citadel. [img]http://i.imgur.com/1w9b1z2.jpg[/img][/QUOTE] Someone ought to re-UV and retex those unused citadel explosion props to have actual detail.
For anyone interested, I have a (sorta) working Combine Sniper NPC-thingy. [IMG]http://cloud-4.steampowered.com/ugc/25096800618510046/BF987754C5844BD1E64807CD7DDF90D159A0924C/[/IMG] [IMG]http://cloud-4.steampowered.com/ugc/25096800618534573/2EB51A7949BE0033885C1E20A0574CC8715C5037/[/IMG] [IMG]http://cloud-2.steampowered.com/ugc/25096800618574110/41350EF6DA737E42AC3592D82720ECA4E1A02B86/[/IMG] [IMG]http://cloud-4.steampowered.com/ugc/25096800618974896/29D1E95A24300D8EDC847E4598AA3197F4C26C81/[/IMG] [IMG]http://cloud-4.steampowered.com/ugc/25096800618997446/0DA68C6743925179DB83986C762E0EA432D585DC/[/IMG] Plus now you can actually kill them with conventional weaponry! [IMG]http://cloud-4.steampowered.com/ugc/25096800619483065/ED6926E05EC9C1ECA73BF47AC0F8A0FE4F026143/[/IMG] Still a WIP.
[QUOTE][IMG]http://i.imgur.com/cTowwCz.jpg[/IMG][IMG]http://i.imgur.com/Q5TXnhL.jpg[/IMG][/QUOTE] A bar for an upcoming game-mode we our relaunching.
spam. improved on lift doors, still need to figure out why the lighting is so shit, and a quick WIP of the inclined elevators [t]http://cloud-4.steampowered.com/ugc/23970900717209642/2628651810481F094DFEFE6115A97B73B3470D01/[/t] [t]http://cloud-4.steampowered.com/ugc/23970900717212016/A75282EF3194729C56B18CD0B9D0E80B8C7A8ECD/[/t] [t]http://cloud-4.steampowered.com/ugc/23970900717215397/53DA3C004CA5757782369E6E1B9A8A320ACCAA96/[/t]
[QUOTE=KnightVista;46557929]Got a picture of that door Giraffen[/QUOTE] it's really just a brush in there, parented to the door it helps turning the collisions off but that defeats the purpose [t]http://i.imgur.com/Y9rGZ86.jpg[/t]
[QUOTE=onebit;46562614]Try parenting it via a logic_auto output instead of the entity itself[/QUOTE] nope it still doesn't want to close
[QUOTE=ThePhailed;46550451]For me it just 'uglied' up my whole library. Textures didnt have the same style etc. But it's probably just personal preferences Does the shattered glass center at where the bullet hit?[/QUOTE] it's possible with the use of logic_case and func_breakable with a nodraw texture on top of the glass texture. Once one of the func breakable is shot, depending on it's location, you can make the logic_case choose to spawn the glass (which can be func_breakable that can be broken afterwards). Jeez, I haven't touched hammer in a year and still remember all the stuff pretty well, shame on you guys.
[QUOTE=Giraffen93;46562928]nope it still doesn't want to close[/QUOTE] Force close flag? Logic_collision_pair?
[QUOTE=oskutin;46563953]Force close flag? Logic_collision_pair?[/QUOTE] force closed doesn't appear to be doing anything, if i block it with a prop it won't close either logic_collision_pair did nothing i really don't want to resort to using func_door_rotating.. so flat..
[IMG]http://i675.photobucket.com/albums/vv117/antimonycat/ceiling_guest.jpg[/IMG] ceiling guest
Here's the link to the prefab for the Sniper. [url]http://hl2ep2.gamebanana.com/prefabs/6780[/url]
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