• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=onebit;46605211]A computer[/QUOTE] ~rekt
[QUOTE=lope;46604499]... so I might just make some quick models, but I have no idea how to model for source, or how to convert the units in hammer over so I can create a properly scaled model ...[/QUOTE] Usually a generic unit in a modelling program will be converted into a unit in hammer, might depend on the smd exporter you use. My recomendation for the least painless experience for compiling a model to source is using 3DS Max and a pluggin for it called [URL="http://dev.wallworm.com/"]Wall Worm.[/URL] If not you could of course go for propper or something else, but being able to make models with Max or other programms will prove useful. Wall Worm even lets you import the vmf into 3DS Max so you can use the actuall map for a reference to really make it fit nicely.
[QUOTE=highvoltage;46605192]Guess what I'm also working on: [vid]http://puu.sh/dbahY/afd734c4f7.webm[/vid] [editline]30th November 2014[/editline] Now I need to start adding way more detail so its not so bland[/QUOTE] Edit the lighting, give the light a more interesting colour and maybe make it brighter. Right now it looks very bland and depressing.
[QUOTE=highvoltage;46605192]Guess what I'm also working on: [editline]30th November 2014[/editline] Now I need to start adding way more detail so its not so bland[/QUOTE] I am so excited for this. Will you be changing the lighting colour to more of a yellow flourescent hue and adding appropriate sprites to the light sources? That seems fitting for this particular installation. Also are you going to mimic the details of the previous map and put the work bench in the back with the toolbox and some tools on it?
[QUOTE=lope;46604499] also it would be basically impossible to line up the edges of the displacements with the walls, so I might just make some quick models, but I have no idea how to model for source, or how to convert the units in hammer over so I can create a properly scaled model[/QUOTE] The most basic simplest tool I've come across for making super simple props is [url=http://khed.glsl.ru/]kHED[/url]. It can directly export to .smd without having to mess with plugins. There's no tutorials for it in English but once you play around with it for a couple of hours and look at the documentation you should be able to easily figure it out. Hardest part is just making sure you setup your QC file correct IMO. Regardless of what you use start off by reading these articles: [url]https://developer.valvesoftware.com/wiki/Model_Creation_Overview[/url] [url]https://developer.valvesoftware.com/wiki/Exporting_a_model[/url] [url]https://developer.valvesoftware.com/wiki/Compiling_a_model[/url] (I recommend the batch file method oddly enough because it's the most straight forward, just drag and drop)
I improved the lighting and added some detail: [video=youtube;SjmoSfhD1T8]http://www.youtube.com/watch?v=SjmoSfhD1T8[/video] Any thoughts before I move onto the lower part of the base? [editline]30th November 2014[/editline] [QUOTE=Magman77;46606653]I am so excited for this. Will you be changing the lighting colour to more of a yellow flourescent hue and adding appropriate sprites to the light sources? That seems fitting for this particular installation. Also are you going to mimic the details of the previous map and put the work bench in the back with the toolbox and some tools on it?[/QUOTE] I answer your question with the above video
What a great thing to come home to. It looks good so far, can't say I'd change anything about it. Carry on!
Changed the textures of the walls and added some more props: [t]http://cloud-4.steampowered.com/ugc/29600877182175450/0CEB2D1AF5835F0160743524DD573C0168C078C3/[/t]
[QUOTE=highvoltage;46610659]Changed the textures of the walls and added some more props: [t]http://cloud-4.steampowered.com/ugc/29600877182175450/0CEB2D1AF5835F0160743524DD573C0168C078C3/[/t][/QUOTE] Normally with RP maps, I find it better to use less props, to keep it from cluttering. The players will furnish the buildings themselves, right? I would take out most of those, except for those pillars that block vehicles, the console, and crane type thing. Maybe keep the fork-lift type with the tires? Discluding the lights of course. Just my personal opinion, but other than that, I am LOVING this map!
[QUOTE=Dr. Tower;46613085]Normally with RP maps, I find it better to use less props, to keep it from cluttering. The players will furnish the buildings themselves, right? I would take out most of those, except for those pillars that block vehicles, the console, and crane type thing. Maybe keep the fork-lift type with the tires? Discluding the lights of course. Just my personal opinion, but other than that, I am LOVING this map![/QUOTE] As long as you add a way for them to remove the props (Often RP scripts prevent removing of world owned props), then it shouldn't be a problem.
[QUOTE=glitchvid;46613390]As long as you add a way for them to remove the props (Often RP scripts prevent removing of world owned props), then it shouldn't be a problem.[/QUOTE] a good rule of thumb, if it isn't static, it should either be physgunnable, or breakable.
Upcoming stuff. However, how could I improve the upper rooftop? I have no idea what to put there. I've tried things like AC units, but it still looked dull and silly. By the way, it's extremely unfinished. I'll also modify the texture that touches the floor by making the bottom snow-covered and wet. It's supposed to be a small 3 story apartment / office building. (The flowers are made out of plastic, don't worry about abusive plant handling) [T]http://i.gyazo.com/7b93ff84500cf0c392224f09ed15ffa6.png[/T]
Very pretty. I would definitely use an arched roof for a structure of that sort, though.
Maybe a trim around the roof would be a nice touch.
[t]https://dl.dropboxusercontent.com/u/37624951/tf2m/detailing/2014/detail2014_idolon40008.jpg[/t][t]https://dl.dropboxusercontent.com/u/37624951/tf2m/detailing/2014/detail2014_idolon40009.jpg[/t][t]https://dl.dropboxusercontent.com/u/37624951/tf2m/detailing/2014/detail2014_idolon40010.jpg[/t] booperino pooberino i dont know what to write here
[QUOTE=Cosine;46617487] - tf2 pics - booperino pooberino i dont know what to write here[/QUOTE] I know what to write here, though. You have managed to emulate TF2's style incredibly well. Everything from the lighting, to the composition of all the brushes and models makes it look exactly like something someone from valve would make. Well done.
[QUOTE=ThePhailed;46588834]So, as some of you know, I'm working on the combine textures. But I'm insecure about some of them, can you provide me some feedback about these: [IMG]http://i.imgur.com/CjWyxYw.png[/IMG] I think they have an unique combine feel. but i dont know if it's good enough. Maybe if i made another pack with these kind of textures in it instead?[/QUOTE] no offence, but it looks like you slightly tweaked the hue and saturation of the textures that were already made by valve.
[QUOTE=GoldPlatinum;46620439]no offence, but it looks like you slightly tweaked the hue and saturation of the textures that were already made by valve.[/QUOTE] Looks? That is pretty much what I am doing, I think I stated that the first time I posted those. But does it really matter? They look cool nontheless, and it saves people the time.
I made a sin against hammer. [IMG]http://cloud-4.steampowered.com/ugc/44237576021294037/AF319074E38F2529C7E861E7DEF36349DDC22848/[/IMG]
[QUOTE=Stiffy360;46623543]I made a sin against hammer. [IMG]http://cloud-4.steampowered.com/ugc/44237576021294037/AF319074E38F2529C7E861E7DEF36349DDC22848/[/IMG][/QUOTE] Is that Apple Campus?
Texturing is the death of me [t]http://i.imgur.com/sKPnOWh.jpg[/t] [t]http://i.imgur.com/95OnksR.jpg[/t] [t]http://i.imgur.com/ZJ4bd1Z.jpg[/t] At least these are essentially the real textures from the original.
[QUOTE=Stiffy360;46623543]I made a sin against hammer.[/QUOTE] You used the carve tool?
[QUOTE=minilandstan;46624826]You used the carve tool?[/QUOTE] Did he make a concave brush?
[QUOTE=SomePony;46625500]Did he make a concave brush?[/QUOTE] Is is it off grid?
[QUOTE=grabbin pills?;46625582]Is is it off grid?[/QUOTE] Nothing is func_detail?
[QUOTE=Talvy;46627361]Nothing is func_detail?[/QUOTE] Does it use nodraw?
[QUOTE=ThePhailed;46627577]Does it use nodraw?[/QUOTE] Ok these are starting to be less of sins and more of just unoptimized mapping. :v: One more, it all overlaps.
[QUOTE=Talvy;46627615]Ok these are starting to be less of sins and more of just unoptimized mapping. :v: One more, it all overlaps.[/QUOTE] Not optimizing your map is a sin. Reporting to god
Nah not every imperfection is a sin, it's just bad mapping. Sins are stuff that really fuck shit up, like off-grid stuff.
[t]https://dl.dropboxusercontent.com/u/16218991/screenshots/vectronic/wip_chamberlock.jpg[/t] Any suggestions on how to dress this up a bit more? I want it to be detailed, but not cluttered. Similar to the coop dissemble areas at the end of each chamber in Portal 2.
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