The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
Transparent walls/floors/ceilings with stuff right behind them (structural beams, pipes, electrical components). Also, to get a less cluttered feeling while still having lots of detail, cluster your detailing together.
I wish I could make cool things like this. Too bad I am consigned to making horrible shit for eternity.
[QUOTE=Cosine;46629943]Transparent walls/floors/ceilings with stuff right behind them (structural beams, pipes, electrical components). Also, to get a less cluttered feeling while still having lots of detail, cluster your detailing together.[/QUOTE]
[t]https://dl.dropboxusercontent.com/u/16218991/screenshots/vectronic/wip_chamberlock2.jpg[/t]
Seemed to fix it with a pit more pipes, and railings. Thanks.
I don't know where to put this because I'm absolutely horrified.
For a few months I've been looking into a way to simulate the way halo does blended textures, which is alpha mask based rather than vertex-based. I thought I found a map that fixed this, since the verteces were HUGE but the detail was impressively fine:
[t]http://puu.sh/dfKMI.png[/t]
[t]http://puu.sh/dfKR6.png[/t]
So I rooted around the map's VMT files to figure out how he did this.
Could not find a blend texture. Instead, I found two textures, a sand texture and a grass texture, with inverted alpha masks.
This guy used $detail_alpha_mask_base_texture to make each texture only appear where the alpha tells it to...
...and then he fucking DUPLICATED THE GROUND DISPLACEMENT to put one on top of the other. Every single displacement polygon there is actually TWO polygons, overlaid at the same place, because it's not one but two displacements.
So fuck it, I'm going with my method because I can't do that with a displacement as large as the one I have in mind. It's not as true to the original map, but it'll save my optimization sanity and will look more realistic anyway.
[QUOTE=TFlippy;46616199]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][/QUOTE]
Thought that house was in space for a second. It reminded me of that movie Zathura.
[QUOTE=Itszutak;46630582]...and then he fucking DUPLICATED THE GROUND DISPLACEMENT to put one on top of the other. Every single displacement polygon there is actually TWO polygons, overlaid at the same place, because it's not one but two displacements.[/QUOTE]
That's how blends work in Radiant, its sort of weird but since the polycount is low it doesn't seem to be detrimental
Just released my first zombie escape map !
[t]http://cloud-4.steampowered.com/ugc/49867799041228941/6E6EC013A075254636C03DC4E97A7338E5A695B7/[/t]
Check the thread out:
[url]http://facepunch.com/showthread.php?t=1440135[/url]
Making a small TF2 map from start to finish on twitch [url]www.twitch.tv/swagbutts[/url]
[QUOTE=GameDev;46631398]That's how blends work in Radiant, its sort of weird but since the polycount is low it doesn't seem to be detrimental[/QUOTE]
I might have been a bit quick to judge. literally this entire map is "how NOT to do blood gulch":
-The bases are tubes. No slanted edges.
-The insides of the bases are hollow tubes, not tunnels with a rectangular center
-There's a random flag platform in the middle
-The roof is the wrong texture entirely
-Everything uses the roof TEXTURE as a $detail instead of the correct detail texture-- even the rocks use the metal texture as a detail map
-Completely forgot to do the tunnels near the red base teleporter
-Teleporter uses a really ugly shader and is just four rectangular blocks
-imagine everything listed above as a "sin of mapmaking" listed here
-Nothing's cropped right. Displacements cut through displacements at the corners, buildings stick a few feet into the ground
-no cubemaps
-env_lights are default, and just placed wherever there was a dark spot
-entire base is mirrored, WITH TEXTURELOCK ON, so the textures mirror eachother as well
-Scale is off by a weird degree
-No attempt was made to really match the original map's ground displacement. There's hills and stuff, but nothing matches-- even with that ground texture to guide the mapmaking process
It's pretty much what my map looks like in my nightmares. One day I'll wake up, turn on my computer, load "bloodgulch_final_csgo" and it'll look like that somehow
[QUOTE=Itszutak;46633761]
-no cubemaps[/QUOTE][t]http://i.imgur.com/eAHAI3W.jpg[/t]
At least that made it accurate in a sense that it replicates Halo PC being played on a terrible computer that couldn't handle the cubemaps :v:
At least [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=330550719"]GM_Blood_Gulch[/URL] was done a little better in terms of geometry and a few textures and there, my only problem is that it's too big, you hurt yourself if you just run into the hole in the roof
oh magic conch, will I ever finish a full map that isn't also soviet themed[url=http://31.media.tumblr.com/tumblr_m140q3aWMu1rqfhi2o1_500.gif]?[/url]
[t]http://i.imgur.com/kORqkPL.jpg[/t]
dunno if I should leave the [url=http://i.imgur.com/ycte38x.jpg]exposed brick bits[/url]. Logically it makes sense but aesthetically iunno.
Here's the map I made on twitch. Couple hours of streaming, will finish it up tomorrow. :D
[t]http://i.imgur.com/MntfQyd.jpg[/t]
I'm seeing random point lights
[QUOTE=pinecleandog;46635500]I'm seeing random point lights[/QUOTE]
Yep. Lighting, props, big garage doors, and health/ammo are the last things to do.
Also, 500th post woohoo!
TBH it looks like props were the first thing you did
[QUOTE=seba079;46636335]TBH it looks like props were the first thing you did[/QUOTE]
Props for scale etc
[QUOTE=DemonDog;46634704]oh magic conch, will I ever finish a full map that isn't also soviet themed[url=http://31.media.tumblr.com/tumblr_m140q3aWMu1rqfhi2o1_500.gif]?[/url]
[t]http://i.imgur.com/kORqkPL.jpg[/t]
dunno if I should leave the [url=http://i.imgur.com/ycte38x.jpg]exposed brick bits[/url]. Logically it makes sense but aesthetically iunno.[/QUOTE]
i dont know your reference but usually this kind of soviet apartment buildings don't have the first floor apartments on the same level as the main entrance but a bit higher - around one staircase worth (assuming going from floor to floor has 2 staircases).
[t]https://dl.dropboxusercontent.com/u/16218991/screenshots/vectronic/t1_cleansers0000.jpg[/t]
Still improving the puzzle logic, plus the minor detail work.
[QUOTE=DemonDog;46634704][t]http://i.imgur.com/kORqkPL.jpg[/t][/QUOTE]
Can you flip some of the window textures?
[img]http://puu.sh/dhxET/298b266fc7.jpg[/img]
It's been years since I've worked with hammer so I'm honestly not sure if this is possible, you could always align it to the brushs face and rotate it I guess
[editline]asd[/editline]
its just a little repetitive
[QUOTE=wizard`;46641311]Can you flip some of the window textures?
[img]http://puu.sh/dhxET/298b266fc7.jpg[/img]
It's been years since I've worked with hammer so I'm honestly not sure if this is possible, you could always align it to the brushs face and rotate it I guess
[editline]asd[/editline]
its just a little repetitive[/QUOTE]
Align to FACE or WORLD, and it does the trick sometimes.
You can also just apply the texture to a brush, flip the brush around, then click on the surface and alt right-click to another surface to keep the orientation.
[QUOTE=raviool;46638999]i dont know your reference but usually this kind of soviet apartment buildings don't have the first floor apartments on the same level as the main entrance but a bit higher - around one staircase worth (assuming going from floor to floor has 2 staircases).[/QUOTE]
i actually used this as a reference.
[t]http://i.imgur.com/bApQI7n.jpg[/t]
was going to angle a road on the other side with stairs going up but haven't gotten to it.
also yeah the window textures are repetitive but that's mainly because I haven't really figured out what I want to do with it yet and whether I want to turn them in to real windows etc.
[QUOTE=wizard`;46641311]Can you flip some of the window textures?[/QUOTE]
Put a minus in front of both scales, it'll invert the texture.
rp_midtown
because downtown is for babies and uptown was already taken
[t]http://i.imgur.com/lQoJ6Tz.jpg[/t]
[t]http://i.imgur.com/eAATeFD.jpg[/t]
[t]http://i.imgur.com/1YE5Yx0.jpg[/t]
Figured I saw that guy remaking downtown, so I thought to myself "Fuckit, I'm a grown ass man, I'll make a new downtown-style map from the ground up."
[video=youtube;DjAyd1MfdWk]http://www.youtube.com/watch?v=DjAyd1MfdWk[/video]
Hows it look?
We should do a cdcdesert collab
That actually sounds like a great idea.
Back in the day I used to make a lot of lab type rooms look pretty good, but I never did something productive with that. I should try it as a temporary distraction from Luigi's Mansion.
A collab where you are't restricted to doing a room or something would be sweet. If your great at optimizing, adding detail to places, making caves, textures, lighting, cubemaps or anything really you can help in someway.
Do you think a project like that could work out? We could set up a shared dropbox and get everyone to keep backups in case someone is a dick or something.
[QUOTE=highvoltage;46643596][video=youtube;DjAyd1MfdWk]http://www.youtube.com/watch?v=DjAyd1MfdWk[/video]
Hows it look?[/QUOTE]
I'm [I]loving[/I] the layout of the second room.
[QUOTE=highvoltage;46645611]A collab where you are't restricted to doing a room or something would be sweet. If your great at optimizing, adding detail to places, making caves, textures, lighting, cubemaps or anything really you can help in someway.
Do you think a project like that could work out? We could set up a shared dropbox and get everyone to keep backups in case someone is a dick or something.[/QUOTE]
I say we should give it a go.
We should start out with a basic patch of ground, and have people build on it overtime.
Okay, I'll start a discussion thread and we can see what peoples thoughts are
[editline]5th December 2014[/editline]
Here it is: [url]http://facepunch.com/showthread.php?t=1440458[/url]
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