• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[video=youtube;NTALdz8mMLU]http://www.youtube.com/watch?v=NTALdz8mMLU&feature=youtu.be[/video] major update +ADDED LIGHTING (woo) +starting to add detail +replaced cover with props such as crates +replaced 2 combine doors with normal doors +added windows to starting area (which i'm planning on making everything but the frame breakable) +textures on most of the starting area +moved battery so you automatically get it +other small things (and yes, the window frames are func_detail(only 2 func_details, one for each building)) thoughts? suggestions on what to add/fix? [editline]5th December 2014[/editline] youtube, i think you're drunk in what way are these "related videos" [IMG]http://i.imgur.com/xFtq5vu.png[/IMG]
[QUOTE=ProfHappycat7;46650741] -snip- [editline]5th December 2014[/editline] youtube, i think you're drunk in what way are these "related videos" [/QUOTE] The titles of the videos have similar keywords.
[IMG]http://i.gyazo.com/8888b4755b1495a753ecd81b5c65db0d.png[/IMG] [IMG]http://i.gyazo.com/7ce1db49034d1ef9f3a573ae42d8f14c.png[/IMG] Small update - did some texturing. I'll finish the texturing and some more detail tomorrow but there's still sooooo much to do.
[QUOTE=deathmog;46651642][IMG]http://i.gyazo.com/8888b4755b1495a753ecd81b5c65db0d.png[/IMG] [IMG]http://i.gyazo.com/7ce1db49034d1ef9f3a573ae42d8f14c.png[/IMG] Small update - did some texturing. I'll finish the texturing and some more detail tomorrow but there's still sooooo much to do.[/QUOTE] Is that Armadillo from Red Dead Redemption?
[QUOTE=ProfHappycat7;46650741][video=youtube;NTALdz8mMLU]http://www.youtube.com/watch?v=NTALdz8mMLU&feature=youtu.be[/video] major update +ADDED LIGHTING (woo) +starting to add detail +replaced cover with props such as crates +replaced 2 combine doors with normal doors +added windows to starting area (which i'm planning on making everything but the frame breakable) +textures on most of the starting area +moved battery so you automatically get it +other small things (and yes, the window frames are func_detail(only 2 func_details, one for each building)) thoughts? suggestions on what to add/fix? [editline]5th December 2014[/editline] youtube, i think you're drunk in what way are these "related videos" [IMG]http://i.imgur.com/xFtq5vu.png[/IMG][/QUOTE] Remember in your final compile to add these compile options to enhance the lighting of your props (like those garbage models you had on the ground) [url]https://developer.valvesoftware.com/wiki/Advanced_Lighting#Compile_Options[/url] This'll make it so that lighting is calculated by the mesh rather than the collision model. Also Try decreasing the lightmap scale of the ground of your outside area to 8 or 4 to have some more crisp shadows. Try experimenting with different light types and brightnesses and colours to evoke some different moods. You might also want to cut your building in half horizontally and replace the bottom half's texture with something without windows since it seems a bit weird to have windows that low apart from maybe a couple. Other than that it looks pretty good so far!
[QUOTE=SomePony;46651693]Is that Armadillo from Red Dead Redemption?[/QUOTE] Actually I've only played like half an hour of RDR :v:, I wasn't specifically looking to make Armadillo although I see exactly where you're coming from. I was actually inspired by Outlaws that was released in like the 90's, and I wanted to make a stereotypical old west town.
[QUOTE=DwarfOverlord;46652145]-sop-[/QUOTE]ok, this might be a dumb question, but how do i add "-textureshadows" to $light_exe? whenever i just enter it at the end of the parameters already in place, it makes the lighting waaaay worse
Did you also add the props to the lighting manifest?
[QUOTE=Magman77;46653933]Did you also add the props to the lighting manifest?[/QUOTE][sp]i have to admit, i'm a bit of a newbie mapper so i have no idea what you're talking about :S[/sp]
[QUOTE=ProfHappycat7;46654031][sp]i have to admit, i'm a bit of a newbie mapper so i have no idea what you're talking about :S[/sp][/QUOTE] Compile button, advanced in the bottom left. look for $light_exe, there's a box on the right to add commandlines
[QUOTE=Sonador;46654853]Compile button, advanced in the bottom left. look for $light_exe, there's a box on the right to add commandlines[/QUOTE]yeah i got that bit, i just don't understand the whole "lighting manifest" thing
-Update- Video showcasing some of the potential of my parkour map: [video=youtube;4FhvW938_0A]http://www.youtube.com/watch?v=4FhvW938_0A[/video] PS. I'm just using Climb Swep 2 and S.M.A.R.T. Smooth Parkour Movement. I've customized the climb swep to only allow 2 wall-steps for realism. Link to Screenshot Album: [URL="http://imgur.com/a/MA4mE#0"]http://imgur.com/a/MA4mE#0[/URL]
[QUOTE=Knut Rudikle;46657178]-Update- Video showcasing some of the potential of my parkour map: [video=youtube;4FhvW938_0A]http://www.youtube.com/watch?v=4FhvW938_0A[/video] Link to Screenshot Album: [URL="http://imgur.com/a/MA4mE#0"]http://imgur.com/a/MA4mE#0[/URL][/QUOTE] Is there an actual good parkour gamemode for GMOD now or something?
[QUOTE=Knut Rudikle;46657178]-Update- Video showcasing some of the potential of my parkour map: [video=youtube;4FhvW938_0A]http://www.youtube.com/watch?v=4FhvW938_0A[/video] Link to Screenshot Album: [URL="http://imgur.com/a/MA4mE#0"]http://imgur.com/a/MA4mE#0[/URL][/QUOTE] That looks pretty cool! Also, what parkour addons are you using? Are you using just Climb swep or a combination of that with something else?
[QUOTE=reepblue;46641240][t]https://dl.dropboxusercontent.com/u/16218991/screenshots/vectronic/t1_cleansers0000.jpg[/t] Still improving the puzzle logic, plus the minor detail work.[/QUOTE] I like this, I used to made a test chamber in a similar way. ( talking about the steel frame and stuff )
[QUOTE=MadPro119;46658401]Is there an actual good parkour gamemode for GMOD now or something?[/QUOTE] There is yet to be a good GAMEMODE but there are definitely good mods! You can just use them in sandbox and treat it like a pseudo-gamemode. You could play parkour games like ADD-ON, P.A.R.K.O.U.R. (like skate or horse), floor is lava, etc.
I just gotta ask since its apperant that gmod.org might never get fixed again , anyone have that big pack of textures from GTA 4 that someone uploaded on there ?
[QUOTE=Greatdictator;46660751]I just gotta ask since its apperant that gmod.org might never get fixed again , anyone have that big pack of textures from GTA 4 that someone uploaded on there ?[/QUOTE] [url]http://www.mediafire.com/download/6qsdu71pe9hxiky/GTAIVTex.rar[/url] Uploaded them to mediafire for you.
holes in wall ✓ [vid]http://scnggames.com/video.webm[/vid]
DMM huh? [highlight]Not mine[/highlight], but take a look at [I]these[/I]: [video=youtube;n-azqcnHBQM]http://www.youtube.com/watch?v=n-azqcnHBQM[/video] [video=youtube;e_EKVu4NKAs]http://www.youtube.com/watch?v=e_EKVu4NKAs[/video] Goddamn, How awesome is that?
When I do fake DMM, they either go down one by one or all at once. :l I can't tell if this guy has a really good pc and has everything set to collide with everything.
[QUOTE=lope;46661679]holes in wall ✓ [vid]http://scnggames.com/video.webm[/vid][/QUOTE] Neat but how would a player know to shoot there?
[QUOTE=wazanator;46663397]Neat but how would a player know to shoot there?[/QUOTE] It's a secret.. shhhh....
[QUOTE=VIOLATION_SNG;46661599][url]http://www.mediafire.com/download/6qsdu71pe9hxiky/GTAIVTex.rar[/url] Uploaded them to mediafire for you.[/QUOTE] Thanks man :D
Would be better if it was instead 2 thin pieces of plasterboard, with wood supports in the middle, rather than big blocks.
Getting there. Ignore poop lighting, not much I can do. [t]http://cloud-4.steampowered.com/ugc/44238499072179963/CEC4B099E16D99552E3AED3863CC15E71CBEB255/[/t] [t]http://cloud-4.steampowered.com/ugc/44238499072178955/4289D3CDCBFA13697E93522E420DE21C764C8917/[/t] [t]http://cloud-4.steampowered.com/ugc/44238499072177172/B71D6D5579FD5B8666711604B7D8F259ACA37B5A/[/t] [t]http://cloud-4.steampowered.com/ugc/44238499072177918/F31E185CCD72FDC44B49F083BFD8A1D228AFDFD7/[/t]
wat
[QUOTE=samuel2213;46663809]Would be better if it was instead 2 thin pieces of plasterboard, with wood supports in the middle, rather than big blocks.[/QUOTE] Like this? I can't really get much more in detail then this. This is only a small part of a much larger map: [vid]http://scnggames.com/sam.webm[/vid]
Since its very much mapping related I thought I'd post this here too: [QUOTE=highvoltage;46665505]Anyone remember that tool that could add props from Garry's mod and add them to the vmf of the map that had to changed to a txt file and put into the data folder? Well I remade it and now you can import almost any entity directly into hammer: [video=youtube;BSRqFmJoP98]http://www.youtube.com/watch?v=BSRqFmJoP98[/video] My current todo list that I didn't just make up on the spot: - Adding entities to the maps vmf file in the data folder (or making a blank map with just the entities if there is no map vmf) - Disabling motion on physic prop if frozen by the physgun. - Make citizens actually use their current model or select randomly depending on tool setting. - Add better way to show the type of entity other then those notifications. - Document the functions used to make this possible.[/QUOTE]
[QUOTE=lope;46664375]Like this? I can't really get much more in detail then this. This is only a small part of a much larger map: [vid]http://scnggames.com/sam.webm[/vid][/QUOTE] I was thinking of something like this for the wood supports. [T]http://3.bp.blogspot.com/-7guXoXtevdI/T_wQ-Q5k1YI/AAAAAAAAARE/hl3pi6Czvvo/s640/20120710_162020_979x734.jpg[/T] You dont even need to make them destructable. Just leave enough of a gap between each beam for the player to fit through.
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