• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
I wanted to figure out a way to test this level out and i was kind of getting stressed from other things. but i just gave up and started detailing and messing around with CS:GOs assests. This is an Aim map don't mind the super crap lighting and most textures are place holders (if i don't get to lazy and make textures) [t]http://i.imgur.com/WyypAkL.jpg[/t] [t]http://i.imgur.com/EbG78Qm.jpg[/t] [t]http://i.imgur.com/q76uhbA.jpg[/t] [t]http://i.imgur.com/nDDCym9.jpg[/t] [t]http://i.imgur.com/srUMb9U.jpg[/t]
i dunno where to ask this but does anyone have some overgrown grass detailsprites i could borrow for my mod? i need some badly sorry for page king with no content!!
[QUOTE=LATTEH;40508903] [t]http://puu.sh/2LM3S.jpg[/t][/QUOTE] I could hear a little voice in my head say "Mass Effect" when I saw this. Amazing how a simple lighting effect creates that association in my mind. Very cool looking!
[QUOTE=Cosine;40509549]I could hear a little voice in my head say "Mass Effect" [/QUOTE] you should go see a doctor
[QUOTE=aleksas17;40489679]Working on airport for cs:go [IMG]https://lh3.googleusercontent.com/-bFH_GUfnxVI/UYEz4NDgSUI/AAAAAAAAAbs/na14v5FQNfw/w902-h722/2013-05-01_00001.jpg[/IMG] [IMG]https://lh4.googleusercontent.com/-XV1Q9nNxskc/UYEz4IUj2tI/AAAAAAAAAbw/t5pVJSw_LM0/w902-h722/2013-05-01_00003.jpg[/IMG] I want those floor textures to reflect fully, ho can help me ?[/QUOTE] tie the entity "func_reflective_glass" to the floor.
[img]https://dl.dropboxusercontent.com/u/5479044/Warroom.png[/img]
[QUOTE=Armageddon104;40510985][img]https://dl.dropboxusercontent.com/u/5479044/Warroom.png[/img][/QUOTE] I don't think think the floor was that reflective in the movie. Also: Dr.Strangelove.
It was almost exactly that actually, just the lights weren't as bright on the screen. UPDATE: [thumb]http://cloud-2.steampowered.com/ugc/1082265458110472948/1573D79C657D8615368938EC86F5B520E65F073D/[/thumb] [QUOTE=Cosine;40509549]I could hear a little voice in my head say "Mass Effect" when I saw this. Amazing how a simple lighting effect creates that association in my mind. Very cool looking![/QUOTE] Nah, it's totally J.J. Abrams.
Started to play around with the L4D2 Authoring Tools (they aren't very good). [thumb]http://cloud-2.steampowered.com/ugc/578988199776675079/77D7C924E222FFE57C7790AAE7C131A2F299AC7C/[/thumb] Now featuring shitty water
[QUOTE=LATTEH;40508903]I wanted to figure out a way to test this level out and i was kind of getting stressed from other things. but i just gave up and started detailing and messing around with CS:GOs assests. This is an Aim map don't mind the super crap lighting and most textures are place holders (if i don't get to lazy and make textures) -bunch of pretty screens-[/QUOTE] On the contrary, the lighting is pretty neat overall, but as for the map itself, it could use a little more work detail-wise. Though like you said, it's an MP map so whatever. :v:
[QUOTE=Armageddon104;40511175]It was almost exactly that actually, just the lights weren't as bright on the screen. UPDATE: [thumb]http://cloud-2.steampowered.com/ugc/1082265458110472948/1573D79C657D8615368938EC86F5B520E65F073D/[/thumb][/QUOTE] How did you make that floor?
We're at 1009 posts and the thread is still open. What happened with 1000 post autolock?
[QUOTE=aleksas17;40512223]How did you make that floor?[/QUOTE] Look at the post just above mine. :smile:
Wow, this thread hit 1000 posts pretty quick.
I want to test something in CS:GO, but it won't allow me to just play alone in the map by myself. It always says both teams are full, and trying to add bots to fix it doesn't work. How can I just play alone so I can properly test out what I need to?
Your spawn points are invalid (probably inside a wall or something). Make sure there's at least 1 unit of space between the floor and the spawn point's feet.
[QUOTE=ssser;40514269]I want to test something in CS:GO, but it won't allow me to just play alone in the map by myself. It always says both teams are full, and trying to add bots to fix it doesn't work. How can I just play alone so I can properly test out what I need to?[/QUOTE] You post in the question thread
[QUOTE=Mozartkugeln;40514794]Your spawn points are invalid (probably inside a wall or something). Make sure there's at least 1 unit of space between the floor and the spawn point's feet.[/QUOTE] Yup, you're right. I moved them up a few units and everything's fine now. Thanks. [QUOTE=kaskade700;40514832]You post in the question thread[/QUOTE] I wasn't paying attention and accidentally clicked this thread. Woops.
Could someone possibly dig up the photos of that Source Map of the city which came with the amazing 3D skybox? I can't seem to find it now...
Every time I start up source SDK I get some bloody Filesystem mount error. I've tried reformatting my whole hard drive and constantly verifying my Ep2 Cache, but it keeps on coming up whenever I use hammer. I have to verify Ep2's cache every time I use hammer which is FUCKING ANNOYING. Anybody know how to fix this?
[QUOTE=Instant Mix;40523889]Every time I start up source SDK I get some bloody Filesystem mount error. I've tried reformatting my whole hard drive and constantly verifying my Ep2 Cache, but it keeps on coming up whenever I use hammer. I have to verify Ep2's cache every time I use hammer which is FUCKING ANNOYING. Anybody know how to fix this?[/QUOTE] that's because we need to wait untill they fix the source sdk itself as they moved shit to steampipe but didn't update the sourcesdk to support that. your alternative is to map using the source sdk base 2007. it still works for me.
I find that I've been able to map for CSS perfectly fine as I haven't started the game at all since the file system move.
Is there any other way to get better shadowing in Source 2009, apart from lowering lightmap scales?
[QUOTE=Antec;40534284]Is there any other way to get better shadowing in Source 2009, apart from lowering lightmap scales?[/QUOTE] Use -staticproppolys, -staticproplighting, -textureshadows, -final for expert vrad settings. That's probably it.
[QUOTE=HGrunt;40534307]Use -staticproppolys, -staticproplighting, -textureshadows, -final for expert vrad settings. That's probably it.[/QUOTE] Besides that, good textures make for good lighting. Making sure textures don't have any color bias is very important. Take for example a photo of a red brick wall having an overall blue-ish feel. This is usually caused by the lighting at the time the photo is taken. The real problem begins when you use textures with varying degrees of warmth to them, the scene will never look cohesive. Beyond that, make sure the diffuse texture doesn't express any ambient occlusion or shading of it's own. If you look at professional textures, rarely are very dark values used, let alone pure black. They use the normals to express those features.
Depending on the situation, you could also use env_projected_texture. Some versions of the engine have it disabled; I don't know if 2009 does.
I started mapping a little again. It's still rough that's because I need to get it play tested and worked on before I add the details. [thumb]http://files.1337upload.net/cs_urban0012.jpg[/thumb] [thumb]http://files.1337upload.net/cs_urban0014.jpg[/thumb] [thumb]http://files.1337upload.net/cs_urban0027.jpg[/thumb]
That roads looks unnaturally jagged. Maybe try smoothing the edges a bit?
[QUOTE=Mozartkugeln;40537196]That roads looks unnaturally jagged. Maybe try smoothing the edges a bit?[/QUOTE] By the looks of it the road is just a blockout at this point. However when the time does come i'd recommend converting all of the roads and sidewalks into displacements and doing some variation on the X / Y axis to give it a more organic feel.
Babby's first road. [t]http://i.imgur.com/knQoW8r.jpg[/t] Does anyone have any tips for getting the road textures to align perfectly?
Sorry, you need to Log In to post a reply to this thread.