The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=Talvy;46707977]Fit inside each other? What do you mean?[/QUOTE]
like a window frame and the "+" thing inside
i never really learned how to make windows
Well the one-sided hl2 [I]building_tem002[/I] frames seem to work fine if they'll do.
[QUOTE=Talvy;46708165]Well the [B]one-sided[/B] hl2 [I]building_tem002[/I] frames seem to work fine if they'll do.[/QUOTE]
well that's the problem, i mostly do houses with interiors
Do what I do with windows whenever there isn't a good window model or texture and make them with brushes. Usually, I use the window decals from L4D for the outer frame (I would try and get the decal assigned to 4 of the faces surrounding the hole where the window would be) and just model in the inner window "thick-lites" with brushes, but you could make the frame out of brushes, too.
For the textures, I would use a white texture for whenever I'm doing something residential or whatever. I usually use one of the white siding textures from L4D. If you want to add super thin lites to the window, I would just make a custom texture for that since 1 unit doesn't seem thin enough for lites.
[t]http://i.imgur.com/6SDvz8y.jpg[/t]
It looks kinda shit from the inside though, and since people are spending their time mostly inside, it's something i want to make pleasurable to look at.
At that scale and with that detail, I'd really recommend using brushwork.
[t]https://dl.dropboxusercontent.com/u/16349584/poster_aperturesnowinitiative01.png[/t]
Still gotta fully light this and add some more supports to logically keep the walkways up but i'm pretty happy with how it overall turned out.
[t]http://cloud-4.steampowered.com/ugc/29602236221134777/55EAF417873F3F03A1A7859AA0F8F1A30514736B/[/t]
[t]http://cloud-4.steampowered.com/ugc/29602236221135618/94069CA4B42EA0C576055EA7BB28707B6717E403/[/t]
What do you guys think of the lighting compared to this?
[t]http://cloud-4.steampowered.com/ugc/29602236198331827/CD8844A910D8FA524B55830ED28A405852F79853/[/t]
I like the first one better.
[QUOTE=TurtleeyFP;46709452]I like the first one better.[/QUOTE]
[t]http://cloud-4.steampowered.com/ugc/29602236221842862/E2A4934B38E70F7DEEE64723C19F041064AD5AAA/[/t]
Here's another screenshot.
I utterly suck at interior so mostof this map will be exterior.
Is it just me or is this fence pretty cool.
[video=youtube;D-ziilQv770]http://www.youtube.com/watch?v=D-ziilQv770[/video]
I love the sound of breaking wood... BRKGSRKS
[QUOTE=Solis;46709493][t]http://cloud-4.steampowered.com/ugc/29602236221842862/E2A4934B38E70F7DEEE64723C19F041064AD5AAA/[/t]
Here's another screenshot.
I utterly suck at interior so mostof this map will be exterior.[/QUOTE]
You should bring back the big windows (one of them was open) Looked real nice. If it's because the lighting doesnt make sense(since they glow white) I can understand you, but its an easy edit :)
[QUOTE=Solis;46709493][t]http://cloud-4.steampowered.com/ugc/29602236221842862/E2A4934B38E70F7DEEE64723C19F041064AD5AAA/[/t]
Here's another screenshot.
I utterly suck at interior so mostof this map will be exterior.[/QUOTE]
Where are the shadows cast by objects? everything looks very flat because of that.
raised the building a little
before
[t]http://cloud-4.steampowered.com/ugc/36357635571362733/027C39FE1F55C0CE9E473B8407DA5FEC52F69E6B/[/t]
after
[t]http://cloud-4.steampowered.com/ugc/36357635659178491/2C9F432E37EB281EEF686DE354B07D860E508A3D/[/t]
[t]http://cloud-4.steampowered.com/ugc/36357635659183757/3690813405A4F96E447E29B2670EE8E34A8FBC4D/[/t]
[QUOTE=kaskade700;46710196]You should bring back the big windows (one of them was open) Looked real nice. If it's because the lighting doesnt make sense(since they glow white) I can understand you, but its an easy edit :)[/QUOTE]
It was because the lighting didn't make sense, I'll replace the big windows with maybe some brush work
[t]http://cloud-4.steampowered.com/ugc/29602236225775109/102AEF0361B9010913F0B30DE83FCCCEE8EA6594/[/t]
[t]http://cloud-4.steampowered.com/ugc/29602236225776183/5FFE4CF75ED4FF51CD2E52065ECA54CAC1E4C81F/[/t]
It's really dark.
[QUOTE=Ciirulean;46711581]It's really dark.[/QUOTE]
Not necessarily a bad thing as long as he lights up those lamps hanging all over the place.
[QUOTE=Giraffen93;46708673][t]http://i.imgur.com/6SDvz8y.jpg[/t]
It looks kinda shit from the inside though, and since people are spending their time mostly inside, it's something i want to make pleasurable to look at.[/QUOTE]
Generally windows arent set on the outer portion of the wall. You should move the window back so its either flush with the interior wall or move it forwards a bit.
[QUOTE=Shirky;46712250]Generally windows arent set on the outer portion of the wall. You should move the window back so its either flush with the interior wall or move it forwards a bit.[/QUOTE]
Well, generally the center of the window is flush with the outside of the framing (underneath the siding). Windows have that plastic edge around them which is used for screwing the window to the frame, and waterproofing.
Is there any more features you guys would like in my 'Garry's mod to Hammer' tool?
I'm debating going through the trouble of exporting ropes/cables but not sure if doing all constraints would be better.
Another prefab building for my city map, i'm just going to look for some quality textures for my window panes/glass where I have just left it as a dev texture, and also the roof and obvious bits that I haven't textured yet, there won't be alot of detail as it could lag the map. I won't post this on my map thread (which is really old) as I haven't made that much progress on the map as a whole, but I just keep making prefabs so once I build the roads other stuff I can start placing these prefabs in, building houses or whatnot can be difficult from the lag that the other prefabs might make so best to just prefab first just like in real life (except in life you don't get lag).
Modern flat/apartment block with mound of dirt (construction site) with scaffolding behind it
[IMG]http://i62.tinypic.com/v7fh9t.jpg[/IMG]
Size comparison with Alyx npc
[IMG]http://i60.tinypic.com/29olk6c.jpg[/IMG]
Birds-eye view of the bright side of the building
[IMG]http://i60.tinypic.com/2lif029.jpg[/IMG]
[QUOTE=inspirit;46713641]Another prefab building for my city map, i'm just going to look for some quality textures for my window panes/glass where I have just left it as a dev texture, and also the roof and obvious bits that I haven't textured yet, there won't be alot of detail as it could lag the map. I won't post this on my map thread (which is really old) as I haven't made that much progress on the map as a whole, but I just keep making prefabs so once I build the roads other stuff I can start placing these prefabs in, building houses or whatnot can be difficult from the lag that the other prefabs might make so best to just prefab first just like in real life (except in life you don't get lag).
Modern flat/apartment block with mound of dirt (construction site) with scaffolding behind it
[IMG]http://i62.tinypic.com/v7fh9t.jpg[/IMG]
Size comparison with Alyx npc
[IMG]http://i60.tinypic.com/29olk6c.jpg[/IMG]
Birds-eye view of the bright side of the building
[IMG]http://i60.tinypic.com/2lif029.jpg[/IMG][/QUOTE]
Looks pretty cool.
don't quote it
[t]http://i.imgur.com/oZGNdcR.jpg[/t]
so this is how they look now..
meh, i never learned how to design anything
[QUOTE=Giraffen93;46715671][t]http://i.imgur.com/oZGNdcR.jpg[/t]
so this is how they look now..
meh, i never learned how to design anything[/QUOTE]
Needs way, way more brax.
I am making a yacht again, last design was scrapped like the others. I'm always picking up new things though, both in knowledge and content. Building a yacht in Hammer is not easy. Anyways is this looking too large for a TTT map? I've been doing this more for myself than TTT, but I'd like it to work as well.
-snip
[media]http://www.youtube.com/watch?v=jlFRjLBEWwE[/media]
Sorry, yeah, it's the same geometry that I've already shown, but this is more of an "I'm still alive!" sort of thing. Also, I have been working on a lot of backend stuff.
In other news: Base geometry is FINISHED. Textures are on final pass (only changes are vmt fuckery, like scaling down the dark metal shininess). Sounds are on final pass (teleporter loop isn't perfect).
Canyon geometry is in the works, but I don't want to show that off yet. Expect a first pass after winter break is over, as that is what I'll be working on all break. Following that is the scenery models (trees, rocks, etc), optimization (visleafs are kinda fubar at the moment...) and then some minor game-specific adjustments (this'll be a map for gmod, csgo, tf2, and whatever else I feel like doing) and I'm good to go.
Not putting an ETA but...fuck, it won't be out for a while. But I'm making steady progress, even if this is the third time I've posted this geometry.
Changes from last time:
-fully functional teleporter (shaders, sounds, effects)
-completely reworked lighting
-stuck decals on for show
-REAL TIME REFLECTIONS ON FLOOR. CSGO has a deprecated version of func_reflective_glass that has randomly functioning vmt parameters. Took a few days to figure out what still worked on it. It's about as hacky as one could expect.
Not shown:
-I learned how to use proxy commands, and will rework the skybox to have twinkling stars as a result. I'll also make a skybox in 3ds max and import it with Skywriter, since I found a license for 3ds.
-I can now port textured models from 3ds max to Source with wallworm, so I'll be ripping and re-texturing the models from Bloodgulch to stick them in.
-I figured out how to edit AI paths, so they'll use Bloodgulch's terrain a bit more intelligently. Downside: they can't use teleporters. Sad.
-I drew up a map for use in Demolition for CS:GO and King of the Hill in TF2, which I think are the gametypes best suited for the map.
RE: Reflective floors in CSGO:
Same limitations as before apply, and a few new ones.
-Texture MUST have "$translucent 1" in its VMT. This means all reflective materials are transparent...lame.
-You cannot reflect the skybox. The "solid" layer underneath the "reflective" layer on my base does that work for me.
-You cannot have both a func_monitor and a reflective floor in the same view. The monitor shuts off...
-It seems you can't have an env_projectedtexture shining on it, but I could be mistaken.
-"$refractamount" and "$reflectamount" do nothing. They're always treated as if at 1.
-"$refracttint" should always be [1 1 1] unless you like fucked up looking stuff.
-Speaking of fucked-up stuff: Omitting $translucent makes your texture invisible, reflect stretched fucked up shit, and puts a green and red hologram of your reflective brush at the world origin.
-Edges of your reflective brush MUST be nodraw. Laaaaaaame.
-Example VMT:
[code]"lightmappedreflective"
{
%tooltexture "metal/bg_base_roof_normal"
"$translucent" 1
"$refracttexture" "_rt_WaterRefraction"
"$refractamount" "0"
"$refracttint" "[1 1 1]"
"$reflecttexture" "_rt_WaterReflection"
"$reflectamount" "0"
"$reflecttint" "[0.7 0.7 0.7]"
"$fresnelpower" "0"
"$minreflectivity" "0"
"$maxreflectivity" "1"
"$normalmap" "metal/bg_base_roof_normal"
"$surfaceprop" "metal"
"$bumpframe" "0"
}[/code]
Oh yeah, speaking of which, I found a fix for shitty framerate when looking at a refract shader in Hammer.
Just give it a %tooltexture.
v:v:v
ALSO: If you give a refract texture a $basetexture of "_rt_camera" you get an AWESOME live portal effect where you can see out the other end, and it's position-independent and really trippy. Unfortunately it doesn't play well with the reflective floor on my map and as a result I won't be including one. Instead, I'll have a screenshot for the preview of the other end. Lame, but still cool looking.
One last note: Yeah, there's no forerunner symbol inside the base. That's on a $detail that relies on the final coordinates of the base to be placed accurately, so that'll be part of final pass texturing.
[QUOTE=Itszutak;46716468]
-Example VMT:
[code]"lightmappedreflective"
{
%tooltexture "metal/bg_base_roof_normal"
"$translucent" 1
"$refracttexture" "_rt_WaterRefraction"
"$refractamount" "0"
"$refracttint" "[1 1 1]"
"$reflecttexture" "_rt_WaterReflection"
"$reflectamount" "0"
"$reflecttint" "[0.7 0.7 0.7]"
"$fresnelpower" "0"
"$minreflectivity" "0"
"$maxreflectivity" "1"
"$normalmap" "metal/bg_base_roof_normal"
"$surfaceprop" "metal"
"$bumpframe" "0"
}[/code]
[/QUOTE]
Besides the CS:GO SDK seeming to require hacks for everything; this adds to the reasons why I'm too lazy to configure CS:GO for Hammer. Mostly because it's just a pain in the ass configuring VPKs with Steampipe. :v:
[editline]15th December 2014[/editline]
[QUOTE=Robotboy655;46704924]Hey Mappers!
For those who make Garry's Mod maps, I have some news for you.
In the next version of Garry's Mod, the hammer shipped with GMod will be fully functional.
You can test it right now by switching Garry's Mod to [URL="http://wiki.garrysmod.com/page/Dev_Branch"]Dev branch[/URL].
It also has fixed displacement alpha being inverted in Hammer.
[img]http://i.imgur.com/Ek5PZuL.png[/img][/QUOTE]
What do you define as "fully functional?" I've had my VPK paths already configured and there's been no other problems I have encountered since.
The only thing I had to implement myself was a custom VBSP with a -nocubemap flag; unless that has been fixed as well.
Some things to be added and errors to be fixed, but soon it is ready to go.
[T]https://dl.dropboxusercontent.com/u/6027747/mapping/2014/p1_testchmb18/screenshots/2014-12-15_00002.jpg[/T][T]https://dl.dropboxusercontent.com/u/6027747/mapping/2014/p1_testchmb18/screenshots/2014-12-15_00007.jpg[/T]
[T]https://dl.dropboxusercontent.com/u/6027747/mapping/2014/p1_testchmb18/screenshots/2014-12-15_00004.jpg[/T][T]https://dl.dropboxusercontent.com/u/6027747/mapping/2014/p1_testchmb18/screenshots/2014-12-15_00003.jpg[/T]
So much Improvements and progress on my Operation Metro remake map :smile:
[IMG]http://i.imgur.com/pYIoa9J.jpg?1[/IMG]
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