The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
After getting a ton of feedback on Reddit, I may as well finish this during the course of the week:
[t]http://i.imgur.com/IR683Mi.jpg[/t]
I got sidetracked while making a castle a few days ago. Extremely sidetracked.
[video=youtube;1_LhIej6Hbc]http://www.youtube.com/watch?v=1_LhIej6Hbc&list=UUsntt7XwupVNKI06KKvEuRA[/video]
Sooner or later I'll get the gun sound working and hopefully get the model chopped up by somebody who knows how to do it so I can get the turret and gun working as well as the tracks if I can get them animated. At the moment it's just a giant ragdoll, forced into a prop_dynamic_override. I'm also still experimenting with ammo-rack explosions and such other fun things.
[QUOTE=laakkone24;46720920]Some things to be added and errors to be fixed, but soon it is ready to go.
-snip-[/QUOTE]
The color palette on this is really, really nice. Have you thought about adding water anywhere?
[QUOTE=laakkone24;46720920]Some things to be added and errors to be fixed, but soon it is ready to go.[/QUOTE]
If you have staticproplighting, select all your foliage and in prop_static options, set "ignoresurfacenormals" to "yes"
big improvement.
Experimenting with skybox cards, decals, transparent and glowing textures, and custom models (made in Blender).
[img_thumb]http://i.imgur.com/QONGhuL.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/4kfEDMP.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/lgI6Yr8.jpg[/img_thumb]
I've got an idea for a map, and I think I could probably pull it off with just a handful of custom assets. I'll just have to wait and see if I flake out on this one, like all the others.
Also, which do you all think looks better? The symbol on the left or the symbol on the right?
[img_thumb]http://i.imgur.com/jZfuoPR.png[/img_thumb]
I like the one on the right because it stands out more on its own when placed on walls and such, but I like the one on the left because it think fiery red is a bit overdone, and blood red fits better with the big skybox obelisk (though that's an easy enough fix). Any thoughts?
[QUOTE=99% More Fail;46726008]
-tankvideo-[/QUOTE]
Are you hoping for your tank to be drivable or to ride on a defined track?
[QUOTE=TBot Alpha;46726736]
[img_thumb]http://i.imgur.com/jZfuoPR.png[/img_thumb]
I like the one on the right because it stands out more on its own when placed on walls and such, but I like the one on the left because it think fiery red is a bit overdone, and blood red fits better with the big skybox obelisk (though that's an easy enough fix). Any thoughts?[/QUOTE]
use the one on the right
[QUOTE=Sally;46727021]Are you hoping for your tank to be drivable or to ride on a defined track?[/QUOTE]
At the moment it's most likely just going to sit there and try to shoot the player, but in future I might experiment with making it move. Making it drivable could be interesting, I have tried it before but it's a nightmare getting the player to be able to control everything. At the moment I've just finished getting the hull and rear turret machine guns to work, and I think that's about all I can do until I can either get the model modified or get a new set of models entirely.
[QUOTE=Spherix;46724570]After getting a ton of feedback on Reddit, I may as well finish this during the course of the week:
[t]http://i.imgur.com/IR683Mi.jpg[/t][/QUOTE]
YOU HAVE TO SEND ME THOSE CT MODELS SO I CAN MAKE A MAPS WITH ARCTIC AVENGERS BOMBING THE CANADIAN EMBASSY
[QUOTE=Zovox;46727352]YOU HAVE TO SEND ME THOSE CT MODELS SO I CAN MAKE A MAPS WITH ARCTIC AVENGERS BOMBING THE CANADIAN EMBASSY[/QUOTE]
Did you mean T? The CT's are already in the game.
[QUOTE=Spherix;46724570]After getting a ton of feedback on Reddit, I may as well finish this during the course of the week:
[t]http://i.imgur.com/IR683Mi.jpg[/t][/QUOTE]
you might want to use the original or another blendmodulade texture, because the one you're using fits with a stone pavement
[QUOTE=99% More Fail;46727084]At the moment it's most likely just going to sit there and try to shoot the player, but in future I might experiment with making it move. Making it drivable could be interesting, I have tried it before but it's a nightmare getting the player to be able to control everything. At the moment I've just finished getting the hull and rear turret machine guns to work, and I think that's about all I can do until I can either get the model modified or get a new set of models entirely.[/QUOTE]
Look in to the func_tank----- series on the valve sdk for it having a AI
[url]https://developer.valvesoftware.com/wiki/Func_tankapcrocket[/url]
[url]https://developer.valvesoftware.com/wiki/Func_tanktrain[/url]
Are the ones I would look at, possible a func_tanktrain as the base and func_tank as the top part so it can swivel with a func_tankapcrocket as the barrel.
[QUOTE=99% More Fail;46726008]I got sidetracked while making a castle a few days ago. Extremely sidetracked.
[video=youtube;1_LhIej6Hbc]http://www.youtube.com/watch?v=1_LhIej6Hbc&list=UUsntt7XwupVNKI06KKvEuRA[/video]
Sooner or later I'll get the gun sound working and hopefully get the model chopped up by somebody who knows how to do it so I can get the turret and gun working as well as the tracks if I can get them animated. At the moment it's just a giant ragdoll, forced into a prop_dynamic_override. I'm also still experimenting with ammo-rack explosions and such other fun things.[/QUOTE]
I fucking love those oldschool clattery tanks, ill be interested in seeing more on this!
[QUOTE=Sally;46727704]Look in to the func_tank----- series on the valve sdk for it having a AI
[url]https://developer.valvesoftware.com/wiki/Func_tankapcrocket[/url]
[url]https://developer.valvesoftware.com/wiki/Func_tanktrain[/url]
Are the ones I would look at, possible a func_tanktrain as the base and func_tank as the top part so it can swivel with a func_tankapcrocket as the barrel.[/QUOTE]
I've been working on stuff like this for quite a while now, I've made a few similar tanks and static weapons with this sort of method. I like to have one func_tank without the ability to fire as the turret, and one func_tankrocket as the gun, allowing them to move independently, when both are set to target the player via I/O. I'll have to look into the func_tanktrain, I've never seen that one before. Oh yes, and I did some work on the turret and such. For the meantime I'm using a brush-based mockup of the turret and gun as I don't have seperate models for them yet.
[video=youtube;n1RtYjCPYLY]http://www.youtube.com/watch?v=n1RtYjCPYLY&feature=youtu.be[/video]
The setup in this video is far from complete. The rear machine gun seems to be completely useless, but I think I will force the turret to stop rotating if the player climbs on to the rear of the tank so it can shoot at them there, as the Type 95 lacks a coaxial machine gun. Note that the machine guns stop firing every 20 rounds for three or four seconds, this is partially for balance and partially to simulate the reload of the 20-round magazines that the two Type 97 machine guns would have used. I also need to slow the main gun's rate of fire down quite a bit, but it's being finnicky with the fire rate values right now.
[QUOTE=ColossalSoft;46727450]Did you mean T? The CT's are already in the game.[/QUOTE]
No I ment the CT's, they're white, I want white SAS cops
School's almost out! Finally got around to working on this map again.
[t]https://dl.dropboxusercontent.com/u/37624951/tf2m/detailing/2014/detail2014_idolon40011.jpg[/t][t]https://dl.dropboxusercontent.com/u/37624951/tf2m/detailing/2014/detail2014_idolon40012.jpg[/t]
[QUOTE=Zovox;46729356]No I ment the CT's, they're white, I want white SAS cops[/QUOTE]
No, he's right. There [I]are[/I] SAS troopers in the CS:GO files with an alternate snow camo. They're called [B]ctm_sas_variate.mdl[/B] or something like that (So the CS wiki says, and you can find the model anyway if you mount CS:GO in Gmod)
Correct. You can set them by using a .kv file.
[t]http://i.imgur.com/0yWQQZe.jpg[/t]
Looks really plain but... i really don't know what else to do here. My shit architectural skills shine through
Gutters, snow piled against walls, icicles, A chimney, christmas decorations on windows, some antennas, mailbox, snowy foliage, stone steps leading to front doors etc.
even if people say stuff like that, i still don't get how stuff is supposed to be placed, or which models to use etc
i just can't do it properly
[QUOTE=Giraffen93;46733481][t]http://i.imgur.com/0yWQQZe.jpg[/t]
Looks really plain but... i really don't know what else to do here. My shit architectural skills shine through[/QUOTE]
Get rid of the middle door, yo
Just browse models and put stuff where it fits.
[QUOTE=Giraffen93;46733481][t]http://i.imgur.com/0yWQQZe.jpg[/t]
Looks really plain but... i really don't know what else to do here. My shit architectural skills shine through[/QUOTE]
You could do something like this.
[IMG]http://1.bp.blogspot.com/_zsYIJzpCBlQ/S-2gDpfPMnI/AAAAAAAAACc/5VMsUqQ7V_0/s400/IMG_4413.JPG[/IMG]
[QUOTE=wauterboi;46733845]Get rid of the middle door, yo[/QUOTE]
there are three shops though?
[QUOTE=Talvy;46734027]Just browse models and put stuff where it fits.[/QUOTE]
i know pretty much my whole 8k collection of models by heart by now, browsed through it so many times, doesn't really help
[QUOTE=opti2000;46734038]You could do something like this.
[IMG]http://1.bp.blogspot.com/_zsYIJzpCBlQ/S-2gDpfPMnI/AAAAAAAAACc/5VMsUqQ7V_0/s400/IMG_4413.JPG[/IMG][/QUOTE]
well i modeled after memory, shops like these:
[t]http://i.imgur.com/nB0gjNR.jpg[/t]
i never use references so..
[QUOTE=Giraffen93;46733830]even if people say stuff like that, i still don't get how stuff is supposed to be placed, or which models to use etc
i just can't do it properly[/QUOTE]
[QUOTE=cameleot;46733783]Gutters, snow piled against walls, icicles, A chimney, christmas decorations on windows, some antennas, mailbox, snowy foliage, stone steps leading to front doors etc.[/QUOTE]
Gutters - Search for suitable models, could make it brush based if there's nothing suitable
Snow piled against walls - Displacements with the snow texture applied
Icicles - This could be a 2D texture or models. Either way, it would likely require custom content
Chimney - Make a brush based chimney. Either on the roof, or running up the side of the house.
Christmas decorations - Look for models (there's definitely Christmas decoration models out there) or perhaps work some magic with some sprites/fancy lighting
Antennas - There's antenna models in at least one Valve game, I'm certain
Mailbox - Again, just place a model at the end of the path
Snowy Foliage - Just pick some models and place them in front of the house, perhaps running alongside the path
Stone steps - Either overlays or make the floor a displacement with a blend texture
For your architecture, just hop on Googlemaps and look around. You need to be using reference images for realism. You don't have to replicate things from reference images by any means, but they're vital for doing things like detailing where the roof meets the wall
[editline]17th December 2014[/editline]
[QUOTE=Giraffen93;46734069]i never use references so..[/QUOTE]
What does this mean? "So" what? Realistic 3D design without real life reference images is just silly
Despite being discouraged of the new editor being exclusive to Dota2 I decided to try it.
I completely started over on my [URL="https://www.flickr.com/search/?q=varnhem"]abbey[/URL].
[t]http://f2.braxupload.se/hume17.jpg[/t]
Does anyone know if there is any wiki for this editor?
[QUOTE=~ZOMG;46734084]text[/QUOTE]
oh yeah some icicles could work, just gotta find a good texture.. and those light bars i already have so i can slap those on
i just have a hard time getting proportions right, i pretty much never use reference images and such
I think the roof is the weak part.
[QUOTE=Giraffen93;46734069]there are three shops though?
i never use references so..[/QUOTE]
Maybe that's your problem. Memory alone isn't reliable but with google you can find literally thousands of reference pictures in seconds.
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