• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[media]http://www.youtube.com/watch?v=lFr3JaRlZGI[/media] just thought i would share this as people where interested in some of the other stuff i've done in hammer I wanted to make my own console in sdk hammer, but the max number of brushes for the pixel screen far exceeds the maximum that the compiler will allow, i wanted 100x100 which didn't work so then i tried 75x75 which presented me with a more accurate bug report. the limit is 1024 brushes per map. 75*75=5625 yeahhh.... if my screens limit was 1024 pixels it would look like garbage. If the map could render the screen then the first thing i would do after naming each pixel is make a relay that changes every pixel on the screen 10 times within 1 second to see what the fps would be like. If the fps is fine that means there is no limit to how much stuff i could throw on the screen at the same time. To put into perspective how i would do something with this console, lets just say i wanted the alphabet with no rows and the functionality of being able to highlight any letter. I would create a relay that changes the color of the appropriately selected pixels to make the whole alphabet, it would be like if you wanted to write a word in minesweeper except i would be using outputs to set the colors. i would then make 25 math_counters, these math_counters would change the color of the individual letters they are assighned to which is how the highlighting would work. the first math_counter would change the color of B when i add 1, in addition to the highlighting it would also change the previously highlighted letter back to its original color, this is something all of the math_counters will do so we don't end up with 2 highlighted letters, the second math_counter would change the color of C when i add 2, etc all the way to 25. If the default highlighted letter is A and i want to highlight B then i would press the move right button, this would cause the game_ui to add 1 to all of those 25 math counters. The way this works is adding 1 triggers the first math_counter (B) once that is done it has also added 1 to all those other math_counters, if i was to move right again it would add another 1 to all of the math_counters, this would trigger the second math_counter (C) etc. if i implemented this the only problem would be backtracing, but if i can pull off what i just explained then i would be able to implement backtracing somehow. heres something else i worked on, also really complicated but no where near as complicated as this would have been [media]http://www.youtube.com/watch?v=J27QAz7hgQI&list=UUuj2uROi8-8jDbKXQO8JWHw[/media]
[QUOTE=grabbin pills?;46744641]So how do I do that? With pakrat or bspedit or somthing? EDIT: Found a tutorial, thanks for tell me.[/QUOTE] For a long term solution, you can download vbsp_2013 which adds a -nocubemap flag and fixes the black cubemaps.
[QUOTE=cRUSHpl;46745900]Is it made in new hammer ?[/QUOTE] Not sure what you mean by new hammer, unless you're on about the hammer editor for Dota? Mapping was was done in Hammer 4.1 and the models were made in Blender 2.69.
Alright so I'm going to make a christmas light modular set. [t]https://dl.dropboxusercontent.com/u/3779442/Screenshots/christmas0003.jpg[/t] Just playing around with it, nowhere near done, gonna spice it up a bit.
[QUOTE=Meekal;46749489]Not sure what you mean by new hammer, unless you're on about the hammer editor for Dota? Mapping was was done in Hammer 4.1 and the models were made in Blender 2.69.[/QUOTE] I also use Blender for models but im curious how do you export models to Source ? With plugin to Blender or with other software (ex. Wallworm)?
How do you guys create structures at non-90° angles? I have big trouble building them, as they get off-grid quickly and make the engine freak out. When all buildings are nicely aligned to the grid, it looks somewhat unrealistic and weird.
[QUOTE=cRUSHpl;46753500]I also use Blender for models but im curious how do you export models to Source ? With plugin to Blender or with other software (ex. Wallworm)?[/QUOTE] Sorry I don't have any direct experience using Blender with Source yet, but [URL="https://developer.valvesoftware.com/wiki/Blender"]this[/URL] should help. :) [editline]20th December 2014[/editline] [QUOTE=TFlippy;46754155]How do you guys deal with structures at non-90° angles? I have big trouble building them, as they get off-grid quickly and make the engine freak out.[/QUOTE] I use the vertex tool normally, they freak out less the larger the grid is when you snap them to it. What I do sometimes is rotate the brush to roughly where I want, and then make another brush, and using the vertex tool I shape it so it matches up to the other brush.
I mean the models and such. For example, when I'm using window frame models and try to manipulate a bit with the building's walls a bit, it ends up being deformed and messy. (Not to mention VVIS :suicide:)
[QUOTE=NA_PREDATOR;46748919] just thought i would share this as people where interested in some of the other stuff i've done in hammer I wanted to make my own console in sdk hammer, but the max number of brushes for the pixel screen far exceeds the maximum that the compiler will allow, i wanted 100x100 which didn't work so then i tried 75x75 which presented me with a more accurate bug report. the limit is 1024 brushes per map. 75*75=5625 yeahhh.... if my screens limit was 1024 pixels it would look like garbage. If the map could render the screen then the first thing i would do after naming each pixel is make a relay that changes every pixel on the screen 10 times within 1 second to see what the fps would be like. If the fps is fine that means there is no limit to how much stuff i could throw on the screen at the same time. To put into perspective how i would do something with this console, lets just say i wanted the alphabet with no rows and the functionality of being able to highlight any letter. I would create a relay that changes the color of the appropriately selected pixels to make the whole alphabet, it would be like if you wanted to write a word in minesweeper except i would be using outputs to set the colors. i would then make 25 math_counters, these math_counters would change the color of the individual letters they are assighned to which is how the highlighting would work. the first math_counter would change the color of B when i add 1, in addition to the highlighting it would also change the previously highlighted letter back to its original color, this is something all of the math_counters will do so we don't end up with 2 highlighted letters, the second math_counter would change the color of C when i add 2, etc all the way to 25. If the default highlighted letter is A and i want to highlight B then i would press the move right button, this would cause the game_ui to add 1 to all of those 25 math counters. The way this works is adding 1 triggers the first math_counter (B) once that is done it has also added 1 to all those other math_counters, if i was to move right again it would add another 1 to all of the math_counters, this would trigger the second math_counter (C) etc. if i implemented this the only problem would be backtracing, but if i can pull off what i just explained then i would be able to implement backtracing somehow. heres something else i worked on, also really complicated but no where near as complicated as this would have been[/QUOTE] You should the first project with square props instead of brushes. Just give them skins of black and white.
[QUOTE=NA_PREDATOR;46748919] just thought i would share this as people where interested in some of the other stuff i've done in hammer I wanted to make my own console in sdk hammer, but the max number of brushes for the pixel screen far exceeds the maximum that the compiler will allow, i wanted 100x100 which didn't work so then i tried 75x75 which presented me with a more accurate bug report. the limit is 1024 brushes per map. 75*75=5625 yeahhh.... if my screens limit was 1024 pixels it would look like garbage. If the map could render the screen then the first thing i would do after naming each pixel is make a relay that changes every pixel on the screen 10 times within 1 second to see what the fps would be like. If the fps is fine that means there is no limit to how much stuff i could throw on the screen at the same time. To put into perspective how i would do something with this console, lets just say i wanted the alphabet with no rows and the functionality of being able to highlight any letter. I would create a relay that changes the color of the appropriately selected pixels to make the whole alphabet, it would be like if you wanted to write a word in minesweeper except i would be using outputs to set the colors. i would then make 25 math_counters, these math_counters would change the color of the individual letters they are assighned to which is how the highlighting would work. the first math_counter would change the color of B when i add 1, in addition to the highlighting it would also change the previously highlighted letter back to its original color, this is something all of the math_counters will do so we don't end up with 2 highlighted letters, the second math_counter would change the color of C when i add 2, etc all the way to 25. If the default highlighted letter is A and i want to highlight B then i would press the move right button, this would cause the game_ui to add 1 to all of those 25 math counters. The way this works is adding 1 triggers the first math_counter (B) once that is done it has also added 1 to all those other math_counters, if i was to move right again it would add another 1 to all of the math_counters, this would trigger the second math_counter (C) etc. if i implemented this the only problem would be backtracing, but if i can pull off what i just explained then i would be able to implement backtracing somehow. heres something else i worked on, also really complicated but no where near as complicated as this would have been [/QUOTE] You should take a look at FlyGuys in game emulator [url]https://www.youtube.com/watch?v=XREa25WO9hI[/url] I think you could definitely pull it off using Lua or Vscript. In fact I would imagine you could do it using just the [url=http://wiki.garrysmod.com/page/Category:surface]Surface lib[/url]
[t]http://i.imgur.com/SwAmuam.jpg[/t] Now only if i had marshmallows...
[QUOTE=Dr. Tower;46754166][URL="https://developer.valvesoftware.com/wiki/Blender"]this[/URL] should help. :) [editline]20th December 2014[/editline] [/QUOTE] No, it wont help. Im not asking about exporting with blender but with other software. And i don't think your nick is Meekal.
[QUOTE=TFlippy;46754155]How do you guys create structures at non-90° angles? I have big trouble building them, as they get off-grid quickly and make the engine freak out. When all buildings are nicely aligned to the grid, it looks somewhat unrealistic and weird.[/QUOTE] Use [url=https://developer.valvesoftware.com/wiki/Func_instance]func_instance[/url]. Assuming you're using an engine branch that supports it.
[QUOTE=Giraffen93;46755709][t]http://i.imgur.com/SwAmuam.jpg[/t] Now only if i had marshmallows...[/QUOTE] I feel the map could be a lot darker, with the fire and lights being the main points of illumination rather than the moonlight.
Maybe lower the fire particle or at least make it smaller or something.
[QUOTE=ColossalSoft;46756088]Maybe lower the fire particle or at least make it smaller or something.[/QUOTE] i can't really find a way to make it smaller, only shorter.. but i moved it down a bit
[QUOTE=Giraffen93;46755709][t]http://i.imgur.com/SwAmuam.jpg[/t] Now only if i had marshmallows...[/QUOTE] The snow is completely flat, is it a displacement at all? If not, make it a displacement and add some noise to it. It'll look a lot nicer.
[QUOTE][t]http://i.imgur.com/SwAmuam.jpg[/t].[/QUOTE] Also you should think about using a blend texture to make the snow around the fireplace appear molten because of the heat.
[QUOTE=opti2000;46756512]Also you should think about using a blend texture to make the snow around the fireplace appear molten because of the heat.[/QUOTE] [t]http://i.imgur.com/iiag23F.jpg[/t] it is a blend texture, but since source1 can only have two..
Then make more blend textures with the same snow (ground-snow, concrete-snow, leaves-snow, etc), and put them on different displacements, so u can make more varied terrain. It's just .vmt files, it costs nothing.
[QUOTE=Giraffen93;46756575]it is a blend texture, but since source1 can only have two..[/QUOTE] A decal/overlay should work nicely.
[QUOTE=mathias123961;46757057]A decal/overlay should work nicely.[/QUOTE] not a bad idea! somehow, the map now takes an hour for vvis to finish, i don't think i did anything recently, the fuck?
Why not post these here too: [t]http://files.1337upload.net/infra_c8_m1_alley0005-2f2ab9.jpg[/t] [t]http://files.1337upload.net/infra_c8_m1_alley0004-560752.jpg[/t] [url]http://www.indiedb.com/games/infra/news/devblog-45[/url]
[QUOTE=cRUSHpl;46753500]I also use Blender for models but im curious how do you export models to Source ? With plugin to Blender or with other software (ex. Wallworm)?[/QUOTE] I export to SMD using the Source Tools, [URL="https://developer.valvesoftware.com/wiki/Blender_Source_Tools"]found here[/URL]. Then compile the model using GUI Studio MDL, [URL="http://www.wunderboy.org/apps/guistudiomdl2.php"]found here[/URL]. Once you've installed the Source Tools plugin. Setting up the export is done via the Scene tab in blender.
[QUOTE=Giraffen93;46756575][t]http://i.imgur.com/iiag23F.jpg[/t] it is a blend texture, but since source1 can only have two..[/QUOTE] I think, using displacements, you should raise the snow and then lower areas that get walked on frequently. Would make the wide, open ground a lot more aesthetically pleasing. Also, some snowy foliage around the huts would look nice.
[video=youtube;yhiVELNC3iE]http://www.youtube.com/watch?v=yhiVELNC3iE[/video] Thought I'de do a video of the my map so far. I started this map AGES ago, but due to family life I haven't had much time to work on it. But I now have more spare time, so I'm going to try and finish it.
[QUOTE=Jukka K;46757136]Why not post these here too: [t]http://files.1337upload.net/infra_c8_m1_alley0005-2f2ab9.jpg[/t] [t]http://files.1337upload.net/infra_c8_m1_alley0004-560752.jpg[/t] [url]http://www.indiedb.com/games/infra/news/devblog-45[/url][/QUOTE] [t]http://media.indiedb.com/cache/images/games/1/9/8084/thumb_620x2000/meetingroom_showcase0002b.jpg[/t] That character model you guys made for the mod looks pretty decent, too.
[QUOTE=Meekal;46757482][video=youtube;yhiVELNC3iE]http://www.youtube.com/watch?v=yhiVELNC3iE[/video] Thought I'de do a video of the my map so far. I started this map AGES ago, but due to family life I haven't had much time to work on it. But I now have more spare time, so I'm going to try and finish it.[/QUOTE] What's with that door flying across the hallway at 1:06?
[QUOTE=Vincentor;46758089]What's with that door flying across the hallway at 1:06?[/QUOTE] Oh yeah, haha. Its a door in the kitchen that was parented to the bedroom door. Not sure how I managed that.
[QUOTE=Giraffen93;46755709][t]http://i.imgur.com/SwAmuam.jpg[/t] Now only if i had marshmallows...[/QUOTE] With that size of a fire, your camp should be lit half way to the second cabin... You might want to tone it down a bit, it looks like you used logs soaked in jet fuel.
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