The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
Inspired by Teleglitch. Can you tell?
[thumb]http://i.imgur.com/LEiSRoH.jpg[/thumb]
Spent a bit of time to get back into mapping and try out the CSGO SDK, loving it so far!
[t]http://i.imgur.com/Vl6WOkX.jpg[/t]
[t]http://i.imgur.com/eHiB5jE.jpg[/t]
[t]http://i.imgur.com/puXXXte.jpg[/t]
wahey
[QUOTE=Revenge282;46759494]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.[/QUOTE]
no way to change size apparently
[QUOTE=Giraffen93;46762268]
no way to change size apparently[/QUOTE]
Use the Size option
[t]http://puu.sh/dDs2Y/55339dfb18.PNG[/t]
[QUOTE=Gary D;46762579]Use the Size option
[t]http://puu.sh/dDs2Y/55339dfb18.PNG[/t][/QUOTE]
[t]http://i.imgur.com/o1PFoBp.png[/t]
Look around in particle effects maybe, there's likely some sort of a smaller fire effect.
[QUOTE=Firegod522;46748116]I made a pretty quick and small christmas light model, The units aren't really anything we use, 41.3 wide, so you will have to play with it, and hide stuff, but thought it might be useful for somebody.
[url]https://dl.dropboxusercontent.com/u/3779442/models/Christmas_Lights.7z[/url]
[t]http://i.imgur.com/OjXIFXh.jpg[/t]
[t]http://i.imgur.com/iACWL0D.jpg[/t][/QUOTE]
I had trouble getting this to work. That's a lot of lights hitting a single brush! Could be the problem. It compiles without the light entities, just not with them.
[QUOTE=Giraffen93;46762268][t]http://i.imgur.com/puXXXte.jpg[/t]
wahey
no way to change size apparently[/QUOTE]
You could use an env_sprite with a fire texture and make it vastly smaller than the current fire, and an env_smokestack for the smoke if it looks odd without. There's also env_embers (although they look pretty crap), env_particlelight for lighting the smokestack particles and I believe trigger_wind volumes work with smokestacks.
Ideally though the best solution would be making your own particle effect for it, makes it far easier to customise every element of it to your liking, and there's a fair few fire particles to use as a base and a tutorial on a basic fire particle on the wiki.
You might think it's a lot of effort to go to just for one effect of many in the map, but it seems like the campfire is a fairly major feature, or at the very least a particularly eye-catching one, so personally I'd consider it worthwhile.
[QUOTE=selby3962;46763618]You could use an env_sprite with a fire texture and make it vastly smaller than the current fire, and an env_smokestack for the smoke if it looks odd without. There's also env_embers (although they look pretty crap), env_particlelight for lighting the smokestack particles and I believe trigger_wind volumes work with smokestacks.
Ideally though the best solution would be making your own particle effect for it, makes it far easier to customise every element of it to your liking, and there's a fair few fire particles to use as a base and a tutorial on a basic fire particle on the wiki.
You might think it's a lot of effort to go to just for one effect of many in the map, but it seems like the campfire is a fairly major feature, or at the very least a particularly eye-catching one, so personally I'd consider it worthwhile.[/QUOTE]
[url=http://rp.braxnet.org/temp/overhead.jpg]Depends how you look at it[/url] :v:
If the particle editor included in gmod worked, i'd probably do it.
You can use other games' particle editors. I've been making particle effects for Portal 2 in Portal 1 with no issues.
[QUOTE=Cosine;46763971]You can use other games' particle editors. I've been making particle effects for Portal 2 in Portal 1 with no issues.[/QUOTE]
you can go from orangebox to l4d2 engine branch and newer without any issues. however back to orangebox is not easy if at all possible.
$blendmodulatetexture is a really great shader. Too bad it's not that much used in maps.
[t]http://cloud-4.steampowered.com/ugc/41988012520336482/99AE5B49F29BEE8999F52BF400852B7D20FF344C/[/t]
-snip-
Progress on my skyrim map
[t]http://cloud-4.steampowered.com/ugc/41988216111994412/8566D94B731DAC16152C3B5F0B4086114EAF81E4/[/t]
[t]http://cloud-4.steampowered.com/ugc/41988216111992594/3B8C64DCDE0F7F5AF8B9805760B3252AA7E7BA98/[/t]
Dear lord change that lighting and maybe skybox so I can appreciate that map
[QUOTE=MadPro119;46766546]Dear lord change that lighting and maybe skybox so I can appreciate that map[/QUOTE]
we must stay true to a foggy day in skyrim
[QUOTE=MadPro119;46766546]Dear lord change that lighting and maybe skybox so I can appreciate that map[/QUOTE]
Right now i am working only on the world geometry. I didnt touched the lighting or the skybox just added a env_lighting and the skybox around to compile. But if it's really that bad i can change it for the next screenshots.
Fack, I should have looked at this before making a thread. [url]http://facepunch.com/showthread.php?t=1442950[/url]
I'm making an arena version of 2fort and stretching its boundaries out like a waistband!
[QUOTE=opti2000;46766158]Progress on my skyrim map
[t]http://cloud-4.steampowered.com/ugc/41988216111994412/8566D94B731DAC16152C3B5F0B4086114EAF81E4/[/t]
[t]http://cloud-4.steampowered.com/ugc/41988216111992594/3B8C64DCDE0F7F5AF8B9805760B3252AA7E7BA98/[/t][/QUOTE]
The grass color is too light. IOther than that I have nothing else to say except for what the others already did
Trying to polish up my lighting some more, as I'm trying to achieve a gloomy effect.
[T]http://i.imgur.com/WzUFiWl.jpg[/T]
Also, anyone knows a better nightly skybox? The one I have right now feels too bright yet, and the original skybox of the retail game simply looks too bad to use.
[T]http://i.imgur.com/GWjFxKv.jpg[/T]
Dang, that thread sailed right over my head.
Thanks!
Or here: [url]http://css.gamebanana.com/textures/cats/28[/url]
So i changed the lighting now and added the guardhouse.
[t]http://cloud-4.steampowered.com/ugc/41988216142522580/F0DDDF4E580E92545488983434FCD7677076BF78/[/t]
[t]http://cloud-4.steampowered.com/ugc/41988216142525192/C02C8C72B4BA4880C67E7D90CA40E13FC3C134CC/[/t]
[t]http://cloud-4.steampowered.com/ugc/41988216142527253/018AE4A6589F7A875B6BC232AC1DDD5C60336A1B/[/t]
I just managed to get the Tactical Intervention maps into CSGO (along with the resources) and I just want to remind everyone that the guy who made CS has never known how to map for anything. I did a fast compile on the map called "Office" and the compiler told me it had over 4thousand numportals. Office is a smaaaaalll map.
[img]http://i.imgur.com/f4A3luS.png[/img]
No one taught Gooseman how to func_detail.
[QUOTE=opti2000;46764509]$blendmodulatetexture is a really great shader. Too bad it's not that much used in maps.
[t]http://cloud-4.steampowered.com/ugc/41988012520336482/99AE5B49F29BEE8999F52BF400852B7D20FF344C/[/t][/QUOTE]
That does look terrific, did you paint it on a displacement?
Just gotta get rid of those soft brush edges. Looks like there are some ghost bricks on the side :v:
[QUOTE=residntevl;46773619]
No one taught Gooseman how to func_detail.[/QUOTE]
To be quite honest, if you ever get to watch the more recent interviews with Gooseman you will feel similarly let down. I'm grateful the guy helped create one of the best team oriented competitive games, but hes is very, very out of touch with what CS is and how to run a studio.
[QUOTE=Framperton;46775010]To be quite honest, if you ever get to watch the more recent interviews with Gooseman you will feel similarly let down. I'm grateful the guy helped create one of the best team oriented competitive games, but hes is very, very out of touch with what CS is and how to run a studio.[/QUOTE]
He's only good at animation. I give him a lot of flak, but it's because he made TI pretty much by himself and ended up dropping it into the hands of a small group of people who also don't know anything about shooter games.
Even if you look at him back when he was working on the original CS, he was looking for other people to make maps for the game. It really shows he didn't learn much about Source mapping in general back then either aside from knowing how to make cool animations and program some stuff.
[QUOTE=residntevl;46775223]He's only good at animation. I give him a lot of flak, but it's because he made TI pretty much by himself and ended up dropping it into the hands of a small group of people who also don't know anything about shooter games.
Even if you look at him back when he was working on the original CS, he was looking for other people to make maps for the game. It really shows he didn't learn much about Source mapping in general back then either aside from knowing how to make cool animations and program some stuff.[/QUOTE]
Yeah, but one thorn in my side was this: He decided to leave Valve once they shifted their attention to TF2, and set up an indie team there without knowing if anyone in S Korea could actually use Hammer. Last he said was that the studio was running out of money and they had a piss poor player numbers on peak weekends. Looking at Steam charts, 315 players on the weekend is pretty abysmal for a F2P.
When also asked about improvements he would make to CSGO, he said he would make it more like TI, which by all counts is 95% shit and 5% a fun, but janky car chase game mode.
but aaaannyway, I'll stop talking about poor Gooseman's fate and let you guys get back to posting neat content.
[QUOTE=residntevl;46773619]
No one taught Gooseman how to func_detail.[/QUOTE]
Compiling de_dust2 on HDR takes well over 13 hours on my machine. Tons and tons of mistakes/sloppyness in that map.
Here's t-spawn for ya:
[quote]3284 portalclusters
11125 numportals[/quote]
[t]http://i.imgur.com/CNzE7Ph.png[/t]
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