The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=Spherix;46776848]Compiling de_dust2 on HDR takes well over 13 hours on my machine. Tons and tons of mistakes/sloppyness in that map.[/QUOTE]
What CPU though?
[QUOTE=pinecleandog;46776870]What CPU though?[/QUOTE]
A modest i5-2500K
And I thought I was bad at optimizing...
[url]https://dl.dropboxusercontent.com/u/3779442/models/Christmas_Lights_Set.7z[/url]
[img]https://dl.dropboxusercontent.com/u/3779442/Screenshots/christmas0005.jpg[/img]
[t]https://dl.dropboxusercontent.com/u/3779442/Screenshots/christmas0005%20%282%29.jpg[/t]
For those waiting for a set, sorry I've been busy with work. Its nothing really that great, but the models come in 64, 128, and 256
Hopefully I can make a separate skin for them eventually, but you can use sprites to adjust the color.
[QUOTE=Spherix;46776848]Compiling de_dust2 on HDR takes well over 13 hours on my machine. Tons and tons of mistakes/sloppyness in that map.[/QUOTE]Gooseman didn't have anything to do with the Dusts. Dave Johnston made the original versions, Levelord had some hand in the Condition Zero revamp, and Kristen Perry and Ido Magal have been credited with the CSS version. ([url=https://www.johnsto.co.uk/design/making-dust]source[/url])
Do all these visleafs cause performance issues ingame or only increase compile time?
EDIT:
Why are you guys just hitting the Agree botton on this post? Which part are you agreeing too? lol
[QUOTE=residntevl;46773619]
No one taught Gooseman how to func_detail.[/QUOTE]
To be fair, decompiling maps tend to mess everything up. It could be that no hint/skip/areaportals were decompiled. It could have also reverted everything back to a standard brush.
[QUOTE=grabbin pills?;46778493]Do all these visleafs cause performance issues ingame or only increase compile time?
EDIT:
Why are you guys just hitting the Agree botton on this post? Which part are you agreeing too? lol[/QUOTE]
It can cause both.
Hey guys! I got off my ass today and loaded up hammer. Open to CC and suggestions!
[QUOTE][IMG]http://i.imgur.com/6ABltT8.jpg[/IMG]
[IMG]http://i.imgur.com/SeyKBXY.jpg[/IMG]
[IMG]http://i.imgur.com/vxgjbKt.jpg[/IMG]
[IMG]http://i.imgur.com/4RtKifl.jpg[/IMG]
[IMG]http://i.imgur.com/JUQm0v2.jpg[/IMG][/QUOTE]
I recently finished (for the most part) a recreation of my home and surrounding neighborhood that is compatible with left for dead 2's survival game mode.
[IMG_THUMB]http://cloud-4.steampowered.com/ugc/537384367086350851/80C4C307CC8C0C68346BA468696C765FBD4CBE73/[/IMG_THUMB]
[IMG_THUMB]http://cloud-4.steampowered.com/ugc/537384367086338555/C40C887D9580B08C7F589A5F96C445E18E69513F/[/IMG_THUMB]
[IMG_THUMB]http://cloud-4.steampowered.com/ugc/537384367086343733/3F6BC20900607BE038FD6BE0B23A3C27F79676C2/[/IMG_THUMB]
[IMG_THUMB]http://cloud-4.steampowered.com/ugc/537384367086335364/A27B00157CEAB9FE2C0CB012EEEC736D0300BE5C/[/IMG_THUMB]
[IMG_THUMB]http://cloud-4.steampowered.com/ugc/537384367086328770/AC338B85EB83EF7D45B94E60A98034C7F7ED9023/[/IMG_THUMB]
[QUOTE=Armageddon104;46781840]To be fair, decompiling maps tend to mess everything up. It could be that no hint/skip/areaportals were decompiled. It could have also reverted everything back to a standard brush.[/QUOTE]
It would appear I decompiled the maps that were released at launch. I recently decompiled the most up to date map and it has 3000 numportals this time. But it's not really the poor optimization itself that makes these maps run so terribly (it's definitely part of it though). It's these props that are made of glass textures which really fuck stuff up.
I rebuilt the map from the ground up with just brushes so far and the compiler tells me I've got 300 numportals.
Maybe the decompiler missed some stuff, but the maps perform so poorly in the game they're from I doubt that it's the fault of the decompiler.
edit - And don't get me started on Gooseman's lighting work.
[QUOTE=Maspe36;46782163]Hey guys! I got off my ass today and loaded up hammer. Open to CC and suggestions![/QUOTE]
So much curve......
[QUOTE=Maspe36;46782163]Hey guys! I got off my ass today and loaded up hammer. Open to CC and suggestions![/QUOTE]
you did good
put some dynamic stuff in like doors and spinning hologram signs to liven it up a bit
[editline]23rd December 2014[/editline]
a monorail going by the window every two minutes or so would be cool
[editline]23rd December 2014[/editline]
also you know, just slap in a vast cityscape outside. no big deal.
[QUOTE=Maspe36;46782163]Hey guys! I got off my ass today and loaded up hammer. Open to CC and suggestions![/QUOTE]
I like how the window looks like its actually holodeck screens to mimic a sky that isn't actually there, thats how I see it anyways.
also every futuristic city needs plants
since we pageswapped before my post could be read:
[QUOTE=Magman77;46782825]you did good
put some dynamic stuff in like doors and spinning hologram signs to liven it up a bit
[editline]23rd December 2014[/editline]
a monorail going by the window every two minutes or so would be cool
[editline]23rd December 2014[/editline]
also you know, just slap in a vast cityscape outside. no big deal.[/QUOTE]
[QUOTE=Magman77;46782833]also every futuristic city needs plants[/QUOTE]
these were aimed at
[QUOTE=Maspe36;46782163]Hey guys! I got off my ass today and loaded up hammer. Open to CC and suggestions![/QUOTE]
[QUOTE=Maspe36;46782163]Hey guys! I got off my ass today and loaded up hammer. Open to CC and suggestions![/QUOTE]
Do those walls have any sort of bumpmap or ssbump? the walls seem rather flat? A high detail bumpmap or ssbump will compensate for the low res texture; making it less evident.
I'm not sure yet if I want it to be a city or a spaceship, and yeah hologram signs would be sweet! ...except I have no idea how to go about that :tinfoil:
Also I dunno, I've just been using pk01/pk02 resources because they are free and I'm lazy.
[QUOTE=Maspe36;46783042]I'm not sure yet if I want it to be a city or a spaceship, and yeah hologram signs would be sweet! ...except I have no idea how to go about that :tinfoil:
Also I dunno, I've just been using pk01/pk02 resources because they are free and I'm lazy.[/QUOTE]
The walls looked flat, I thought it was a spaceship. I like the idea of a comforting 3D wallpaper. Maybe some pictures of farms, cows, earth stuff too.
[t]http://s.gvid.me/s/2014/12/24/skytest_debugblue0001.png[/t]
Yup, nothing is wrong at all.
Can we post other/older game WIPs here as well?
Working on the cathedral from Diablo 1 in Hexen 2
[t]http://i.imgur.com/892hm5k.jpg[/t]
[t]http://i.imgur.com/JaDn2xk.jpg[/t]
[t]http://i.imgur.com/AftoZOx.jpg[/t]
[t]http://i.imgur.com/Zzqm7Pj.png[/t]
[QUOTE=Bloodshot12;46783954]Can we post other/older game WIPs here as well?
[/QUOTE]
You proabaly best putting in "The Facepunch "Other Engines" Pimpage thread" [URL="http://facepunch.com/showthread.php?t=1207337"]http://facepunch.com/showthread.php?t=1207337[/URL]
Looks great though :P
[video=youtube;RmCy8C6pxnk]http://www.youtube.com/watch?v=RmCy8C6pxnk[/video]
'Been working on this for about a month now (when counting all the custom prop compiling aswell).
For once I think I did a decent job at optimizing portals.
[IMG]http://i.imgur.com/Bg6aSnr.jpg[/IMG]
[IMG]http://i.imgur.com/Akn9Qf9.jpg[/IMG]
[IMG]http://i.imgur.com/RCQZMZG.jpg[/IMG]
Something I've been working on for the past 2 months, although a month of that was not being able to work on it.
Work in progress.~
It's a part of a warehouse complex with a train loading area. However, this small corner is a bit overgrown.
Can't wait to see the people complain about being run over by a train. :v:
[T]http://i.gyazo.com/a49f7e7554f9d49867ff6810ae17fc50.png[/T]
[T]http://i.gyazo.com/7e5f99b912ef1e3a0b939b948b41f45c.png[/T]
[T]http://i.gyazo.com/31371739cc048f3bddaa218d1d8e3da4.png[/T]
[QUOTE=TFlippy;46787289]Work in progress.~
It's a part of a warehouse complex with a train loading area. However, this small corner is a bit overgrown.
Can't wait to see the people complain about being run over by a train. :v:
-snop-[/QUOTE]
How do you get such sexy lighting in Gmod?
Lighting reminds me of Dying light
I created a small, seasonally-themed map for a few friends and me to play on.
[thumb]http://files.gamebanana.com/img/ss/maps/549b69ae58efd.jpg[/thumb]
[thumb]http://files.gamebanana.com/img/ss/maps/549b69b23dfc0.jpg[/thumb]
[thumb]http://files.gamebanana.com/img/ss/maps/549b69b8bf845.jpg[/thumb]
[thumb]http://files.gamebanana.com/img/ss/maps/549b69bf134a2.jpg[/thumb]
It's available for download [url=http://csgo.gamebanana.com/maps/183974]here[/url], if you want to play it for whatever reason.
[QUOTE=Zelpa;46788809]How do you get such sexy lighting in Gmod?[/QUOTE]
Probably compiled in the L4D2 sdk
[QUOTE=grabbin pills?;46789721]Probably compiled in the L4D2 sdk[/QUOTE]
Flippy's good at color correction and setting bloom n stuff.
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