The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=RenaFox;46884644][IMG]http://cloud-4.steamusercontent.com/ugc/548644629567970420/0883A41D6707ED6EE8D8980C081AC7F73F10C8CE/1024x575.resizedimage[/IMG]
[IMG]http://cloud-4.steamusercontent.com/ugc/548644629567970221/3414AC27E65B43243674CDDA1E66B1F0E3CF7368/1024x575.resizedimage[/IMG]
[IMG]http://cloud-4.steamusercontent.com/ugc/548644629567970023/A2F20A98515271CDC249B4CA8347B7BC62DECC2A/1024x575.resizedimage[/IMG]
[IMG]http://cloud-4.steamusercontent.com/ugc/548644629567969794/651F3B2BA3A88F501A0D13BF9FECD1CE75553F02/1024x575.resizedimage[/IMG]
My first 3D Skybox :zoid:
I'm having a bit of issues with my env_cubemaps, they just... aren't really working. at all. Building them just spits out black, blank squares for every cubemap
And yes, I do have env_cubemap entities in the map, and mat_specular is 1[/QUOTE]
Needs a little bit of fog to match the skybox imo.
I made a school.
It's not based on a real life building, but rather a style pastiche of any American school building that was made in the 60's: Boxy, bland, and likely full of asbestos.
No 'gameplay' use for this at all yet. Just did it for the sake of doing it.
[thumb]http://cloud-4.steamusercontent.com/ugc/47619171016055577/C6D66A8695A59DD9CC0BF7AC8B8FC93A0812E7BD/[/thumb]
[thumb]http://cloud-4.steamusercontent.com/ugc/47619171016875560/F669862BD6D2C5A232439440A0125A9139A67161/[/thumb]
[thumb]http://cloud-4.steamusercontent.com/ugc/47619171020500272/2887830DD08D25F138CBF64635185C9BC323E29A/[/thumb]
Once I'm "done" with this, I plan to completely gut it down to simple geometry, switch to a much less gritty texture set (CS:S or L4D, whatever I can get to work), and redo this map as if the school got a giant modern-day remodel where money was no object.
So I'll have two versions when I'm done; a 60's version, and a modern day version.
[QUOTE=TurtleeyFP;46887497]
Thanks! That's gonna help me out a lot, weirdly enough I was remembering pictures you posted of exactly this a long time ago when I was making the current skybox. I'll put you both in the credits room :v:.
EDIT:
This is weird, but whenever I try to use your model in my map, it crashes hammer with the message "too many verts for a dynamic vertex buffer", even in a completely empty VMF. The only things google came up with were in-game errors. I might have to stick with the old model, but thanks.[/QUOTE]
You don't have to credit me if you don't want, frankly it makes me really happy just knowing it was decent enough to leave a memorable impression. :P
But that issue is strange, I've never run into any problems with the model myself. Which version of Hammer are you using? Because I've tested in both SFM and CSS.
I made sure it was optimized to fit just below 64k tris, but I could always split the geometry into 2 models and recompile it if you still want to try it, wouldn't take much work.
2015 is here and I'm still working on this, but so far my progress has been huge and an early release on the workshop is in its way already.
[B]Operation Metro (BF3/BF4) for Source[/B]
Any thoughts?
[IMG]http://imgur.com/GzTvjxP.jpg[/IMG]
[IMG]http://imgur.com/IPSckZ4.jpg[/IMG]
[IMG]http://imgur.com/iDalYlm.jpg[/IMG]
[IMG]http://imgur.com/wjMqPB8.jpg[/IMG]
[IMG]http://i.imgur.com/mDDlmwz.jpg[/IMG]
[IMG]http://i.imgur.com/rSKPFkY.jpg[/IMG]
[QUOTE=Fulsam;46888710]I made a school.
It's not based on a real life building, but rather a style pastiche of any American school building that was made in the 60's: Boxy, bland, and likely full of asbestos.
No 'gameplay' use for this at all yet. Just did it for the sake of doing it.
[thumb]http://cloud-4.steamusercontent.com/ugc/47619171016055577/C6D66A8695A59DD9CC0BF7AC8B8FC93A0812E7BD/[/thumb]
[thumb]http://cloud-4.steamusercontent.com/ugc/47619171016875560/F669862BD6D2C5A232439440A0125A9139A67161/[/thumb]
[thumb]http://cloud-4.steamusercontent.com/ugc/47619171020500272/2887830DD08D25F138CBF64635185C9BC323E29A/[/thumb]
Once I'm "done" with this, I plan to completely gut it down to simple geometry, switch to a much less gritty texture set (CS:S or L4D, whatever I can get to work), and redo this map as if the school got a giant modern-day remodel where money was no object.
So I'll have two versions when I'm done; a 60's version, and a modern day version.[/QUOTE]
Not bad, I like the windows in the canteen.
[QUOTE=Rush_Freak;46888932]You don't have to credit me if you don't want, frankly it makes me really happy just knowing it was decent enough to leave a memorable impression. :P
But that issue is strange, I've never run into any problems with the model myself. Which version of Hammer are you using? Because I've tested in both SFM and CSS.
I made sure it was optimized to fit just below 64k tris, but I could always split the geometry into 2 models and recompile it if you still want to try it, wouldn't take much work.[/QUOTE]
I'm using Episode 2. Now that I think about it it may be a hardware problem, some kind of graphics restriction hammer calculates based on my video card? Not sure but if you split it up I can try to see if that would work. I really appreciate it, thanks.
EDIT:
And there it is, solved it. I deleted the model's materials from my game folder and now I can view the model without crashing. I guess it's because it can't draw all of the materials at once? I'll just add them back in when I do the final compile. Thanks!
[QUOTE=TurtleeyFP;46888972]I'm using Episode 2. Now that I think about it it may be a hardware problem, some kind of graphics restriction hammer calculates based on my video card? Not sure but if you split it up I can try to see if that would work. I really appreciate it, thanks.
EDIT:
And there it is, solved it. I deleted the model's materials from my game folder and now I can view the model without crashing. I guess it's because it can't draw all of the materials at once? I'll just add them back in when I do the final compile. Thanks![/QUOTE]
My guess is that it has to do with the texture resolution or vram or something, especially coming from EP2. Both the $basetexture and the $bumpmap are the maximum resolution you can stuff into a .vtf and include an alpha mask to blend the $detail for the scrub on the mountains.
If it still causes problems, maybe you can try swapping out the $basetexture and $bumpmap before you compile with temporary lower res replacements so Hammer doesn't throw a fit and think it can be vertexlit when it can't or something.
[QUOTE=TurtleeyFP;46876638]-Sheer deserty awesome-[/QUOTE]
Good god, where can I get these sand textures?
I've been looking for good sand/cracked earth textures that don't look like shite on large displacements for ages!
working on a new map, this time its a seriously orientate to competitive gameplay
[IMG]http://puu.sh/ehD5J/d1a50a11e0.png[/IMG]
[img]http://puu.sh/ehDnr/6364ba5626.png[/img]
[img]http://puu.sh/ehDuj/906eb871ed.png[/img]
bonus pic
[img]http://puu.sh/ehXqL/272eb9f679.png[/img]
[QUOTE=krassell;46890309]Good god, where can I get these sand textures?
I've been looking for good sand/cracked earth textures that don't look like shite on large displacements for ages![/QUOTE]
They're from Dear Esther but I've made a few edits to the modulate blend and detail sprites.
[t]http://s4.postimg.org/ilidxyiel/Preview.png[/t]
Progress. Still not source but visually its getting there.
[QUOTE=Grenade Man;46891921][t]http://s4.postimg.org/ilidxyiel/Preview.png[/t]
Progress. Still not source but visually its getting there.[/QUOTE]
I'm getting a 404
[QUOTE=Stiffy360;46892034]I'm getting a 404[/QUOTE]
Whats the best site to upload images? I once used imageshack but thats dead...
imgur
[QUOTE=RenaFox;46884644][IMG]http://cloud-4.steamusercontent.com/ugc/548644629567970420/0883A41D6707ED6EE8D8980C081AC7F73F10C8CE/1024x575.resizedimage[/IMG]
[IMG]http://cloud-4.steamusercontent.com/ugc/548644629567970221/3414AC27E65B43243674CDDA1E66B1F0E3CF7368/1024x575.resizedimage[/IMG]
[IMG]http://cloud-4.steamusercontent.com/ugc/548644629567970023/A2F20A98515271CDC249B4CA8347B7BC62DECC2A/1024x575.resizedimage[/IMG]
[IMG]http://cloud-4.steamusercontent.com/ugc/548644629567969794/651F3B2BA3A88F501A0D13BF9FECD1CE75553F02/1024x575.resizedimage[/IMG]
My first 3D Skybox :zoid:
I'm having a bit of issues with my env_cubemaps, they just... aren't really working. at all. Building them just spits out black, blank squares for every cubemap
And yes, I do have env_cubemap entities in the map, and mat_specular is 1[/QUOTE]
Is this supposed to look a lot like the NCR base in Fallout: New Vegas? Because I think it looks a lot like it.
[t]http://vignette3.wikia.nocookie.net/fallout/images/f/f3/Camp_McCarran.jpg/revision/latest?cb=20110108201806[/t]
The third image looks similar to that one of Camp McCarran.
I feel like this will get burned for not being 100% original, but i'll take that chance.
I am converting, fixing, and completely redoing the Air Exchange beta chapter.
My process is: Redo specific geometry -> rextexture the few that still fit -> redo all script that need to be redone -> make obstacles and geometry smooth and easy to traverse -> detail.
The only thing in this picture that is the same is the structure itself, which seemed fine.
I like how it's turning out, though it's still in beginning stages.
[t]http://cloud-2.steamusercontent.com/ugc/27353154568262427/437B67ABCB1F40F277DA9DED7C869F94CDB9177B/[/t]
Playing around with the 3D Skybox
[t]http://cloud-4.steamusercontent.com/ugc/41989853836562887/9D9AE209AAD96714E0542DEDA1E85FFFCE03AE73/[/t]
Working on the exterior of my warehouse:
[t]https://dl.dropboxusercontent.com/u/34886768/Pictures/Mapping/factory2_test0002.jpg[/t][t]https://dl.dropboxusercontent.com/u/34886768/Pictures/Mapping/factory2_test0001.jpg[/t]
[QUOTE=highvoltage;46894716]Working on the exterior of my warehouse[/QUOTE]
Might want to fix those cyan shadows lol
[QUOTE=opti2000;46894373]Playing around with the 3D Skybox
[t]http://cloud-4.steamusercontent.com/ugc/41989853836562887/9D9AE209AAD96714E0542DEDA1E85FFFCE03AE73/[/t][/QUOTE]
did you just port models directly over from the game for the skybox?
[QUOTE=Magman77;46895075]did you just port models directly over from the game for the skybox?[/QUOTE]
I would love to port models from skyrim to source but i dont know how. So i just improvised and took some screenshots ingame, edited them in photoshop and create a texture out of it.
All in all these are 5 mountain texture which i lined up inside the 3D skybox in a circle. I made displacements out of them and created the rough bumpy surface with the sculpt tool to make the illusion of a mountain and not a flat texture. But still i really like the result.
And thats the secret :)
It looks [I]really[/I] good.
Changed up that sawmill. Still working on it.
[t]http://cloud-4.steamusercontent.com/ugc/43115753740442830/A45973D2581F429B4858A5695DE5F7D5FD013B0A/[/t][t]http://cloud-4.steamusercontent.com/ugc/43115753740443656/F8CA590AFA71C832F2CE1DDB8C770E84F543D3AF/[/t]
[t]http://cloud-2.steamusercontent.com/ugc/43115753740443539/74AB42EDAACB4DE50B95A2B5399F83AA1C926935/[/t][t]http://cloud-2.steamusercontent.com/ugc/43115753740443414/318A3104EBC6BC72406C7C26C31653E54E436EB7/[/t]
[QUOTE=MrMuffinz;46893970]I feel like this will get burned for not being 100% original, but i'll take that chance.
I am converting, fixing, and completely redoing the Air Exchange beta chapter.
My process is: Redo specific geometry -> rextexture the few that still fit -> redo all script that need to be redone -> make obstacles and geometry smooth and easy to traverse -> detail.
The only thing in this picture that is the same is the structure itself, which seemed fine.
I like how it's turning out, though it's still in beginning stages.
[t]http://cloud-2.steamusercontent.com/ugc/27353154568262427/437B67ABCB1F40F277DA9DED7C869F94CDB9177B/[/t][/QUOTE]
I like the idea, keep it up! It would be neat to see a new take on Airex
[QUOTE=residntevl;46895914]Changed up that sawmill. Still working on it.
[/QUOTE]
Are you planning on changing the skybox?
[QUOTE=Firegod522;46896263]Are you planning on changing the skybox?[/QUOTE]
I'm looking at my options. Without the snow that skybox looks much nicer.
[QUOTE=residntevl;46896269]I'm looking at my options. Without the snow that skybox looks much nicer.[/QUOTE]
Can i give you a tip? (if you do not allready know about this)
You can change the fog in your map ingame so you can preview how it looks like to setup your perfect fog.
First you run your compiled map and type this things into the console:
[B]developer 1
sv_cheats 1
fog_overide 1
fog_enable 1
[/B]
Your skybox will turn black dont worry thats normal.
Now you can change the fog in your map with these settings.
[B]fog_color (R G B)[/B] (the colour of the fog in-map)
[B]fog_colorskybox (R G B)[/B] (the colour of the fog in the skybox)
[I](R G B) example -> (255 255 255) this is white fog[/I]
[B]fog_end[/B] (where the fog in level ends)
[B]fog_start[/B] (where the fog starts)
[B]fog_endskybox[/B] (where the skybox fog ends)
[B]fog_startskybox[/B] (where the skybox fog starts)
Play around with these settings if you want. It's really useful because you can change the fog on the fly
and preview it without to recompile the map all the time. And if you found your perfect setting note the
values down, quit back to hammer and plug the values into you fog_controller and sky_camera respectively.
[URL="http://www.interlopers.net/tutorials/8064"]Source[/URL]
[QUOTE=opti2000;46896327]Can i give you a tip? (if you do not allready know about this)
You can change the fog in your map ingame so you can preview how it looks like to setup your perfect fog.
First you run your compiled map and type this things into the console:
[B]developer 1
sv_cheats 1
fog_overide 1
fog_enable 1
[/B]
Your skybox will turn black dont worry thats normal.
Now you can change the fog in your map with these settings.
[B]fog_color (R G B)[/B] (the colour of the fog in-map)
[B]fog_colorskybox (R G B)[/B] (the colour of the fog in the skybox)
[I](R G B) example -> (255 255 255) this is white fog[/I]
[B]fog_end[/B] (where the fog in level ends)
[B]fog_start[/B] (where the fog starts)
[B]fog_endskybox[/B] (where the skybox fog ends)
[B]fog_startskybox[/B] (where the skybox fog starts)
Play around with these settings if you want. It's really useful because you can change the fog on the fly
and preview it without to recompile the map all the time. And if you found your perfect setting note the
values down, quit back to hammer and plug the values into you fog_controller and sky_camera respectively.
[URL="http://www.interlopers.net/tutorials/8064"]Source[/URL][/QUOTE]
I'm aware of this, I just don't put it to any use. I'll try that out too. I really enjoy making maps look beautiful.
[QUOTE=Legend286;46893347]Is this supposed to look a lot like the NCR base in Fallout: New Vegas? Because I think it looks a lot like it.
[t]http://vignette3.wikia.nocookie.net/fallout/images/f/f3/Camp_McCarran.jpg/revision/latest?cb=20110108201806[/t]
The third image looks similar to that one of Camp McCarran.[/QUOTE]
No, more loosely inspired by:
[IMG]http://ex-mormon.net/lfab_pics/walle_ultrastore.png[/IMG]
[IMG]http://sanmarie.me/image/movie/walle/1.jpg[/IMG]
Not really sure how to tweak my map to get similar lighting though
[QUOTE=opti2000;46894373]Playing around with the 3D Skybox
[t]http://cloud-4.steamusercontent.com/ugc/41989853836562887/9D9AE209AAD96714E0542DEDA1E85FFFCE03AE73/[/t][/QUOTE]
Looking great! I would suggest you replace [b]"$translucent" 1[/b] (if you are using it) with [b]"$alphatest" 1[/b] and adding the [b]"$allowalphatocoverage" 1[/b] parameter to the skybox vmt file. This will remove those jaggies around the edges of the mountain and prevent potential rendering conflict with other translucent materials.
Really look forward to seeing how this one turns out. :D
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