• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=Firegod522;39772020]CC on this? [t]https://dl.dropbox.com/u/3779442/Screenshots/sky_cloudy006_test2.jpg[/t][/QUOTE] Possibly your best yet, IMO.
[QUOTE=Joey1;39787894]It works ! ... Somehow [video=youtube;5IoqESyVw-s]http://www.youtube.com/watch?v=5IoqESyVw-s[/video][/QUOTE] Trigger multiple + math_counter?
Trying some vegetation! [img]http://filesmelt.com/dl/jmountain.jpg[/img]
Okay I changed some stuff to make it look better. Time to rip out the lighting I don't need and light the scene up in SFM. [img]http://cloud-2.steampowered.com/ugc/576730802356457162/15465F3090EB8CA3BEACD8546F4C9D2BA849DBB2/[/img] [img]http://cloud-2.steampowered.com/ugc/576730802356520850/0CDC02ED58C9B69A217799C6AF8634C8648CB2F7/[/img] I need to load it into sfm's hammer to make sure TF2 is not stupidly overriding the other game's textures.
[QUOTE=nomad1;39779466]After much discussion, and a small trip into half loife 2 episode 2, I decided to make it mostly a metal structure. [IMG]http://cloud-2.steampowered.com/ugc/576730802334019627/63F6465C56C95910FA3BD0F799B34C40AD0C6BAD/[/IMG] .[/QUOTE] The outside looks a bit bland and unrealistic architecturally. I think part of the problem is the metal texture having trim at the top. A door or something on the side facing the camera might help, as well as some external supports. Maybe something a bit more like this: [IMG]http://www.maine.gov/mdot/csd/images/saltshed/building6.jpg[/IMG] At the moment the arched roof just seems a bit out of place structurally, as the building is so tall and narrow, a traditional roof would seem adequate. Generally you want to use arches when you need a large open space with no central supports. (like an aircraft hangar) If the arch started a bit lower(Or that part of the building was considerably wider), and had less internal support I think it would seem less out of place. The internal support at the moment also defeats the purpose of an arched ceiling. Generally supports in buildings like this follow the contour of the ceiling, so they aren't wasting internal space. Something more like this: [IMG]http://www.airfields-freeman.com/NE/Bruning_NE_hangar_int2_03.jpg[/IMG]
[QUOTE=GoldPlatinum;39791796]Trigger multiple + math_counter?[/QUOTE] + logic_case :v: I know its simple. I'm just happy it works
[QUOTE=someguyihate;39792042]Trying some vegetation! [thumb]http://filesmelt.com/dl/jmountain.jpg[/thumb][/QUOTE] How ?
[QUOTE=GrayBlack;39793239]How ?[/QUOTE] For the grass I used the aztec_grass_field model from cs:go, and to get it looking so nicely shaded I simply forced the model to use texture shadows in lights.rad, this packs on the compile time but it's worth the result. It's not the most efficient way to do grass, but since it's only a small space and the source engine is complete shit for foliage I decided to do it that way. Everything other than that is custom content.
What engine is that ( I mean the version) and how do you add so much grass ?
[QUOTE=GrayBlack;39793512]What engine is that and how do you add so much grass ?[/QUOTE] [QUOTE=someguyihate;39793445]source engine[/QUOTE]
[QUOTE=someguyihate;39793445]For the grass I used the aztec_grass_field model from cs:go, and to get it looking so nicely shaded I simply forced the model to use texture shadows in lights.rad, this packs on the compile time but it's worth the result. It's not the most efficient way to do grass, but since it's only a small space and the source engine is complete shit for foliage I decided to do it that way. Everything other than that is custom content.[/QUOTE] Can I have a download link on those trees? They look reallly nice.
[QUOTE=GrayBlack;39793512]What engine is that ( I mean the version) and how do you add so much grass ?[/QUOTE] cs:go, and I manually placed all the grass
Sounds like a lot of pain ) Is there any other way of adding this much grass ?
[QUOTE=someguyihate;39792042]Trying some vegetation! [img]http://filesmelt.com/dl/jmountain.jpg[/img][/QUOTE] Realistic Pacific shots here we come.
I'd feel compelled to make a Washington map if Alan Wake and the guy on the first page didn't already do it.
[QUOTE=Joey1;39787894]It works ! ... Somehow [video=youtube;5IoqESyVw-s]http://www.youtube.com/watch?v=5IoqESyVw-s[/video][/QUOTE] I used a similar technique on one of my old maps, but it only counted distance to the exit rather than numbers of them. [media]http://www.youtube.com/watch?v=5hURsaaKAdo[/media]
[QUOTE=jeimizu;39792065]The outside looks a bit bland and unrealistic architecturally. I think part of the problem is the metal texture having trim at the top. A door or something on the side facing the camera might help, as well as some external supports. Maybe something a bit more like this: [IMG]http://www.maine.gov/mdot/csd/images/saltshed/building6.jpg[/IMG] At the moment the arched roof just seems a bit out of place structurally, as the building is so tall and narrow, a traditional roof would seem adequate. Generally you want to use arches when you need a large open space with no central supports. (like an aircraft hangar) If the arch started a bit lower(Or that part of the building was considerably wider), and had less internal support I think it would seem less out of place. The internal support at the moment also defeats the purpose of an arched ceiling. Generally supports in buildings like this follow the contour of the ceiling, so they aren't wasting internal space. Something more like this: [IMG]http://www.airfields-freeman.com/NE/Bruning_NE_hangar_int2_03.jpg[/IMG][/QUOTE] Thanks for the feedback, I decided to go with a slanted roof, as I had some reference images from episode 2 of building geometry. However I will keep in mind as to what you have said for future curved roofing.
Started working on my map again, added a 3D Skybox, Caves, and More Details [video=youtube;u8bpAv0Xl1k]http://www.youtube.com/watch?v=u8bpAv0Xl1k&feature=youtu.be[/video]
This might only be new to me, but here's a massive, absurdly hi-res panorama of London, lots of great architecture for inspiration and reference. I've never seen a (good) map set in the UK so far, apart from Shambles, I'd like to see more. [url]http://btlondon2012.co.uk/pano.html[/url]
Some czech guy managed to get his own kind of displacements in HL1's hammer editor... and it even works ingame. Anyone that tried to make terrains on HL1 knows how much pain it was to drag each point of each individual triangle by hand. info here >>> [url]http://forums.svencoop.com/showthread.php?t=40783[/url] An ingame test of it [img_thumb]http://cloud-2.steampowered.com/ugc/919004374063073943/02AF872B0546F9AAFF3C7751642ADD3AF4E434B9/[/img_thumb] editor view [img_thumb]http://i.imgur.com/vO7GuhH.jpg[/img_thumb]
That's really cool. I'll have to try it out later. :D [b]EDIT:[/b] I'm dumb - it's for HL1.
[QUOTE=Anthracite;39810012]Some czech guy managed to get his own kind of displacements in HL1's hammer editor... and it even works ingame. Anyone that tried to make terrains on HL1 knows how much pain it was to drag each point of each individual triangle by hand. info here >>> [url]http://forums.svencoop.com/showthread.php?t=40783[/url] An ingame test of it [img_thumb]http://cloud-2.steampowered.com/ugc/919004374063073943/02AF872B0546F9AAFF3C7751642ADD3AF4E434B9/[/img_thumb] editor view [img_thumb]http://i.imgur.com/vO7GuhH.jpg[/img_thumb][/QUOTE] I did something similar when I was tasked with working on Conscript with rocks and caverns for some of the levels. I just made a whole bunch of triangular pyramids and stuck them together so I wouldn't get invalid solids and used the vertex tool on them.
[QUOTE=kaine123;39811778]I did something similar when I was tasked with working on Conscript with rocks and caverns for some of the levels. I just made a whole bunch of triangular pyramids and stuck them together so I wouldn't get invalid solids and used the vertex tool on them.[/QUOTE] The joke is that with this I made a floor and a few stupid rock walls in less than 10 minutes. Before, doing this kind of shit would take a minimum of an hour if not two for the same result.
just a cave i'm working on [IMG]http://i.imgur.com/skG205D.jpg[/IMG]
There's something weird going on with the lighting on the stalactite and the lighting on the ground. If it's going to be like that then move the left stalactite up into the ceiling to where it's not penetrating the ground causing funky high contrast effects. Also your stalagmites are floating on the far right. Other than that it looks pretty cool. Did you make the lava texture using a mandelbrot fractal colored red?
Started working on this swamp-type thing, thought it looked nice. Sorry if it's too dark. [t]http://cloud-2.steampowered.com/ugc/902113149361623134/E9611D00C717C9BCE79258A004D93060F3FB9943/[/t] Also, this isn't really map pimpage, but I had a question and didn't want to make a new thread. Does anyone know that TTT map that was a bunch of rocky islands? It wasn't Island 17 or Enclave, it was run-down little wooden shacks built on top of rocks. They were connected by fragile wooden boards, and the water had leeches in it. It was pretty foggy, too. One distinct part was a big, red barn-like building with a gap in the floor that fell into the water. There was also a destructible metal hut on the edge of the map with explosives inside. Anyone remember what it's called?
[QUOTE=TurtleeyFP;39824470]Also, this isn't really map pimpage, but I had a question and didn't want to make a new thread. Does anyone know that TTT map that was a bunch of rocky islands? It wasn't Island 17 or Enclave, it was run-down little wooden shacks built on top of rocks. They were connected by fragile wooden boards, and the water had leeches in it. It was pretty foggy, too. One distinct part was a big, red barn-like building with a gap in the floor that fell into the water. There was also a destructible metal hut on the edge of the map with explosives inside. Anyone remember what it's called?[/QUOTE] dm_equilibre?
[QUOTE=Bellstrom;39825448]dm_equilibre?[/QUOTE] That's it, thanks. It's a lot different than I remembered.
Update on the office building: [t]http://cloud-2.steampowered.com/ugc/595871100789798956/F4B65480B0E60BA74F3BFBDCD7F16E7C06D84B3E/[/t] [t]http://cloud-2.steampowered.com/ugc/595871100789813082/7C67040CAE75FD77E16EEE04E754FDD542A8A97E/[/t] [t]http://cloud-2.steampowered.com/ugc/595871100789817928/8C853A24316DD46D59D1C744505A7DF4E1D97612/[/t] Compile took 35 hours (34+ was on vvis alone), then when I proppered the window frames it got it down to only a few minutes.
I'd love to see a map made entirely with dev textures but with cool, detailed architecture like that
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