The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
£82 Is really good.
[quote][img]http://static.scan.co.uk/images/products/super/1962891-l-a.jpg[/img][/quote]
I got two of these and wall mounted them. Came to about £230 for the two of them.
The result being...
[quote][img]http://files.1337upload.net/Photo_08-05-2013_08_09_08_PM.jpg[/img][/quote]
[t]https://dl.dropboxusercontent.com/u/23199863/hl2%202013-05-16%2020-37-31-95.png[/t]
My first particle system
[QUOTE=Joey1;40667543][t]https://dl.dropboxusercontent.com/u/23199863/hl2%202013-05-16%2020-37-31-95.png[/t]
My first particle system[/QUOTE]
For a dark environment such as that, and the fact that source does not support dynamically lit particles, I would try to color the particles to the appropriate opacity and color to fit the scene. The white water particles makes it look very fake.
[QUOTE=Eyefunk;40668333]For a dark environment such as that, and the fact that source does not support dynamically lit particles, I would try to color the particles to the appropriate opacity and color to fit the scene. The white water particles makes it look very fake.[/QUOTE]
I was just thinking about giving it a bit of red or yellow tint..
[QUOTE=Eyefunk;40668333]For a dark environment such as that, and the fact that source does not support dynamically lit particles, I would try to color the particles to the appropriate opacity and color to fit the scene. The white water particles makes it look very fake.[/QUOTE]
But water froths when it's falling - it'd still look pretty white even in a slightly darker room. Looks pretty good how it is to me.
I think it could be just a tad darker. What I find more distracting though is how splashy it is before it even leaves the pipe. It almost looks like the entire pipe is shaking violently, causing the water to splash. It's only Source, though. It'd probably be hard to do something about that. :/
[QUOTE=Uberslug;40668496]I think it could be just a tad darker. What I find more distracting though is how splashy it is before it even leaves the pipe. It almost looks like the entire pipe is shaking violently, causing the water to splash. It's only Source, though. It'd probably be hard to do something about that. :/[/QUOTE]
I meant it to look like its really fast flowing, it looks better in movement. Atleast I think so
[video=youtube;I057R_7vVwk]http://www.youtube.com/watch?v=I057R_7vVwk[/video]
Youtube makes it alot darker, as always
[QUOTE=Gamershaze;40665965][img]http://i.imgur.com/3quSyIt.png[/img]
Not sure how the economy is over there, but a twenty one+ inch monitor/TV for around $135 is pretty cheap; depending on the quality.[/QUOTE]
No no, I meant £135 for a monitor is steep :v:
[QUOTE=Joey1;40668555]I meant it to look like its really fast flowing, it looks better in movement. Atleast I think so
[video=youtube;I057R_7vVwk]http://www.youtube.com/watch?v=I057R_7vVwk[/video]
Youtube makes it alot darker, as always[/QUOTE]
Where's that foam texture on the water from?
[QUOTE=NotExactly;40669164]Where's that foam texture on the water from?[/QUOTE]
Its default from example particle effect named waterfall
[QUOTE=GameDev;40660497]A little off topic, but I opened my birthday presents today..
Where the fuck am I going to fit this monster?
[img]http://puu.sh/2UoaD.jpg[/img][/QUOTE]
Map seems pretty full, but if you propper it I think you won't run out of space.
I've done a bit more work on my first map (an aim map because it's easy lol), put in a new wall texture, some more crates, some more detail work in general, and I did a good bit of optimizing. Obviously there's a lot of work to be done, but I'd really like some criticism on this :)
[t]http://i.imgur.com/J68AnUV.jpg[/t]
[t]http://i.imgur.com/8yZlXPB.jpg[/t]
[t]http://i.imgur.com/niml00W.jpg[/t]
Any feedback is appreciated!
Those lights need sprites. Also, I know this isn't a huge issue, but in a house/building like that there really shouldn't be random crates lying about.
At least to me, it looks a bit rushed and unprofessional, but then again it is a good excuse for cover.
The map overall has a nice feel to it, but I feel like you can do more with it if you take your time. Good luck!
[editline]16th May 2013[/editline]
The textures could also use some normals/env maps/specular
[QUOTE=Eyefunk;40673377]Those lights need sprites. Also, I know this isn't a huge issue, but in a house/building like that there really shouldn't be random crates lying about.
At least to me, it looks a bit rushed and unprofessional, but then again it is a good excuse for cover.
The map overall has a nice feel to it, but I feel like you can do more with it if you take your time. Good luck!
[editline]16th May 2013[/editline]
The textures could also use some normals/env maps/specular[/QUOTE]
Awesome, this was exactly what I was looking for, thank you!
I spent a good bit of time thinking about the crate situation. I didn't want to randomly have crates in there either, but since it's an aim map, the cover is kind of necessary. The only creative cover I could think of was the book cases with books to stand on in the second picture.
I really appreciate the feedback!
[QUOTE=Eyefunk;40668333]For a dark environment such as that, and the fact that source does not support dynamically lit particles, I would try to color the particles to the appropriate opacity and color to fit the scene. The white water particles makes it look very fake.[/QUOTE]
To fix this add a "Color light from control point" operator and then adjust light 1's offset to be near the bottom of the water flow. Change falloffs and brightnesses accordingly. Maybe use light 2 in the same operator for a weak red light near the top of the flow.
[editline]16th May 2013[/editline]
@joey1
[QUOTE=:smugspike:;40673914]To fix this add a "Color light from control point" operator and then adjust light 1's offset to be near the bottom of the water flow. Change falloffs and brightnesses accordingly. Maybe use light 2 in the same operator for a weak red light near the top of the flow.
[editline]16th May 2013[/editline]
@joey1[/QUOTE]
Wow, thats actually great function.
[T]https://dl.dropboxusercontent.com/u/23199863/2013-05-17_00001.jpg[/T]
I will tweak it a little bit more, but it looks better
[editline]17th May 2013[/editline]
Oh god, it looks ugly on that screenshot :v:
[editline]17th May 2013[/editline]
I lowered the red light effect. I will propably leave it be now
[T]https://dl.dropboxusercontent.com/u/23199863/generatorormm0006.jpg[/T]
Played with particle effects in combination with the 3D skybox and found that a spherical starfield and a high-scaling 3D skybox make a pretty convincing effect. Thought I'd share. Sorry if the youtube upload made it hard to see, probably should be viewed in fullscreen.
[video=youtube;vmyImq_0epc]http://www.youtube.com/watch?v=vmyImq_0epc[/video]
[editline]17th May 2013[/editline]
Why are my video embeds only showing up as a url? :v:
[QUOTE=:smugspike:;40675691]
Why are my video embeds only showing up as a url? :v:[/QUOTE]
delete "s" from "https"
Much better.
I dunno what's up with the thumbnail either.
tried out the cs:go SDK
[t]http://cloud-2.steampowered.com/ugc/1083392620605643370/FFC8BAA944730EDA9F430A99422ECB149F074A12/[/t]
Don't displace roads, avoid displacing hard things. Displace rocks and terrain.
[QUOTE=StarmanSuper;40681817]Don't displace roads, avoid displacing hard things. Displace rocks and terrain.[/QUOTE]
This is silly. Not only are displacements cheaper to render (if I remember correctly, can someone confirm?), they give a more realistic, "organic" appearance. Have you ever seen a perfectly flat road? They're almost always concave, from my experience.
You mean convex? It'd be really bad if a road was concave.
Yes, I do, my bad.
[QUOTE=99p;40681941]This is silly. Not only are displacements cheaper to render (if I remember correctly, can someone confirm?)[/QUOTE]
wait, what? Please elaborate.
1 face of a brush = 2 triangles.
1 displacement (^2) = 32 triangles.
Kind of seems illogical to me.
But anyway. It's not like they are expensive to render in any case.
[QUOTE=Sergesosio;40682584]wait, what? Please elaborate.
1 face of a brush = 2 triangles.
1 displacement (^2) = 32 triangles.
Kind of seems illogical to me.
But anyway. It's not like they are expensive to render in any case.[/QUOTE]
Displacements aren't culled at all, except when the entirety of the displacement area is occluded. Brushes are generally more expensive because of the subdivision and culling crap.
Geometry wise it doesn't matter anyway.
[QUOTE=Uberslug;40682381]You mean convex? It'd be really bad if a road was concave.[/QUOTE]
Sure would be fun in the rain, though
[QUOTE=Sergesosio;40682584]wait, what? Please elaborate.
1 face of a brush = 2 triangles.
1 displacement (^2) = 32 triangles.
Kind of seems illogical to me.
But anyway. It's not like they are expensive to render in any case.[/QUOTE]
iirc they are rendered in batches, which makes them cheaper to render than brushes since they arent rendering in batches.
[QUOTE=NotExactly;40682670]Sure would be fun in the rain, though[/QUOTE]
Great for tubing!
My bad then, I just never thought it was as necessary.
[editline]18th May 2013[/editline]
I guess you learn stuff everyday.
Sorry, you need to Log In to post a reply to this thread.