• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=Armageddon104;40735166][thumb]http://cloud-2.steampowered.com/ugc/1083393175993203380/7950FEED7354EA8B2555E77EE2B847B7778469B2/[/thumb] Ehhhhhhhhhh...[/QUOTE] This looks fucking amazing. I'm getting that nice feeling I get everytime I see art galleries from this. I can't really describe it, but... well, I love it. Be sure to keep this updated, I demand more.
[QUOTE=Giraffen93;40746711][t]http://i.imgur.com/Xhy5aIT.jpg[/t] damn hard to get those colors right without a proper alpha setting[/QUOTE] I meant nerf as in not making them 10 feet long. :rolleyes: The brightness looked good on them the way it was before.
[QUOTE=Ray551;40746730]This looks fucking amazing. I'm getting that nice feeling I get everytime I see art galleries from this. I can't really describe it, but... well, I love it. Be sure to keep this updated, I demand more.[/QUOTE] I was going to cut the section today, I don't like it and I can't think of any ways to design it so it's fun/makes sense. But thanks for the compliment though.
[QUOTE=Armageddon104;40747029]I was going to cut the section today, I don't like it and I can't think of any ways to design it so it's fun/makes sense. But thanks for the compliment though.[/QUOTE] Aww, that's a shame.
[QUOTE=Magra55;40746829]I meant nerf as in not making them 10 feet long. :rolleyes: The brightness looked good on them the way it was before.[/QUOTE] [t]http://f2.braxupload.se/yvqf7k.jpg[/t] like this then?
[QUOTE=Giraffen93;40747116][t]http://f2.braxupload.se/yvqf7k.jpg[/t] like this then?[/QUOTE] Make them significantly wider and shorter. Street lamps create a very wide spotlight.
[QUOTE=Jukka K;40747165]Make them significantly wider and shorter. Street lamps create a very wide spotlight.[/QUOTE] [t]http://f2.braxupload.se/hq1l51.jpg[/t] i don't think they're supposed to be like this
I have only touched Hammer once before, And I wanted to try again and make something decent. 4 hours later I have this. [img]http://i.imgur.com/vOT3sBa.png[/img] [img]http://i.imgur.com/YTKe8Sv.png[/img] Just pretend that there's not a giant ass dev wall there. Also I know about the messy vent lighting, I'll fix it. Feedback?
[QUOTE=Giraffen93;40747482][t]http://f2.braxupload.se/hq1l51.jpg[/t] i don't think they're supposed to be like this[/QUOTE] get rid of the point_spotlight and put a sprite there instead. [editline]22nd May 2013[/editline] [QUOTE=Akacopman;40747640]good map[/QUOTE] great lighting.. love it, man. clean, crisp, beautiful.
[QUOTE=Akacopman;40747640]I have only touched Hammer once before, And I wanted to try again and make something decent. 4 hours later I have this. [img]http://i.imgur.com/vOT3sBa.png[/img] [img]http://i.imgur.com/YTKe8Sv.png[/img] Just pretend that there's not a giant ass dev wall there. Also I know about the messy vent lighting, I'll fix it. Feedback?[/QUOTE] Shadows are always very nice. If the lightmap scale isn't 2 already, I would recommend setting it lower.
Here's a map I've been working on, heavily inspired by Downtown_V2. NOT AN EDIT OF IT. This is just a video of me just walking around. For some reason I just realized the music bugged and is silent at the middle, but whatever. [media]http://www.youtube.com/watch?v=HlD9SezfWo4[/media] My original name was rp_innercity, but someone took that while I was working on it, so it is rp_innerlife, but I'm not too fond of that, so I'm thinking rp_precinct or something. Suggestions for a name? Suggestions for the map? Thanks!
Oh damn I remember that one sewer scene at 9:00 when you were working on it.
[QUOTE=HoliestCow;40749072]Oh damn I remember that one sewer scene at 9:00 when you were working on it.[/QUOTE] Yeah, the problem is I can work on it for about an hour before I get tired and can't think of what to do next then I quit for a week then in a week I'm like "You know, I could just finish the map" Very slow progress, honestly, but school just ended so maybe I can get back into it [editline]22nd May 2013[/editline] [QUOTE=HoliestCow;40749072]Oh damn I remember that one sewer scene at 9:00 when you were working on it.[/QUOTE] Also I just read your title, that's pretty much me after like 10 minutes of tweaking things I don't like in SDK
[QUOTE=cardboardtheory;40748608]Shadows are always very nice. If the lightmap scale isn't 2 already, I would recommend setting it lower.[/QUOTE] i think it looks really good as it is
[QUOTE=cardboardtheory;40748608]Shadows are always very nice. If the lightmap scale isn't 2 already, I would recommend setting it lower.[/QUOTE] Yeah, it's already set to the lowest scale. [editline]23rd May 2013[/editline] You guys don't happen to know any techniques on getting rid of this shit ugly excess lighting do you? [img]http://i.imgur.com/pqGDtUm.png[/img]
Place a very subtle brown/blue linear light in the center of the room.
I was bored so I changed the vent lights to env_projectedtexture's to see what it looks like. [img]http://i.imgur.com/UQkU0Db.png[/img] Makes the shadows look waaaaay better. Can't say the same about my framerate though.
[QUOTE=samuel2213;40751340]Place a very subtle brown/blue linear light in the center of the room.[/QUOTE] Or a blocklight in the door (But remember lighting won't update when the door opens/closes)
[QUOTE=Ereunity;40751767]Or a blocklight in the door (But remember lighting won't update when the door opens/closes)[/QUOTE] Yeah, that done the trick. Thanks.
[QUOTE=CanadianBill;40749037]Here's a map I've been working on, heavily inspired by Downtown_V2. [/QUOTE] There's a lot of potential in this.
[QUOTE=Akacopman;40751710]I was bored so I changed the vent lights to env_projectedtexture's to see what it looks like. [img]http://i.imgur.com/UQkU0Db.png[/img] Makes the shadows look waaaaay better. Can't say the same about my framerate though.[/QUOTE] Is that the portal 2 branch of source? Your projected texture filter looks smooth. (they fixed the weird grainy projected texture filter in portal 2)
[QUOTE=Stiffy360;40753087]Is that the portal 2 branch of source? Your projected texture filter looks smooth. (they fixed the weird grainy projected texture filter in portal 2)[/QUOTE] It's running on Garry's Mod.
[QUOTE=Stiffy360;40753087]Is that the portal 2 branch of source? Your projected texture filter looks smooth. (they fixed the weird grainy projected texture filter in portal 2)[/QUOTE] It's funny because I've used the pre-retail orangebox engine revision that was used in the particle systems demonstration with an nvidia card and my shadows were perfect in that. Dammit valve, you and your shit.
[t]http://f2.braxupload.se/rz6vgr.jpg[/t] looks more proper now, but it feels like i'm missing something
[QUOTE=Giraffen93;40755274][t]http://f2.braxupload.se/rz6vgr.jpg[/t] looks more proper now, but it feels like i'm missing something[/QUOTE] Streetlights maybe?
I finally got some researching done and figured out how to successfully port and convert 4A format textures from Metro Last Light to Source. Most textures are the same from the last game but there are rad looking new ones and not to mention better bump maps I can somewhat work with. [img]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10042_zps383efb32.jpg[/img] [img]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10043_zps53a42fba.jpg[/img] [img]http://i184.photobucket.com/albums/x127/Orkal3/texturetest10044_zpsd94752ed.jpg[/img] The diffuse maps I touched up a bit and the bump maps I played around with a lot.
[t]http://f2.braxupload.se/8v28xq.jpg[/t] i am doomed to make good looking streetlamps
Maybe you should tint them orange for some variety? The light the streetlamps are casting, I mean.
[QUOTE=Azzator;40756163]Maybe you should tint them orange for some variety? The light the streetlamps are casting, I mean.[/QUOTE] blue light often makes scenes uneasy, which this thing is trying to accomplish
It just looks a little bland with the same hue of light all over the place. But whatever, man. :v:
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