The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=Azzator;40817559][thumb]http://filesmelt.com/dl/13540830642081628378_2013-05-29_00003.png[/thumb]
Any ideas how i can make this look better? I'm making an ME map akin to Silversun Strip from the Citadel DLC. Also, if you guys can direct me to some ME/sci-fi themed props, it'd be much appreciated.
and before you tell me that the blast door at the distance is actually from Nos Astra, I already know. :v: I might try and port the actual door model/texture from the Citadel itself though.
props to HighdefGE for the (amazing) texture ports.[/QUOTE]
As it is based on Mass Effect, try using flares for sprites rather than those gradient ones.
for the mass effect map, use env_lightglow with a high horizontal size
also what good is an ME map without the animorphic lens flares? :v:
[img]http://files.1337upload.net/ME_LensFlares.png[/img]
holy shit that looks ten-fold better. :v: thanks, man.
[QUOTE=Inzalonus;40827661]Come fite me irl 1v1[/QUOTE]
bring it bitch Ill fight you in a map one of these guys made
[QUOTE=jamzzster;40818235]Been a long while since I posted here... Heres some early WIP I'm doing whilst I take breaks from exams
[IMG_THUMB]http://i616.photobucket.com/albums/tt246/jamzzster/medivalstreet0001_zpse5a9b9c9.jpg[/IMG_THUMB]
[IMG_THUMB]http://i616.photobucket.com/albums/tt246/jamzzster/medivalstreet0002_zps765870fd.jpg[/IMG_THUMB]
[IMG_THUMB]http://i616.photobucket.com/albums/tt246/jamzzster/medivalstreet0003_zps88dab9a4.jpg[/IMG_THUMB]
[IMG_THUMB]http://i616.photobucket.com/albums/tt246/jamzzster/medivalstreet0004_zps8ba8d7f6.jpg[/IMG_THUMB][/QUOTE]
You should change the color of the interior lighting to more natural.
Also those woodenbeams have misaligned textures.
ehh i think im doing this wrong :v:
[thumb]http://filesmelt.com/dl/me30000.jpg[/thumb]
i can't seem to replicate the lens flare effect thing
[QUOTE=Azzator;40828778]ehh i think im doing this wrong :v:
[thumb]http://filesmelt.com/dl/me30000.jpg[/thumb]
i can't seem to replicate the lens flare effect thing[/QUOTE]
I believe you need the actual lens flare sprite from mass effect in order to get the effect right ^^;
Still looks good though.
I have the ME2 rotating door model somewhere - animated for source. I'll try and find it.
[QUOTE=Ereunity;40832473]I have the ME2 rotating door model somewhere - animated for source. I'll try and find it.[/QUOTE]
If you got that, I would love to have it.
[editline]29th May 2013[/editline]
And I can make an animorphic lens flare sprite if you would like, Mass Effect Guy.
[QUOTE=Azzator;40828778]ehh i think im doing this wrong :v:
[thumb]http://filesmelt.com/dl/me30000.jpg[/thumb]
i can't seem to replicate the lens flare effect thing[/QUOTE]
Here is a decent Anamorphic Flare sprite
[url]http://css.gamebanana.com/sprites/3069[/url]
You might want to edit it a bit though.
[QUOTE=oskutin;40828553]You should change the color of the interior lighting to more natural.
Also those woodenbeams have misaligned textures.[/QUOTE]
I was going to try and alter it to a more yellow candle like look..
Thank you for pointing the beams out, I probably wouldn't have noticed!
I gave the sprite samuel2213 recommended a try
[thumb]http://filesmelt.com/dl/13540830642081628378_2013-05-30_00002.png[/thumb]
That aside, I've managed to lay down some brushwork, but no detailing yet.
Does Facepunch still have those "Inspiration" threads where people would post interesting art or photos to base their mapping on?
[QUOTE=hear me purr;40834210]If you got that, I would love to have it.
[editline]29th May 2013[/editline]
And I can make an animorphic lens flare sprite if you would like, Mass Effect Guy.[/QUOTE]
Found it. Ported by Haxxer. Could probably be reskinned to match the door texture you're currently using.
Sorry for shitty .gif I made.
[img_thumb]http://imghst.co/28/MEDoor.gif[/img_thumb]
Animations are:
close
idle_closed
idle_open
open
Lacks a collision model so requires partnering with a func_door.
If you're interested let me know your favourite file host.
[img]http://files.1337upload.net/creed0002.jpg[/img]
[img]http://files.1337upload.net/creed0003.jpg[/img]
Just blocking out some Assassins Creed themed stuff. :smile:
[img_thumb]http://cloud-2.steampowered.com/ugc/903249917177615279/0A8C9E63CF0FF8AEC32C9FFAEABB1BDD005FE86F/[/img_thumb]
[img_thumb]http://cloud.steampowered.com/ugc/903249917177573182/4FD409DC82FE9C67F08FD931C7416C2D64A5D78F/[/img_thumb]
Just a lil thing I'm working on based off a sketch I did. I'll probably eventually dirty it up and make it look like rebels came in and made it a fortress or something.
[t]http://f2.braxupload.se/ifqv0c.jpg[/t]
forget about that misplaced glow
is there a place to post mods here?
I think the general Valve Games and Mods would probably work
Quick question regarding Portal 2's tools.
They don't launch?
[img]http://files.1337upload.net/2013-05-31_00001.jpg[/img]
Slight Update, don't mind the church to the right hand side though that's to be moved further away from this area.
Some more work in progress before/afters:
[URL="http://i.imgur.com/Bdwl2lZ.jpg"][IMG]http://i.imgur.com/gNqeLP2.png[/IMG][/URL]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=146411465"]Updated to alpha 5[/URL] earlier today, which is hopefully close to final layout. Once that's finalised I can work on adding the 3D skybox and general visuals again.
Sexy
Somebody in other thread said that garrysmod is missing realistic track, so why not... I will start with shorter version ([url]http://www.fia.com/sites/default/files/image_bar/image/wtcc-circuit-10-japan.jpg[/url]). After that I will move on to the rest of track.
I tested the size with Hl2 buggy and it took me about 2 minutes to go around, but I will probably scale it down a bit
[t]https://dl.dropboxusercontent.com/u/23199863/2013-06-01_00001.jpg[/t]
And I got a question... Is it possible to make that brush(with track texture on it) visible textured in 2d Top?
Turn that brush into a model using propper perhaps?
[QUOTE=Joey1;40864918]Somebody in other thread said that garrysmod is missing realistic track, so why not... I will start with shorter version ([url]http://www.fia.com/sites/default/files/image_bar/image/wtcc-circuit-10-japan.jpg[/url]). After that I will move on to the rest of track.
I tested the size with Hl2 buggy and it took me about 2 minutes to go around, but I will probably scale it down a bit
[t]https://dl.dropboxusercontent.com/u/23199863/2013-06-01_00001.jpg[/t]
And I got a question... Is it possible to make that brush(with track texture on it) visible textured in 2d Top?[/QUOTE]
If you're gonna call this a realistic race track, you'd better be sure to bank those turns.
You do know that is the map of a real life track and not something he just made up? Banking the turns isn't needed.
[QUOTE=matt000024;40867578]You do know that is the map of a real life track and not something he just made up? Banking the turns isn't needed.[/QUOTE]
That's the mentality almost all race maps seem to follow, I can only think of one that has slightly banked turns and it's not very optimized. Just trying to push for variety instead of the boring superflat tracks everyone makes.
It really depends on the race track. Some tracks have banked turns and some don't.
but you should really listen to Magra55 and have some sort of variety. I'd love to see roads that flow genuinely with the landscape.
You get 10 rep if you watch all 12 minutes of this boring sound mess mess.
[video=youtube;Ihrnky6H0kg]http://www.youtube.com/watch?v=Ihrnky6H0kg[/video]
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