• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
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i made an apartment building for an edit im making [img]http://i.imgur.com/FZefVd4.jpg[/img] but i have this problem for the "func_breakable_surf" [img]http://i.imgur.com/rG2kvSk.jpg[/img]
I finally got some free time to do stuff, so I worked a bit on my hl1 map pack. The third screen is an area that isn't accessible, it's just so you could see what's behind the truck in the second screen. I still have to fill the warehouse with stuff but I don't know what yet. I might change the garage doors as well because idk they don't really look fine to me right now. [t]http://cloud-2.steampowered.com/ugc/920139144634846414/948A2E92089386376FA910798A1630F4CA689DA8/[/t] [t]http://cloud-2.steampowered.com/ugc/920139144634960275/B990073E43A5CB80ED6B8910E571172FDA4FC189/[/t] [t]http://cloud-2.steampowered.com/ugc/920139144634963360/B73C34F430C227CDA4D6A11E2C83C0FF3AD1068C/[/t]
Hey fellas, Got my computer back from repair finally and went straight to SDK, that's healthy. Anyway here's some city stuff I've been making, modeled a bit after Fort Collins, hope you like CSS. [QUOTE][URL=http://imageshack.us/photo/my-images/19/68803437r.jpg/][IMG]http://img19.imageshack.us/img19/3254/68803437r.jpg[/IMG][/URL][/QUOTE] [QUOTE][URL=http://imageshack.us/photo/my-images/441/97490599.jpg/][IMG]http://img441.imageshack.us/img441/6940/97490599.jpg[/IMG][/URL][/QUOTE] Bland building that's going to play a strong role in occlusion: [QUOTE][URL=http://imageshack.us/photo/my-images/507/38817498.jpg/][IMG]http://img507.imageshack.us/img507/3604/38817498.jpg[/IMG][/URL][/QUOTE] If you guys can think of any good brightness and ambient numbers you'd like to throw my way, I'm still playing with the lighting. It's going to be by the ocean so I'm going for a bit of that sandblasted look without being too far into bland.
MORE PROGGRESS [img]http://i.imgur.com/4POOe3n.jpg[/img]
That looks like a very nice exection of modern textures, but the ground floor of the far left looks unsafe because there is no support for the upper floors. Try putting some pillars in maybe? Under the corridor would probably be best.
I think that you should replace those seam between elements with metal beams.
Been having fun with this one. (sorry for misaligned textures and no cubemaps D: ) [t]http://i.imgur.com/6NrIaum.jpg[/t] [t]http://i.imgur.com/Sg6k1nm.jpg[/t] For comparison (different sides blue is CT) [t]http://i.imgur.com/RKlughs.jpg[/t] [t]http://i.imgur.com/yw9uHx0.jpg[/t] Textures to clean? Yes no ehh i think their to clean.
[QUOTE='[yournamehere];40967344'][IMG]http://img507.imageshack.us/img507/3604/38817498.jpg[/IMG][/QUOTE] I think that would look better if you just made steps going around the entire front thing. Like where those stairs are right now, you can just make it go around the front to that point. That would look better imo
[QUOTE=Blazyd;40980150]I think that would look better if you just made steps going around the entire front thing. Like where those stairs are right now, you can just make it go around the front to that point. That would look better imo[/QUOTE] [QUOTE][URL=http://imageshack.us/photo/my-images/835/39570653.jpg/][IMG]http://img835.imageshack.us/img835/671/39570653.jpg[/IMG][/URL][/QUOTE] How do you like that? Ignore that clearly nodraw wall that has since been removed.
Good, except that part on the left that doesn't match with the rest of the stairs. What I meant was to do what you did on the right side to the left side too.
[QUOTE=Blazyd;40982347]Good, except that part on the left that doesn't match with the rest of the stairs. What I meant was to do what you did on the right side to the left side too.[/QUOTE] Pretty sure it a ramp for people in wheelchairs so it's actually pretty realistic.
[QUOTE=soullink;40982397]Pretty sure it a ramp for people in wheelchairs so it's actually pretty realistic.[/QUOTE] Then I'd suggest putting some sort of railing over there.
[QUOTE=Oda;40966530]i made an apartment building for an edit im making [img_thumb]http://i.imgur.com/FZefVd4.jpg[/img_thumb] but i have this problem for the "func_breakable_surf" [img_thumb]http://i.imgur.com/rG2kvSk.jpg[/img_thumb]][/QUOTE] I still find it so enjoyable that I keep seeing my textures from my old Suburbia project being used on a weekly basis around here. Funny how it's spread since I only ever gave the texture pack to one or two people at the time.
[QUOTE=soullink;40982397]Pretty sure it a ramp for people in wheelchairs so it's actually pretty realistic.[/QUOTE] Also maybe have it not just go into a corner on the inside part where the pillars are. In real life there it wouldn't look kinda like: /\ (just going to a corner) it would be more like /-\ having a little thing there where a door would be to get inside or something. I really suck at explaining things like this without having something visual to show and explain along with it. the / and \ are supposed to represent the walls and the - is supposed to represent a straight wall going across them both where a door would be and maybe a window on each side.
I do get what you're saying, I'll add that in as well. The building is actually not going to be accessed at all so this is a tad ironic. Railings are to come later, I'm probably going to model them or struggle to adapt the stock ones. Not my favorite thing.
[QUOTE=Ajacks;40994875]I still find it so enjoyable that I keep seeing my textures from my old Suburbia project being used on a weekly basis around here. Funny how it's spread since I only ever gave the texture pack to one or two people at the time.[/QUOTE] Same for my old Jorpakko content.
[IMG]http://i195.photobucket.com/albums/z224/twodaysgrace/2013-06-11_00011.jpg[/IMG][IMG]http://i195.photobucket.com/albums/z224/twodaysgrace/2013-06-11_00010.jpg[/IMG][IMG]http://i195.photobucket.com/albums/z224/twodaysgrace/2013-06-11_00009.jpg[/IMG][IMG]http://i195.photobucket.com/albums/z224/twodaysgrace/2013-06-11_00014.jpg[/IMG] Quite a bit of time on my hands this summer and decided to try some mapping again. Obviously very WIP. Source: Google maps "93 Pearl Street NY" Any tips for developing better lighting would be greatly appreciated. Also, ignore the crappy parking sign, it's a placeholder.
[QUOTE=Ajacks;40994875]I still find it so enjoyable that I keep seeing my textures from my old Suburbia project being used on a weekly basis around here. Funny how it's spread since I only ever gave the texture pack to one or two people at the time.[/QUOTE] do you not want me to use those textures?
Some more work on this, pretty slow going. [img]http://cloud-2.steampowered.com/ugc/900998846279638685/9C9C2ACA06D5ECE9D51F9F73810D2DEEBA91236B/[/img] [img]http://cloud-2.steampowered.com/ugc/902125284081633724/1DD8230308F96BDCC5E6E0A721F532174C547050/[/img] [img]http://cloud-2.steampowered.com/ugc/900998846279636551/5A896A71B53D79AD5FD779E1C5DB4EE29D16FC26/[/img] Please leave some suggestions if something seems off.
[QUOTE=SystemOfAnUp;41002238][IMG]http://i195.photobucket.com/albums/z224/twodaysgrace/2013-06-11_00014.jpg[/IMG][/QUOTE] Those stairs look too big. 8x8 or 8x12 is standard.
[QUOTE=GameDev;41014957]Those stairs look too big. 8x8 or 8x12 is standard.[/QUOTE] Basement staircases from the street are actually very steep. This is probably to have the most space under the building while not taking too much away from the sidewalk.
Is there a suggested width a staircase should be to prevent a player from blocking it?
[QUOTE=reepblue;41014979]Basement staircases from the street are actually very steep. This is probably to have the most space under the building while not taking too much away from the sidewalk.[/QUOTE] You sir would be correct. I did originally use 8x8 stairs and they looked far too small. They're 16x16 and perfectly functional in game, but with the context of the added lighting and texturing, I'll revisit it and see how it looks. Thanks for the advice!
Made this in a few hours for the office collab. I need to make my sign which will be visible in the hallway. [t]http://cloud-2.steampowered.com/ugc/597006409389139117/7069813B8DBBB05E50D3622163463F7FEB07BAB3/[/t] [t]http://cloud-2.steampowered.com/ugc/597006409389147142/61472D0355FD0DD51B86BC8D7FD01F2F67763D6A/[/t] [t]http://cloud-2.steampowered.com/ugc/597006409389157859/5DEFD4FB0A8BC67889C697C4DCDD68E5D8871ED6/[/t]
I'd try using very wide angled light_spots for the ceiling lights, the light bouncing off of the floor and walls will light the ceiling more naturally than direct lights (as we all know). Looks good, though.
Apologies for the fullbright-ness. I compiled it with lighting and well... it looked disastrous. The amount of models needed for all the slits/windows/decor and the horrific lighting errors present meant the next compile I threw together to check some stuff I did as fullbright and figured I'd snap a few photos. Hopefully before this gets buried by everyone elses maps somebody could link me to a decent explanation of how I get props to be lit properly so they're not near-jet black or near-neon white. Would help a lot. The reason for the weird resolution is because Garrysmod now doesn't recognise maps in the "maps" folder so I had to run it up with EP2. Google didn't help with that either. [IMG]http://screenshot.xfire.com/s/128297961-4.jpg[/IMG] [IMG]http://screenshot.xfire.com/s/128297958-4.jpg[/IMG] [IMG]http://screenshot.xfire.com/s/128297957-4.jpg[/IMG] [IMG]http://screenshot.xfire.com/s/128297956-4.jpg[/IMG] [IMG]http://screenshot.xfire.com/s/128297960-4.jpg[/IMG]
With some proper textures and overlays that could look brilliant!
I'm at the point where my ability with brushes is about to meet my lack of ability with everything else. Any offers for help with textures, overlays, displacements, trees, water etc I'd be delighted with. Just putting it out there if anybody would like to turn this into a collaboration. Would be nice to finish a map for the first time ever.
Needs better terrain textures. Also show me your light_enviroment and compile settings.
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