The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[img_thumb]http://i.imgur.com/cnhn7m8.jpg[/img_thumb]
In this picture you can see that the street lights at least cast out enough light to light the street whereas in yours it goes hardly anywhere:
[img_thumb]http://f2.braxupload.se/7g4xxf.jpg[/img_thumb]
[img_thumb]http://f2.braxupload.se/oac8wg.jpg[/img_thumb]
[QUOTE=wauterboi;41026168][img_thumb]http://i.imgur.com/cnhn7m8.jpg[/img_thumb]
In this picture you can see that the street lights at least cast out enough light to light the street whereas in yours it goes hardly anywhere:
[img_thumb]http://f2.braxupload.se/7g4xxf.jpg[/img_thumb]
[img_thumb]http://f2.braxupload.se/oac8wg.jpg[/img_thumb][/QUOTE]
now when you say it - over my 7 years of mapping i've never touched the falloff, how do i use it properly then?
the rl pictures are still brighter than your screens of the map.
[QUOTE=Itauske Roken;41026469]the rl pictures are still brighter than your screens of the map.[/QUOTE]
obviously since they have [I]more[/I] lights in them.
in other places like a forest it's almost pitch black
[QUOTE=Giraffen93;41026492]obviously since they have [I]more[/I] lights in them.
in other places like a forest it's almost pitch black[/QUOTE]
You're being very defensive. Arguably so, but it's a bit difficult to give someone criticism that way. You could try making the outside areas a faint navy blue color instead of pitch black to simulate a person's eyes adjusting to the dark, although that will require a lot of tweaking to get just right.
[QUOTE=Magra55;41026736]You're being very defensive. Arguably so, but it's a bit difficult to give someone criticism that way. You could try making the outside areas a faint navy blue color instead of pitch black to simulate a person's eyes adjusting to the dark, although that will require a lot of tweaking to get just right.[/QUOTE]
it does have a hint of blue, and it isn't that dark.
problem is that i have an ips monitor, nothing is dark here. can't really make it perfect for tn monitors
[QUOTE=Giraffen93;41026781]it does have a hint of blue, and it isn't that dark.
problem is that i have an ips monitor, nothing is dark here. can't really make it perfect for tn monitors[/QUOTE]
I'm talking about the ambient color setting in your light_environment, which controls the colors the shade/shadows will be, unlike the brightness which controls the sunlight/moonlight. From what I can tell, your ambient color setting is either black or near-black, and that's not because of a monitor difference:
[t]http://puu.sh/3fbuS.jpg[/t]
Anyone else, feel free to open the picture and check the colors yourself. Giraffen93, you might want to try an ambient color like
[img]http://puu.sh/3fbxw.png[/img]
or something similar. Doing that will make those R 0 G 0 B 0 spots a bit easier on the eyes.
[QUOTE=Giraffen93;41025750]that's what i did, but then you people can't see anything.[/QUOTE]
No, your screen brightness.
snip
[QUOTE=Magra55;41027323]I'm talking about the ambient color setting in your light_environment, which controls the colors the shade/shadows will be, unlike the brightness which controls the sunlight/moonlight. From what I can tell, your ambient color setting is either black or near-black, and that's not because of a monitor difference:
[t]http://puu.sh/3fbuS.jpg[/t]
Anyone else, feel free to open the picture and check the colors yourself. Giraffen93, you might want to try an ambient color like
[img]http://puu.sh/3fbxw.png[/img]
or something similar. Doing that will make those R 0 G 0 B 0 spots a bit easier on the eyes.[/QUOTE]
it is somewhere in that range already
[QUOTE=:smugspike:;41028949]No, your screen brightness.[/QUOTE]
that doesn't... really help you know
Solar Batteries. Blackout. Cobertura.
[IMG]http://i.imgur.com/f7WfPSw.jpg[/IMG]
Also, anyone knows where can I find a loud rain storm sound (indoor/outdoor) Maybe csgo soundscape list ?
This rain lags as s***, imagine this with 32 players :z
Check out L4D2. It has alot of rain/storm sounds both indoor and outdoor.
This is a store I've made for the Shopping Mall collaboration which is now finished. If any one has any suggestions on any improvements, let me know. I think the lighting is good, if you can think of any ways to improve it, again, let me know.
[B]Starbucks Coffee Shop[/B]
[URL="http://postimg.org/image/4u8nu4gpl/"][IMG]http://s20.postimg.org/4u8nu4gpl/starbucks_coffee_by_meekal0016.jpg[/IMG][/URL] [URL="http://postimg.org/image/lcwemy461/"][IMG]http://s20.postimg.org/lcwemy461/starbucks_coffee_by_meekal0017.jpg[/IMG][/URL]
[URL="http://postimg.org/image/edicnl47t/"][IMG]http://s20.postimg.org/edicnl47t/starbucks_coffee_by_meekal0018.jpg[/IMG][/URL] [URL="http://postimg.org/image/yv3az8gbd/"][IMG]http://s20.postimg.org/yv3az8gbd/starbucks_coffee_by_meekal0019.jpg[/IMG][/URL]
[URL="http://postimg.org/image/i8lqq5ndl/"][IMG]http://s20.postimg.org/i8lqq5ndl/starbucks_coffee_by_meekal0020.jpg[/IMG][/URL]
This is from my WIP for dod_rouen (day of defeat source)....
[URL=http://www.mediafire.com/view/?87x3lug32jxujup][IMG]http://www.mediafire.com/convkey/f895/87x3lug32jxujup6g.jpg[/IMG][/URL]
[URL=http://www.mediafire.com/view/?x6e7k7hsbti73bt][IMG]http://www.mediafire.com/convkey/4cf6/x6e7k7hsbti73bt6g.jpg[/IMG][/URL]
I'm working on a CS:GO map, and I was wondering which faction you guys think would respond to a bomb threat at a Senator's house? Would it be Seal Team 6, FBI, or SWAT?
[QUOTE=Zally13;41031389]I'm working on a CS:GO map, and I was wondering which faction you guys think would respond to a bomb threat at a Senator's house? Would it be Seal Team 6, FBI, or SWAT?[/QUOTE]
Probabl all of them but FBI sound good
[QUOTE=nicolasx21;41030452]Solar Batteries. Blackout. Cobertura.
[IMG]http://i.imgur.com/f7WfPSw.jpg[/IMG]
Also, anyone knows where can I find a loud rain storm sound (indoor/outdoor) Maybe csgo soundscape list ?
This rain lags as s***, imagine this with 32 players :z[/QUOTE]
I know this website has some good sounds. but you will probably have to make it loop.
[url]http://www.soundjay.com/rain-sound-effect.html[/url]
[QUOTE=Joey1;41031419]Probabl all of them but FBI sound good[/QUOTE]
More likely to be SWAT actually. FBI is intelligence, SWAT take care of the physical stuff.
[QUOTE=Joey1;41031419]Probabl all of them but FBI sound good[/QUOTE]
Still, FBI does have the Hostage Rescue Team, which I think is what the FBI in CS:GO are. They tend to get involved in situations like the Waco siege, or what I would assume was going on at cs_office.
Edit: According to Wikipedia if you're not an EOD technician from the military, you have to undergo training conducted by both the US Army and the FBI for Public Safety Bomb Disposal.
Half Life 2: Episode 2 singleplayer map I've been working on for too much time. Took a while to figure out how to get Hammer and the batch compiler to work with SteamPipe, but now everything works fine. Gameplay is pretty much completed, I only need to finalize the visuals.
(clickable thumbnails)
[img_thumb]http://cloud.steampowered.com/ugc/1117172166346961351/3BC6F277108D7408AEB18A7D106AAA6D7C024A31/[/img_thumb]
General combine hallway/tunnel layout. 99% of hallways looks like this.
[img_thumb]http://cloud-2.steampowered.com/ugc/1117172166346963190/13B365F34CDBEB60D8E09B8C770CE3AD919FCEA3/[/img_thumb]
Gunship bay. Couldn't make the floor and ceiling 2Km high like in HL2 because the area is not a citadel.
[img_thumb]http://cloud-2.steampowered.com/ugc/1117172166346966451/C1219842C75C82BB444DCB275A2C8593E3893823/[/img_thumb]
A big cargo elevator. No crates/containers for not but I might add them. The problem is that there will be NPCs on this elevator so too many obstacles could mess up with navigation, espcially during elevator movement.
[img_thumb]http://cloud-2.steampowered.com/ugc/1117172166346967815/25C533AB5664E67476D23BA2A60B4B9E44F894D8/[/img_thumb]
The elevator shaft.
[img_thumb]http://cloud-2.steampowered.com/ugc/1117172166346968668/AADF90926175AA57ADE77A44A2050CD1E34D32B9/[/img_thumb]
Arena-like area. The combine crates and containers are actually custom models made with Propper since I hit the brush limit when I tried to make them with brushes only. The retarded shadows created by that combine gate/door thingy will be fixed ASAP.
[img_thumb]http://cloud-2.steampowered.com/ugc/1117172166346969572/B374523FAB9B153ADF8AC81A38C5633E0798C554/[/img_thumb]
Gigantic pit of death, comes with a train track and several combine pipes. That metal surface which appears to have no thickness is supposed to be a light bridge, but that's still WIP.
I have a question for a custom CSGO map. Is there a way to have a certain, predefined team (in this case the Counter-Terrorists) win when the round timer ends? It's a bit of a survival scenario, the CTs need to have at least one man alive by the end of the round to win - if the Ts kill all CTs before the timer ends, the Ts win obviously.
Furthermore, is there a way to, through the map, disable killed players from dropping their guns? Don't want the Ts to grab a dropped Negev and just go apeshit when they're supposed to use stealth - I don't want the CTs to be able to drop their weapons either. So it has to be like Arms Race in that regard.
And finally, is there a way to, again, through a map trigger, make player models semi-transparent if they touch the trigger? Giving the Ts some kind of active camo might be good.
[QUOTE=Giraffen93;41030349]that doesn't... really help you know[/QUOTE]
Sure it does. Do I really have to explain that you working on a darker brightness would make your apparently overly bright monitor the same brightness as everybody else's so you wouldn't make your lights too dark?
[QUOTE=Kahgarak;41035782]I have a question for a custom CSGO map. Is there a way to have a certain, predefined team (in this case the Counter-Terrorists) win when the round timer ends? It's a bit of a survival scenario, the CTs need to have at least one man alive by the end of the round to win - if the Ts kill all CTs before the timer ends, the Ts win obviously.
Furthermore, is there a way to, through the map, disable killed players from dropping their guns? Don't want the Ts to grab a dropped Negev and just go apeshit when they're supposed to use stealth - I don't want the CTs to be able to drop their weapons either. So it has to be like Arms Race in that regard.
And finally, is there a way to, again, through a map trigger, make player models semi-transparent if they touch the trigger? Giving the Ts some kind of active camo might be good.[/QUOTE]
Yes, what you are going to need to use is [url=https://developer.valvesoftware.com/wiki/VScript]VScript[/url] along with a [url=https://developer.valvesoftware.com/wiki/CSGO_Custom_Game_Mode]custom game mode[/url]
[QUOTE=skynet.;41027177][t]http://i.imgur.com/5BtJW3t.jpg[/t] [t]http://i.imgur.com/qOLfuul.jpg[/t]
[t]http://i.imgur.com/zYuMBFv.jpg[/t] [t]http://i.imgur.com/qzuz2nI.jpg[/t]
[t]http://i.imgur.com/kcT3kFW.jpg[/t] [t]http://i.imgur.com/e39AY0w.jpg[/t][/QUOTE]
Those textures have such a nostalgic feel. Reminds me of mapping in Worldcraft. Good to see people are still mapping for HL1.
[QUOTE=itak365;41033247]Still, FBI does have the Hostage Rescue Team, which I think is what the FBI in CS:GO are. They tend to get involved in situations like the Waco siege, or what I would assume was going on at cs_office.
Edit: According to Wikipedia if you're not an EOD technician from the military, you have to undergo training conducted by both the US Army and the FBI for Public Safety Bomb Disposal.[/QUOTE]
Honestly I have really no idea, in Czech republic we have so much corupcy in goverment that only situation involving some senators house would be his arresting :v:
More progress. Should I expand upward with the elevator to create an upper combat level with the awning and apartments across the street?
( previous post )
[IMG]http://i195.photobucket.com/albums/z224/twodaysgrace/2013-06-15_00001.jpg[/IMG]
[IMG]http://i195.photobucket.com/albums/z224/twodaysgrace/2013-06-15_00002.jpg[/IMG]
[IMG]http://i195.photobucket.com/albums/z224/twodaysgrace/2013-06-15_00003.jpg[/IMG]
[QUOTE=:smugspike:;41037959]Sure it does. Do I really have to explain that you working on a darker brightness would make your apparently overly bright monitor the same brightness as everybody else's so you wouldn't make your lights too dark?[/QUOTE]
changing brightness on a color correct ips monitor is kinda dumb, running it in srgb mode now for webdev
[T]http://cloud-2.steampowered.com/ugc/615021010555365369/DAA302C686EA95C9DDDB7B9B482A8574F75FE4EB/[/T]
What I have so far on my Saxton Hale map.
Also, does anyone know what is up with the lighting on the walls and roof? I can not seem to fix it.
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