The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
Some Picture of a project I was working on. I had to abandon the project since it was too much detailed and couldnt compile the map without creating a Model of the outside column. (propper dont work for me and no one wanted to/could help me)
[img]http://cloud-2.steampowered.com/ugc/1082264898474961313/351640C4D7FE2B2A809243599DDDBDA0D9F4ABBD/[/img]
[img]http://cloud-2.steampowered.com/ugc/1082264898474961610/C6345DAB61206A924F9BD5B0E8D667831CB86D60/[/img]
[img]http://cloud-2.steampowered.com/ugc/1082264898474960621/64B0906FEBB68BD36699D5ACB18054825FC3B248/[/img]
I have more recent pictures but they are on my old computer...
[QUOTE=pac0master;41065741]Some Picture of a project I was working on. I had to abandon the project since it was too much detailed and couldnt compile the map without creating a Model of the outside column. (propper dont work for me and no one wanted to help me)
I have more recent pictures but they are on my old computer...[/QUOTE]
It's not that no one wanted to help you, it was because your models were so complex that Propper went crazy and compiled the brushes wrong. I told you to look into an actual model. ><
[QUOTE=reepblue;41065787]It's not that no one wanted to help you, it was because your models were so complex that Propper went crazy and compiled the brushes wrong. I told you to look into an actual model. ><[/QUOTE]
:3 yeah I love detailing.
I meant no one could help me
When i get some motivation i will go learn 3d max and create the pillars etc. will look better than making them all out of brushes.
I wonder if propper work for smaller models though. Would be sad to have "wasted" about 6-10 hours modelling them.
[editline]17th June 2013[/editline]
If anyone have some time and want to give a try with propper
[url]https://www.dropbox.com/sh/6ikk318fipzdhmk/qMPVIZbxEZ[/url]
Here is all of my brush work and textures.
[QUOTE=Vamp;41065385]It seems to no longer work after the steampipe release, or at least not for me. Have you found a workaround?[/QUOTE]
Yes, you can fix VBTC. Open Hammer, go to tools>options>build programs tab, and click [B]browse [/B]where it says [I]"place compiled maps in this directory before running the game"[/I]. From there, select the SteamPipe installation maps folder, typically Steam/Steamapps/Commons/[game name]/[game short name]/maps.
This will place compiled maps in the correct maps folder, so that when you run the SteamPipe version of the game it will load up the compiled maps correctly.
Unfortunately, running the map directly after compile from Hammer won't work anyways, so you'll need to manually start up the game and open the map from the console.
I use ep2 2009, and it still works just fine without any changes. Maybe my ep2 hasn't moved to steampipe yet..though I did validate the files.
WIP, my first map:
[IMG]http://cloud-2.steampowered.com/ugc/594755060233329529/1E664D64FA728C83E5DF74F439EFB978E0CAFB7B/[/IMG]
Working on GTA 2 Tinytown.
[QUOTE=Whitby;41065034]So anyway, fixed pretty much all the lighting errors, but since every compile and game launch causes 3 crashes (2 hammer, one Steam), requiring at least one SDK file validation between each compile and essentially averaging about an hour of waiting on load bars and restarting things to actually have one run of troubleshooting the issues (on a fast compile), here's how far I've got fixing this castle. As you can see there's still some issues, but only on the side of the castle in the shade. I'm not exactly sure how to proceed since every model with a lighting error on it already is bound to an info_lighting which is "outside" of the castle appropriately placed next to the model itself. In all honesty, I'm pretty near the point where I'm gonna just bin this project and go work on something else. Also the ropes for the drawbridge aren't rope.vmt and they aren't where I put the move_rope or the keyframe_rope and I don't get what's going on there either.
[img]http://screenshot.xfire.com/s/128323655-4.jpg[/img]
[img]http://screenshot.xfire.com/s/128323667-4.jpg[/img]
At least the dungeon turned out alright.
[img]http://screenshot.xfire.com/s/128323668-4.jpg[/img][/QUOTE]
I want this map.
[QUOTE=Zay333;41048523][img]http://shrani.si/f/3h/ay/43bMABUV/progress.jpg[/img]
Progress![/QUOTE]
This reminds me of The Raid: Redemption. Maybe you should add some colums on each side for some cover? Looking great!
Guys, are there any big texture packs you could recommend? Except our Facepunch bit torrent thingy
[QUOTE=DaApocalypse;41076532]I use ep2 2009, and it still works just fine without any changes. Maybe my ep2 hasn't moved to steampipe yet..though I did validate the files.[/QUOTE]
At the moment it's an optional update, so if you don't move over you should be fine.
Slow progress... apologies for the hud.
[t]http://i.imgur.com/dJ6z7R6.jpg[/t]
[t]http://i.imgur.com/jboozDm.jpg[/t]
[t]http://i.imgur.com/L1mAdLN.jpg[/t]
[t]http://i.imgur.com/flsyZzo.jpg[/t]
[t]http://i.imgur.com/FQflblI.jpg[/t]
[QUOTE=Deagle195;41080933]WIP, my first map:
[IMG]http://cloud-2.steampowered.com/ugc/594755060233329529/1E664D64FA728C83E5DF74F439EFB978E0CAFB7B/[/IMG]
Working on GTA 2 Tinytown.[/QUOTE]
nice atmosphere
[QUOTE=GoldPlatinum;41084655]nice atmosphere[/QUOTE]
Or you could leave a supportive non-degrading comment
[QUOTE=Magra55;41084673]Or you could leave a supportive non-degrading comment[/QUOTE]
What could you possibly say about a bunch of blocks? (not trying to be rude)
[QUOTE=Stiffy360;41085711]What could you possibly say about a bunch of blocks? (not trying to be rude)[/QUOTE]
"Great start, glad to see someone who knows about custom textures so early in their mapping career. Try loading your map in Episode 2 instead of Garry's Mod, it'll save you some time. Hope to see more of this in the future!"
And if you can't think of anything to say, don't say anything. It's certainly a lot better than being a snide cunt and posting "witty jokes". Exactly what we need, to run off the new mappers.
I'm working on a remake of the Wario Ware hub map for tf2 for fun since I've been playing it a bit lately.
My version:
[thumb]http://filesmelt.com/dl/warioware_remake_wip.png[/thumb]
[thumb]http://filesmelt.com/dl/in_game_shot.png[/thumb]
without post on the floating cubes for anyone who cares
[url]http://filesmelt.com/dl/warioware_remake_wip2.png[/url]
original:
[thumb]http://i1.ytimg.com/vi/lK2Y3vR4sqg/maxresdefault.jpg[/thumb]
I still plan on adding a border around the arena and maybe a few more touch up but I ran into a problem. I've tried 2 methods so far to make the cubes rotate around the center of the arena, one method was to make all the cubes func rotating and rotate around the origin and the other I tried was making an invisible brush rotating and making the cubes parent to the rotating brush. The physics seem to work, for example ill get pushed around out of nowhere from the cubes but I don't see them actually moving. Any thoughts on the issue at hand or feedback about the level are be much appreciated.
Holy shit yes
[QUOTE=SMasters;41088259]
I still plan on adding a border around the arena and maybe a few more touch up but I ran into a problem. I've tried 2 methods so far to make the cubes rotate around the center of the arena, one method was to make all the cubes func rotating and rotate around the origin and the other I tried was making an invisible brush rotating and making the cubes parent to the rotating brush. The physics seem to work, for example ill get pushed around out of nowhere from the cubes but I don't see them actually moving. Any thoughts on the issue at hand or feedback about the level are be much appreciated.[/QUOTE]
Make the cubes props and try it with 2 func_rotatings (one to rotate the box in place the other to rotate it around the center).
Only other idea I have is to set up all the cubes in Max/Maya and make actual rotating animations and put it in as an animated prop.
[QUOTE=Deagle195;41080933]WIP, my first map:
[IMG]http://cloud-2.steampowered.com/ugc/594755060233329529/1E664D64FA728C83E5DF74F439EFB978E0CAFB7B/[/IMG]
Working on GTA 2 Tinytown.[/QUOTE]
good to see someone using custom textures so early in their mapping career
are those directly from GTA2 or did you make them yourself?
[QUOTE=SMasters;41088259]
[thumb]http://filesmelt.com/dl/in_game_shot.png[/thumb][/QUOTE]
Oh my God, I LOVE that lighting and art style. Looks really nice, and easy on the eyes.
Good job!
[QUOTE=Ray551;41082213]This reminds me of The Raid: Redemption. Maybe you should add some colums on each side for some cover? Looking great!
Guys, are there any big texture packs you could recommend? Except our Facepunch bit torrent thingy[/QUOTE]
pk01 and pk02
[URL]http://philipk.net/[/URL]
Real World Textures
[URL]http://www.tophattwaffle.com/downloads/[/URL]
And I usually rip from maps etc.
But our bittorrent thing is awesome :(
-snip-
[QUOTE=Deagle195;41090326]They are directly from GTA. It's almost done, just couldn't screenshot it, only water left and some fixes.[/QUOTE]
i getcha. ignore the assholes up top. but here's a tip. from now on, make your brushes with nodraw first, and then texture only the visible faces. it helps with optimization. and it's just the right way to do things.
[editline]19th June 2013[/editline]
[QUOTE=GoldPlatinum;41084655]nice atmosphere[/QUOTE]
love how you think you're tough shit because you make a few TF2 trades and a few maps here and there. stop being a pretentious jerkoff
[QUOTE=Aspen;41091164]i getcha. ignore the assholes up top. but here's a tip. from now on, make your brushes with nodraw first, and then texture only the visible faces. it helps with optimization. and it's just the right way to do things.[/QUOTE]
No it isn't. That's just inconvenience and practically a waste of time, it doesn't help at all.
Don't do that unless in actual scenarios where you'd need to use it, like water or small details.
But optimization is good, though.
[QUOTE=TurtleeyFP;41091268]No it isn't. That's just inconvenience and practically a waste of time, it doesn't help at all.
Don't do that unless in actual scenarios where you'd need to use it, like water or small details.
But optimization is good, though.[/QUOTE]
It makes the map so much cleaner to work with and also that way you will be sure there are no unneeded faces. I highly recommed creating brushes with nodraw first.
[QUOTE=cardboardtheory;41090164]pk01 and pk02
[URL]http://philipk.net/[/URL]
Real World Textures
[URL]http://www.tophattwaffle.com/downloads/[/URL]
And I usually rip from maps etc.
But our bittorrent thing is awesome :([/QUOTE]
Totally forgot about philipk, thanks!
Yeah, but I've got some problems setting up everything, gonna request a secret today and see what FP has to offer
[editline]19th June 2013[/editline]
Oh hey, it's you! Would you sent me a secret, so I can take a look? :v:
[QUOTE=TurtleeyFP;41091268][B]No it isn't. That's just inconvenience and practically a waste of time, it doesn't help at all.[/B]
Don't do that unless in actual scenarios where you'd need to use it, like water or small details.
But optimization is good, though.[/QUOTE]
lol
[QUOTE=Jukka K;41091519]It makes the map so much cleaner to work with and also that way you will be sure there are no unneeded faces. I highly recommed creating brushes with nodraw first.[/QUOTE]
Personally I use Dev-Textures, it allows me to visualize the map and not have to worry about texturing until later, and then once I'm done, I just replace the dev-textures with nodraw.
[QUOTE=Rowtree;41093870]Personally I use Dev-Textures, it allows me to visualize the map and not have to worry about texturing until later, and then once I'm done, I just replace the dev-textures with nodraw.[/QUOTE]
I think this is a better method, since it's easier on the eyes. (not to mention replacing textures is really easy.)
Staring at nodraw for a long time hurts.
[QUOTE=Jukka K;41091519]It makes the map so much cleaner to work with and also that way you will be sure there are no unneeded faces. I highly recommed creating brushes with nodraw first.[/QUOTE]
To be fair, I've always made brushes out of dev textures of different colors when I start a map because it's easier to look at what you've created. It's harder for me to visualize my maps when all I see is nodraw. My rule of thumb is create things with dev textures and worry about nodrawing and texturing later.
Of course that's just my preference. It could be different for everyone.
Lol, everyone is arguing because of my awful map.
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