• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
you can always add "%compilenodraw" to their vmfs so they act like the nodraw texture when compiling.
What I would always do is make a brush with nodraw, and texture what I need as I go along. I would always also toggle nodraw off so I dont have to see it.
[QUOTE=SMasters;41088259]-wariowaremap-[/QUOTE] I'd love to see a new TF2Ware, especially not on a SLAG server.
Thanks for the feedback everyone! [QUOTE=IM BATMAN;41099719]I'd love to see a new TF2Ware, especially not on a SLAG server.[/QUOTE] Yeah, currently it's only the main hub area but if anyone would be interested in creating all of it with me I would definitely consider it. Just let me know. [QUOTE=wazanator;41088837]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] Yeah I decided to go with the animation method I feel it would give me more control towards everything. If you guys want to watch me stream go ahead, this is my first time streaming though so be warned, not sure how it's going to play out. I'm currently working on getting some prop work done and the background. (mostly going to be working on texturing and animating I hope thats okay even though it's in the mapping thread ) [url]http://www.twitch.tv/smasters9106[/url](over)
First attempt at creating a bomb defuse map. I'm used to creating basic deathmatch maps. Anything I can do about balancing? Ignore the huge space in the middle, I'll figure out something to put there. [thumb]http://i.imgur.com/hR5Wfgc.jpg[/thumb]
[QUOTE=Yummy Pie;41104702]First attempt at creating a bomb defuse map. I'm used to creating basic deathmatch maps. Anything I can do about balancing? Ignore the huge space in the middle, I'll figure out something to put there. [thumb]http://i.imgur.com/hR5Wfgc.jpg[/thumb][/QUOTE] Just make sure you put in several pathways.
[QUOTE=Yummy Pie;41104702]First attempt at creating a bomb defuse map. I'm used to creating basic deathmatch maps. Anything I can do about balancing? Ignore the huge space in the middle, I'll figure out something to put there. [thumb]http://i.imgur.com/hR5Wfgc.jpg[/thumb][/QUOTE] It is too small, even if you had 2 distinct bomb areas, it would be way to easy to rotate, generally id say just give your self some more room to work with.
[t]http://filesmelt.com/dl/2013-06-20_00002.jpg[/t] Sorry for the split-screen picture. Decided to go back to this old map and I'm going to try to convert it into a singleplayer map, and merge it with an old singleplayer map of mine. I'm thinking I might just have to start from scratch with this. [editline]20th June 2013[/editline] I guess I should say the map is totally solvable, it just requires two people. [editline]20th June 2013[/editline] [t]http://filesmelt.com/dl/2013-06-20_00003.jpg[/t] Alright, now it's solvable in singleplayer. Wasn't as bad as I'd thought it'd be, I just hope it isn't too easy to figure out. Just need to merge it with the other map and add some fancy stuff to it. [editline]20th June 2013[/editline] The only thing I'm not really happy with is where the laser ends. That panel looks out of place, and the portal placement is kind of wonky. I don't really want to resort to using a fixed portal placement, but I might have too.
Dm_orange, best map ever. [IMG]http://cloud-2.steampowered.com/ugc/595881153683655295/ECECA4B3BDF6D4ECF20888EBDD832B7E40833523/[/IMG]
[QUOTE=HighdefGE;41094916]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.[/QUOTE] I especially love the one's with the player outline on them, it really helps me keep all my brushes down to the correct scale.
What do you guys think ? I'm not sure about the .kv file (ct/tr skins) some suggestions ? [t]http://i.imgur.com/vvsyxGo.jpg[/t]
Looks pretty awesome to me
That looks pretty good, mate. I'm looking foward to see it on the workshop someday (Not rushing you, of course).
[thumb]http://filesmelt.com/dl/Wariowareremake.png[/thumb] Video to show the animation, I'll probably tweak it a little but after that I think the main hub area is done. [media][URL]http://www.youtube.com/watch?v=Ep1ohp--s-U[/URL][/media]
I did a retexture pass on an old coast map of mine but the architecture bothers me and I'm not sure how to improve it without getting limited by the engine restrictions. [t]http://i.imgur.com/kXJnqpz.jpg[/t]
[QUOTE=Anthracite;41121038]I did a retexture pass on an old coast map of mine but the architecture bothers me and I'm not sure how to improve it without getting limited by the engine restrictions. [t]http://i.imgur.com/kXJnqpz.jpg[/t][/QUOTE] In some games, they use models/meshs detailled to spoil the texture. [IMG]http://www.gamersmint.com/wp-content/uploads/2012/03/cryengine3_gdc2011_coast0001.jpg[/IMG] [I]This is not only a "displacement" like Half-Life 2. They are some meshs.[/I] [url]http://www.nofrag.com/images/006b57.jpg[/url] [I]TitanFall, Source Engine (but improved version), using models and displacements. [/I]
[QUOTE=nicoreda;41121900]In some games, they use models/meshs detailled to spoil the texture. [IMG]http://www.gamersmint.com/wp-content/uploads/2012/03/cryengine3_gdc2011_coast0001.jpg[/IMG] [I]This is not only a "displacement" like Half-Life 2. They are some meshs.[/I] [url]http://www.nofrag.com/images/006b57.jpg[/url] [I]TitanFall, Source Engine (but improved version), using models and displacements. [/I][/QUOTE] I'm pretty sure it was elaborated on that Titanfall's engine was edited and improved so much that it frankly wasn't the source engine anymore.
[QUOTE=WitheredGryphon;41122391]I'm pretty sure it was elaborated on that Titanfall's engine was edited and improved so much that it frankly wasn't the source engine anymore.[/QUOTE] I honestly don't get why any developer would take the time and money to 'refine' the source engine to make it look more modern. I appreciate they did, but dayum. I'm definitely anxious to see Titanfall and possibly get texture | model ports, or maybe even the coveted source 2. Since it is valves engine, maybe valve let the devs of titan fall make source 2 for them, that way they can just collect the assets since it is still their engine.
Haha wow, I was randomly looking through my old stuff, when I came up with an old YouTube video, 2 years ago I remember I tried making a deathrun map of aperture laboratories. It was before Portal 2 came out so I didnt have any textures to work with except some custom ones. Looking back at hindsight, the map was so poor. Awful lighting, lack of detail, really blocky, etc. Still, thought it was intresting, and since there is no General Chat (as far as I can tell) I thought I'd share it here. [media]http://www.youtube.com/watch?v=Hy7_AVyb9zg[/media]
[QUOTE=WitheredGryphon;41122391]I'm pretty sure it was elaborated on that Titanfall's engine was edited and improved so much that it frankly wasn't the source engine anymore.[/QUOTE] Technically it's just another branch of the Source Engine. Looks friggin amazing, here's hoping it will get modding support for custom maps.
Been making a beach city map that takes up the whole grid. The foliage is very low poly and merged into a single model. Need to texture and decorate and add more trees to finish. [T]http://filesmelt.com/dl/slumdoll18_collapse0004.jpg[/T] [T]http://filesmelt.com/dl/slumdoll18_collapse00031.jpg[/T]
Seems a little to flat I think, adding some more diversion in height would make it look nicer, methinks
Try using larger, less repeating textures.
what does up vertex buffer size mean?
[QUOTE=krten_2x 4b;41126118]what does up vertex buffer size mean?[/QUOTE] you can't do it, only valve can or if you have direct engine access. It essentially means your vertex buffer got overflowed so you probably have too many things appearing on the screen at once. You might need to add fog and a z clip plane or simply make the area smaller with proper vis optimisation.
[QUOTE=Auto Taco;41114584]I especially love the one's with the player outline on them, it really helps me keep all my brushes down to the correct scale.[/QUOTE] I always found that I could never get to grips with scale, what I made in hammer seemed huge yet small ingame due to the player FOV usually.
[QUOTE=Ereunity;41128070]I always found that I could never get to grips with scale, what I made in hammer seemed huge yet small ingame due to the player FOV usually.[/QUOTE] Just place a lot of player spawnpoints all over as you map, that helps a ton whenever I try to keep things to scale
[QUOTE=Magra55;41129701]Just place a lot of player spawnpoints all over as you map, that helps a ton whenever I try to keep things to scale[/QUOTE] Still doesn't change the fact that ingame FOV makes things seem smaller. :v:
[QUOTE=Ereunity;41128070]I always found that I could never get to grips with scale, what I made in hammer seemed huge yet small ingame due to the player FOV usually.[/QUOTE] It's because the world and human npcs each use a different scale. I find that lowering the wall height to 112 and doors to 96 helps with making the scale discrepancy less obvious.
Haven't given up on the seaforts map yet. This doesn't look like much, but that central tower has a blocked out interior and basic detail. In total there will be 7 towers and hopefully of them 5 will have interiors. Exterior of the existing towers is mostly done. [t]http://cloud-2.steampowered.com/ugc/615021602258974475/7EE38663C748172C1F95DFEF53E6F645BBD704B0/[/t]
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