The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
I have this issue with my EP2 configuration, it claims gameinfo.txt has the incorrect file format.
[code]Half-Life 2: Episode 2:
"GameInfo"
{
game "HALF-LIFE 2"
title "HALF-LIFE'"
title2 "== episode two =="
type singleplayer_only
FileSystem
{
SteamAppId 420 // This will mount all the GCFs we need (240=CS:S, 220=HL2).
ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc.
//
// The code that loads this file automatically does a few things here:
//
// 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin
// 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end.
// For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.
// 3. For the first "Game" search path, it adds a search path called "MOD".
// 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
//
//
// Search paths are relative to the base directory, which is where hl2.exe is found.
//
// |gameinfo_path| points at the directory where gameinfo.txt is.
// We always want to mount that directory relative to gameinfo.txt, so
// people can mount stuff in c:\mymod, and the main game resources are in
// someplace like c:\program files\valve\steam\steamapps\half-life 2.
//
SearchPaths
{
Game |gameinfo_path|.
Game ep2
Game episodic
Game hl2
}
}
}[/code]
I'd really want to get back to mapping, but this error message haunts me.
[QUOTE=Red scout?;41316732]I have this issue with my EP2 configuration, it claims gameinfo.txt has the incorrect file format.
[code]Half-Life 2: Episode 2:
"GameInfo"
{
game "HALF-LIFE 2"
title "HALF-LIFE'"
title2 "== episode two =="
type singleplayer_only
FileSystem
{
SteamAppId 420 // This will mount all the GCFs we need (240=CS:S, 220=HL2).
ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc.
//
// The code that loads this file automatically does a few things here:
//
// 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin
// 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end.
// For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.
// 3. For the first "Game" search path, it adds a search path called "MOD".
// 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
//
//
// Search paths are relative to the base directory, which is where hl2.exe is found.
//
// |gameinfo_path| points at the directory where gameinfo.txt is.
// We always want to mount that directory relative to gameinfo.txt, so
// people can mount stuff in c:\mymod, and the main game resources are in
// someplace like c:\program files\valve\steam\steamapps\half-life 2.
//
SearchPaths
{
Game |gameinfo_path|.
Game ep2
Game episodic
Game hl2
}
}
}[/code][/QUOTE]
and it does
[url]http://pastebin.com/DJcjbmSY[/url]
[QUOTE=Giraffen93;41316757]and it does
[url]http://pastebin.com/DJcjbmSY[/url][/QUOTE]
Thanks <3 <3
[QUOTE=Red scout?;41316779]Thanks <3 <3[/QUOTE]
you should verify the integrity of the cache
[QUOTE=Hellsten;41315524]just a typical swedish house
[t]http://privat.bahnhof.se/wb578186/media/midsommar/midsommar_2013-07-04_01.jpg[/t][t]http://privat.bahnhof.se/wb578186/media/midsommar/midsommar_2013-07-04_02.jpg[/t]
[t]http://privat.bahnhof.se/wb578186/media/midsommar/midsommar_2013-07-04_03.jpg[/t][t]http://privat.bahnhof.se/wb578186/media/midsommar/midsommar_2013-07-04_04.jpg[/t]
wood texture by [URL="http://www.facepunch.com/member.php?u=187774"]appolox[/URL][/QUOTE]
needs one of these
[img]http://petterssons.bloggsida.se/files/2011/06/st%C3%A5ng-1.jpg[/img]
and ten of these
[img]http://alcochocolate.ru/upload/iblock/2a7/2a7ce668dfec6200646ce50f1eb67d90.jpg[/img]
[QUOTE=Beanz;41317669]needs one of these
[img]http://petterssons.bloggsida.se/files/2011/06/st%C3%A5ng-1.jpg[/img][/QUOTE]
ya that's the plan
and a swedish flag
and folk music :-)
[t]http://cloud-2.steampowered.com/ugc/597008222352635737/73B49A211E7ECAB73DF6BC40786E6A2A519AF8ED/[/t]
Getting the lighting to not look like shit, I'd say it's going good.
Revised - Only 2 flame towers now.
[url]http://imgur.com/a/j1mhg#0[/url]
Working on the night lighting for The Tops
[IMG]http://cloud-2.steampowered.com/ugc/597008222354429105/15BEE5ACA75CC799A3D4AE493249B4860F8628BB/[/IMG]
Progress on project by Stinger21 and myself (we are 'Leaktek'). In these screens we both contributed displacement and texture work, he worked on models and I made the screenspace effects as well as placing all the models and grass. All is WIP. River is incomplete, hence the glitch in the lower right of pic 2. Cargo crate is in there for size comparison. Running in Garry's Mod current build c:
[t]http://cloud-2.steampowered.com/ugc/577867923938636525/8E9EB23F157A6A040BC98FA4A6D9F4027C3A607E/[/t] [t]http://cloud-2.steampowered.com/ugc/577867923938640923/416CCC8688F81E0686A690227736FC5ADE9BB276/[/t]
We might be adding atmospheric effects and volumetrics if we have time at the end. Thoughts/crit?
[QUOTE=Giraffen93;41315623]still waiting for the sdk update..
now what's this?
[t]http://i.imgur.com/BZ38I45.png[/t][/QUOTE]
Wait wait, what kind of shader is THAT? Looks like some ultimate hybrid thing that NASA would hide away in a bunker.
Do you think it could solve the incompatability between vertex world lighting and bumpmapping that's plagued us since the dawn of Source? That would be a freaking GODSEND.
[QUOTE=Rush_Freak;41320778]Wait wait, what kind of shader is THAT? Looks like some ultimate hybrid thing that NASA would hide away in a bunker.
Do you think it could solve the incompatability between vertex world lighting and bumpmapping that's plagued us since the dawn of Source? That would be a freaking GODSEND.[/QUOTE]
it's got a grate texture on it because of the sdk failure
[QUOTE=Giraffen93;41320835]it's got a grate texture on it because of the sdk failure[/QUOTE]
Well, obviously the texture doesn't work currently. :V
But I'm talking about the shader in general; have you tried testing parameters in the .vmt or trying to hunt down some info that might be documented inside the 2013 engine build files?
I'll try to look into it myself if I can find time to install the 2013 SDK, because if this shader is going to be an actual thing, it has a TON of potential uses that haven't been possible before with models.
If we're lucky and it functions how I think it does, later down the road we could possibly get it implimented into GMod aswell since Garry runs it on his own engine branch.
How are you guys even mapping anyway? Whenever I try to use hammer, the 2D and 3D viewports flicker between different angles so much that it's frustrating.
[QUOTE=hiyougami;41320751]Progress on project by Stinger21 and myself (we are 'Leaktek'). In these screens we both contributed displacement and texture work, he worked on models and I made the screenspace effects as well as placing all the models and grass. All is WIP. River is incomplete, hence the glitch in the lower right of pic 2. Cargo crate is in there for size comparison. Running in Garry's Mod current build c:
We might be adding atmospheric effects and volumetrics if we have time at the end. Thoughts/crit?[/QUOTE]
My only suggestion is a blend modulate texture for your stone path -> grass blend. It looks very nice though. Also, do the detail sprites move? (gmod supports that) like this.
[img]https://dl.dropboxusercontent.com/u/7633313/foliage.gif[/img]
By the way if anyone here know a music artist who is making request can you refer me in pm
thanks
[QUOTE=hiyougami;41320751]Progress on project by Stinger21 and myself (we are 'Leaktek'). In these screens we both contributed displacement and texture work, he worked on models and I made the screenspace effects as well as placing all the models and grass. All is WIP. River is incomplete, hence the glitch in the lower right of pic 2. Cargo crate is in there for size comparison. Running in Garry's Mod current build c:
We might be adding atmospheric effects and volumetrics if we have time at the end. Thoughts/crit?[/QUOTE]
Very, very nice. As someone suggested above, it would look fantastic with moving details. May I ask, how did you achieve that sun glare effect? Is it edited in, a script in GMod, or some sort of effect?
[QUOTE=Rush_Freak;41320778]Wait wait, what kind of shader is THAT? Looks like some ultimate hybrid thing that NASA would hide away in a bunker.
Do you think it could solve the incompatability between vertex world lighting and bumpmapping that's plagued us since the dawn of Source? That would be a freaking GODSEND.[/QUOTE]
I don't think a solve for the incompatibility between vertex world lighting and bumpmapping would have a sequence labeled "sexyidle".You never know though.
[QUOTE=Gamershaze;41321482]Very, very nice. As someone suggested above, it would look fantastic with moving details. May I ask, how did you achieve that sun glare effect? Is it edited in, a script in GMod, or some sort of effect?[/QUOTE]It's just a really fat sprite I made for our env_sun.
As fortune has it, we won't be adding detail sprite sway. What I've shown you is a small, incomplete part of a much, much larger map with many other completed areas - We have it nice and optimised but even in a single area I doubt the engine could keep up, as sway is run on CPU.
[t]http://i.imgur.com/nzbNeAF.jpg[/t] [t]http://i.imgur.com/yfMugVb.jpg[/t]
Anyone got CC for my CC?
[SUP](Sun looks awkward because I had to increase the FOV dramatically to get it in-frame; it's much larger normally)
[B]Edit:[/B] Got BlendModulate to work
[/SUP][t]http://cloud-2.steampowered.com/ugc/577867923941926404/B4D87859A13092A965D4405D3E57D2DC6C873A21/[/t]
@Johnny Guitar's pic from last page
Looks great, and the sky/ambience reminds me of Vice City/San Andreas for some reason (maybe because of the tons of russian conversions I've seen lately)...
I know this is dumb, but that map converted from somewhere/3dsmax, right? If it is, how did you do it?
[QUOTE=pac0master;41321419]By the way if anyone here know a music artist who is making request can you refer me in pm
thanks[/QUOTE]
I would try some sites like bandcamp and newgrounds, lots of artists out there who want to make music/sound effects/VO and are willing to do free stuff to help get their names out there.
[video=youtube;km8HdYKir3c]http://www.youtube.com/watch?v=km8HdYKir3c[/video]
Is just an old trigger look test, but i think that is a nice video to share around here =)
[QUOTE=pac0master;41321419]By the way if anyone here know a music artist who is making request can you refer me in pm
thanks[/QUOTE]
I might be able to help, send me a pm of what you're looking for.
Made some changes to the tunnel. In the second picture you can see how the first area connects to the second.
[img_thumb]http://s12.postimg.org/cky4xhqbx/ep2_joint0017.jpg[/img_thumb][img_thumb]http://s12.postimg.org/5rxs17zil/ep2_joint0016.jpg[/img_thumb]
This is the final area of my map. Still working on those lightglows.
[img_thumb]http://s12.postimg.org/shwwu7iq5/ep2_joint0024.jpg[/img_thumb]
I'm totally in love with that first picture. Good job Nevec!
-Snip, I'm dumb-
[QUOTE=sejievan;41322543][video=youtube;km8HdYKir3c]http://www.youtube.com/watch?v=km8HdYKir3c[/video]
Is just an old trigger look test, but i think that is a nice video to share around here =)[/QUOTE]
interesting, It kind of remind me of Saw but more scary.
It would be fun to make a Saw themed map though.
[t]http://puu.sh/3vBOM.jpg[/t][t]http://puu.sh/3vBPq.jpg[/t]
Probably not going anywhere with this, but it was fun to make.
[QUOTE=Cosine;41326940][t]http://puu.sh/3vBOM.jpg[/t][t]http://puu.sh/3vBPq.jpg[/t]
Probably not going anywhere with this, but it was fun to make.[/QUOTE]
Practising is always good :3
Here i worked a bit more on my Room concept.
I would like to know if you guys has something to comment about it.
Once again, No cubemap and not much effort on lighting
[t]http://imageshack.us/a/img191/1718/a4w8.jpg[/t]
[t]http://cloud-2.steampowered.com/ugc/1117173979379288614/D0C9937E5FB10511BCEA9BC8DAAFD8D174EE8EE5/[/t]
[QUOTE=pac0master;41327339]Practising is always good :3
Here i worked a bit more on my Room concept.
I would like to know if you guys has something to comment about it.
Once again, No cubemap and not much effort on lighting
[t]http://imageshack.us/a/img191/1718/a4w8.jpg[/t]
[t]http://cloud-2.steampowered.com/ugc/1117173979379288614/D0C9937E5FB10511BCEA9BC8DAAFD8D174EE8EE5/[/t][/QUOTE]
The walls look more like a shed then anything that would be in Aperture...
To build cubemaps in Portal 2, move your map over to the portal2_dlc2/maps folder. Valve changed what path buildcubemaps uses, probably because they were working from that folder during development.
[QUOTE=Cosine;41327482]To build cubemaps in Portal 2, move your map over to the portal2_dlc2/maps folder. Valve changed what path buildcubemaps uses, probably because they were working from that folder during development.[/QUOTE]
Ohh... let me try
[editline]5th July 2013[/editline]
Yeah it work. Next time i will work a bit more on it.
Thank you!
[editline]5th July 2013[/editline]
[QUOTE=sirdownloadsalot;41327384]The walls look more like a shed then anything that would be in Aperture...[/QUOTE]
You mean the brown walls? Yeah they are only there to prevent leak.
if not, could you explain me please?
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