The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
So i guess bumpmaps/envmaps are broken after all?
Not for me, not in ep2.
no for sourcemods/2013
Yeah I just built a map and that appears to be true. Also broken in my newly steampipe'd EP2 is map texture transparency and selfillum, plus $detail for unlitgeneric.
[IMG]http://cloud-2.steampowered.com/ugc/597008222381296129/23DC6344A665543A77C92AA734477EE0FF6ACE9A/[/IMG]
My only question is how do I make it so the lightbars don't emit light while still making them glow like that, I've tired a few things but so far I've had no luck.
Fixed proportions of house and added a [I]farstu[/I].
[t]http://privat.bahnhof.se/wb578186/media/midsommar/midsommar_2013-07-06_01.jpg[/t][t]http://privat.bahnhof.se/wb578186/media/midsommar/midsommar_2013-07-06_02.jpg[/t]
[QUOTE=Johnny Guitar;41333262]My only question is how do I make it so the lightbars don't emit light while still making them glow like that, I've tired a few things but so far I've had no luck.[/QUOTE]
How are you doing it right now?
$selfillum?
[QUOTE=Johnny Guitar;41333262]
My only question is how do I make it so the lightbars don't emit light while still making them glow like that, I've tired a few things but so far I've had no luck.[/QUOTE]
You need to add $selfillum 1 to the vmt. This effect is masked by the alpha channel of the texture so only the white parts will glow.
[QUOTE=Hellsten;41333296]Fixed proportions of house and added a [I]farstu[/I].[/QUOTE]
This instantly reminded me of the [url=http://images.wikia.com/half-life/en/images/d/d1/Portal_2_PotatoFoolsDay_ARG_Red_Barn_in_Hangar.jpg]Portal 2 Fools-Day barn, though looking back at it they look almost nothing alike.[/url] Great job on your's though.
edit: Snipped the image and moved it as a hyperlink, was taking up the entire page.
[QUOTE=BMCHa;41333436]How are you doing it right now?[/QUOTE]
I deleted lights.rad and it fixed the issue.
[t]http://cloud-2.steampowered.com/ugc/597008222384671193/0457BBCB7B77335A98A31D536B89DA36BF1DD7F0/[/t]
Just a few more lights on the buildings and along with the other casinos I can finally start to work towards finishing this map.
Does anyone know of good cave-making tutorials? I'm having trouble with the brushwork whenever I try to create caves with rooms that are vertically taller or shorter than the last, which will still sew and subdivide neatly. The vertex edit trickery has baffled my mind.
Meanwhile
[t]http://i.imgur.com/l6Lreo8.png[/t]
My way of paying my respects
[QUOTE=hiyougami;41339206]Does anyone know of good cave-making tutorials? I'm having trouble with the brushwork whenever I try to create caves with rooms that are vertically taller or shorter than the last, which will still sew and subdivide neatly. The vertex edit trickery has baffled my mind.
Meanwhile
[t]http://i.imgur.com/l6Lreo8.png[/t]
My way of paying my respects[/QUOTE]
I always block out the cave and then convert to displacement, keeping every brush 512x512 to ensure easy sewing
[t]http://f2.braxupload.se/2xrq0k.jpg[/t]
boop
[QUOTE=Giraffen93;41340677][t]http://f2.braxupload.se/2xrq0k.jpg[/t]
boop[/QUOTE]
Woah, I love the mood in this so much. It reminds me of the covered market in Oxford, and various other covered markets - kinda dark, but in no way unsettling. Hard to achieve, well done sir :)
[QUOTE=GameDev;41340579]I always block out the cave and then convert to displacement, keeping every brush 512x512 to ensure easy sewing[/QUOTE]
I'm working with the vertex edit tool so sewing isn't a problem - blocking out first then grouping sections for individual subdivision. I guess for opening into a larger cave area I can just blag it and cover it up with that one EP2 rock model.
[SUP]It's a miracle[/SUP]
[QUOTE=Giraffen93;41340677]
boop[/QUOTE]
Very nice, as the person above me stated. Just I believe you posted this in the mall thread~ In-which case, you may want to remove the door. I've never seen a shop with a door like that in any mall I've ever been to, at-least.
[QUOTE=Gamershaze;41341086]Very nice, as the person above me stated. Just I believe you posted this in the mall thread~ In-which case, you may want to remove the door. I've never seen a shop with a door like that in any mall I've ever been to, at-least.[/QUOTE]
well you're right, i was thinking more of a street store from the beginning for some reason
Watching the HL2 Speed run posted in the videos section reminds me how cool Nova Prospekt was.
More maps should be in that theme.
[thumb]http://i.imgur.com/qXjviqg.jpg[/thumb]
Omg why hl2 hammer is so blurry ? D:
Edit: Okay.. *remove enbseries*
Getting a good layout for Counter-Strike maps is the hardest thing I've ever done with mapping. Ever. Layouts are a bitch and to get a GOOD one is a huge pain in the ass.
[QUOTE=Zally13;41341914]Getting a good layout for Counter-Strike maps is the hardest thing I've ever done with mapping. Ever. Layouts are a bitch and to get a GOOD one is a huge pain in the ass.[/QUOTE]
Try drawing a plan out on a piece of paper/photoshop/whatever beforehand and following that. Makes it so much easier.
So this is that map I posted a video of earlier. It should have everything packed, but it must be ran in EP2 or you'll be missing some textures. After the "scene" there is a water area but nothing else after that so dont expect much.
[url]https://docs.google.com/file/d/0B9ZtuCQdfL-Benh2a3BXUzFrS28[/url]
[img]http://fc03.deviantart.net/fs71/o/2012/345/5/7/57c1cb1a6de3d4f45c34f17c1c59b1d2.jpg[/img]
I always get inspired by this thread, go try to practice some of my mapping skills and 30 sec-5 minutes in shit always glitches the fuck out and I can't find any fix so I just say fuck hammer and go do something else.
[QUOTE=Lonke;41342969]I always get inspired by this thread, go try to practice some of my mapping skills and 30 sec-5 minutes in shit always glitches the fuck out and I can't find any fix so I just say fuck hammer and go do something else.[/QUOTE]
I'm not sure why, but shortly after opening up Hammer it pretty much crashes on a two minute time limit, so I've pretty much ended all of my SDK projects.
This is the final version of my map:
[video=youtube;GKSWo3AQUgw]http://www.youtube.com/watch?v=GKSWo3AQUgw[/video]
I have a few questions:
Was it obvious that you had to shoot the board holding the metal beams to progress?
Was it obvious that you had to throw a grenade through the hole in the glass to progress?
How was the detail? What should I add to make the rooms less blocky?
[QUOTE=Nevec;41345360]This is the final version of my map:
[video=youtube;GKSWo3AQUgw]http://www.youtube.com/watch?v=GKSWo3AQUgw[/video]
I have a few questions:
Was it obvious that you had to shoot the board holding the metal beams to progress?
Was it obvious that you had to throw a grenade through the hole in the glass to progress?
How was the detail? What should I add to make the rooms less blocky?[/QUOTE]
First thoughts:
Shooting the board holding the beam I would have never got, it really needs more visual indication.
Secondly, waaaaay too many zombies, the hallway with the fast zombies was, visually, perfect, but there were way to many zombies, and it ended up just looking very boring and just not very fun to do.
[QUOTE=wauterboi;41344474]I'm not sure why, but shortly after opening up Hammer it pretty much crashes on a two minute time limit, so I've pretty much ended all of my SDK projects.[/QUOTE]
I must be the only person in the whole wide world who doesn't have Hammer crash every goddamn time I try to use it. :v:
Decided to take that flat grey look I used earlier and make a full map out of it. Enjoy! (click image to see Steam Workshop page)
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=158205604][img]http://cloud-2.steampowered.com/ugc/615022620919517206/34A17CFC020134A935B636795DCC48E746EB1B2F/[/img][/url]
[t]http://cloud.steampowered.com/ugc/615022620919521272/6F8D9B74C25900E6E5915D6EB8448A3671601035/[/t][t]http://cloud-2.steampowered.com/ugc/615022620919528217/50C80891842F301F52A9ACD4EC20E9B604F90714/[/t][t]http://cloud-2.steampowered.com/ugc/615022620919530554/A26BB37998857B002DFA0B91F6961100A030E587/[/t]
[QUOTE=Nevec;41345360]This is the final version of my map:
Was it obvious that you had to shoot the board holding the metal beams to progress?
Was it obvious that you had to throw a grenade through the hole in the glass to progress?
How was the detail? What should I add to make the rooms less blocky?[/QUOTE]
I would have never understood to shoot the board. Have the entire roof fall so you can see all of the beam. And give the board less health, when you have that few bullets it makes me want to conserve them. The ladder in the first room could also do with something to make it stand out more, like contrasting textures or lighting.
The only thing that I'd do about the grenade thing is make the hole wider, as to make it a bit more obvious to throw stuff in there. Other then the already mentioned number of zombies, the make has good atmosphere, great detail. Excellent use of fog. and overall looks like something that would be really fun to download off the workshop and play for a few minutes.
[QUOTE=hiyougami;41339206]Does anyone know of good cave-making tutorials? I'm having trouble with the brushwork whenever I try to create caves with rooms that are vertically taller or shorter than the last, which will still sew and subdivide neatly. The vertex edit trickery has baffled my mind.
Meanwhile
[t]http://i.imgur.com/l6Lreo8.png[/t]
My way of paying my respects[/QUOTE]
i did this thing a while ago. don't know if it's what you're looking for but it's a cave.
[media]http://www.youtube.com/watch?v=DHied5gVEIU[/media]
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