The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=Pyth;41519239][img]http://puu.sh/3GCbO.png[/img]
Glad to see antimonycat is back [img]http://sae.tweek.us/static/images/emoticons/emot-toot.gif[/img][/QUOTE]
Antimony if you're reading this finish fucking CatIsland before I burn your house down
Made a truck
[IMG]http://files.1337upload.net/trukki.png[/IMG]
[t]https://dl.dropboxusercontent.com/u/3779442/Screenshots/Sky_cloudy007_in_game.jpg[/t]
[url=https://dl.dropboxusercontent.com/u/3779442/Textures/Sky_cloudy007_hdr.7z]Sky_cloudy007_hdr - 4.55 MB[/url]
[url]https://dl.dropboxusercontent.com/u/3779442/Skybox_website/sunfolder/Cloudy.html[/url]
I know I posted this in the texture thread, but I wanted more people to see it.
My friend Shadowbounty made a whole lot to this map while I had no internet connection.
Was very unexpected :downs:
Here's an bird view of it.
[T]http://i.imgur.com/l5n10Oz.jpg[/T]
This is ofcourse without all the physics props. There's a whole bunch of that in it.
[QUOTE=NotExactly;41519588]Antimony if you're reading this finish fucking CatIsland before I burn your house down[/QUOTE]
More like Facepunch never learns and you brought it upon yourselves
[t]http://i.imgur.com/a63W9TW.jpg[/t]
wooh, flashlight model
[QUOTE=TurtleeyFP;41512177]Shit. I was working on a map just like that for months and it still doesn't look as good as that.
What's the water texture you're using?[/QUOTE]
It's custom, with help from Firegod for the underwater fog.
[img_thumb]http://puu.sh/3aNm4[/img_thumb]
water_deep.vmt
[code]
"Water"
{
"%compilewater" 1
"%tooltexture" "dev/water_normal"
"$abovewater" 1
"$forceexpensive" 1
"$envmap" "env_cubemap"
"$refracttexture" "_rt_WaterRefraction"
"$refractamount" "0.5"
"$refracttint" "[.9 1 .9]"
"$reflecttexture" "_rt_WaterReflection"
"$reflectentities" 1
"$reflectamount" "0.8"
"$reflecttint" "{198 205 180}"
"$cheapwaterstartdistance" "2000"
"$cheapwaterenddistance" "3000"
"$scale" "[1 1]"
"$bumpmap" "dev/water_dudv"
"$normalmap" "dev/water_normal"
"$surfaceprop" "water"
"$bottommaterial" "water/water_deep_beneath"
"$bumpframe" "0"
"$fogenable" 1
"$fogcolor" "{78 80 56}"
"$fogstart" 0.00
"$fogend" 700.00
"Proxies"
{
"AnimatedTexture"
{
"animatedtexturevar" "$normalmap"
"animatedtextureframenumvar" "$bumpframe"
"animatedtextureframerate" 15.00
}
"TextureScroll"
{
"texturescrollvar" "$bumptransform"
"texturescrollrate" .05
"texturescrollangle" 45.00
}
"WaterLOD"
{
}
}
}
[/code]
water_deep_beneath.vmt
[code]
//"wireframe"
"Water"
{
"Water_DX60"
{
"$fallbackmaterial" "nature/water_dx70_beneath"
}
"$abovewater" 0
"$forceexpensive" 1
"%compilewater" 1
// "$forcecheap" 1
// bottom materials shouldn't use $envmap!!! They won't work if they do.
// "$envmap" "env_cubemap"
"%tooltexture" "dev/water_normal"
"$refractamount" "0.5"
//"$refracttint" "{184 248 137}"
"$reflectamount" "1.0"
//"$reflecttint" "[1 1 1]"
// "$reflecttexture" "_rt_WaterReflection"
"$refracttexture" "_rt_WaterRefraction"
"$scale" "[1 1]"
"$bumpmap" "dev/water_dudv"
"$normalmap" "dev/water_normal"
"$surfaceprop" "water"
"$bumpframe" "0"
"$fogenable" 1
"$fogcolor" "{78 80 56}"
"$fogstart" -8192.00
"$fogend" 1400.00
$underwateroverlay "effects/water_warp01"
"Proxies"
{
"AnimatedTexture"
{
"animatedtexturevar" "$normalmap"
"animatedtextureframenumvar" "$bumpframe"
"animatedtextureframerate" 25.00
}
"TextureScroll"
{
"texturescrollvar" "$bumptransform"
"texturescrollrate" .05
"texturescrollangle" 45.00
}
"WaterLOD"
{
}
}
}
[/code]
[t]http://i.imgur.com/dgRPUoi.jpg[/t]
looks a tad better now, don't worry guys
Either use a shadow controller or disable the shadows or change the furniture to prop static.
[QUOTE=Armageddon104;41526147]Either use a shadow controller or disable the shadows or change the furniture to prop static.[/QUOTE]
seems like i forgot to on this map.
[t]http://i.imgur.com/87eW7rL.jpg[/t]
[QUOTE=Giraffen93;41526504]seems like i forgot to on this map.
[t]http://i.imgur.com/87eW7rL.jpg[/t][/QUOTE]
That flashlight is looking more and more like something that isn't a flashlight
[QUOTE=Pyth;41526898]That flashlight is looking more and more like something that isn't a flashlight[/QUOTE]
I should redo the button, i was thinking on one of these at first when i made it:
[img]http://www.gullbergs.se/ProductImages/22-17-007/2217007/1/600x600/Ficklampa-SONCA-med-magnet.jpg[/img]
The idea of a flashlight is to be held on that bumpy/texturized surface. I think it just sticks too far out. It's like your guy is holding it by the very end of it.
[QUOTE=WitheredGryphon;41527056]The idea of a flashlight is to be held on that bumpy/texturized surface. I think it just sticks too far out. It's like your guy is holding it by the very end of it.[/QUOTE]
It is too far out, it's just that when i want to model on it i have to rotate it back and it's so annoying.
Is there no way to keep it rotated in like a separate group?
[QUOTE=Giraffen93;41527164]It is too far out, it's just that when i want to model on it i have to rotate it back and it's so annoying.
Is there no way to keep it rotated in like a separate group?[/QUOTE]
I have no idea because I don't model. I know you can group objects together in 3ds max but don't know how.
Making a building, Nothing really fancy going on but the goal is to make it collapse.
[img]http://oi44.tinypic.com/29xg96p.jpg[/img]
You can already see the fake dmm implanted on the left pillar of the building.
[QUOTE=kittykaty;41494175][t]http://i.imgur.com/A2k8JXh.jpg[/t]
[t]http://i.imgur.com/x5KASJj.jpg[/t]
[t]http://i.imgur.com/wZOrkJg.jpg[/t]
[t]http://i.imgur.com/tU5qepD.jpg[/t]
[t]http://i.imgur.com/nWtdCik.jpg[/t]
[t]http://i.imgur.com/6Ol5niv.jpg[/t]
[t]http://i.imgur.com/LmSy4kg.jpg[/t]
Endless grey void soon, stalker.
Decided to make a small cluster of industrialish buildings for a stalker rp map that may, eventually, come into existence.[/QUOTE]
This reminds me, how do you people make endless fog instead of sky happen? func_brushes that don't cast shadows covering the skybox or something?
How about an [URL="https://developer.valvesoftware.com/wiki/Env_fog_controller"]env_fog_controller[/URL]? :v:
[QUOTE=:smugspike:;41529980]How about an [URL="https://developer.valvesoftware.com/wiki/Env_fog_controller"]env_fog_controller[/URL]? :v:[/QUOTE]
Far Z clip plane?
[t]http://i.imgur.com/aC7B94j.jpg[/t]
[t]http://i.imgur.com/nbDZku8.jpg[/t]
[t]http://i.imgur.com/YhvUr8s.jpg[/t]
[t]http://i.imgur.com/NRNvwcs.jpg[/t]
[t]http://i.imgur.com/mYDelDK.jpg[/t]
[t]http://i.imgur.com/MTAn4VU.jpg[/t]
[t]http://i.imgur.com/XmUUjA8.jpg[/t]
And the interior, tho it's completely barren of any detailing:
[t]http://i.imgur.com/ioxogCU.jpg[/t]
[QUOTE=WitheredGryphon;41527831]I have no idea because I don't model. I know you can group objects together in 3ds max but don't know how.[/QUOTE]
yeah i know how to do that but the parent rotates too. i want something like instancing.
Bit more fleshed out intro for Repercussions:
[media]http://www.youtube.com/watch?v=yms0qNRJCi8[/media]
[QUOTE=Lamarr;41532114]Bit more fleshed out intro for Repercussions:
[media]http://www.youtube.com/watch?v=yms0qNRJCi8[/media][/QUOTE]
Wonderful!! you are an awsome mapper =)
[QUOTE=Zay333;41531955][url]http://twhl.info/tutorial.php?id=167[/url][/QUOTE]
It's always the simple things like this which are so effective that impress me.
That looks excellent. The only really thing that bugs me is the taco-shell sound effect when the crane falls over at 3:05. Would be better to have a creaking sound as its falling, then a loud bang when it hits.
well, since i got CS:GO as a gift
i decided to make one serious map
it'll be 2 cottages, park, loads of alleys (because the map name is cs_alleyphobia)
park
[img]http://puu.sh/3I7f3.jpg[/img]
[img]http://puu.sh/3I7kZ.jpg[/img]
"basement" or the boiler room
[img]http://puu.sh/3I7mj.jpg[/img]
yay, problems with func_breakable_surf
[IMG]http://puu.sh/3I7pH.jpg[/IMG]
staircase
[IMG]http://puu.sh/3I7sg.jpg[/IMG]
alley
[IMG]http://puu.sh/3I7tD.jpg[/IMG]
bathroom(sorry, somehow i didn't took a room pic
[IMG]http://puu.sh/3I7uy.jpg[/IMG]
[QUOTE=Zay333;41531955][url]http://twhl.info/tutorial.php?id=167[/url][/QUOTE]
Can anyone knock-up the black-to-transparent gradient texture? I can't seem to get it working / I've completely forgotten how to do anything texture related in source.
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