• 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?
[QUOTE=Géza!;41529939]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?[/QUOTE] 2 unit func_brush over the inside of the 3d skybox, can't remember the specific options, but that sounds right.
[QUOTE=Géza!;41529939]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?[/QUOTE] Here, look at the Creating Custom Skybox section. [url]https://developer.valvesoftware.com/wiki/Fog_tutorial[/url]
[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.
[QUOTE=Géza!;41529939]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?[/QUOTE] [url]http://twhl.info/tutorial.php?id=167[/url]
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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