• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=pac0master;41620493]Cant wait to get the Oculus Rift. Should be shiped in August... As soon I get it, I will be able to work on my portal 2 mod faster. People told me most of the textures look flat mostly decals etc. This id why i may spam models everywhere. Even far away so it do not look flat. I hope i get it soon, I will have many many test to run.[/QUOTE] [QUOTE=l33tkill;41629198]Mine should be coming in next week. I'm hoping to pick up on some projects as well once I get it. Gah I can't wait![/QUOTE] Yeah sorry I might just be jealous because I will probably never own a Rift or anything like it, but how the fuck is using a Oculus Rift going to help you map/work/develop faster? Using it wont help you magically make your levels "less flat", especially when 80% of people are going to play it on a normal screen anyways. For me the whole concept of "developing for the Rift with the Rift" is stupid. That is if you aren't just using this thread to brag about it.
The point of having a rift when developing for it is making sure that the experience is right by actually using it yourself. There's a reason valve has like 6-7 type of head/mouse movement with the rift on TF2. Because of the stereoscopic 3D a lot of things, especially in source because of the prevalence of brushes things can seem like they have very little depth. If you don't have a rift things like that will be really hard to notice.
I got bored so I decided to port Roman's apartment from GTA IV. Still very much a WIP. [img]http://i.imgur.com/IaW8DMr.jpg[/img]
Dunno if you guys have any interest in this, but a mapper/ coder friend on a different forum has [URL="http://sledge-editor.com/"] started developing his own version of hammer.[/URL] He's a mapper so he knows exactly what parts of hammer are completely infuriating and has changed / removed them and added a bunch of new things. Only in very early alpha though. [img_thumb]http://i.imgur.com/mHB8DqG.png[/img_thumb] [img_thumb]http://i.imgur.com/TXXbNX3.png[/img_thumb] Forum thread is [URL="http://twhl.info/forums.php?thread=18410&page=last"]here[/URL] Apart from that though, I've been trying to create a non-shit version of glassfun from CS:S for GS:GO. Need to propper the func_breakables because right now each single block has 294 faces.. Meaning the small stack I have now is already at 29400 faces. Whoops. [img_thumb]http://cloud-2.steampowered.com/ugc/631913116831053021/CD51CC77EFFC4C35740D22851FFA25922921006F/[/img_thumb]
[QUOTE=Grenade Man;41634160]Yeah sorry I might just be jealous because I will probably never own a Rift or anything like it, but how the fuck is using a Oculus Rift going to help you map/work/develop faster? Using it wont help you magically make your levels "less flat", especially when 80% of people are going to play it on a normal screen anyways. For me the whole concept of "developing for the Rift with the Rift" is stupid. That is if you aren't just using this thread to brag about it.[/QUOTE] Its not to get the map looking better, I want to make the mod for the oculus. I want to have the feeling that I am really in when i wear it. but it is also to mess around with the engine, since I will get it I want to use it for something not just having a game prop in my house. the only difference may just be quite a lot more of details to the maps. Need to work on the Lighting too.
[QUOTE=pac0master;41635200]Its not to get the map looking better, I want to make the mod for the oculus. I want to have the feeling that I am really in when i wear it. but it is also to mess around with the engine, since I will get it I want to use it for something not just having a game prop in my house. the only difference may just be quite a lot more of details to the maps. Need to work on the Lighting too.[/QUOTE] Just because you have more control over where you look, doesn't necessarily mean you can suddenly make a map look better for a rift. It'll look identical as if you were using a keyboard and mouse. I have to agree with Grenade, it does just seem like you are bragging about having a rift.
[QUOTE=Grenade Man;41634160]Yeah sorry I might just be jealous because I will probably never own a Rift or anything like it, but how the fuck is using a Oculus Rift going to help you map/work/develop faster? Using it wont help you magically make your levels "less flat", especially when 80% of people are going to play it on a normal screen anyways. For me the whole concept of "developing for the Rift with the Rift" is stupid. That is if you aren't just using this thread to brag about it.[/QUOTE] Sorry if it came across to you as bragging. I frequent the mapping section a lot and thought it was neat to see someone else (will be) using the oculus for their projects in source. It might not help me work "faster", because that's not what I'm going to be using it for. But rather give oculus players a sense of immersion through varying different entities with each other. Trying to get the player to have that weird feeling in your stomach when you look over a ledge 1000ft up is just one of many options. I'm just interested to see what others will be using their projects for. I mean, it's something new and I'm excited to try it out.
[QUOTE=l33tkill;41636536]Sorry if it came across to you as bragging. I frequent the mapping section a lot and thought it was neat to see someone else (will be) using the oculus for their projects in source. It might not help me work "faster", because that's not what I'm going to be using it for. But rather give oculus players a sense of immersion through varying different entities with each other. Trying to get the player to have that weird feeling in your stomach when you look over a ledge 1000ft up is just one of many options. I'm just interested to see what others will be using their projects for. I mean, it's something new and I'm excited to try it out.[/QUOTE] Yes it is also what I meant. My bad english do not help me [editline]29th July 2013[/editline] By working faster i meant that i will know what to do. Now im working blind hoping it will look fine.
[QUOTE=Instant Mix;41635133]Dunno if you guys have any interest in this, but a mapper/ coder friend on a different forum has [URL="http://sledge-editor.com/"] started developing his own version of hammer.[/URL] He's a mapper so he knows exactly what parts of hammer are completely infuriating and has changed / removed them and added a bunch of new things. Only in very early alpha though. ~imagesnip~ Forum thread is [URL="http://twhl.info/forums.php?thread=18410&page=last"]here[/URL] [/QUOTE] If I'm reading this right it only supports GoldSrc at the moment with Source support in the future correct?
[QUOTE=Instant Mix;41635133]Dunno if you guys have any interest in this, but a mapper/ coder friend on a different forum has [URL="http://sledge-editor.com/"] started developing his own version of hammer.[/URL] He's a mapper so he knows exactly what parts of hammer are completely infuriating and has changed / removed them and added a bunch of new things. Only in very early alpha though. [img_thumb]http://i.imgur.com/mHB8DqG.png[/img_thumb] [img_thumb]http://i.imgur.com/TXXbNX3.png[/img_thumb] Forum thread is [URL="http://twhl.info/forums.php?thread=18410&page=last"]here[/URL] Apart from that though, I've been trying to create a non-shit version of glassfun from CS:S for GS:GO. Need to propper the func_breakables because right now each single block has 294 faces.. Meaning the small stack I have now is already at 29400 faces. Whoops. [img_thumb]http://cloud-2.steampowered.com/ugc/631913116831053021/CD51CC77EFFC4C35740D22851FFA25922921006F/[/img_thumb][/QUOTE] Is there performance or stability loss using sledge over hammer, anything detrimental like that? If this is promising I'd really like to give this a go. It looks good so far.
Currently, nothing too noticeable, but I'm sure when you have a lot better of brushes it'll run noticeably better. Remember hammer was originally made for quake. Since then, there have been a few extensions built in, but no drastic changes of code, making it an old program at heart. The creator is planning a lot of additions like instances for goldsource and more control over texture handling, but obviously a lot of under the hood optimization is planned. For example though, just to show that this guy knows exactly how to improve hammer, he's added an option to revert the primitive type to Block every time you use cylinder or wedge or torus. I can guarantee you that everybody in this thread has accidentally made a cylinder when they've wanted a block at least once. In my case it's in the thousands.
Zombie survival map first full compile: [thumb]http://imageshack.us/a/img69/333/rlxs.jpg[/thumb][thumb]http://imageshack.us/a/img46/1067/pfev.jpg[/thumb] [thumb]http://img845.imageshack.us/img845/8527/7mny.jpg[/thumb][thumb]http://img692.imageshack.us/img692/3844/uv3n.jpg[/thumb][thumb]http://imageshack.us/a/img109/1336/5rgg.jpg[/thumb] This will (with a bit of luck) be released tomorrow.
[QUOTE=Grenade Man;41646694]Content[/QUOTE] You should totally tell noxiousnet about that map, It looks stunning and sexy!
[QUOTE=ChloeBlackSythe;41646920]You should totally tell noxiousnet about that map, It looks stunning and sexy![/QUOTE] Yep, I am already a nox ZS regular and my primary goal is to release it on nox. Also I just realized those pictures were taken on LDR. Next image batch should feature some real eye candy.
[QUOTE=Grenade Man;41646959]Yep, I am already a nox ZS regular and my primary goal is to release it on nox. Also I just realized those pictures were taken on LDR. Next image batch should feature some real eye candy.[/QUOTE] I love the lighting, but it's kinda empty. Use cheap cards and a little fog to make it a whole lot moodier. EDIT: Sledge looks awesome. Can't wait for Source support as I don't have any goldsrc games.
Last compile for today. (Don't mind the gmod trees, they are placeholders.) [thumb]http://img196.imageshack.us/img196/1495/ndfs.jpg[/thumb] HDR really makes a difference.
[QUOTE=Grenade Man;41648502]Last compile for today. (Don't mind the gmod trees, they are placeholders.) [thumb]http://img196.imageshack.us/img196/1495/ndfs.jpg[/thumb] HDR really makes a difference.[/QUOTE] Nice, the crashed truck just needs a dead trucker with 20 empty beer bottles around him and it's good to go
[QUOTE=Grenade Man;41648502]Last compile for today. (Don't mind the gmod trees, they are placeholders.) [thumb]http://img196.imageshack.us/img196/1495/ndfs.jpg[/thumb] HDR really makes a difference.[/QUOTE] What's with the weird glitches next to the attic windows? Seems like the skybox is visible through there.
[QUOTE=Marbledemon;41649037]What's with the weird glitches next to the attic windows? Seems like the skybox is visible through there.[/QUOTE] Good catch. That is because I have the window frames set to fade out. Since it can only be noticed from this exact angle and most of the time the frames are visible it shouldn't be a problem. On second tough I will disable fade for the frames just in case.
[QUOTE=Grenade Man;41646694]pics[/QUOTE] Turn it into a fully functioning slave plantation
[QUOTE=Wigbig;41648657]Nice, the crashed truck just needs a dead trucker with 20 empty beer bottles around him and it's good to go[/QUOTE] [thumb]http://imageshack.us/a/img834/3668/1t15.jpg[/thumb]
i only see 3 bottles...
[img]http://img856.imageshack.us/img856/7222/86ng.jpg[/img]
Is that a custom animation for the model?
[QUOTE=Giraffen93;41658265]Is that a custom animation for the model?[/QUOTE] Nope, its a default animation - crouch_cover_L or something similar.
[QUOTE=Grenade Man;41658408]Nope, its a default animation - crouch_cover_L or something similar.[/QUOTE] I love when people are resourceful with the existing character anims. :v:
I got bored and ported a map: [img]http://cloud-2.steampowered.com/ugc/595884804167387218/C579B1A0FAC2D61BE9AAE78C1E646718781EA17A/[/img] However, there's annoying stuff: [img]http://cloud-3.steampowered.com/ugc/595884804167512881/99CE256632A01C527AF0E4C66FD5C1D7630E5639/[/img] Map is a huge. single. prop. And you don't want to see the collision.
[QUOTE=Deagle195;41661716]I got bored and ported a map: [img]http://cloud-2.steampowered.com/ugc/595884804167387218/C579B1A0FAC2D61BE9AAE78C1E646718781EA17A/[/img] However, there's annoying stuff: [img]http://cloud-3.steampowered.com/ugc/595884804167512881/99CE256632A01C527AF0E4C66FD5C1D7630E5639/[/img] Map is a huge. single. prop. And you don't want to see the collision.[/QUOTE] What's the tri count?
-snip-
[QUOTE=~ZOMG;41662197]What's the tri count?[/QUOTE] Just squares
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