The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=sirdownloadsalot;41710387]If it's not broken, improve upon it and learn new skills and techniques.[/QUOTE]
i'm lazy, been using hammer since 05-06 and it's all good
[QUOTE=Giraffen93;41710487]i'm lazy, been using hammer since 05-06 and it's all good[/QUOTE]
I've been using hammer for 1/2 that time and I can realize that you're using terrible habits
[QUOTE=Giraffen93;41710487]i'm lazy, been using hammer since 05-06 and it's all good[/QUOTE]
This has to be a joke. If you even remotely care about improving your skill as level designer then you have to do the hard work. Nothing in life is easy but being lazy.
[QUOTE=HoliestCow;41710713]This has to be a joke. [B]If you even remotely care about improving your skill as level designer[/B] then you have to do the hard work. Nothing in life is easy but being lazy.[/QUOTE]
i really don't
i don't care about praise either so whatever
[QUOTE=Giraffen93;41710846]i really don't
i don't care about praise either so whatever[/QUOTE]
Dont worry im not here to praise you. Im just stating that if you want to be a level designer you have to put in the hard work. You obviously have no desire to even try to develop your skills. So why dont you just leave and stop posting? This is a place for promoting WIP shots and to gather feedback. If you're going to post what you make here and disregard all feedback because its handwork then its pointless.
[QUOTE=HoliestCow;41710906]Dont worry im not here to praise you. Im just stating that if you want to be a level designer you have to put in the hard work. You obviously have no desire to even try to develop your skills. So why dont you just leave and stop posting? This is a place for promoting WIP shots and to gather feedback. If you're going to post what you make here and disregard all feedback because its handwork then its pointless.[/QUOTE]
[t]http://i.imgur.com/8T3lDK7.jpg[/t]
well the starting bedroom is constantly expanding, just gotta make a proper wallpaper texture
[editline]4th August 2013[/editline]
[t]http://i.imgur.com/T9NCBCz.jpg[/t]
can't make tiling textures
eh, good enough i suppose
[QUOTE=Giraffen93;41711335]
[editline]4th August 2013[/editline]
[t]http://i.imgur.com/T9NCBCz.jpg[/t]
can't make tiling textures
eh, good enough i suppose[/QUOTE]
See, this is exactly what people are trying to tell you not to do.
Dont just stop trying to make the texture tile just because you didnt succeed the first time.
[QUOTE=ThePhailed;41711887]See, this is exactly what people are trying to tell you not to do.
Dont just stop trying to make the texture tile just because you didnt succeed the first time.[/QUOTE]
I don't know how to make them. They're tiling, but the color isn't consistent over the whole picture so it ruins the whole thing.
I just can't make it flat.
[QUOTE=Giraffen93;41711908]I don't know how to make them. They're tiling, but the color isn't consistent over the whole picture so it ruins the whole thing.
I just can't make it flat.[/QUOTE]
[I][B]Believe in yourself![/B][/I]
[QUOTE=BearsAteMyCat;41712165][I][B]Believe in yourself![/B][/I][/QUOTE]
but where should i start? :bees:
sometimes i use the shadow adjustment but it won't work now
[editline]4th August 2013[/editline]
[IMG]http://i.imgur.com/x6Yv0xd.gif[/IMG]
trying out some lighting
the arcade model doesn't really fit in this room sadly
[QUOTE=Giraffen93;41712275]
the arcade model doesn't really fit in this room sadly[/QUOTE]
Seems to fit ok to me
[QUOTE=Wigbig;41713617]Seems to fit ok to me[/QUOTE]
you don't really have access to the bookshelf
then again, you won't at my place either
If you're on one of the newer Source engine iterations, you should totally record the entire attract sequence out of MAME or something and use the video with that arcade machine using the entity used in portal 2 to put video on brush textiures. Sound too. That would make a glorious looking and sounding arcade map.
[QUOTE=Kuro.;41715292]If you're on one of the newer Source engine iterations, you should totally record the entire attract sequence out of MAME or something and use the video with that arcade machine using the entity used in portal 2 to put video on brush textiures. Sound too. That would make a glorious looking and sounding arcade map.[/QUOTE]
nah i'm on the 2013 build, don't think that's implemented
[t]http://cloud-2.steampowered.com/ugc/920144122854119224/4920BCA42A80DB67398BFE7D987736581E983EE4/[/t]
cgtextures put up a new bunch of textures so I tried that out.
Buildcubemaps doesn't work anymore on steampiped games including the SDK Base 2013. that's lame. I wonder how long it will take for Valve to fix it.
[QUOTE=Anthracite;41719628][t]http://cloud-2.steampowered.com/ugc/920144122854119224/4920BCA42A80DB67398BFE7D987736581E983EE4/[/t]
cgtextures put up a new bunch of textures so I tried that out.
Buildcubemaps doesn't work anymore on steampiped games including the SDK Base 2013. that's lame. I wonder how long it will take for Valve to fix it.[/QUOTE]
how is it even possible to use that many detail sprites?
[QUOTE=Giraffen93;41720055]how is it even possible to use that many detail sprites?[/QUOTE]
By limiting it to a fairly small area. Also, you could achieve a similar effect using grass props.
[QUOTE=Giraffen93;41720055]how is it even possible to use that many detail sprites?[/QUOTE]
there's a few rules to achieve that.
use a blend to give you the possibility to not have detailsprites in areas that cannot be seen by the player (a lot of people don't do this then cry they hit the 64k tri limit). Combine models and sprites, models are especially good for large areas, therefore you can greatly reduce the number of detailsprites needed to cover an area.
[QUOTE=Anthracite;41719628][t]http://cloud-2.steampowered.com/ugc/920144122854119224/4920BCA42A80DB67398BFE7D987736581E983EE4/[/t]
cgtextures put up a new bunch of textures so I tried that out.
[B]Buildcubemaps doesn't work anymore on steampiped games including the SDK Base 2013. that's lame. I wonder how long it will take for Valve to fix it.[/B][/QUOTE]
[url=http://facepunch.com/showthread.php?t=1293081]Fix.[/url]
[QUOTE=EvacX;41721169][url=http://facepunch.com/showthread.php?t=1293081]Fix.[/url][/QUOTE]
but doing this everytime is major ass
Boo fucking hoo
[QUOTE=EvacX;41721169][url=http://facepunch.com/showthread.php?t=1293081]Fix.[/url][/QUOTE]
ok thanks, that will do for now but I'm clearly not going to do that for each compile, only major compiles.
So I been working on a map for months. I got the idea of the project from playing GTAIV.
It's called "GM City".
[IMG_THUMB]http://cloud-2.steampowered.com/ugc/540705296271325898/41DDC054F0D621B580DAAA3C1115DB0B00DB7D5D/[/IMG_THUMB]
The image above is a small area as a sample of what it could look like in the future. I made the map to its max size possible in source. I wanted the map to where if you go somewhere, you can actually get lost if you don't know the landmarks or street names.
I decided to make use of the workshop community features by letting the community put there ideas for the project. On top of that, make use of the workshop update system to where if a user subscribed to the addon when it was first being released, months later, they can play the map and be shocked to see new things that were not there before. Let me know what you think or you can visit the workshop page below to help out.
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=137164355"]Steam Workshop - GM City[/URL]
[QUOTE=SpyShadow;41722003]So I been working on a map for months. I got the idea of the project from playing GTAIV.
It's called "GM City".
[IMG_THUMB]http://cloud-2.steampowered.com/ugc/540705296271325898/41DDC054F0D621B580DAAA3C1115DB0B00DB7D5D/[/IMG_THUMB]
The image above is a small area as a sample of what it could look like in the future. I made the map to its max size possible in source. I wanted the map to where if you go somewhere, you can actually get lost if you don't know the landmarks or street names.
I decided to make use of the workshop community features by letting the community put there ideas for the project. On top of that, make use of the workshop update system to where if a user subscribed to the addon when it was first being released, months later, they can play the map and be shocked to see new things that were not there before. Let me know what you think or you can visit the workshop page below to help out.
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=137164355"]Steam Workshop - GM City[/URL][/QUOTE]
Looks great thus far. The name is really generic, though.
[QUOTE=Giraffen93;41721195]but doing this everytime is major ass[/QUOTE]
It's really a question of, [I]do you want cubemaps or not?[/I]
[QUOTE=EvacX;41722682]It's really a question of, [I]do you want cubemaps or not?[/I][/QUOTE]
Yes but it's a bug that should be fixed
I've never had an issue with building cubemaps in TF2 since the steampipe update.
[QUOTE=Giraffen93;41722854]Yes but it's a bug that should be fixed[/QUOTE]
I know, nobody is saying it shouldn't. But that fix is the only publicly known way so far.
From the Blue Shift remake i'm working on:
[IMG]http://i.imgur.com/IC93APk.jpg[/IMG]
[IMG]http://i.imgur.com/8xhF5a0.jpg[/IMG]
[IMG]http://i.imgur.com/8zcE95O.jpg[/IMG]
[QUOTE=skyms2663;41730559]From the Blue Shift remake i'm working on:
[IMG]http://i.imgur.com/IC93APk.jpg[/IMG]
[IMG]http://i.imgur.com/8xhF5a0.jpg[/IMG]
[IMG]http://i.imgur.com/8zcE95O.jpg[/IMG][/QUOTE]
Looks really great, I love the atmosphere!
One thing though, the arched roof on the second picture looks kind of unsupportable. The support beams going along with it don't look that useful.
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