• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
I cant see a single thing in any of your pictures. All I see is a black picture with a tiny bit of blue.
Yeah i'm gonna take your posts as troll posts from here on. On all my monitors i have it works great viewing them, even at work.
No really, we can hardly see anything.
Giraffen, if you are seeing what is on those images clearly then you are clearly seeing everything much brighter than everybody else is. Since you seem to be the only person here running a monitor that's just a colour changing diode array backlit by the corona of the sun, you might consider adjusting the brightness levels to within the actual human visual perception range.
[QUOTE=:smugspike:;41828452]Giraffen, if you are seeing what is on those images clearly then you are clearly seeing everything much brighter than everybody else is. Since you seem to be the only person here running a monitor that's just a colour changing diode array backlit by the corona of the sun, you might consider adjusting the brightness levels to within the actual human visual perception range.[/QUOTE] I have my monitor on its default setting, as with the one on my laptop and work monitor.
This only bothers me so much because it looks like a promising project and you've put time into it, it'd be a shame if the majority of players couldn't even see your hard work no? I'm not trying to apply any measure of subjectiveness to it, it's just that it's too damn dark man, default monitor settings or not the fact of the matter is that [I]most of us[/I] can't see it. :v:
[QUOTE=:smugspike:;41828473]This only bothers me so much because it looks like a promising project and you've put time into it, it'd be a shame if the majority of players couldn't even see your hard work no? I'm not trying to apply any measure of subjectiveness to it, it's just that it's too damn dark man, default monitor settings or not the fact of the matter is that [I]most of us[/I] can't see it. :v:[/QUOTE] Try turning off the lights and fullscreen the picture, as it's meant to be played. Playing horror games in broad daylight kinda defeats the purpose.
I think you guys should stop viewing the thumbed images and actually view it fullsize, it's easy for me to see what's there.
[QUOTE=Giraffen93;41827602][t]http://i.imgur.com/kfPTUK1.jpg[/t] made a lot of improvements with the node map, and added more rooms to everything[/QUOTE] Wouldn't it be better to run nav_generate from console? I thought NPCs can run on NextBot now, or am I mssing something?
[QUOTE=Wigbig;41828600]Wouldn't it be better to run nav_generate from console? I thought NPCs can run on NextBot now, or am I mssing something?[/QUOTE] [IMG]http://i.imgur.com/PzeqXsu.png[/IMG] what?
I don't know why it isn't working, I've used it in gmod and it has worked. Check this I guess: [url]https://developer.valvesoftware.com/wiki/Navigation_Meshes[/url]
[QUOTE=Wigbig;41828766]I don't know why it isn't working, I've used it in gmod and it has worked. Check this I guess: [url]https://developer.valvesoftware.com/wiki/Navigation_Meshes[/url][/QUOTE] I use self-compiled SDK 2013 binaries
[QUOTE=elih595;41828183]I cant see a single thing in any of your pictures. All I see is a black picture with a tiny bit of blue.[/QUOTE] His images honestly aren't that dark. You may have turned your monitors brightness down a lot.
[QUOTE=Dr.Cola;41828513]I think you guys should stop viewing the thumbed images and actually view it fullsize, it's easy for me to see what's there.[/QUOTE] Looks fine on my end as well when viewed fullscreen
[QUOTE=Firegod522;41694295]Here is a 4k version of a skybox i'm working on. I'm sorry about the color banding, there isn't much I can do about that. Thought maybe somebody wanted to use it as a bg or something. [url]https://dl.dropboxusercontent.com/u/3779442/Screenshots/sky_night4k.png[/url] File size is pretty large.[/QUOTE] So it actually turned out i was not able to retain the fidelity across the whole skybox. Although it is similar, the clouds have been edited. This is currently one side. [t]https://dl.dropboxusercontent.com/u/3779442/Screenshots/004-3.png[/t] Bonus: [url]https://dl.dropboxusercontent.com/u/3779442/Screenshots/baby_day.gif[/url]
[QUOTE=Giraffen93;41828618][IMG]http://i.imgur.com/PzeqXsu.png[/IMG] what?[/QUOTE] nav_generate_incremental is the command, dunno if nextbot is in SDJ 2013 however Also pretty sure stock NPCS are still on node graphs in gmod. I've only seen nextbot bots coded in.
[QUOTE=GameDev;41831297]nav_generate_incremental is the command, dunno if nextbot is in SDJ 2013 however Also pretty sure stock NPCS are still on node graphs in gmod. I've only seen nextbot bots coded in.[/QUOTE] I have heard of these nextbots, don't know anything about them. I have no nav_ commands in my console, so i guess not. [editline]14th August 2013[/editline] [url]http://screenshotcomparison.com/comparison/36655[/url] Is this new flashlight good? Don't know where else to post it.
[QUOTE=Giraffen93;41832485]I have heard of these nextbots, don't know anything about them. I have no nav_ commands in my console, so i guess not.[/QUOTE] Nextbot is the AI system used to power the zombies in L4D. Not only is it a gigantic improvement on the mobility and path finding of the zombies, it also allows for quadruple the amout of NPCS that would normally lag out a server. Rather than using nodes created in hammer, it utilizes a navigation mesh system generated and tweaked in game. Garry recently added support for it, though it has to be utilized via lua. GMod and the L4D's are the only games that have it I guess.
[QUOTE=GameDev;41833822]Nextbot is the AI system used to power the zombies in L4D. Not only is it a gigantic improvement on the mobility and path finding of the zombies, it also allows for quadruple the amout of NPCS that would normally lag out a server. Rather than using nodes created in hammer, it utilizes a navigation mesh system generated and tweaked in game. Garry recently added support for it, though it has to be utilized via lua. GMod and the L4D's are the only games that have it I guess.[/QUOTE] I'm sure I remember something about TF2 having it as well for the bots.
[QUOTE=samuel2213;41833857]I'm sure I remember something about TF2 having it as well for the bots.[/QUOTE] Now that i think about it CSGO might have it too
I haven't done a lot in a long time, so I threw this dev textured mess together just to see if I could still make something decent looking. It's looking pretty neat so far, I'll probably texture it all after I get some sleep. [IMG]http://dumpt.com/img/files/q1tg2n1085kd6m85pcfj.png[/IMG] Edit: Thanks for letting me know, wazanator.
Nextbots are not in SDK 2013 but I think they might be in Alien Swarm in a hybrid form. For some odd reason I remember creating navmeshes using the same process as l4d2 but I know you can still use node placement in hammer. @Jazer you didn't properly link your image, you need to use the share link button in dropbox not just copy paste the url :P
[QUOTE=Grenade Man;41820433]That looks very much stunning. The first map of its kind I believe. However I have to say your choice of detail sprites is pretty poor and the caves look pretty bad when compared to the rest of the map (especially the last picture.) I think the map would also benefit a lot from some $blendmodulatetexture's and maybe $seamless scale if you can get it to look right. (especially in the caves)[/QUOTE] Thanks for the feedback! We are already using both those techniques - concerning the last image, the caves are actually pitch black. For the screenshot I threw in a few lights in Garry's Mod. [QUOTE=gnomkillah;41823375]Those props look fantastic do you have any links for downloading them? Mostly the foliage that I'm interested in.[/QUOTE] When we post the thread for the map download, Stinger will post a reply with a link to the props. [t]http://cloud.steampowered.com/ugc/576745738790264061/8308B99B7457324B1DDEF6D389492548F92111FF/[/t] Gotta love Gmod's sky/fog editors and messing with colour correction.
[QUOTE=GameDev;41834111]Now that i think about it CSGO might have it too[/QUOTE] Alien Swarm branch has it too alongside it's own version of the L4D director.
I managed to get vehicles working in csgo using prop_vehicle. [media]http://www.youtube.com/watch?v=EQP6vY1RT88[/media] I had to write a vscript to handle enter/exiting the vehicle along with it's controls because prop_vehicle can only be controlled by inputs and prop_vehicle_driveable is broken. Also there's no sounds because prop_vehicle doesn't support sounds for whatever reason.
Stuff I probably won't finish: [T]http://i.imgur.com/ZstSWxG.jpg[/T] [T]http://i.imgur.com/ZsvjZ6n.jpg[/T]
For some reason I really like that lighting.
The lighting is a smidge too dark in th elevator with those 2 big florescent lights.
For those who ne'er venture beyond the Pimpage thread (I myself am a culprit), the big tropical island map has been released! c: [video=youtube;WX96FxVrMwY]http://www.youtube.com/watch?v=WX96FxVrMwY[/video] [URL]http://facepunch.com/showthread.php?t=1299157[/URL] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=169600867"][IMG]http://db.tt/7PTf0jEF[/IMG][/URL]
[IMG]http://i.imgur.com/cuuRdiQ.jpg[/IMG] Creating custom textures and having them work the way you want is frustrating, but the results can be worth it. there needs to be better tutorials created for creating textures, especially when you get into advanced techniques.
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