• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=HoliestCow;41885689]Then dont post in here. This is a thread for posting images that you want feed back on to improve.[/QUOTE] the title and op suggests that it's for posting wip's in. i really don't have anything else that i can post except midgaard stuff [QUOTE=NateDude;41885826]You should try it sometime, you might be pleasently suprised at what you can accomplish.[/QUOTE] i never feel proud of anything i do i can never take praise either
[QUOTE=Giraffen93;41885872]the title and op suggests that it's for posting wip's in. i really don't have anything else that i can post except midgaard stuff i never feel proud of anything i do i can never take praise either[/QUOTE] Go talk to a therapist or some shit.
[QUOTE=Pyth;41886092]Go talk to a therapist or some shit.[/QUOTE] i am, it's not really helping nobody can fix my mental issues
[QUOTE=Giraffen93;41885493]i don't like change, pretty much there's an ignore feature here[/QUOTE] If you don't like change then how did you even start mapping? And I don't see how using HDR is change, it's been there for you to use since forever. Anyway about your screenshot which should probably be in the question mega thread, it looks like you have a light entity placed right infront of that light model. light entities are used for lighting up areas, not one wall. What I would do is put a light_spot at the light model which will resemble the light that the model projects, then place a dimmer normal light entity in the middle of the area that is being lit up to produce some ambient light. Next time you should really post stuff like this in the question thread, since all you have done here is posted something that doesn't look nice and pretty much said 'I don't like this'.
[QUOTE=Wigbig;41886139]If you don't like change then how did you even start mapping? And I don't see how using HDR is change, it's been there for you to use since forever. Anyway about your screenshot which should probably be in the question mega thread, it looks like you have a light entity placed right infront of that light model. light entities are used for lighting up areas, not one wall. What I would do is put a light_spot at the light model which will resemble the light that the model projects, then place a dimmer normal light entity in the middle of the area that is being lit up to produce some ambient light. Next time you should really post stuff like this in the question thread, since all you have done here is posted something that doesn't look nice and pretty much said 'I don't like this'.[/QUOTE] i wanted to make maps, sperglord creativity not in 2006 sdk well a light like that isn't really a spotlight is it? it would illuminate like... 270 degrees at least.
[QUOTE=Giraffen93;41886107]i am, it's not really helping nobody can fix my mental issues[/QUOTE] It's not helping because you aren't opening up. Putting up your Patronus for him to feed off of isn't how therapists work, you have to get to the nitty gritty with them and understand unconditionally what they have to say and suggest. They aren't members of the general public that ruthlessly judge you based on first impressions, they're more like latex-gloved mental engineers that you need to learn to trust and accept.
[QUOTE=Pyth;41886168]It's not helping because you aren't opening up. Putting up your Patronus for him to feed off of isn't how therapists work, you have to get to the nitty gritty with them and understand unconditionally what they have to say and suggest. They aren't members of the general public that ruthlessly judge you based on first impressions, they're more like latex-gloved mental engineers that you need to learn to trust and accept.[/QUOTE] i don't even know what's wrong, it's always been like this i just shrug off my victories. depressed too so it's not really helping
[QUOTE=Giraffen93;41886166]i wanted to make maps, sperglord creativity not in 2006 sdk well a light like that isn't really a spotlight is it? it would illuminate like... 270 degrees at least.[/QUOTE] if you don't understand this screenshot then I give up. [img]http://s23.postimg.org/lvwreedej/Untitled.png[/img]
[QUOTE=Wigbig;41886262]if you don't understand this screenshot then I give up. [img]http://s23.postimg.org/lvwreedej/Untitled.png[/img][/QUOTE] [t]http://i.imgur.com/epuaBI0.jpg[/t] never actually used 90 degree angles before v:v:v but damn i need to make this map darker, this thread's advice has killed the spooky feeling
If you don't feel comfortable about using a new feature do what I do and make a test map and just start trying different things. I have an entire folder full of the darn things.
[QUOTE=wazanator;41886503]If you don't feel comfortable about using a new feature do what I do and make a test map and just start trying different things. I have an entire folder full of the darn things.[/QUOTE] can't filter out the prefabs but my folders contain almost 3k vmf's [editline]19th August 2013[/editline] [IMG]http://i.imgur.com/GFuGLAc.png[/IMG] first map ever made, 2006-11-23 20:11
[QUOTE=Giraffen93;41886378] but damn i need to make this map darker, this thread's advice has killed the spooky feeling[/QUOTE] In this map: [t]http://cloud-3.steampowered.com/ugc/633037742811267330/BDA62BD42F921939E39F7B4D6369CCE8BC36045A/[/t] I parented some ambient_generic (zombie sounds) to various invisible func_rotating brushes around the map to create the impression of moving zombies. The ambient_generic entities were randomly played by a logic_timer. The fog is also pretty close as well, but yeah, sounds are a good way of making it that bit spookier.
[QUOTE=Wigbig;41886698]In this map: [t]http://cloud-3.steampowered.com/ugc/633037742811267330/BDA62BD42F921939E39F7B4D6369CCE8BC36045A/[/t] I parented some ambient_generic (zombie sounds) to various invisible func_rotating brushes around the map to create the impression of moving zombies. The ambient_generic entities were randomly played by a logic_timer. The fog is also pretty close as well, but yeah, sounds are a good way of making it that bit spookier.[/QUOTE] yeah i know, i have dozens of ambient_generics placed out, and recently started with soundscapes too [editline]19th August 2013[/editline] [t]http://i.imgur.com/VVV80as.jpg[/t] wow damn
[QUOTE=Giraffen93;41884324][t]http://i.imgur.com/nKQGYJz.jpg[/t] this is what i wanted to avoid[/QUOTE] Its funny because this wouldn't even happen if you knew how to use light entities properly.
[QUOTE=Grenade Man;41889278]Its funny because this wouldn't even happen if you knew how to use light entities properly.[/QUOTE] it didn't look bad when i had hdr turned off never really cared about lights either, i usually use the regular entity
[QUOTE=Giraffen93;41889343]it didn't look bad when i had hdr turned off never really cared about lights either, i usually use the regular entity[/QUOTE] Is there anything you do care about?
[QUOTE=Zay333;41889505]Is there anything you do care about?[/QUOTE] not really, no i do my stuff out of boredom
[QUOTE=Giraffen93;41886378][t]http://i.imgur.com/epuaBI0.jpg[/t] never actually used 90 degree angles before v:v:v but damn i need to make this map darker, this thread's advice has killed the spooky feeling[/QUOTE] bump up the lightmap scale on those surfaces. don't use pure white light; try playing around with light green, blue, orange or yellow (i use those often at least). add more detail too, especially on that shed thing you have going on. and one more thing, darkness isn't the be all, end all of things that make a 'spooky' map.
[QUOTE=Azzator;41889567]bump up the lightmap scale on those surfaces. don't use pure white light; try playing around with light green, blue, orange or yellow (i use those often at least). add more detail too, especially on that shed thing you have going on. and one more thing, darkness isn't the be all, end all of things that make a 'spooky' map.[/QUOTE] I don't really see any jagged lightmaps.. The light is blue, i never use white lights. The entdata is at 80%, i have heard it can go higher but the map gives off a low fps already so i can't really add more detail.
[QUOTE=Giraffen93;41889609]I don't really see any jagged lightmaps.. The light is blue, i never use white lights. The entdata is at 80%, i have heard it can go higher but the map gives off a low fps already so i can't really add more detail.[/QUOTE] sorry but it looked pure white from my screen. :v: for the entdata, i don't think you should worry about that unless you're adding dynamic or physics props. aren't static props/detail brushes excluded from the count?
[QUOTE=Azzator;41889636]sorry but it looked pure white from my screen. :v: for the entdata, i don't think you should worry about that unless you're adding dynamic or physics props. aren't static props/detail brushes excluded from the count?[/QUOTE] Not sure. I have a lot of props, pretty low fps if you dizable z clipping
[QUOTE=Azzator;41889636]sorry but it looked pure white from my screen. :v: for the entdata, i don't think you should worry about that unless you're adding dynamic or physics props. aren't static props/detail brushes excluded from the count?[/QUOTE] func_detail contributes to the TJunc/Water Indice limit
god damnit volumetrical fog would add so much atmosphere and env_projectedtexture is broken when multiple lights are used
some more BMS stuff [img]http://filesmelt.com/dl/13540830642081628378_2013-08-19_00001.png[/img] the same scene from a different angle [thumb]http://filesmelt.com/dl/13540830642081628378_2013-08-19_00002.png[/thumb] should i make the room evenly lit or do you guys like the dim lighting so far?
[QUOTE=Giraffen93;41891839]god damnit volumetrical fog would add so much atmosphere and env_projectedtexture is broken when multiple lights are used[/QUOTE] Because projectedtexture only allows one max You could try enabling and disabling them with I/Oh wait
[QUOTE=Azzator;41892024]some more BMS stuff [img]http://filesmelt.com/dl/13540830642081628378_2013-08-19_00001.png[/img] the same scene from a different angle [thumb]http://filesmelt.com/dl/13540830642081628378_2013-08-19_00002.png[/thumb] should i make the room evenly lit or do you guys like the dim lighting so far?[/QUOTE] Looks good so far, I think it would look even better to make that fluorescent light in the corner on the first image flash every now and then, like it has been hit by a bullet or something. It could make sense with the dead scientist in the scene.
[QUOTE=GameDev;41892266]Because projectedtexture only allows one max You could try enabling and disabling them with I/Oh wait[/QUOTE] I fixed it in the source code so it allows more than one but it's still broken. Nothing wrong with it, my whole map is driven off of it
[t]http://i.imgur.com/nffM1Pd.jpg[/t] So now i have it like i want it, but it needs to be darker. How would i accomplish that? It's like some brightness setting in-game is turned up.
Color correction?
[QUOTE=Ott;41895487]Color correction?[/QUOTE] I have tried to use it and jesus christ is it complicated. Isn't it gonna be darker inside houses too?
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