[QUOTE=comet1337;35277850]i remember there being a 512^3 contest a few years ago.
and this is bloody FUN!
[sp]plus ill lua script a few entities and weapons and make npc survival thingie[/sp]
[editline]24th March 2012[/editline]
yeah, the same guy who made gm_apocalypse.
hazrd24, was it?[/QUOTE]
That's him.
[media]http://www.youtube.com/watch?v=fmWZEg0HYoE[/media]
yeah thats the one.
i infact had 60% of my current maps inspiration from there
This was my first map. I made it for CS:S, and thought it would still work on gmod. I even had loads of CS:S exclusive entities in the map too... (Hey, at least the arch was made using clip and not carve)
[url]http://www.garrysmod.org/downloads/?a=view&id=96457[/url]
We need another 512^3 competition soon, those were always the best types of comps because loads of people entered.
[QUOTE=ZombieDawgs;35278550]We need another 512^3 competition soon, those were always the best types of comps because loads of people entered.[/QUOTE]
Agreed since I'm quite a new member here I wouldn't mind at all reusing old topics. The veterans could also see how they have improved by comparing their old and new maps.
Hmm, 32 bit depth was suprisingly easy to do.
[t]http://cloud.steampowered.com/ugc/596965974992891795/81635F954358E90BDEF0350BE00B244166EB8731/[/t]
Crappy outline shader ahoy!
[t]http://cloud.steampowered.com/ugc/596965974992877276/53781623F1E3EFA8EA0475B8D034872A1CD86EE1/[/t]
[t]http://cloud.steampowered.com/ugc/596965974992885904/22F14AE5D47AB6A30882462DDA645BB25143BF7A/[/t]
Maybe I'll find a use for this eventually.
[QUOTE=oskutin;35279241][IMG]http://chuckmanchicagonostalgia.files.wordpress.com/2012/02/postcard-chicago-elevated-train-stopping-at-belmont-station-people-on-platform-1982.jpg?w=510&h=342[/IMG]
CS_assault much?[/QUOTE]
ahhh...from back in the days where everything was black and white.
[QUOTE=oskutin;35279241][IMG]http://chuckmanchicagonostalgia.files.wordpress.com/2012/02/postcard-chicago-elevated-train-stopping-at-belmont-station-people-on-platform-1982.jpg?w=510&h=342[/IMG]
CS_assault much?[/QUOTE]
Isn't that the exact same sign too? Either that or the only difference is the name of the station.
[IMG]http://t3.gstatic.com/images?q=tbn:ANd9GcQNWW3i-j1O1wtmX50r2qEKBz2d--LNuhFO8MLoRvxEMsPvV9WpdeiKwS26[/IMG]
[editline]25th March 2012[/editline]
Also caught flu from somewhere :pwn:
[video=youtube;SPi8Sgqe-U0]http://www.youtube.com/watch?v=SPi8Sgqe-U0&feature=related[/video]
I find that whenever I'm mapping for TF2, the soundtracks of old 60's and 70's action movies work extremely well for atmosphere. Particularly the work of Lalo Schiffrin.
Aha! finally got a blog post up :)
[url]http://darkironphoenix.blogspot.co.uk/[/url]
You can thank my luke warm bath for this...
[QUOTE=Legend286;35279200]
Crappy outline shader ahoy!
[t]http://cloud.steampowered.com/ugc/596965974992877276/53781623F1E3EFA8EA0475B8D034872A1CD86EE1/[/t]
[t]http://cloud.steampowered.com/ugc/596965974992885904/22F14AE5D47AB6A30882462DDA645BB25143BF7A/[/t]
Maybe I'll find a use for this eventually.[/QUOTE]
I WANT THAT. Seriously, I've been bugging a countless people to make me exactly what you've done there.
[QUOTE=glitchvid;35271876]Can one of the "better" mappers start on his own gmod 13 construct, the person working on it as of now is .... sub par.
Thinking of Firegod, Gamedev, Oskutin.[/QUOTE]
I've volunteered multiple times for that, shot down every time. The optimization is awful at this point, and a there's a shit ton of texture allignnment that needs to be done.
And they still haven't added the concrete area like they said they would.
[QUOTE=GameDev;35281260]I've volunteered multiple times for that, shot down every time. The optimization is awful at this point, and a there's a shit ton of texture allignnment that needs to be done.
And they still haven't added the concrete area like they said they would.[/QUOTE]
Make a fresh map, get everyone in mapping forum to say how awesome it is. Get someone else to say how much better it is than other. Show to garry, hell pick the more popular map (yours by design) and there you go :)
[QUOTE=GameDev;35281260]I've volunteered multiple times for that, shot down every time. The optimization is awful at this point, and a there's a shit ton of texture allignnment that needs to be done.
And they still haven't added the concrete area like they said they would.[/QUOTE]
Denying GameDev to a community project... guess they want it finished.
[QUOTE=Deadchicken;35280998]I WANT THAT. Seriously, I've been bugging a countless people to make me exactly what you've done there.[/QUOTE]
It's rather slow compared to without the high precision depth pass (because I have to render everything again to a RGBA32F RT in order for this to work.) But I guess if you aren't using a huge amount of shit you won't really have any performance issues. I'll commit my mod svn, which you can find [url=http://mod.legend286.co.uk]here.[/url]
If you decide you don't want the performance hit (and use my mod for something else) you can just disable the depth pass in the post process chain precache list, and maybe enable the bloom & anamorphic flares examples I made as they're pretty cool too.
The shader isn't really implemented at the moment, so for now I suggest you find my postproc_noise vmt and change the shader to postproc_toon ;)
[QUOTE=cwook;35281323]Denying GameDev to a community project... guess they want it finished.[/QUOTE]
cute
[QUOTE=GameDev;35281362]cute[/QUOTE]
sorry it was a mean joke
Oh and GameDev linked me to his map (I wanted to take pictures on a map that wasn't full of other visual noise, and thought of how nice his marbleblast ultra map was.)
Combined with scene:
[t]http://cloud.steampowered.com/ugc/596965974995555959/8F42695175C530F342A26055A0EAD5DE22331358/[/t]
Outline debug:
[t]http://cloud.steampowered.com/ugc/596965974995555092/228E3645D91B353AE4609A2A359F0F156DE56234/[/t]
Depth:
[t]http://cloud.steampowered.com/ugc/596965974995554504/B71319BF6A4F7F1F3B3E8E0320C15995514B9947/[/t]
Bonus, I took a picture of just the outlines from above the map, it looked pretty cool but also pretty funky in some areas because of how shitty my outline shader is. Could be useful in some sort of artistic game.
[t]http://cloud.steampowered.com/ugc/596965974995570957/9D8AA85551BF22E200D5928E251C6D82B50DBAAC/[/t]
[QUOTE=Legend286;35281340]It's rather slow compared to without the high precision depth pass (because I have to render everything again to a RGBA32F RT in order for this to work.) But I guess if you aren't using a huge amount of shit you won't really have any performance issues. I'll commit my mod svn, which you can find [url=http://mod.legend286.co.uk]here.[/url]
If you decide you don't want the performance hit (and use my mod for something else) you can just disable the depth pass in the post process chain precache list, and maybe enable the bloom & anamorphic flares examples I made as they're pretty cool too.
The shader isn't really implemented at the moment, so for now I suggest you find my postproc_noise vmt and change the shader to postproc_toon ;)[/QUOTE]
Its slow because your doing it in post....
Looks sexy none the less, you should stop wasting perf though, and add a SMAA shader.
Please ?
[QUOTE=Mr Anonymous;35272189]I have just realised, am I like the only guy on Facepunch that has a space in my name? I swear, I have not seen ANYONE else with one.[/QUOTE]
*cough*
[QUOTE=glitchvid;35283523]Its slow because your doing it in post....
Looks sexy none the less, you should stop wasting perf though, and add a SMAA shader.
Please ?[/QUOTE]
It's slow because I'm rendering the scene again, not because I'm doing it post.
env_spritetrail
A magical trail you can parent to anything you heart desires.
im gonna parent a unicorn to it
Grapes taste pretty good
[editline]25th March 2012[/editline]
Bananas too
I far prefer legends construct. Mainly because he hasn't stuck a bloody block of flats in it.
I like those tenements, but their interior is bad.
I just don't see the point. They have added tenements, but no phx tracks, which is bizzare. It really is rp_construct.
[QUOTE=IronPhoenix;35286241]I just don't see the point. They have added tenements, but no phx tracks, which is bizzare. It really is rp_construct.[/QUOTE]
You know what game mode he plays ;) ITs a shame the exterior of the buildings look a nice improvement but that space inside is just plain shabby. He needs a concise list of what people what for a build map and to just go for it. At the moment he seems to just be thinking. "I feel like adding some stairs here" "maybe I'll add a way inside the buildings"
[QUOTE=IronPhoenix;35286241]I just don't see the point. They have added tenements, but no phx tracks, which is bizzare. It really is rp_construct.[/QUOTE]
Their interios doesn't have anything to do with rp.
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