• The Official Facepunch Mapping WiP Thread v17: Carve Edition
    2,806 replies, posted
  • Avatar of Fulcrum
  • [QUOTE=Black-Ice;52865336]More brushes in that building than in my latest map I think jesus christ how did it not faint compiling it ...turn...turn it into a prop lol[/QUOTE] Turn the metaphorical dial to 11. Make it into a physbox
  • Avatar of Matt2468rv
  • About to release TTT_Nuclear_Power_V4, the final version of the map: [t]https://i.imgur.com/HOUqAWg.jpg[/t] [t]https://i.imgur.com/DrEBM7K.jpg[/t] [t]https://i.imgur.com/2vFugif.jpg[/t] [t]https://i.imgur.com/jaZigY8.jpg[/t] [t]https://i.imgur.com/nC5CkCM.jpg[/t] [t]https://i.imgur.com/F8fOIZy.jpg[/t] [t]https://i.imgur.com/BPIre1S.jpg[/t] [t]https://i.imgur.com/fOrtXfZ.jpg[/t]
  • Avatar of GaleTheHusky
  • WIP of my MilitaryRP map. I recently ripped the map in half in order to widen the roads and to add a freeway so don't mind the obvious gaps in the map. The road was only one lane previously and had to go. [T]https://pbs.twimg.com/media/DOHxcrKWsAAMplk.jpg[/T] [T]https://pbs.twimg.com/media/DOHxfqmW0AAfal4.jpg[/T] [T]https://pbs.twimg.com/media/DOHxuoNXkAIWFzw.jpg[/T] and here's a video: [video=youtube;hbTNbepgXlo]https://www.youtube.com/watch?v=hbTNbepgXlo[/video] My architecture could use some major improvement, and I need to make taller buildings to fill out the sky a bit more. Any critique or advice is appreciated as always.
  • Avatar of Props
  • [QUOTE=GaleTheHusky;52869187]WIP of my MilitaryRP map. I recently ripped the map in half in order to widen the roads and to add a freeway so don't mind the obvious gaps in the map. The road was only one lane previously and had to go. My architecture could use some major improvement, and I need to make taller buildings to fill out the sky a bit more. Any critique or advice is appreciated as always.[/QUOTE] The only thing that really stuck out to me is the sudden change in the overpass road. It seems a little unnatural, but other than that, I really like it!
  • Avatar of Yashirmare
  • [QUOTE=Matt2468rv;52866124]About to release TTT_Nuclear_Power_V4, the final version of the map: [/QUOTE] I hope you took the backdoor out of it. Edit: Rated dumb cause he put a backdoor in his V3 version of the map, sorry for being skeptical.
  • Avatar of simzboy
  • Started detailing the gas station in my L4D2 map. I've always struggled with lighting, so some advice would be nice. [t]https://i.imgur.com/dg4hZ1y.jpg[/t] [t]https://i.imgur.com/KcOwxGT.jpg[/t] [t]https://i.imgur.com/ZgpAECj.jpg[/t]
  • Avatar of Stiffy360
  • [QUOTE=Humin;52872896][t]https://i.imgur.com/62H12Oo.jpg[/t] Thanks NVidia.[/QUOTE] You can rebind the keys you know. In options. [QUOTE=simzboy;52872923]Started detailing the gas station in my L4D2 map. I've always struggled with lighting, so some advice would be nice. [t]https://i.imgur.com/dg4hZ1y.jpg[/t][/quote] IMO, it looks great as-is. Very nice and moody.
  • Avatar of GoldenHosp
  • [QUOTE=simzboy;52872923]Started detailing the gas station in my L4D2 map. I've always struggled with lighting, so some advice would be nice. [/QUOTE] Like stiffy said, I think the lighting is good as it is. Might want to add some sprites
  • Avatar of BlueSkilly
  • [T]https://i.imgur.com/KxCFsjr.jpg[/T] Just a little bit of a side project that may or may not see the light of day
  • Avatar of simzboy
  • [QUOTE=Stiffy360;52872969]IMO, it looks great as-is. Very nice and moody.[/QUOTE] [QUOTE=GoldenCumfart;52873273]Like stiffy said, I think the lighting is good as it is. Might want to add some sprites[/QUOTE]That's good to hear. Thanks. Sprites would help. I can't believe I forgot to add them :v:
  • Avatar of Cheezus
  • Playing with some GTA V textures (specifically, the ones from [url=https://youtu.be/UCiOHQJZ_m4?t=288]North Yankton[/url]), I want to do a full map with this style but unsure where I should go with it. Scenic map for sexy screenshots? Rally/general driving map? [t]https://steamuserimages-a.akamaihd.net/ugc/861738811116662834/835DD4C79AD867EB9088D74EB50A439D5C4C5E70/[/t] [t]https://steamuserimages-a.akamaihd.net/ugc/861738917448313471/1AE03DD5D3DABC63C76E8889FC81E0AEE473E78B/[/t] [t]https://steamuserimages-a.akamaihd.net/ugc/861738811116655124/C6D6467A8CE3D7AF02132C5241B10CA4B5720136/[/t]
  • Avatar of Mattscreab
  • i dont even remember why i thought making this atrocity would be a good idea [IMG]https://pp.userapi.com/c639617/v639617512/68024/WK2QiRNtoL4.jpg[/IMG]
  • Avatar of Lamarr
  • [QUOTE=Mattscreab;52876990]i dont even remember why i thought making this atrocity would be a good idea [IMG]https://pp.userapi.com/c639617/v639617512/68024/WK2QiRNtoL4.jpg[/IMG][/QUOTE] Reminds me of that one time our mapping hangout went on for too long. Thing started getting weird. [img]https://i.imgur.com/O3iBd6Qh.jpg[/img] [img]https://i.imgur.com/aodc1g2b.jpg[/img] [img]https://i.imgur.com/CqdThSLb.jpg[/img] [img]https://i.imgur.com/aputj5Yb.png[/img] [img]https://i.imgur.com/nvt4y5Fb.jpg[/img]
  • Avatar of -Patch
  • [QUOTE=simzboy;52872923]Started detailing the gas station in my L4D2 map. I've always struggled with lighting, so some advice would be nice. [t]https://i.imgur.com/dg4hZ1y.jpg[/t] [t]https://i.imgur.com/KcOwxGT.jpg[/t] [t]https://i.imgur.com/ZgpAECj.jpg[/t][/QUOTE] That looks very good! The lighting already looks great as it is however if you wanna give it an extra touch i recommend putting some 128 x 128 sprites near the lights and maybe some dimmer smaller sprites near places that produce few lighting such as the tv or the soda machine. Either way it already looks super good as it is so nice work. :D
  • Avatar of Matt2468rv
  • Planning on releasing TTT Nuclear Power V4 tomorrow if all goes as planned. For now, here's a trailer and showcase video: [U]Map Trailer[/U] [video=youtube;91ZiXTGXmzI]https://www.youtube.com/watch?v=91ZiXTGXmzI[/video] [U]Map Showcase[/U] [video=youtube;tQrtplAiuTQ]https://www.youtube.com/watch?v=tQrtplAiuTQ[/video]
  • Avatar of Firegod522
  • [QUOTE=Lamarr;52877282]Reminds me of that one time our mapping hangout went on for too long. Thing started getting weird. [img]https://i.imgur.com/O3iBd6Qh.jpg[/img] [img]https://i.imgur.com/nvt4y5Fb.jpg[/img][/QUOTE] I found these while I was digging through some old folders. [t]https://i.imgur.com/ZVDpUgq.png[/t] [t]https://i.imgur.com/puQ66X1.png[/t]
  • Avatar of MaddaCheeb
  • Been doing some more render code work on the game Turtleey and I are working on. Today I replaced the junk-looking vanilla projectedtexture shadows in favor of something a little more up-to-date [B]Before[/B] [thumb]https://i.imgur.com/SfZUfB3.png[/thumb] [B]After[/B] [thumb]https://i.imgur.com/2do4KBO.png[/thumb]
  • Avatar of TurtleeyFP
  • Also new is dynamic film grain, lens flare, chromatic abb. and seamless cutscenes, so we can finally give Call of Duty the replica it deserves. I'll ask here cause maybe they're still active, but we were looking at getting parallax mapping into Source 2013 (it seems to work in [url=https://www.youtube.com/watch?v=PFHD2le0PoM]EP1 with some code changes[/url]) and found some people who got it in SFM. [url]https://facepunch.com/showthread.php?t=1279138&p=41062377#post41062377[/url] [media]https://www.youtube.com/watch?v=UXKviuIeDYQ[/media] They never posted any tutorials or hints on where to start though. Does anyone know more about this?
  • Avatar of gamerpaddy
  • i tried adding some depth into textures with heightmap generated displacements. [t]https://i.imgur.com/plpIwWw.jpg[/t] oh god what have i done [t]https://i.imgur.com/Fd9mJWv.jpg[/t] atleast it compiled (125mb). but didnt want to run [IMG]https://i.imgur.com/ofehNdK.png[/IMG] edit: not even +r_hunkalloclightmaps 0 makes it work. :v:
  • Avatar of Magman77
  • It's a good concept but it'd need to be used for more niche applications than in such numbers. :v:
  • Avatar of Scatterbuns
  • Some light progress, mapping from eye is hard and some things need to be nudged around, but we're getting there. The biggest challenge I think will be making this playable/fun. (Ignore the mess on the TF2 one) [t]http://i63.tinypic.com/2wlt537.png[/t]
  • Avatar of simzboy
  • [QUOTE=-Patch;52879665]That looks very good! The lighting already looks great as it is however if you wanna give it an extra touch i recommend putting some 128 x 128 sprites near the lights and maybe some dimmer smaller sprites near places that produce few lighting such as the tv or the soda machine. Either way it already looks super good as it is so nice work. :D[/QUOTE]Followed your advice and tried to add some sprites. Dump incoming. [t]https://i.imgur.com/KcV9VNv.jpg[/t] [t]https://i.imgur.com/sfJNAsr.jpg[/t] [t]https://i.imgur.com/UCKsRFI.jpg[/t] [t]https://i.imgur.com/GmXkrZ0.jpg[/t] [t]https://i.imgur.com/g9yRfL2.jpg[/t] [t]https://i.imgur.com/Mmymy2A.jpg[/t] [t]https://i.imgur.com/u57DUOo.jpg[/t]
  • Avatar of Marbledemon
  • [QUOTE=simzboy;52887554]Followed your advice and tried to add some sprites. Dump incoming. [pics] [/QUOTE] That fog and lighting is killer, good job! The volumetric fog effect on that broken window is a nice touch, you really seem to have an eye for details like that - I also like the overall layout of the map, it feels very "organic" in a way; with a nice sense of spacial awareness in terms of height and detail clustering. Do you have custom soundscapes? They would really add to the mood and depth of the environment, even if it's a bit tricky to add custom sounds to L4D2 [editline].[/editline] maybe turn the metal roofs into displacements to give them more depth and help make the overall shape seem more organic and run-down, like this: [t]https://lh5.googleusercontent.com/-qASVwIh6l2E/TYp1jTWlJqI/AAAAAAAAIKA/BJByzYuAEEA/s1600/ShoolhseDavisBranchRoofWindows.jpg[/t][T]https://images.fineartamerica.com/images-medium-large/old-tin-roof-barn-ralph-hecht.jpg[/T]
  • Avatar of simzboy
  • [QUOTE=Marbledemon;52888563]Do you have custom soundscapes? They would really add to the mood and depth of the environment, even if it's a bit tricky to add custom sounds to L4D2 [/QUOTE]Right now I'm just using the premade soundscapes. I can't decide between a more rural sound (rustling leaves / crickets) or something more suburban like Death Toll (Dogs barking, distant gunfire.) If I could mix those two it would be perfect. Also, I like the idea with the roofs. Thanks for the help.
  • Avatar of HighVoltage
  • On the topic of soundscapes, is there any tools for working on them? Or is editing the txt file and running reload_soundscapes the only method? I've been working on them for rp_subterranean but the reload command seems to break them for me
  • I don't know why I did, but I spent 3 hours on this. [video=youtube;6-n3eeKJsmM]https://www.youtube.com/watch?v=6-n3eeKJsmM[/video] Made with relays & math counters. It's also sometimes off tempo, because source. [QUOTE][IMG]https://i.imgur.com/USvkKur.png[/IMG][/QUOTE] [QUOTE]running reload_soundscapes the only method?[/QUOTE] I'm guessing you're using garry's mod, so I'm not sure if it works there. I've used "soundscape_flush" in hl2 and it works alright.
  • Avatar of CookieManThing
  • I'm a beginner, does my map have a leak? [vid] https://giant.gfycat.com/DearCaringArabianoryx.webm [/vid] Yes, I had to put that gif on the TV.
  • Avatar of Cheezus
  • [QUOTE=CookieThing;52895241]I'm a beginner, does my map have a leak? [vid] https://giant.gfycat.com/DearCaringArabianoryx.webm [/vid] Yes, I had to put that gif on the TV.[/QUOTE] might wanna check ur compile log i think that door is leaking content: [t]https://steamuserimages-a.akamaihd.net/ugc/865117089052518703/9A7F79C6ED46C8A4D746E894EAAAD7F7653EBC97/[/t] making my basement because why not