• The Facepunch "Map Pimpage/WIP" Thread V14
    9,243 replies, posted
  • Avatar of Brandon
  • [QUOTE=Armageddon104;34500161]I thought the previous thread was infinite? Oh well.[/QUOTE] I read in the question thread he closes the larger threads at the end of every month if they reach a certain post count I think.
  • Avatar of Juniez
  • [img]http://media.moddb.com/images/members/1/96/95390/scifi_texture0000.jpg[/img]
  • Avatar of Legend286
  • Made a lightmap ubershader for me, Firegod522 and Kukiric's collab project (the map is a test so don't bitch.) It has scrolling clouds (with three phased textures, adding a lot of variation when you're on the ground, but doesn't solve repeating which won't be an issue anyway,) normalmapping, and a single huge texture for colour detail. I can also support just about everything, I just have to add said functionality to the shader which is great. [t]http://cloud.steampowered.com/ugc/649878595620620321/AE586E0AE8ACA70C4A70EA5AE5BD6E048E1FE395/[/t] [t]http://cloud.steampowered.com/ugc/649878595620621376/4129474769ACF4A990C4152CA523761FC9605117/[/t] And the vmt for my shader, hehehe. [code]"editor_shader" { "$shadername" "lightmap_uber" // Shader "$maptexture" "collab/kukiric/map1_detail" // Whole-map texture // Detail textures "$detailtexture" "collab/legend286/sand_a_diffuse" // Albedo "$detailtexture2" "collab/legend286/sand_a_normal" // Normal "$detailuv" "256" // Detail tiling // Cloud textures "$cloud" "collab/legend286/cloud001a" // Clouds "$clouduv" "8" // Cloud scale (whole map) "$cloudscroll1" "[ 0.0025 0.001 ]" // Cloud scroll 1 "$cloudscroll2" "[ 0.005 0.0025 ]" // Cloud scroll 2 "$cloudscroll3" "[ 0.0075 0.0025 ]" // Cloud scroll 3 // Reflectivity and other shit "$reflectivity" "[ 0.521569 0.447059 0.411765 ]" // ADD SHIT - Legend286 }[/code]
  • Avatar of Skerion
  • Does anyone else find it a huge pain in the ass to construct suburban houses in Hammer? It it so for me because I can never get the proportions to look right and the references I use aren't enough for me.
  • Avatar of Pyth
  • [QUOTE=Skerion;34504996]Does anyone else find it a huge pain in the ass to construct suburban houses in Hammer? It it so for me because I can never get the proportions to look right and the references I use aren't enough for me.[/QUOTE] Try making an exact replica of your house. Best reference you can possibly have.
  • Avatar of HoliestCow
  • GameDev is the GREATEST FUCKING 14 YEAR OLD I FUCKING KNOW AND I DONT MEAN IT IN A SEXUAL WAY HE IS THE BROIST BRO YOU COULD HAVE. IF HE WAS 21 I WOULD BUY HIM A DRINK!
  • Avatar of GameDev
  • The map is done, just have to fix the damn skybox [editline]1st February 2012[/editline] homework first
  • Avatar of Kuro.
  • [QUOTE=Legend286;34504957]Made a lightmap ubershader for me, Firegod522 and Kukiric's collab project (the map is a test so don't bitch.) It has scrolling clouds (with three phased textures, adding a lot of variation when you're on the ground, but doesn't solve repeating which won't be an issue anyway,) normalmapping, and a single huge texture for colour detail. I can also support just about everything, I just have to add said functionality to the shader which is great. [t]http://cloud.steampowered.com/ugc/649878595620620321/AE586E0AE8ACA70C4A70EA5AE5BD6E048E1FE395/[/t] Wait, you can make/edit your own shaders now? Someone make a version of LightmappedGeneric that supports phong/rimlighting. [t]http://cloud.steampowered.com/ugc/649878595620621376/4129474769ACF4A990C4152CA523761FC9605117/[/t] And the vmt for my shader, hehehe. [code]"editor_shader" { "$shadername" "lightmap_uber" // Shader "$maptexture" "collab/kukiric/map1_detail" // Whole-map texture // Detail textures "$detailtexture" "collab/legend286/sand_a_diffuse" // Albedo "$detailtexture2" "collab/legend286/sand_a_normal" // Normal "$detailuv" "256" // Detail tiling // Cloud textures "$cloud" "collab/legend286/cloud001a" // Clouds "$clouduv" "8" // Cloud scale (whole map) "$cloudscroll1" "[ 0.0025 0.001 ]" // Cloud scroll 1 "$cloudscroll2" "[ 0.005 0.0025 ]" // Cloud scroll 2 "$cloudscroll3" "[ 0.0075 0.0025 ]" // Cloud scroll 3 // Reflectivity and other shit "$reflectivity" "[ 0.521569 0.447059 0.411765 ]" // ADD SHIT - Legend286 }[/code][/QUOTE]
  • Avatar of Pyth
  • [QUOTE=HoliestCow;34505137]GameDev is the GREATEST FUCKING 14 YEAR OLD I FUCKING KNOW AND I DONT MEAN IT IN A SEXUAL WAY HE IS THE BROIST BRO YOU COULD HAVE. IF HE WAS 21 I WOULD BUY HIM A DRINK![/QUOTE] If he had a JOB, he could buy his own drink.
  • Avatar of Legend286
  • [QUOTE=Kuro.;34505609]Wait, you can make/edit your own shaders now? Someone make a version of LightmappedGeneric that supports phong/rimlighting.[/QUOTE] Uh, you've always been able to make your own shaders. This is in my own mod, and the shaders were made using the Source Shader Editor which Biohazard made (he's popular for his source mod which has fully dynamic lighting, cel shading and etc.) Might as well post "content" even if it's not mapping related (really.) [t]http://cloud.steampowered.com/ugc/649878595621164927/D2CC725163019869A63933191F7D12E1DCBF18F0/[/t] Don't even ask.
  • Avatar of Firegod522
  • [QUOTE=Kuro.;34505609][B]Wait, you can make/edit your own shaders now?[/B] Someone make a version of LightmappedGeneric that supports phong/rimlighting. [/QUOTE] Well you already could if you knew how to set up everything for a mod. [url]https://developer.valvesoftware.com/wiki/Category:SourceShaderEditor[/url] [editline]1st February 2012[/editline] Wow come on
  • Avatar of GameDev
  • [img]http://i.imgur.com/WR0zu.jpg[/img] Just have to touch up the skybox and it's done
  • Well been working on this for a couple of days. [thumb]http://cloud.steampowered.com/ugc/648752695694439326/07F2C9323DD7B332FBAD954032AF31FF9853F929/[/thumb][thumb]http://cloud.steampowered.com/ugc/648752695694435126/1332B7DBBFD7E8B0A86A2A667272F962359A6D72/[/thumb] [thumb]http://cloud.steampowered.com/ugc/648752695694436071/8F06CB66F70EAFF659558221E2080311F51F03B1/[/thumb][thumb]http://cloud.steampowered.com/ugc/648752695694437724/BB6CE7B1B885B2BAB42EFA1D4995ADAA90D7CE15/[/thumb] [thumb]http://cloud.steampowered.com/ugc/648752695694434390/E73954FE8BDB5C697021D238CE65EF563438B2F6/[/thumb][thumb]http://cloud.steampowered.com/ugc/648752695696838922/FFEAD189A0851CE796DA3336A68C9EB607E34ACD/[/thumb]
  • Avatar of Aurora93
  • [QUOTE=HoliestCow;34505137]GameDev is the GREATEST FUCKING 14 YEAR OLD I FUCKING KNOW AND I DONT MEAN IT IN A SEXUAL WAY HE IS THE BROIST BRO YOU COULD HAVE. IF HE WAS 21 I WOULD BUY HIM A DRINK![/QUOTE] yeah well not all of us can say the same
  • Avatar of jeimizu
  • [QUOTE=CG Scavenger;34506472]Well been working on this for a couple of days. [thumb]http://cloud.steampowered.com/ugc/648752695694437724/BB6CE7B1B885B2BAB42EFA1D4995ADAA90D7CE15/[/thumb][/QUOTE] Looks rather blocky. Make the trim stick out a little, and maybe make the windows pushed in a bit. A few little details like that can make a building look a lot nicer. [t]http://i.imgur.com/qaDtP.png[/t]
  • Avatar of Dosycool
  • Continued work in progress on [URL="http://www.facepunch.com/threads/1146001"]City Freerun[/URL] [IMG]http://i.imgur.com/27lGh.jpg[/IMG] [IMG]http://i.imgur.com/PDiRW.jpg[/IMG] [IMG]http://i.imgur.com/GafjP.jpg[/IMG]
  • [QUOTE=Dosycool;34507346]Continued work in progress on [URL="http://www.facepunch.com/threads/1146001"]City Freerun[/URL][/QUOTE] I like it, but the doors look rather large.
  • Avatar of Dosycool
  • If you're referring to the width, they probably look stretched from the FOV. [IMG]http://i.imgur.com/W08Fx.jpg[/IMG]
  • Avatar of hiyougami
  • [QUOTE=Dosycool;34508064]If you're referring to the width, they probably look stretched from the FOV. [IMG]http://i.imgur.com/W08Fx.jpg[/IMG][/QUOTE]No, they are actually massive. In Mirror's Edge the doors are pretty darn thin, it keeps the streamlined city look. Fatass doors are for old churches and possibly part of Valve's studio. ...Also isn't the whole point of that aircon output machine to vent air OUT of the building? o.o At least the reference I based the model on does that.
  • Avatar of Dosycool
  • Of course, I have to take into consideration that rather large people exist! *Quickly, think of something* Uhhh... it's to spread deadly neurotoxins throughout the building V:v:V
  • Avatar of [yournamehere]
  • Just make the doors smaller and it's a masterpiece. Maybe instead of the air conditioner put shelves and boxes?
  • Avatar of NotExactly
  • I love Mirror's Edge and it's cool that people are trying to make maps in the same style, but to be honest Hiyougami's maps are the only ones I've seen that really get the lighting and texture style right.
  • Avatar of Zay333
  • God dammit I hate my fucking 4:3 monitor! Ever since the forum update I only see the half of your fancy pants wide-screen screenshots :downs:.
  • Avatar of comet1337
  • [QUOTE=Zay333;34512402]God dammit I hate my fucking 4:3 monitor! Ever since the forum update I only see the half of your fancy pants wide-screen screenshots :downs:.[/QUOTE] theres a scroll bar at the bottom of the post.
  • Avatar of ZombieDawgs
  • [img]http://dl.dropbox.com/u/10565588/Pictures/headcraps.gif[/img] I should probably fix this :v:
  • Avatar of Tw34k
  • [QUOTE=ZombieDawgs;34512984] I should probably fix this :v:[/QUOTE] Seems legit to me.
  • Avatar of sphinxa279
  • [QUOTE=ZombieDawgs;34512984][img]http://dl.dropbox.com/u/10565588/Pictures/headcraps.gif[/img] I should probably fix this :v:[/QUOTE] nope leave it as it is.
  • Hellsten: Your work is srsly great. I'm doing a modern asian alley-kinda thing right now but I've lost steam on this project. [IMG]http://i43.tinypic.com/or5ifm.jpg[/IMG]