• The Facepunch "Map Pimpage/WIP" Thread V14
    9,243 replies, posted
  • [QUOTE=Firegod522;34851811]Tis [t]http://dl.dropbox.com/u/3779442/Screenshots/inside_home0002.jpg[/t] little bit of color fixing.[/QUOTE] The scale seems a little off from your reference, but that isn't really a bad thing. Just makes the room seem slightly too large for what's currently in it but I assume you'll fix that. For now you should just make the entire floor the wood texture and use a decal/overlay for the rug in the middle instead of splitting the faces up like that.
  • [QUOTE=selby3962;34855358]The scale seems a little off from your reference, but that isn't really a bad thing. Just makes the room seem slightly too large for what's currently in it but I assume you'll fix that. For now you should just make the entire floor the wood texture and use a decal/overlay for the rug in the middle instead of splitting the faces up like that.[/QUOTE] Its suppose to be off scale, and I'm taking the shot from a low angle so everything looks bigger, and there is going to be more stuff in the room, such as an entertainment system, and what not. As for the floor, its not split up faces, its a displacement on top of the wood for now, until I make a model to replace it. I do appreciate the criticism, its been so long since I've actually sat down and took my time to map something.
  • [QUOTE=Firegod522;34851811]Tis [t]http://dl.dropbox.com/u/3779442/Screenshots/inside_home0002.jpg[/t] little bit of color fixing.[/QUOTE] Ditch the stove and sofas as fast as possible
  • [QUOTE=The freeman;34857612]Ditch the stove and sofas as fast as possible[/QUOTE] Oh thanks I didn't know. Should I also ditch the brush based ottaman?
  • [QUOTE=Firegod522;34856908]Its suppose to be off scale, and I'm taking the shot from a low angle so everything looks bigger, and there is going to be more stuff in the room, such as an entertainment system, and what not. As for the floor, its not split up faces, its a displacement on top of the wood for now, until I make a model to replace it. I do appreciate the criticism, its been so long since I've actually sat down and took my time to map something.[/QUOTE] Supposed to be off scale? Not trying to be a dick but your proportions are all off, and it's what makes your room seem huge and unreal.
  • [QUOTE=Miigga;34850382]Ever since I ran into the 512 overlay limit in one of my maps I've preferred to use decals when possible[/QUOTE] There's a 512 overlay limit?? :suicide: [b]Edit:[/b]Does anyone know where to check how much overlays I have left?
  • [QUOTE=Zay333;34860058]There's a 512 overlay limit?? :suicide: [b]Edit:[/b]Does anyone know where to check how much overlays I have left?[/QUOTE] It says when you complete a compile. [img]http://static.glitchvid.com/images_andthatshiz/fp_posts/mappingmegathread/maplimitpage.png[/img] here.
  • Unlike the decals which are merged with the map during the compilation. The overlays are still dynamic entity while in game. That's why they are limited. We have a theoretical limit of 2048 entity + 2048 other entity generated in-game, player, impact, weapon etc... Fortunately some important entity like lights are deleted during the compilation. This allow you to have more entity than hammer actually see. For example, any light without name will not be considered as a dynamic entity and will be deleted. That way, you can have 8192 light in hammer and end up with 32 light in-game. To know if an entity is deleted or not, try to guess if it can be used in-game or if it has any interaction with anything. A prop_static is always deleted, a func_detail as well, a prop_dynamic is kept as an entity. Most of you certainly know that but that's a neat thing to know if you ignore it :3 It basically say "Use a shit tons of static props and light and don't worry about the number of entities :L"
  • Hey I have a idea for lightmap. Lightmap only 2 on floor [url]http://cloud.steampowered.com/ugc/450596254264318782/111B76BA82125418527CD672EE65019E92029BDA/[/url] (and 6 on wall) Lightmap 2 + 16 [url]http://cloud.steampowered.com/ugc/450596254264609478/56A4193A059F6CE2F7E34F1F70337CF6C6E2CDD2/[/url] edit, why dumb? All troller's are here ? (Late, ok, but dumb...)
  • [QUOTE=Jukka K;34862011]What are we supposed to see?[/QUOTE] [img]http://i.imgur.com/1hJHH.png[/img] His 'idea' is greatly flawed but he can't understand why he's being rated dumb. (???) Another fantastic pageking...
  • [QUOTE=noladu95;34861934]Hey I have a idea for lightmap. Lightmap only 2 on floor [url]http://cloud.steampowered.com/ugc/450596254264318782/111B76BA82125418527CD672EE65019E92029BDA/[/url] (and 6 on wall) Lightmap 2 + 16 [url]http://cloud.steampowered.com/ugc/450596254264609478/56A4193A059F6CE2F7E34F1F70337CF6C6E2CDD2/[/url] edit, why dumb? All troller's are here ? (Late, ok, but dumb...)[/QUOTE] Yes, we know lightmap scale affects bsp subdivision, there's a reason for that.
  • [QUOTE=Jukka K;34862011]What are we supposed to see?[/QUOTE] [img]http://img72.xooimage.com/files/1/c/5/sans-titre-31f10b4.jpg[/img] For optimisation.
  • Started working on yet another map. The signals change depending on what's on the track ahead. [table="width: 100%"] [tr] [td][release][thumb]http://www.adamncasey.co.uk/upload/image/3867/d/o/[/thumb][/release][/td] [td][release][thumb]http://www.adamncasey.co.uk/upload/image/3868/d/o/[/thumb][/release][/td] [/tr] [tr] [td][release][thumb]http://www.adamncasey.co.uk/upload/image/3869/d/o/[/thumb][/release][/td] [td][release][thumb]http://www.adamncasey.co.uk/upload/image/3870/d/o/[/thumb][/release][/td] [/tr] [/table] Also, don't mind the barrels. They're only there to test the signals.
  • [QUOTE=noladu95;34861934]Hey I have a idea for lightmap. Lightmap only 2 on floor [url]http://cloud.steampowered.com/ugc/450596254264318782/111B76BA82125418527CD672EE65019E92029BDA/[/url] (and 6 on wall) Lightmap 2 + 16 [url]http://cloud.steampowered.com/ugc/450596254264609478/56A4193A059F6CE2F7E34F1F70337CF6C6E2CDD2/[/url] edit, why dumb? All troller's are here ? (Late, ok, but dumb...)[/QUOTE] [RELEASE] [H2]Most literate member of Facepunch 2012.[/H2] [IMG]http://i43.tinypic.com/11825cj.png[/IMG] [/RELEASE]
  • [QUOTE=noladu95;34862329][img]http://img72.xooimage.com/files/1/c/5/sans-titre-31f10b4.jpg[/img] For optimisation.[/QUOTE] But it looks Like shit because the light bleeds to the lower scale lightmap area.
  • [QUOTE=Jukka K;34863184]äreä.[/QUOTE] genius edit : why did you remove that masterpiece edit2 : console messages in french oh god edit3 noladu special edition : faut pas rager mon petit ))
  • [QUOTE=Anthracite;34863193]genius edit : why did you remove that masterpiece edit2 : console messages in french oh god edit3 noladu special edition : faut pas rager mon petit ))[/QUOTE] I didn't rage, but I hate dumber, and troller.
  • [QUOTE=noladu95;34863499]I didn't rage, but I hate dumber, and troller.[/QUOTE] I see... Perhaps you should try a better translator?
  • [QUOTE=Anthracite;34863193]genius edit : why did you remove that masterpiece edit2 : console messages in french oh god edit3 noladu special edition : faut pas rager mon petit ))[/QUOTE] I was typing with my phone and the phone autocorrected "area" to "äreä", which is "grumpy" in Finnish.
  • Am I the only one who didn't know SDK 2009's hammer had a deferred lighting preview mode? [img]http://puu.sh/ikh9[/img]
  • [url=http://www.1337upload.net/files/wuhan_station0000.jpg][img]http://www.1337upload.net/thumbnails/wuhan_station0000.jpg[/img][/url][url=http://www.1337upload.net/files/wuhan_station0003.jpg][img]http://www.1337upload.net/thumbnails/wuhan_station0003.jpg[/img][/url] [url=http://www.1337upload.net/files/wuhan_station0001.jpg][img]http://www.1337upload.net/thumbnails/wuhan_station0001.jpg[/img][/url][url=http://www.1337upload.net/files/wuhan_station0002.jpg][img]http://www.1337upload.net/thumbnails/wuhan_station0002.jpg[/img][/url] Lighting and textures are very temporary
  • [img]http://cloud.steampowered.com/ugc/469736513746517214/FD52F9AE8C8A6400577912025F94B3E87F11A904/[/img] A little something I'm working on since I got inspiration from Alan Wake, the pine trees are temporary placed to get a feeling of how it could look so theres floating trees and shiet, still working on the displacements and trying to get the hang of this sculpting tool I never used before. [EDITLINE]LOL[/EDITLINE] Oh and yeah, the highway is not close to done in this picture.
  • [QUOTE=Yzooo;34864174][img]http://cloud.steampowered.com/ugc/469736513746517214/FD52F9AE8C8A6400577912025F94B3E87F11A904/[/img] A little something I'm working on since I got inspiration from Alan Wake, the pine trees are temporary placed to get a feeling of how it could look so theres floating trees and shiet, still working on the displacements and trying to get the hang of this sculpting tool I never used before.[/QUOTE] You may want to add some sidewalks and rails at each side of the road.
  • [QUOTE=Wotalt;34864065][url=http://www.1337upload.net/files/wuhan_station0000.jpg][img]http://www.1337upload.net/thumbnails/wuhan_station0000.jpg[/img][/url][url=http://www.1337upload.net/files/wuhan_station0003.jpg][img]http://www.1337upload.net/thumbnails/wuhan_station0003.jpg[/img][/url] [url=http://www.1337upload.net/files/wuhan_station0001.jpg][img]http://www.1337upload.net/thumbnails/wuhan_station0001.jpg[/img][/url][url=http://www.1337upload.net/files/wuhan_station0002.jpg][img]http://www.1337upload.net/thumbnails/wuhan_station0002.jpg[/img][/url] Lighting and textures are very temporary[/QUOTE] :itsbeautiful: South Korea/China? Also, phx?
  • [QUOTE=faggotcracked;34864344]:itsbeautiful: South Korea/China? Also, phx?[/QUOTE] not phx but close wuhan china
  • [QUOTE=Skerion;34864268]You may want to add some sidewalks and rails at each side of the road.[/QUOTE] Highways don't normally have sidewalks.