• The Official Facepunch Mapping WiP Thread v16
    5,002 replies, posted
I don't see vbsp running in the log.
[QUOTE=Firegod522;47134279]I don't see vbsp running in the log.[/QUOTE] Fixed, a prop_static was leaked
[QUOTE=Daniel Smith;47134373]Fixed, a prop_static was leaked[/QUOTE] Told you!
[IMG]http://darksimm1.site.nfoservers.com/pictures/rp_econfut_v20001.jpg[/IMG] Thoughts?
i think you should use a different window texture that has frames (there's a good window texture in L4D that you could use), but besides that, it's looking pretty decent.
[QUOTE=DamSimm;47139436]-snip- Thoughts?[/QUOTE] Do something like this to add more depth to the building (Don't mind the sloppy brushes). [IMG]http://i.cubeupload.com/OKtlM9.png[/IMG] Now for something else, smoke! Another edited texture to match the mood of the map. [img_thumb]http://cloud-4.steamusercontent.com/ugc/32985643048070505/29F70B4B7047E1FAA2B6D5EE2F609BDE6EFAA9A4/[/img_thumb]
In order to familiarize myself with Hammer I decided to try recreating the so called [URL="http://www.prairiewindarch.com/award.html"]Judith Mountain Cabin[/URL] in it as best as I could. [IMG]http://imgur.com/7JED9Ae.jpg[/IMG] [IMG]http://imgur.com/g5PXUTX.jpg[/IMG] Everything bar the floor (and other entity brushes) is a func_detail. Lighting is only temporary. And I will not fully devote time to that until the lower floor is done as well as the rough environment. You can also see those bleeding shadows around where the beams connect to the wall. I guess I need to adjust LightmapScaling on those faces for that. I do think I screwed up the sense of scale and measure though. No one (well, at least no model of standard height) can reach those shelves without support. All glass is breakable, and the windows can even be opened individually.
[QUOTE=DamSimm;47139436] Thoughts?[/QUOTE] The statue is floating, you can see it in the picture. The buildings are blocky. That flag seems out of place, something about it. The road looks good. [QUOTE=CptMadMegane;47141137]In order to familiari...[/QUOTE] I'd probably change the exterior roof and wall textures, they look a bit off, same for the door model. The interior looks great. The difference of quality between the exterior and interior textures is probably what bothers me the most.
[QUOTE=< Bird Poo >;47142017] I'd probably change the exterior roof and wall textures, they look a bit off, same for the door model. The interior looks great. The difference of quality between the exterior and interior textures is probably what bothers me the most.[/QUOTE] I will look to find better textures. The door isn't a model however, it's made of several brushes. Which parts of the exterior specifically do you mean? I agree that the rockwall is too low res, same for the railing. The outer texture for the door could be lighter in color. But the wooden beams outside seem alright to me.
I agree about the door, It doesn't have to match the wooden beams exactly but I'd [B]personally[/B] find a different (lighter?) brown. [IMG]http://i61.tinypic.com/zt6h6s.png[/IMG] The same for these textures. I think the map would benefit if you changed them because they look lower res than the rest, just that. The brushwork looks amazing by the way.
Decided to mess around with shadowing a little in CS:GO. Not really a playable area, but I'm trying to make things look nice. (i.e.: lowering the lightmap grid) [t]http://i.imgur.com/kQLdp0n.jpg[/t] [t]http://i.imgur.com/WS1lYvr.jpg[[/t] [t]http://i.imgur.com/GgsZvlU.jpg[/t] It comes out a little dark in screenshots, but it's about what I wanted when I made it.
[QUOTE=Crimsonseven;47142273]Decided to mess around with shadowing a little in CS:GO. Not really a playable area, but I'm trying to make things look nice. (i.e.: lowering the lightmap grid) (pics) It comes out a little dark in screenshots, but it's about what I wanted when I made it.[/QUOTE] if you are planning on doing anything with it, keep in mind it bolsters file size immensely.
[QUOTE=Stiffy360;47143167]if you are planning on doing anything with it, keep in mind it bolsters file size immensely.[/QUOTE] Agreed, but between actual mapping I like making stuff with obnoxiously small lightmap grids for as far as vrad will allow it. [t]http://i.imgur.com/4gx2p3e.jpg[/t] It's fun in small doses, but alas, unachievable in larger projects. :(
Just a corridor, took longer than I would have liked though. [img]http://i193.photobucket.com/albums/z105/sporkfire222/2015-02-15_00002_zpshetfgxxr.jpg[/img]
CT spawn and B site of a castle-themed CSGO map im working on [IMG]http://cloud-4.steamusercontent.com/ugc/529507501961963884/42247674BC72AC35C11213D9DB11BC9F5A9629A1/1024x576.resizedimage[/IMG] [IMG]http://cloud-4.steamusercontent.com/ugc/529507501961963557/F33FC190E033FC5DCB615A156D1554DDBE583B36/1024x576.resizedimage[/IMG] [IMG]http://cloud-4.steamusercontent.com/ugc/529507501961963010/08E8407068EE1525ED9D640330D32DA743D4F6C3/1024x576.resizedimage[/IMG] [IMG]http://cloud-4.steamusercontent.com/ugc/529507501961962082/6BC84E67CE36525B962AD4AA371E92B8D8742B77/1024x576.resizedimage[/IMG] [IMG]http://cloud-4.steamusercontent.com/ugc/529507501961962648/096AA718BFD8BD594EAC8A32F99486958655910F/1024x576.resizedimage[/IMG]
Holy Jesus! This guy fakes pbr into source, modifies valve's lightmap shader to support multiblend with bumpmapping and also gets parralax mapping to work correctly. [URL="http://www.interlopers.net/forum/viewtopic.php?p=507843#p507843"]http://www.interlopers.net/forum/viewtopic.php?p=507843#p507843[/URL] After almost 11 years since source got released we finally got a shader artist who can fight the uglyness of this engine. Hooray!
[QUOTE=FireWarp;47145607]After almost 11 years since source got released we finally got a shader artist who can fight the uglyness of this engine. Hooray![/QUOTE] Because any self-respecting shader artist wouldn't want to touch source's shaders with a 50ft barge pole :v: Nice to see this place hasn't changed much in the last few years. It's nice to pop in every now and then.
[QUOTE=ZombieDawgs;47147333][B]Because any self-respecting shader artist wouldn't want to touch source's shaders with a 50ft barge pole[/B] :v: Nice to see this place hasn't changed much in the last few years. It's nice to pop in every now and then.[/QUOTE] I don't know enough about the engine to know why, but it sounds... Pretty plausible. Can you elaborate?
[QUOTE=Géza!;47147560]I don't know enough about the engine to know why, but it sounds... Pretty plausible. Can you elaborate?[/QUOTE] I meant it in the sense that there's all the cool new fancy engines with hundreds of other stuff you can make. However, in all honesty - I haven't a clue and was merely basing it on the fact that Source's shaders look like ass, and the guys who wrote them in the first place knew them inside out. And that model-based lighting in source isn't great.
[QUOTE=Géza!;47147560]I don't know enough about the engine to know why, but it sounds... Pretty plausible. Can you elaborate?[/QUOTE] [img]http://thecriticalpath.org/wp-content/uploads/2014/04/PoleRiders2.gif[/img] Edit: Oh yay, no humor on this board
So like, foliage n stuff [t]http://cloud-2.steamusercontent.com/ugc/529507501967139445/82783581A8ACE6A3DFB8CB8CAB417F7B21036320/[/t] [t]http://cloud-4.steamusercontent.com/ugc/529507501967139763/2D4EB5F2EC216D2D19A5C361BFCBF8BDD536F430/[/t] [t]http://cloud-4.steamusercontent.com/ugc/529507501967139119/4CA56B8BE1E475D12E9B1B22BB0FBF90C5C8BB00/[/t] I need grass clumps. Anyone got any grass clump models?
I've decided to revisit one of my old maps, after some optimization that decreased the compile time by 90%, this came out of it. Any ideas how to fill the empty space? I've searched through the props but didn't find anything that would fit.. All suggestions are welcome, hell if you send me a bacon and eggs model I'll put it somewhere . I'm [i]that[/i] desperate.. [url=http://postimg.org/image/xlrxnaaaj/][img]http://s1.postimg.org/xlrxnaaaj/elevator0000.jpg[/img][/url] [url=http://postimg.org/image/5vvcmclgb/][img]http://s1.postimg.org/5vvcmclgb/elevator0001.jpg[/img][/url] [url=http://postimg.org/image/djmuie9i3/][img]http://s1.postimg.org/djmuie9i3/elevator0002.jpg[/img][/url] [url=http://postimg.org/image/euq0d4fq3/][img]http://s1.postimg.org/euq0d4fq3/elevator0003.jpg[/img][/url] [url=http://postimg.org/image/kgcfh6gez/][img]http://s1.postimg.org/kgcfh6gez/elevator0004.jpg[/img][/url] [url=http://postimg.org/image/ql8j88xwb/][img]http://s1.postimg.org/ql8j88xwb/elevator0005.jpg[/img][/url] [url=http://postimg.org/image/9lzkszmor/][img]http://s1.postimg.org/9lzkszmor/elevator0006.jpg[/img][/url] [url=http://postimg.org/image/e0824tx97/][img]http://s1.postimg.org/e0824tx97/elevator0007.jpg[/img][/url] [url=http://postimg.org/image/64xiq0nmj/][img]http://s1.postimg.org/64xiq0nmj/elevator0008.jpg[/img][/url] [url=http://postimg.org/image/xtk5xjamz/][img]http://s1.postimg.org/xtk5xjamz/elevator0009.jpg[/img][/url]
Some of those Combine console dealios back to back in the center? Or, for that big bright room, a shaft in the middle that goes on upwards and downwards as well, with energy beams or those weird, transparent tubes.
[QUOTE=Nexus651;47152777]I've decided to revisit one of my old maps, after some optimization that decreased the compile time by 90%, this came out of it. Any ideas how to fill the empty space? I've searched through the props but didn't find anything that would fit.. All suggestions are welcome, hell if you send me a bacon and eggs model I'll put it somewhere . I'm [i]that[/i] desperate.. *Bunch of maps*[/quote] I think you have a bit too much fog it kind of break the atmosphere ( imo ) Work a bit on the lighting, try to cast some shadows or something. For space, try to add wires and bits from the ceiling. that might do the trick. Or just look at some actual maps from Hl2. you might find some more ideas.
[t]http://i.imgur.com/oI4GNV0.jpg[/t] Who doesn't like generic buildings?
[QUOTE=Spherix;47150646][img]http://thecriticalpath.org/wp-content/uploads/2014/04/PoleRiders2.gif[/img] Edit: Oh yay, no humor on this board[/QUOTE] Where's the humor? I think humor is great when it exists.
I've been thinking about redoing some old maps for my Mod. Which do you like the most? Since I changed plans a couple of time, I though about reconsidering an old map which changed during the course. You start there: [t]http://cloud-4.steampowered.com/ugc/594774820860154585/0F65E8C1AA8933E44476A8EA16DA0D3A3C24395D/[/t] Vote agree for this [t]http://cloud-2.steamusercontent.com/ugc/46496977823952992/6D64CED24B87556EA6A66ADFF6CFA55BBA76B273/[/t] [t]http://cloud-4.steamusercontent.com/ugc/46496977823953275/758791848541363EA2F4755C0ECD489EDF30FECD/[/t] [t]http://cloud-4.steamusercontent.com/ugc/46496977823953354/EC8898EA42E344AC3F281950A6715D58F66F35EB/[/t] [t]http://cloud-4.steamusercontent.com/ugc/46496977823952890/D745395E20855D58B9D19C735FEB74EFD985BD7B/[/t] Vote Disagree for this [t]http://cloud-4.steamusercontent.com/ugc/921278188666827354/90B60D5DEE9E4DE47C4571BB90225BF367985C3B/[/t] [t]http://cloud-4.steamusercontent.com/ugc/594774820860156516/F7A2C2C62CEC5574BBCC60F3D18AF99CC1E66284/[/t] [t]http://cloud-4.steamusercontent.com/ugc/46496977823953082/D9E666151DFAF13AA3C93D38497F71302E87C6FC/[/t] Note, I will be remaking the entire map from scratch since i lost most of the contents.
[QUOTE=Nexus651;47152777]Massive shit tonne of spooky alien corridors. =[/QUOTE] I think in the corridors try and add some depth with tubes and metal grates with almost a service tunnel look on the roof and floor. Might want to also with some rooms.
I implemented 3d skybox into my map, at the moment it is very barren and lacks a lot of detail that I want to put in. [img_thumb]http://cloud-4.steamusercontent.com/ugc/32986178941435480/D78719A578E207BE59DCF9381EF34947DB87640B/[/img_thumb] And the towers are nearing their final shape, still to do is inside area(s), the very top of the towers and detail on the outside. [img_thumb]http://cloud-4.steamusercontent.com/ugc/32986178941434544/11AFB94412D1BA524C8EC6ECA35C340A01209021/[/img_thumb]
would compile but I'm not quite satisfied with my lighting and cc quite yet, but the forest has been filling out quite nicely. [t]http://i.gyazo.com/af29ba686ef19c5b6dd93e113d5f32c2.jpg[/t] upper part: [t]http://i.gyazo.com/87711107c54c09291ed661d75a7326e1.jpg[/t] lower: [t]http://i.gyazo.com/47329adf55b3196bc9d0901df71c322c.jpg[/t] and I've also been working on some neat or interesting little things/secrets scattered around the forest to stumble upon. [t]http://i.gyazo.com/bc88085bfb3b01320169124fe82c9471.jpg[/t] if anyone has suggestions for things to add, be it hidden things/secrets or in general, please let me know.
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