Can anyone tiles this thatch roof texture to a 512x512 texture that tiles seamlessly? I'd really appreciate it. [IMG]http://cgtextures.com/thumbnails/textures/Roofing/thatched/Thatched0015_1_thumbhuge.jpg[/IMG]
Help with tiling a texture
Should waited until you had something presentable before you created a thread, that seems to be the main problem people can't solve on Facepunch.
Lmao, that's awesome Maw.
Does anyone know why GMOD is overwriting my detailsprites.vtf and .vmt from Ep2 everytime I launch Gmod?
Those maps are on indefinite hold.
I love that building.
[QUOTE=Jessey;20474213]Well, make one yourself? On topic, it looks good.[/QUOTE] Al Kharid? [IMG]http://i50.tinypic.com/4sd88x.jpg[/IMG] Lumbridge? [IMG]http://i516.photobucket.com/albums/u330/ClanNV/001.png[/IMG]
That is one fugly map.
[QUOTE=LightningX151;20458539]How to configure HDR correctly so it wouldn't blind you (with tonemap controllers and stuff).[/QUOTE] [url]http://www.fpsbanana.com/tuts/8607[/url]
Yea I've read all those tutorials, I'm trying to learn how to make things like: [url]http://data.fuskbugg.se/skalman01/hellstendone2.png[/url] [url]http://img175.imageshack.us/img175/2544/clifftest0002.jpg[/url] [url]http://data.fuskbugg.se/skalman01/test30002.jpg[/url]
TH3_L33T, for gods sake please make an advanced displacement creation guide. Anything from cliffs, to terrain, to mountains, to just making them look good. I beg you!
Dungeon looks like shit.
[QUOTE=SnoriS;20360070]is there a theme for the map?[/QUOTE] Shit.
prop_door_rotating If you're using a brush-based door, propper it, or better yet; get a your very own custom door model. Then just make it work with prop_door_rotating. A lot more professional.
This isn't completely relevant to the OP, but if any FPers are willing to band together, I'd like to make use of a Runescape map I'm making. Perhaps we could put together our own Runescape gamemode on Garry's Mod? Al Kharid (Heavy WIP): [IMG]http://i50.tinypic.com/4sd88x.jpg[...
[media]http://www.youtube.com/watch?v=wszwNn-SzlI&feature=related[/media] [editline]01:14AM[/editline] Anything from the Trigun OST's really.
Blocky, textures unaligned, messy brushwork, generic. Basically as bad as all your other CS:S maps, or any other map that is made for Counter-Strike: Source.
Ignore Sirrus. He's in-denial to any opinion that isn't positive. Your map is bad, it's a lot worse than most of the good stuff (Pimpage thread) that gets posted here. I don't look forward to seeing it progress since you need to take time to learn how to map.
[QUOTE='[CWG]RustySpannerz;20127845']You're a dick.[/QUOTE] Ignorance at it's best.
You're both pretty blind, I don't know what the hell you're talking about. "I'm trying to do something" I guess. I don't care if this is your sixth map, I already told you what to do: If you know that you're a bad mapper then don't put out WIP threads and try to create a who...
I am constructively criticizing it, refer to [url]http://www.facepunch.com/showpost.php?p=20115095&postcount=13[/url] Also,did you mean to say that it's 10x worse than half the maps that get posted on here, or am I misunderstood?
Don't put words into my mouth. There's a difference between using your imagination to create something different and beautiful compared to using your imagination to, if you even consider that that's what he's doing, create a completely unrealistic and crappy looking building. ...
1. The way you defended yourself came off as childish. Just because Deadchicken gave you his opinion you started insulting and swearing at him. 2. Great, you're right, no one said that it can't look life. But you fail to realize that this isn't real life, this is Source. If y...
What is this? I mean not to be rude, but is everyone on some drug that makes them think complete crap is good? How can anyone in their right mind even consider his gas station to be good? Because it has vertex-manipulate blocks? For Christ sakes, there's random shelves in the...
Sirrus, just because someone gives you a "negative" opinion doesn't mean you have to start crying. In all honesty, Deadchicken is absolutely correct on every aspect that he's pointed out: The main geometry is basic, the map as a whole needs vast improvement, your map looks not...
Like I said, unless you take the time to learn the fundamentals of architecture, you're just going to end up with a clusterfuck of ugly buildings, like how it looks now.
Perhaps you should view pictures of real gas stations, warehouses, and towns/cities themselves. This all looks very unrealistic, repetitive, blocky, etc. Based off the screenshots it doesn't appear that you have that much knowledge of hammer so instead of wasting your time cre...
To make a spiral staircase, create a 360, or 180 arc and add height. [url]http://www.interlopers.net/tutorials/3508[/url]
Offtopic: Does propper support decals?
I'm using a prop_scalable currently since the Valve Developer Community site says that it allows you to scale models. I'm looking scale a prop 0.0625 on all sides but it says here on the page: [QUOTE] SetScaleX <float|new scale> <int|timespan> SetScaleY <float|new scale> <...
I want to keep the mountains accessible in case I decide to open an area within them in future development.
Can someone suggest to me how I could make this surrounding area of my map be mountainous and look nice? The selected area is the amount of land I'm devoting to be used as mountains and what not. Only the inside of the castle and those border walls are going to be playable in ...
You're welcome [url]http://solidfiles.com/d/h8CC[/url]
Open the map with pakrat.
[QUOTE=Armageddon104;19959325]I'm sorry but do you guys really find that impressive? [img]http://img138.imageshack.us/img138/2378/tagt.png[/img][/QUOTE] [IMG]http://i46.tinypic.com/260xy7c.jpg[/IMG] :ohdear:
[QUOTE=metallics;19953421]Running full VRad right?[/QUOTE] Right.
[QUOTE=metallics;19932099]I can't tell what you are looking at in this screenshot, if you could highlight the problem please.[/QUOTE] [IMG]http://i47.tinypic.com/21mu98z.jpg[/IMG]
What causes these ugly black streaks? It's not only in those two areas, it's in many spots. Those brushes aren't func_detailed, I didn't mess with smoothing groups or lightmaps eithers. I'd really like to remove them, they look like shit. [IMG]http://i46.tinypic.com/jacshe.jp...
[QUOTE=Janooba;19892697]Why in the flying fuck would we want to discourage someone!? We want to encourage them to do their best [b]WHILE[/b] showing them what their doing wrong. And overrated? What the hell are you talking about, this is FAR from overrated. Downtown_v1 and 2 ...
Based on what he's already shown us, I don't think it'll matter if it's not final or not; it doesn't look like he knows how to map.
When people give credit to maps don't deserve it, for example rp_construct, it creates a false sense of confidence and causes bad mappers to think they're good. This map is incredibly overrated and doesn't deserve the amount of attention it's getting. I'm not trying to discou...
The map looks REALLY bad. Everything is unrealistic, the lighting is depressing, and your displacements are stretched to the max.
It just really isn't that good.. everything is blocky and most of the textures don't make any sense.
Introduction Lately I have been working on a project for Garry's Mod which I hope will soon become completely functional. I knew from the beginning that I would eventually reach the point that would require me to seek additional help and at this point in time, that is where I ...
Modeler Wanted for Gamemode Project
I'm not too sure on the matter, it's the first time I've used cubemaps. I haven't a clue if I'm placing them incorrectly or not, all I know is that I put them at 64 units above the floor.
What is causing this contrast that shows you where the brush has been vertex-manipulated at? (Note: It's only visible from that side, if you go on the other side it looks seamless) [IMG]http://i50.tinypic.com/6nqnm8.jpg[/IMG]
[quote=sirrus;19749712] and these supports that took me [b]fifteen minutes[/b] and i'm still not 100% satisfied with. [img]http://i33.photobucket.com/albums/d58/photobug101/hammerteaser1.png[/img][/quote] :lol:
The lobby resembles Sassilization, the second picture and last picture mainly.
Why does your police station have dry wall textures?
The concept is nice, however the maps are horrible as are the models. Which leads me to: [url]www.mariokartsource.com[/url] Sort of like the exact opposite of what this gamemode is.
[QUOTE=Fhenexx;19600959] Also, if they did plan on shutting down my project, would they sue me outright or would they just notify me that I am violating the copyright and ask that I abandon it or else they will sue?[/QUOTE] This thread is pointless, I don't know how people...
Well you could make the argument that this did take ten seconds, since it's just the same block copy and pasted 5,000 times.
Durrhurr Lua isn't an acronym. :downs:
Well, did you put your custom decal not only in your engine folder, but as well as your Garry's Mod folder? :)
Make a tutorial on bump mapping and detail sprites.
I would love if someone could write a tutorial on using detail sprites as well as custom detail sprites.
I can't comprehend how Miigga is winning so far, his maps lighting is so bland, most of the displacements don't make any sense and overall it just isn't that great. I really think Phone Booth deserves to win.
It's not that great, most of the textures don't make sense let alone the architecture.
Real life example: [IMG]http://getyourcurbappeal.com/images/Assets/pergola%20folder/Curved%20Roof.jpg[/IMG] While on the subject of weird roofs, is this possible in hammer: [IMG]http://www.activetravelshop.com/data/Image/RockGardenResort_Classic.jpg[/IMG]
I sent Benjojo a message around day ago saying this, but I'm too busy with a gamemode so I really have no time to work on this, sorry. Spot 21 - Free.
How can I achieve slightly curved roofs
I currently have the top roof, I'm trying to achieve the bottom roof. I don't want it that smooth though, not curvy to the point that it looks unrealistic. I tried creating a 90 degree arch that is 128x256, but it wasn't proportioned properly. I'm wondering if there's a certai...
Can someone please explain this to me step-by-step :/
I hope to god you make more and release these, I'd use them for my map. They look exactly like Lineage 2's Cruma Tower textures.
[quote=loriborn;19164129]hate to bug you but what is an imageurl? The image's name? So [img]***[/img][/quote] :lol:
If you were serious about making this work, you as a mapper would of designed some of the environment of your game before you made a post. That way you could attract people to work with you.
Yea I tried reading that, don't know what the hell to do though.
Is there no one that can be bothered to teach this?
Recently someone cared enough to help me out by creating custom snowy grass sprites. The sprites came with a .vtf and .vmt called detailsprites. I thought I could just waltz into hammer and apply them onto a surface but lo and behold it was just a texture of six different gras...
Using detail sprites
[QUOTE=bekka2712;19102048]Spelt is a word Spell (Verb) (Spells, spelling, spelt or spelled)[/QUOTE] Go ahead and use spelt on one of your English essays and tell me what the teacher says. Also, Firefox would like to say something on the matter: [IMG]http://i49.tinypic.com/6s...
Could possibly make one of those games that send water out from a hole and you have to create and connect pipes to send the water to the opposite hole.
Is your road curved? As in arches? [editline]04:47AM[/editline] If so, [url]http://www.interlopers.net/tutorials/20367[/url]
Name of song please: [url]http://www.youtube.com/watch?v=DlEgiuF_6BE[/url] I know it's from an anime, can't remember it. [editline]12:06AM[/editline] [QUOTE=Woutsie;18513734][url]http://www.youtube.com/watch?v=6_9MCIzKyUk&feature=fvw[/url][/QUOTE] Trinity, by 009 Sound Syst...
Rise "fo" Shadows rofl. [editline]10:55PM[/editline] [QUOTE=bekka2712;19085678]For starters you spelt the title on the thread wrong...[/QUOTE] For starters, spelt isn't a word you should of used spelled*
[QUOTE=Agent Cobra;19080954]I dont think there are any snowy detail props in HL by default :frown:[/QUOTE] Well yea, but I meant like a custom detail prop.
Does anyone know where I can find some grass, preferably snowy grass, detail props for terrain?
Dibs on 21st?
I think the above post mean halfwit-2.com*
It's blocky, but in a good way if you ask me. I'd like to see that textured.
10 responses from people that just play and don't map shouldn't be valid. It's not just optimization, your map looks really bad.
Ah, sorry for the absence, I was busy with finals. However, I've managed to finish another zone, picture in the OP.
The gamemode looks pretty promising, although the mapping looks a bit atrocious.
and the winner is.. Lamarr.
Is it possible to have a trigger set off once a zombie climbs out of his "grave" and once it's triggered it causes a npcclip brush to appear
I'll be posting more media as I create more zones :)
[IMG]http://i45.tinypic.com/ncgkjn.png[/IMG] Since Deathrun has become such a hit I've decided to make one of my favorite games, Super Mario 64, fit in with the new craze. This map will be designed to reflect many of the zones in Super Mario 64. I've been mapping this for abo...
Contest to see who can use carve less?
Yea, it's for a Deathrun Mario-Styled map. The unrealistic perfectly curved hills are intended :) Also, I tried subdividing but it didn't look good, I realized that using smaller displacements did the trick: [IMG]http://i49.tinypic.com/10yfb85.png[/IMG] Thanks.
Connecting two subdivided displacements
Can anyone tell me how I could go about filling in this 256x256 gap between my two subdivided displacements? I've tried sewing them like this: [IMG]http://i50.tinypic.com/f3wuo.png[/IMG] [IMG]http://i50.tinypic.com/2qn5bbk.png[/IMG] But as you can see, it doesn't look t...