1. Post #5401
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    3,611 Posts
    I'm remaking an aim_ map for someone.
    I'm not allowed to add a whole lot of detail and fancy lighting. (the guy doesn't know what "dynamic" means wth?)
    All I have to do is pretty much decompile it, change textures and recompile it.

    Oh, and I'm getting paid to do it.

    I feel like such a jerk.
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  2. Post #5402
    Gold Member
    VIOLATION_SNG's Avatar
    April 2012
    719 Posts
    What is everyone here using to pack? PackBSP isn't working for me anymore.
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  3. Post #5403
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    3,611 Posts
    What is everyone here using to pack? PackBSP isn't working for me anymore.
    I still use pakrat.
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  4. Post #5404
    Gold Member
    VIOLATION_SNG's Avatar
    April 2012
    719 Posts
    I still use pakrat.
    But don't you have to like manually put everything in.
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  5. Post #5405
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    3,611 Posts
    But don't you have to like manually put everything in.
    Yeah, so? It works that's all I care about.
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  6. Post #5406
    Gold Member
    VIOLATION_SNG's Avatar
    April 2012
    719 Posts
    Yeah, so? It works that's all I care about.
    How am I supposed to do that with a huge map with tons of content in it?
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  7. Post #5407
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    3,611 Posts
    How am I supposed to do that with a huge map with tons of content in it?
    What I did is have a "required" folder which contains all of the custom content I used. Works wonders.
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  8. Post #5408
    Gold Member
    VIOLATION_SNG's Avatar
    April 2012
    719 Posts
    What I did is have a "required" folder which contains all of the custom content I used. Works wonders.
    I don't think I can take the time to sort all of the textures I use into a folder.
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  9. Post #5409
    Gold Member
    Appolox's Avatar
    December 2008
    3,712 Posts
    How about just create new mod? I always do it, I make new mod just simply call it Source Mapping, then I would store all my custom content in it, unless it's not orange box.
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  10. Post #5410
    Gold Member
    VIOLATION_SNG's Avatar
    April 2012
    719 Posts
    The first of many pictures to come today:


    Ignore the FPS, I'm running on a laptop right now.
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  11. Post #5411
    Sir Michael Cole
    simzboy's Avatar
    September 2008
    3,020 Posts
    I finally found inspiration to make an Arsenal map for CS:GO. I'm going to add more detail later, just wanted to get the basic design down.

    I accidently made the walls WAY too short.




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  12. Post #5412
    Shirky's Avatar
    December 2009
    2,631 Posts
    You dont have to manually pack everything into the .bsp with Pakrat. There is an option to automatically scan the map and check what custom content is in it, then you just add and save to .bsp.
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  13. Post #5413
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    3,611 Posts
    I keep getting this weird thing on the glass when I break it.
    Nothing unusual, just a func_breakable_surf (default settings)

    Yes, I built cubmaps.

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  14. Post #5414
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,876 Posts
    I keep getting this weird thing on the glass when I break it.
    Nothing unusual, just a func_breakable_surf (default settings)

    Yes, I built cubmaps.

    Have you perhaps copied content over from another Source game or mod such as Portal 2?
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  15. Post #5415
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    3,611 Posts
    Have you perhaps copied content over from another Source game or mod such as Portal 2?
    some L4D stuff but the window isn't part of it. I tried it with cs_offfice's windows textures and got same thing.
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  16. Post #5416
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,876 Posts
    It could be that there is some texture used for the actual breakage in the glass when you destroy it that could have been overwritten.
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  17. Post #5417
    Ask about my EBOLA fetish
    GameDev's Avatar
    February 2010
    12,433 Posts
    the cs_office window has two textures iirc, make sure they're both there.
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  18. Post #5418
    Mkadeshkode's Avatar
    September 2009
    952 Posts
    -snip-

    Problem was resolved
    Sorry for shitting up the thread D:
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  19. Post #5419
    Yanzl's Avatar
    July 2010
    117 Posts
    Practicing making custom assets:

    Too many chairs?

    This is for the facepunch hallway thing.
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  20. Post #5420
    Mkadeshkode's Avatar
    September 2009
    952 Posts
    Practicing making custom assets:

    Too many chairs?

    This is for the facepunch hallway thing.

    Looks pretty damn good to me.
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  21. Post #5421
    Wishes he could fit in with the mapping section..
    TurtleeyFP's Avatar
    June 2010
    2,870 Posts
    Practicing making custom assets:

    Too many chairs?

    This is for the facepunch hallway thing.
    There's definitely a strange amount of chairs. I'd delete the two chairs closest to the elevator, or maybe remove the one in the far corner. Potted plants and paintings wouldn't do bad either. I really see the Mirror's Edge influence, it's really nice. Do you ever plan to release your chair and table models?
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  22. Post #5422
    Yanzl's Avatar
    July 2010
    117 Posts
    Yeah, I'll probably release all the stuff once I'm done.
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  23. Post #5423
    Jaded
    Pyth's Avatar
    April 2010
    2,200 Posts
    Yeah I made an oopsie.

    You know that New Objects Toolbar right under the filter control and texture selection?

    Yeah I accidentally closed that and I have the faintest idea on how I can get that thing back.

    How exactly do I get that little window back? It was pretty damn useful and I feel less inclined to complete my little project without it.
    https://developer.valvesoftware.com/...ammer_toolbars
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  24. Post #5424
    Gold Member
    NotExactly's Avatar
    March 2011
    1,053 Posts
    Looks like a reasonable number of chairs to me. Elevator doors and ceiling strip lights look a bit chunky, though.
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  25. Post #5425
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    3,611 Posts
    I found the issue, some left 4 dead 2 windows got in there and they don't work.

    EDIT:
    I think...
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  26. Post #5426
    Sir Michael Cole
    simzboy's Avatar
    September 2008
    3,020 Posts
    Tried to add a little bit more detail.

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  27. Post #5427
    Gold Member
    ColossalSoft's Avatar
    November 2009
    6,383 Posts
    Practicing making custom assets:

    Too many chairs?

    This is for the facepunch hallway thing.
    Do in-ceiling lights like this:

    Might look better.

    Also could people please be nice and sign this [basically useless] petition?
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  28. Post #5428
    MadPro119's Avatar
    January 2010
    6,003 Posts
    Remaking Seatown from MW3 even though I have literally never played on the map. Textures are obviously placeholders.

    Comparison









    Edited:

    Damn Steam takes crappy screenshots.
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  29. Post #5429
    The King Of Zing
    minilandstan's Avatar
    September 2009
    14,902 Posts



    Custom posters, woo
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  30. Post #5430
    Mkadeshkode's Avatar
    September 2009
    952 Posts
    Alright Facepunch.

    Lets see what it takes to make some pretty damn decent lighting.

    I'll be walking you through basic to advanced lighting as I do it.

    Keep track of this post, I'm still writing it.
    Keep in mind that as I update this, it's new to me, so there will be mistakes and I'll be commentating my every action.
    Think of it more as a 'let's play' in text form than a tutorial.




    You've seen my work, the shanty town, few odd videos here and there, run down insane asylum and more recently the archway cellar thing a few pages back.

    The Shanty Town.


    The Insane Asylum.


    Insane Asylum Menu Background





    I'm starting a rather new project and I'm currently in stage one of lighting it up.

    I want to walk you guys through my lighting routine, showing everyone how I achieve my effects.

    I do hope you learn something from this, post results of your work with my guidelines.



    (there's a flickering light behind the broken wall there)

    I consider this to be one of the more basic lighting schemes out there. Only one low powered radial light with two spotlights setting the atmosphere. Every lightmap is defaulted at 16, there are only 4 lights in use, and there is little to no detail within the atmosphere. (ie; dustmotes, sound effects, glow effects, etc)

    I'll walk you through how I've achieved the ambient effect with the spotlights.



    every light has been tweaked to give it a certain look.



    The spotlights have been set to cast like a radial light, covering a very large area with a very soft light while still maintaining it's directionality.




    What this effect gives us is a very soft and wide lighting effect.


    I copied the light and changed it's colour to a pinkish to mimic a very light warm red, I then put this light behind the camera to let the viewer imagine what's making it.



    I consider this visual aided imagination, it's mostly used to create a soft background light that doesn't take away from the main focus.

    The red and blue lights combined are considered to be complimentary colours, and so create a soothing pallet for the eyes.


    Doesn't look so bad now, does it?

    This creates a very nice backdrop but there's nothing to focus on, therefore the lighting is boring.

    Adding a dim radial light near the center of the image where the focus is changes the feel of the room and gives the viewer something to look at.




    Normally the area that's of focus is much more detailed than the rest of the map.

    This is what the radial light looks like without the ambient lighting backing it up when rendered.



    Now that's very lack luster and the light itself is boring. It's too dark and the radial light alone won't be anywhere near good enough for this project. What we need is ambience! Something to direct the player's focus.

    Combining the two spotlights with the radial will make give the area an illusion of darkness while directing focus. The reason why I always change lights of focus to an orange or red is to give the light the feeling of warmth and comfort. Ambient lights are usually cool blue or purple; for more subtle feelings like uneasiness, fear or unsettling. Orange, Red, and Cyan fall go very very well together, and the light combination will give the entire scene a very sharp point of focus.

    In it's rough draft, the current project stands as is:



    What we need to do now is sharpen that middle light so it's at the right brightness and colour.

    What I've done is widen the outer radius and narrowed the inner radius,

    Then I boosted the brightness by a small amount and tweaked the light so it would appear a more yellowish than an orange-ish, and changed it's appearance so it would flicker ever slightly.


    I know it looks like I barely changed anything at all.
    Despite the small numbers, it'll be more than worth your time to tweak the lights every so slightly.

    What this will do will sharpen that center focus. It will brighten the immediate area and cast long dark shadows.



    No, that doesn't look as good as it should, but this is about experimenting! What looks good and what doesn't look as good.
    That light should be a more rich orange than yellow.

    I won't be giving exact property values of my lights, as for most everything I do, it's oddballing and I highly encourage you do the same to make things feel more 'natural'.





    Keep track of this post, I'm still writing it.
    Keep in mind that as I update this, it's new to me, so there will be mistakes and I'll be commentating my every action.

    Moved it to a new thread.
    This will be updated every 15 or so minutes.

    It will be extremely detailed and you'll learn lots from it.


    http://www.facepunch.com/showthread....8#post37384058
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  31. Post #5431
    Gold Member
    VIOLATION_SNG's Avatar
    April 2012
    719 Posts
    Massive Image Dump in 3...2...1...
















    Excuse the piss-poor graphics settings. What do you think?
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  32. Post #5432
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    Massive Image Dump in 3...2...1...

    -imgsnip-

    Excuse the piss-poor graphics settings. What do you think?
    The outside area looks wonderful, but I think the lighting could do with a little bit of work, it's not very contrasty.
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  33. Post #5433

    January 2012
    57 Posts
    I can't get it to look right :(

    improve the texture scale

    Edit: ahh late
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  34. Post #5434
    Gold Member
    Zanarias's Avatar
    September 2006
    594 Posts
    Massive Image Dump in 3...2...1...

    bye

    Excuse the piss-poor graphics settings. What do you think?
    Outside is brilliantly done, but some of the interior shots (the last one for sure) just feel empty even though it's clear you've attempted to fill them up.

    I think the problem is some of the rooms are a little big? I don't really know.
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  35. Post #5435
    Gold Member
    VIOLATION_SNG's Avatar
    April 2012
    719 Posts
    Outside is brilliantly done, but some of the interior shots (the last one for sure) just feel empty even though it's clear you've attempted to fill them up.

    I think the problem is some of the rooms are a little big? I don't really know.
    Well most of them have ammo/weapons for TTT to fill them up so they should look less "empty". Any suggestions for what else to put in there though?
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  36. Post #5436
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    3,611 Posts
    I'd say add some trees, maybe add a hole in the concrete. Use decals to help make it less bland.
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  37. Post #5437
    Gold Member
    VIOLATION_SNG's Avatar
    April 2012
    719 Posts
    I'd say add some trees, maybe add a hole in the concrete. Use decals to help make it less bland.
    When I first read that I thought you meant add trees to the concrete room I'll do some work with extra detailing.
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  38. Post #5438
    I'm the only black guy on The Internet huh?
    Garrison's Avatar
    March 2012
    864 Posts
    A small update on my map (cs_hotel)
    If you have any suggestions please let me know, Also I'm working on the front door and the lobby now.


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  39. Post #5439
    Sir Michael Cole
    simzboy's Avatar
    September 2008
    3,020 Posts
    A little bit more progress.

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  40. Post #5440
    I'm the only black guy on The Internet huh?
    Garrison's Avatar
    March 2012
    864 Posts
    A little bit more progress.

    My only quarrel is that in my eyes the skybox does not match the lighting. But amazing work so far.
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