1. Post #1561
    someguyihate's Avatar
    July 2008
    1,035 Posts
    Tried that, it kinda works but it still looks off, are there any compile parameters I could use or anything?
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  2. Post #1562
    Spawnster's Avatar
    April 2012
    35 Posts
    Hey all, I know i'm new, but i need some help, How should i approach the outside to make it look more "Believable" (I don't know if i spelt that right). Anyway, Here are some images.


    *Updated photos at the bottom of the page*
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  3. Post #1563
    Fuck You, Laren Faust
    Banshee FrieNd's Avatar
    July 2009
    2,427 Posts
    Hey all, I know i'm new, but i need some help, How should i approach the outside to make it look more "Believable" (I don't know if i spelt that right). Anyway, Here are some images.

    Outside



    Into the cave



    Secret Base entrance



    And a supply room (also quite deadly!)




    Textures are from the Texture Collab, I thank all of you that put them up, though it may look terrible. Criticism is very well appreciated.
    Well, you definitely need to make the outer cliff where the waterfall is into a displacement.
    The Lighting needs lots of work on the interiors. You used bad/unmatching textures for the ceilings, the floor on pic 3, and the ceiling seems to be too short, it look like.
    Use the wall dev texture to see how tall an average wall should be.

    I would also suggest you make a larger variety of props, add effects, maybe some windows?
    skylight? sprites? To improve your lighting, use light_spotlight instead of light entities and add a few more light sources, maybe play with the color of the light per room.

    Sometimes it helps to only use dev textures until your lighting and props are set up, then apply textures to your brushes.
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  4. Post #1564
    Spawnster's Avatar
    April 2012
    35 Posts
    Well, you definitely need to make the outer cliff where the waterfall is into a displacement.
    The Lighting needs lots of work on the interiors. You used bad textures for the ceilings, the floor on pic 3, and the ceiling seems to be too short, it look like. Use the wall dev texture to see how tall an average wall should be. I would also suggest you make a larger variety of props, add effects, maybe some windows? skylight? sprites? To improve your lighting, use light_spotlight instead of light entities and add a few more light sources, maybe play with the color of the light per room.

    I'm thinking of just making it an underground facility, Y'know kinda like "The Hive" From resident evil, except behind a waterfall in a cave, . But i'm using HL2, So there isn't a light_spotlight entity, Which is gay as hell. But i'm quite lost with the waterfall, I should make a cliff behind it, with another waterfall coming off of that cliff. The ideas! Thanks man, I'll mess around with the lighting, Though that and the architecture i absolutely suck ass at. But Experience gets you better.

    Also, i did change the ceiling texture, For some reason non of the ones i have don't even look right.


    Also, I updated the ceiling texture, Does it look right?






    I'm sorry, I mistyped light_spot not light_spotlight and it's in every source game. And the Dev textures can be used as a 'brace' for making rooms at a feasible size.

    light_spot shows up as Obsolete, Is there a fix to this?
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  5. Post #1565
    Fuck You, Laren Faust
    Banshee FrieNd's Avatar
    July 2009
    2,427 Posts
    I'm thinking of just making it an underground facility, Y'know kinda like "The Hive" From resident evil, except behind a waterfall in a cave, . But i'm using HL2, So there isn't a light_spotlight entity, Which is gay as hell. But i'm quite lost with the waterfall, I should make a cliff behind it, with another waterfall coming off of that cliff. The ideas! Thanks man, I'll mess around with the lighting, Though that and the architecture i absolutely suck ass at. But Experience gets you better.

    Also, i did change the ceiling texture, For some reason non of the ones i have don't even look right.
    I'm sorry, I mistyped light_spot not light_spotlight and it's in every source game. And the Dev textures can be used as a 'brace' for making rooms at a feasible size.

    Edited:

    I'm thinking of just making it an underground facility, Y'know kinda like "The Hive" From resident evil, except behind a waterfall in a cave, . But i'm using HL2, So there isn't a light_spotlight entity, Which is gay as hell. But i'm quite lost with the waterfall, I should make a cliff behind it, with another waterfall coming off of that cliff. The ideas! Thanks man, I'll mess around with the lighting, Though that and the architecture i absolutely suck ass at. But Experience gets you better.

    Also, i did change the ceiling texture, For some reason non of the ones i have don't even look right.


    Also, I updated the ceiling texture, Does it look right?









    light_spot shows up as Obsolete, Is there a fix to this?
    I'm not sure, but I think it still works regardless of that. The ceiling looks better but it still seems too low to the ground, and the floor texture is misaligned.
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  6. Post #1566
    Spawnster's Avatar
    April 2012
    35 Posts
    The miss-alignment is from those being steps, Also the angle i took the Screenshot from. The ceiling is low is because this facility was build right into bedrock, And thats only the storage room, Some of the storage rooms i've seen in real life have small ceilings. So it looks correct to me.
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  7. Post #1567
    Gold Member
    Wotalt's Avatar
    July 2011
    149 Posts
    White light bulbs look unnatural, try either yellowish or blue there.
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  8. Post #1568
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,871 Posts
    Although the execution could use some work, it looks like a really cool concept.
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  9. Post #1569
    Blue Member?
    Ermac20's Avatar
    October 2010
    7,621 Posts
    decided to go with a more urban zombie survival look the vending machine skin makes it even more terrifying

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  10. Post #1570
    Spawnster's Avatar
    April 2012
    35 Posts
    Update:

    Well, This didn't turn out exactly what i wanted, But i'm going to tweak it..




    And all in all, I kinda fell in love with making the storage room, Gunna tweak the lighting as-well.




    And of course, Since the entrance looked like complete sh*t last time..


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  11. Post #1571
    Abused by Girlfriend
    geogzm's Avatar
    January 2010
    19,641 Posts
    Made a little city outskirts canal thing.

    Option 1 (Agree)


    Option 2 (Disagree)
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  12. Post #1572
    Blue Member?
    Ermac20's Avatar
    October 2010
    7,621 Posts
    tough choice both look good but id stick with number 1 and just add puddles
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  13. Post #1573
    Gold Member
    NotExactly's Avatar
    March 2011
    1,047 Posts
    Hey all, I know i'm new, but i need some help, How should i approach the outside to make it look more "Believable" (I don't know if i spelt that right). Anyway, Here are some images.

    Outside



    Into the cave



    Secret Base entrance



    And a supply room (also quite deadly!)




    Textures are from the Texture Collab, I thank all of you that put them up, though it may look terrible. Criticism is very well appreciated.
    First time I've seen my BioShock textures used :D
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  14. Post #1574
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,871 Posts
    1 with really shallow water because I like to be awkward.
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  15. Post #1575
    Spawnster's Avatar
    April 2012
    35 Posts
    First time I've seen my BioShock textures used :D
    The floor texture, is absolutely amazing for bunkers/etc, At-least, i think so.
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  16. Post #1576
    paulisdead18's Avatar
    March 2010
    1,062 Posts
    Ahh, hello again, old map. It's been a while.



    [Ignore mismatch between lighting and skybox. This was just an experiment to see what evening light would look like compared to daylight]
    Freecity Air... Takes me back, a whole YEAR back. Awesome to see you have been making progress, it's just as sexy as ever. And yeah, the evening light is a nice changeup from your previous Freecity maps. I like the mood of it a lot.

    So I'm working on my first proper map, where I'm recreating one of the levels from mirrors edge.

    I have a long way to go, but here's what I have so far.



    Obviously I'm not going to be able to achieve the same graphics as mirrors edge, but does anyone know how I can increase the darkness of shadows? they seem rather weak with all the orange light scattering around the map.

    Edited:

    Haha so someone posts a mirrors edge style map in the time I was writing my post. weird.
    That's just amazing... How did you get such good looking sunlight light? it's really defined and ligs the whole room perfectly. How big is the window on the ceiling?
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  17. Post #1577
    Abused by Girlfriend
    geogzm's Avatar
    January 2010
    19,641 Posts


    Decided to go with Ermac20's idea of puddles (water level not final)
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  18. Post #1578
    Spawnster's Avatar
    April 2012
    35 Posts
    So, i heard people love zombies and blood...





    (yes i know the rubble is out of place)
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  19. Post #1579
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,871 Posts
    Overuse of blood decals, imo.
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  20. Post #1580
    Spawnster's Avatar
    April 2012
    35 Posts
    Overuse of blood decals, imo.
    Well, There is a suprise behind the pillar, and the reason why it's so bloody back there ,

    But i see your point, I'll lower it down a bit.
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  21. Post #1581
    Gold Member
    .FLAP.JACK.DAN.'s Avatar
    September 2010
    4,143 Posts
    You also need a source for all of that debris. Like where did it come from; the ceiling?


    Decided to go with Ermac20's idea of puddles (water level not final)
    Just a small suggestion, since you have broken cars down there why not have a few of the railings broken so it looks like the cars were pushed in instead of dropped in.
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  22. Post #1582
    Abused by Girlfriend
    geogzm's Avatar
    January 2010
    19,641 Posts
    Hey, I'm lazy and these doorframe tutorials won't drill in to my head, can somebody upload a vmf of a doorframe?

    Edited:

    You also need a source for all of that debris. Like where did it come from; the ceiling?


    Just a small suggestion, since you have broken cars down there why not have a few of the railings broken so it looks like the cars were pushed in instead of dropped in.
    Look at the top right in one of the earlier pictures.

       The 'story' is that that blue car was being driven by a human who wanted to escape. They crashed through that railing and through the shitty 'physics simulation' my mind ran the car ended up there. The charple you see is their corpse.   
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  23. Post #1583
    Gold Member
    Chrille's Avatar
    August 2005
    5,435 Posts
    Hey, I'm lazy and these doorframe tutorials won't drill in to my head, can somebody upload a vmf of a doorframe?
    You need a tutorial to make a doorframe?
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  24. Post #1584
    Gold Member
    Dennab
    October 2008
    3,610 Posts
    make the door and clip away the center?
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  25. Post #1585
    Abused by Girlfriend
    geogzm's Avatar
    January 2010
    19,641 Posts
    You need a tutorial to make a doorframe?
    I'm good at some things and terrible at others. I wanted to get doors absolutely spot-on, so I sought a tutorial, however when it came around to applying textures everything went tits-up.

    Edited:

    make the door and clip away the center?
    I never thought of this. Thanks, I'll try it!

    Edited:

    Alright, now the door goes dark whenever it's closed. Why?
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  26. Post #1586
    Gold Member
    .FLAP.JACK.DAN.'s Avatar
    September 2010
    4,143 Posts
    It's impossible to tell without any pics.
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  27. Post #1587
    Abused by Girlfriend
    geogzm's Avatar
    January 2010
    19,641 Posts


    Is the door meant to look like this? Whenever it gets closed it goes darkasfuck.
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  28. Post #1588
    mdeceiver79's Avatar
    March 2012
    3,245 Posts
    What is the correct size for doors. 84-88 high seems to be more realistic but it seems all the doors for hl2 are really tall and all the doors for css and rediculously wide.
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  29. Post #1589
    Gold Member
    .FLAP.JACK.DAN.'s Avatar
    September 2010
    4,143 Posts
    If you need help with dimension look at this, it shows door dimensions and other useful things. https://developer.valvesoftware.com/wiki/Dimensions
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  30. Post #1590
    Gold Member
    Miigga's Avatar
    October 2006
    1,697 Posts
    These rooms aren't really superfancy but might as well post them


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  31. Post #1591
    Probably the most arrogant mapper in the World
    Jukka K's Avatar
    June 2007
    1,717 Posts
    What is the correct size for doors. 84-88 high seems to be more realistic but it seems all the doors for hl2 are really tall and all the doors for css and rediculously wide.
    Well realistic size is 80u tall 40u wide for exterior doors, and 80u tall 32u wide. Valve uses doors that are ridiculously off scale like many other things in their maps, wall height for example.
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  32. Post #1592
    Spawnster's Avatar
    April 2012
    35 Posts
    I'm confused at those rails, Why are they there? Put a mining cart or something on it :D
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  33. Post #1593
    Probably the most arrogant mapper in the World
    Jukka K's Avatar
    June 2007
    1,717 Posts
    If you need help with dimension look at this, it shows door dimensions and other useful things. https://developer.valvesoftware.com/wiki/Dimensions
    Stop referring to that, it's incorrect information.

    Edited:

    My automerge...
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  34. Post #1594
    Gold Member
    Miigga's Avatar
    October 2006
    1,697 Posts
    I'm confused at those rails, Why are they there? Put a mining cart or something on it :D
    I totally didn't intentionally hide something puzzle-related right off-camera

    totally didn't do that

    trust me

    Stop referring to that, it's incorrect information.
    How exactly is it incorrect
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  35. Post #1595
    Probably the most arrogant mapper in the World
    Jukka K's Avatar
    June 2007
    1,717 Posts
    I totally didn't intentionally hide something puzzle-related right off-camera

    totally didn't do that

    trust me



    How exactly is it incorrect
    Because using scale 1 unit = 0.75 inches makes things too big compared to human characters. Using scale 1 unit = 1 inch on the other hand produces good results. Take a look at the HL2 doors for example. If using the 0.75 scale their height is 213 cm (which is still a bit too tall for a normal door) but if that case it makes the humans look like midgets. If we're using a 1.00 scale and make a door that is 80 units tall (200 cm, a normal door height) it looks normal compared to humans.
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  36. Post #1596
    Gold Member
    Miigga's Avatar
    October 2006
    1,697 Posts
    Because using scale 1 unit = 0,75 inches makes things too big compared to human characters. Using scale 1 unit = 1 inch on the other hand produces good results.
    If so, wouldn't that only invalidate the first part of the article? It still has a lot of good information in it even if you ignore the hammer units into real life units conversions.

    Personally I would advise to refrain from thinking of Hammer units as directly translatable to any real world units.

    But yeah, it does seem like 1 unit = 1 inch is closer to how it is than 1 unit = 0.75 inches.
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  37. Post #1597
    Probably the most arrogant mapper in the World
    Jukka K's Avatar
    June 2007
    1,717 Posts
    If so, wouldn't that only invalidate the first part of the article? It still has a lot of good information in it even if you ignore the hammer units into real life units conversions.

    Personally I would advise to refrain from thinking of Hammer units as directly translatable to any real world units.

    But yeah, it does seem like 1 unit = 1 inch is closer to how it is than 1 unit = 0.75 inches.
    Yeah it only nullifies the first part of the article.

    Anyway, you can always map without the scale, but when modelling objects for Source it is good to know that Source uses 1 inch = 1 unit scale, in case we keep the humans as tall as they are. Of course we can change the scale in our mods etc. but when mapping for HL2 universe games the 1.00 scale gives the best results.
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  38. Post #1598
    mdeceiver79's Avatar
    March 2012
    3,245 Posts
    Jukka my hero :)

    For the guy asking for a door. https://rapidshare.com/files/7867888...sizeprefab.vmf
    I made it a few days ago, probably going to propper it sometime so I don't have to worry about texture lock. Its using jukka (awesome guy)'s scale. In css you will need to manually edit the node graph for bots to go through it or turn the frame into a brush with no collision. Fits most of the standard door textures.
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  39. Post #1599
    Blue Member?
    Ermac20's Avatar
    October 2010
    7,621 Posts
    just finished my survival cafe just need to make a sign


    im also trying to add park borders that look good
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  40. Post #1600
    Sir Michael Cole
    simzboy's Avatar
    September 2008
    2,949 Posts
    Does the bottom look any better?

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