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Post your screenshots! WIP thread

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Forums > Maps and Mods

16 Apr 17, 11:40
By Windawz
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Member
Thank you so much Archie! I was so scared that all my work will go to waste. The color blending is not a problem as I have very dark textures (you can see some screenies above).
16 Apr 17, 11:48
By Admer456
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Member
Quote:
"I may look like a real dumb*** (and that's almost true), but I have never used custom textures in any of my maps."


Also... don't feel bad for not using custom textures before. I haven't used custom textures in my maps until the end of my first year of mapping. And the same goes for Source. It took me a while to get to using custom textures.

The same goes for CryEngine. But then, with custom textures I was able to do a lot of stuff. Well, that includes:

Free weapons, yay. grin - :D
16 Apr 17, 17:29
By Windawz
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Member
Is it a model or this sign is, uhh, "brush-based"? I just don't know how it works in CryEngine.
16 Apr 17, 18:58
By Admer456
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Member
Actually, CryEngine 1 doesn't have the Half-Life brushes.
BUT, it has its own brushes! In Far Cry 1, models = brushes. grin - :D

Well, that made me learn more modelling in the first place.
So yeah, it's both: a model and a brush.
16 Apr 17, 19:35
By Windawz
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Member
I don't get it, is it like UE4? In UE4 building a map with brushes (or BSPs how they call them) considered stupid, so you must make a model (static mesh) of every part of the map.

Also I saw this while playing Jedi Academy. Just look how perfectly alligned those textures are! What sorcery is this?

16 Apr 17, 20:25
By Admer456
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Member
It's like this:
1 brush = 1 model.

So, now you have a floor model, a wall model, a ceiling model, a door model, props (chairs, tables etc.), a window model, a stair model etc.

Of course, you can make entire maps from single models, but then the lighting is a bit odd. That's why you can also port GoldSrc maps to CryEngine. 1 map = 1 model. xD
16 Apr 17, 22:25
By Windawz
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Member
So you mean you have to make every part of your map in Blender/3DS Max and use editor only to put all this to your map? Ugh...
16 Apr 17, 22:49
By Archie
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My Empire of Dirt
funny that you bring up Jedi Academy - it was the first game I created custom assets for outside of the HL universe.

It's also BSP based - you could create that screenshot in Goldsource pretty easily. I have a tutorial on how to create textures for brushwork like that:

Click!
16 Apr 17, 23:03
By Solokiller
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Member
Doesn't Jedi Academy have meshes that behave more like models than brushes? I recall reading tutorials about those.
17 Apr 17, 00:43
By Windawz
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Member
Yep, I heard of them. I think they're called "trimesh".

Nice tutorial btw, Archie. However, I lost it after the texture tiling part, but that's my fault as I have never used Photoshop.
17 Apr 17, 06:21
By Admer456
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Member
@Windawz
OMG, no. Far Cry comes with 300 to 400 premade models by Crytek.
Also, everytime you start the editor, you get a terrain mesh which you can sculpt vertically. smile - :)

It's also possible to make something quick and easy in SketchUp, and texture it in 3ds Max and export it to CryEngine.
17 Apr 17, 10:26
By Snehk
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Member
@Windawz (I reply to post from previous page) - Yes, it's for my mod. Going for mixture of low and dark fantasy with the theme.

Had some time to improve it today. Scaled it down to make it a bit more skinny and added a helm.







17 Apr 17, 12:22
By Trempler
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Member
Snehk this starting to look really good for low poly smile - :)
17 Apr 17, 12:44
By Admer456
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Member
"It's not about the poly count, it's how you use those polys." smile - :)
17 Apr 17, 13:13
By Windawz
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Member
@Admer456

It looks like I need to try mapping for CryEngine 1 myself.

@Snehk

How long have you been developing your mod?
17 Apr 17, 13:44
By Snehk
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Member
Thanks! Actually it's my first such well done model. I started with a cylinder and extruded/scaled it/moved single verts.

I started working on my mod like month or two ago, just been taking very slow and lazy moves, being a bit busy with courses and ending technical.
17 Apr 17, 16:49
By Windawz
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Member
My first decent outdoor map:





17 Apr 17, 16:55
By Admer456
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Member
Nice, it has the bumpiness of ts_untergrund or something. grin - :D
17 Apr 17, 17:17
By Windawz
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Member
I'm actually just training. When I understand all this terrain stuff better I'll try to make C&C-Under for Half-Life.
17 Apr 17, 17:46
By Admer456
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Member
Learn some stuff about 3D geometry, and then apply that knowledge onto a map and you'll pretty much know everything about it.
17 Apr 17, 22:52
By Archie
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My Empire of Dirt
Looking really cool, Windawz. You could try using BEVEL instead of NULL on terrain like that. It'll produce more precise clipping, though it'll skyrocket towards compile limits on larger maps.
17 Apr 17, 23:22
By Instant Mix
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Horton hears a who?
I don't think that's how BEVEL works arch, if anything bevel creates less precise clipping as it deactivates the clipnode on the face it is applied to.
17 Apr 17, 23:26
By Archie
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My Empire of Dirt
Well call me an uneducated dickhead.
It certainly seems to have that effect. No idea what it's actually doing during the compile, though, I'm just basing it off the result. I use it quite regularly on terrain to get better player movement.
18 Apr 17, 02:08
By Jessie
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Ladytype
I was always under the impression BEVEL was like an anti-clip brush, used to trim clipnodes rather than create them. I'm not sure where I got that from, though. Never used them myself.
18 Apr 17, 04:32
By Suparsonik
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Withstood the post-nuke test.
BEVEL reduces clipnodes.
18 Apr 17, 04:37
By Crollo
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Trollo
I think bevel has something to do with making less clip nodes.
18 Apr 17, 05:11
By Windawz
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Member
I've read somewhere that, unlike null, you can pass through bevel so it reduces clipnodes. I'll set all Null faces to bevel ones then.
18 Apr 17, 05:14
By Admer456
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Member
Lol, I used Null for the terrain in ts_untergrund. The only problems I had were when I converted the terrain into a func_detail. Yeah, MAX_CLIPNODES_EXCEEDED. I did that solely for VIS reasons because it took forever to compile (have you seen the size of that map?).

So I reverted them back to world brushes.
18 Apr 17, 05:38
By Windawz
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Member
I'm not going to oversize it I think. It will be a classic HL level with smooth transitions from structures to terrain. Also I've not used levelchanges yet in any of my maps (lol), so I will learn even more with this piece of brushwork. Also, converting terrain to func_detail sounds interesting, but I will have some problems with sealing the map I think.

Oh, and Bevel makes my eyes hurt even more than null does:

18 Apr 17, 05:41
By Archie
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My Empire of Dirt
I find Bevel quite soothing laughing - :lol:

18 Apr 17, 06:24
By Windawz
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Member
At least it's not transparent for you since you use Sledge. Jackhammer makes all special textures look transparent and it's good, but not always good.

EDIT: Used custom textures instead of the original ones. Now it looks like Renegade's first level and also reminds me of C&C-Walls:

18 Apr 17, 07:06
By Admer456
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Member
@Windawz
But you can always toggle the transparency of some textures as well as the visibility of the Null texture. smile - :)
18 Apr 17, 07:08
By Windawz
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Member
Well, I think I'll get used to Bevel somewhen.

Half-Life is perfect for making profile pics:

18 Apr 17, 08:52
By Admer456
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Member
It's EXCELLENT for lots of stuff...
18 Apr 17, 09:22
By xawari
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Member
Um... Isn't SOLIDHINT texture designed specially to glue brushes efficiently?
At least it really helps to avoid getting faces broken into pieces by compiler. I use it on all invisible adjacent faces.
18 Apr 17, 09:51
By Windawz
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Member
Added some sky brushes:

18 Apr 17, 11:38
By Instant Mix
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Horton hears a who?
For a couple years now I've consistently used BEVEL; only ever use NULL when I experience some clipping oddities caused by bevel, most usually curved surfaces.

There was a thread here ages ago that argued SKY being better than both, however I haven't reached that point of death yet

wait, why are you listening to the Twisted Insurrection soundtrack? I know it's meant to be industrial.. but it's pretty garbage
18 Apr 17, 11:39
By Admer456
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Member
Darn, in Quake there's no Null...

But instead, there's Skip. grin - :D
18 Apr 17, 11:47
By Windawz
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Member
@Instant Mix

I have quite strange tastes. At least I don't listen to russian rap grin - :D
18 Apr 17, 12:03
By Admer456
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Member
Quote:
"I have quite strange tastes."

Hah, wait until you see my playlist. smile - :)

Quote:
"Oh, and Bevel makes my eyes hurt even more than null does."

Well make your own Bevel and Null textures. smile - :)
I once made my own AAATrigger texture for the lolz (I used my brother's face).
18 Apr 17, 12:32
By Windawz
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Member
@Admer456

You mean I can change any tool texture? Will it still work after that?
18 Apr 17, 13:14
By UrbaNebula
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Entirely brush based
As long as they have the correct name, they should work without issue. I have my own urbydev.wad with colour coded tool textures.
18 Apr 17, 15:47
By Windawz
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Member
Finished the outdoor area. Here are some screenshots:



And with dynamic skybox enabled:



Now I just need to finish the caves.
18 Apr 17, 16:27
By Admer456
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Member
Oh, the caves... if you want I can lend you some pre-made sections. Though, it's best when you learn it yourself, lol.
18 Apr 17, 16:34
By Windawz
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Member
@Admer456

I already know how to make them. You need to flip your ground terrain over:

18 Apr 17, 16:51
By Trempler
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Member
loooks great windawz smile - :) for what is this exactly?
18 Apr 17, 17:04
By Windawz
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Member
@Trempler

It's for HL. I'm just training yet to later use my terrain-creating skills and remake C&C-Under for Half-Life. You inspired me to make some C&C-themed stuff with your Nod temple map. I still have it as the wallpaper btw grin - :D
18 Apr 17, 17:48
By Windawz
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Member
Never liked the original AAATRIGGER. This texture is much better:

19 Apr 17, 01:15
By Victor-933
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Member
Completely reworked the layout.



Also redid the machinery in the generator room.
19 Apr 17, 14:33
By Windawz
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Member
@Victor-933

This room looks great with any layout. I also suggest you to put some railing at the staircase.
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Forums > Maps and Mods

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