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Post your screenshots! WIP thread

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Forums > Maps and Mods

14 May 17, 23:03
By Windawz
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Member
Quote:
It made me establish my foundation for my modelling and coding skills


So what are you better at - modelling or coding?

Quote:
Correction, I used to work on a mod. (if you want an explanation of "used to" and what it means, then feel free to ask)


I know. Sometimes can't pick a more suitable word. Either because of my bad english knowledge or because of my bad memory. Sometimes I even forget the date of my own birthday, lol. I can start placing a "sorry for bad english" mark at the end of every of my posts if you want.

Some screenies of the lab, since it's a WIP thread:





Those two yellow boxes are light_shadows. You can toggle the shadow of an entity with these things. Why didn't I know about it before?
14 May 17, 23:45
By abbadon
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Member
Quote:
I think I'm gonna have a heart attack.


Don´be so mean XD tongue - :P , that´s the way all of us newbies start the world of coding !! wink-wink - ;)
15 May 17, 01:37
By James Luke
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Member
Hey, we all had to start somewhere in coding.

I was copy-pasting tutorials for almost 3 years before trying anything on my own. I didn't regret it though, taught me a lot.
15 May 17, 05:15
By Shepard62700FR
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Member
I know that everyone started somewhere, but he should consider learning the proper techniques/terminology if he doesn't want his project to be a laggy and/or crash fest.
15 May 17, 14:25
By abbadon
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Member
Amen!

Btw: that's the story of my life... unhappy - :(
15 May 17, 17:07
By Snehk
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Member
Improved the UV Map (rearranged the model into T-pose, much easier hand unwrapping). I expect some slight stretching on fingers, will fix it if it'd look bad when textured. Better scaling and more-less tightly packed.

15 May 17, 17:23
By Windawz
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Member
Ah, the T-Pose. Now I know why everybody uses it.
15 May 17, 17:52
By abbadon
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Member
Pack similar faces into a single face, so you can do more detailed textures. i.e: the foot sides, pack both sides into a single one (unless they are asymetrical).That character should fit well on a 512x512 bmp with pretty high detail. If you want you can left things like some accesories and the face and hands for another UV map, and if you can use alphas you can do very detailed things!! wink-wink - ;) Try also to not left so much space between each part into the UV map, it´s a true waste! wink-wink - ;)
15 May 17, 18:32
By Snehk
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Member
Most parts of it should be symetrical, though I can't be fully sure, I did each side one by one rather than mirroring (I know it's stupid, but even without it that was rather quick model). Planned to use mirroring for quicker modelling and better UV Mapping, I might even remodel the knight anyway, it won't take too long and it'll be symetrical.

Currently the model is more like a test if I can get it working in the engine, so not everything has to be done perfectly. I'm trying to make it as good as I can though, to make transition from test to final quality easier.

Thanks for good advices Abbadon! Seen some of your works for Zion Warcry before I even started my current project. If I can reach the same level of quality, then I'd consider my works well done.

Quote:
Also, will there be multiple classes in your mod? Like common Warrior/Thief/Mage options?


I don't think classes would be needed at all. I won't go crazy with number of stats, though they'd have an effect on gameplay and you'll be able to distribute points on level-up. Magic abilities would be limited as well, and getting anything resembling spells of mass destruction would require exploration and plot progression. Would go well with an idea of interconnected net of hubs (each hub has several paths, leading to other hubs or blind paths).
15 May 17, 20:04
By Admer456
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Member
Quote:
"So what are you better at - modelling or coding?"


Coding is my least developed modding skill, sadly. unhappy - :(
(lol, right after animation)

So yeah, I'm better at modelling. Not far better, literally just "better".


This is a not-yet-fully-textured tactical shotgun model for my Far Cry mod. :3


Look at those ATVs. smile - :)

Also, my first 2 models in Far Cry:


Quote:
"Sometimes I even forget the date of my own birthday, lol."

Yeah, I sometimes forget which side is left, and which one is right. :d

Quote:
"I know that everyone started somewhere, but he should consider learning the proper techniques/terminology if he doesn't want his project to be a laggy and/or crash fest."


Exactly. smile - :)
In fact, let me launch VS 6.0 (after an entire year of not using it xD):


"#define PDRONE_MELEE_BOTH ( 6 )"
THIS thing wasn't defined, and adding THIS LINE ended my 2-month-long problem. XD
Oh, the good old days. big grin - :biggrin:

The game would crash as soon as this little PDrone would see me. :3

And that's partially why I'd like to learn all that stuff so I can at least understand the problem a little bit better and hopefully solve it a little bit easier.

Edit:


There we go, I at least learned how to add comments. :3
15 May 17, 20:57
By Shepard62700FR
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Member
Quote:
The game would crash as soon as this little PDrone would see me. :3
Programmers have an awesome (secondary) girlfriend in common: the debugger ^^
15 May 17, 21:22
By Solokiller
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Member
VS6's debugger isn't so great though. I'd switch to the newest version if i were you.
15 May 17, 22:06
By Windawz
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Member
@Admer456

Quote:
So yeah, I'm better at modelling. Not far better, literally just "better".


I hoped you'll say that. Because I understand modelling better. Can't say I'm good at it though:



Couldn't even properly shape it, lol.

I'm better at mapping. Way better.
15 May 17, 22:29
By Admer456
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Member
Quote:
"Programmers have an awesome (secondary) girlfriend in common: the debugger ^^"


You're saying that as if I've never heard of the debugger. My problem was my laziness so I didn't even think about touching it. tongue - :P
Of course, I'm not a programmer yet, so it's not unusual that I've never used one before.

Speaking of girlfriends:
My girlfriend, though, could've helped me but she has an odd policy of not teaching me anything nor pointing out my mistakes during my work. Jody wants me to learn from my mistakes, lol. What a sly fox. =3

Quote:
"VS6's debugger isn't so great though. I'd switch to the newest version if i were you."

Fine, fine, fine...
How about Visual Studio 2010 or Visual Studio 9 Express? I mean, I'd do the code writing and compiling in VS6.0, but your knowledge about that is x³ of mine, haha.
Also, I doubt I could run the latest one well on my 10-year-old laptop. -_-

@Windawz
Use a reference photo, that's what God said!
15 May 17, 22:52
By Windawz
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Member
@Admer456

I would, but since I'm just messing around with modelling software I don't need it. I need to get used to the controls first.

Now I need to figure out how the hell do I snap those two edges:

15 May 17, 23:21
By abbadon
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Member
Make the basic shape in 2D into the editor, then select all faces, extrude in the X axis (side) and you are done (this way you create the "sides" of the model) each time you extrude a full side is done. Imagine a square, if you extrude you make the four sides of the box, if you extrude again, another 4 sides are done next to the first ones, and so on, the more sides, the more curved will be the sides of the box; with weapons you will only need to extrude three times. To continue you must duplicate the original 2D shape you did before and mirror it in the X axis aswell, align it if needed with the verts, and, TA-DA!, a full model in three simple steps!, wink-wink - ;)

Oooooh-h-h-h, I wish I could learn well C++, that´s my first handicap, no matter how much times I tried... At least HL SDK is written in english and I can identify something here and another little thing there to do very basic things. O_o
unhappy - :(
16 May 17, 00:11
By Windawz
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Member
Thank you, but that's not the problem. I can't allign these two edges on the screenie.
16 May 17, 02:53
By Tetsu0
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Tet Soo Oh
Select all the vertices and scale the y axis to 0. So press S, Y, type "0", press enter.
Could also be the X axis too. Not sure.

Holding ctrl while moving things snaps to specific increments but it doesn't follow the grid exactly.

You can also set the location in global space.
16 May 17, 05:16
By Windawz
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Member
Thanks, I'll try that out.
16 May 17, 05:51
By Shepard62700FR
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Member
@Admer : VS 2010 at minimum
16 May 17, 07:03
By Admer456
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Member
@Shepard
Yay. grin - :D
That's at least considered abandonware like VS6.0, hahaha. I actually used that as my first software to compile my first hl.dll. (I just changed some weapon ammo capacities, lol)
16 May 17, 09:13
By abbadon
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Member
Quote:
rogrammers have an awesome (secondary) girlfriend in common: the debugger ^^


I wish I could know how to use it...
19 May 17, 15:24
By Windawz
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Member
Looks like this map has more chances to be finished unlike asde_science:



19 May 17, 15:41
By Snehk
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Member
Great work Windawz! I really love the architecture and texturing on this one!

After a long while of not being in a mood to do anything model related, I decided to make better entity testing area, a proper q3bsp.



Walls were made with curved terrain, sky is a shadered skybox. It seems that I might need to make a few adjustments to the model again, but making a quick map was a nice break.
19 May 17, 16:03
By Windawz
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Member
Thanks. Would've made the arches better but got a lot of invalid solids. I was too lazy to fix all this.
How do I make a map for the Darkplaces Quake port btw? Do I need to use a different editor instead of Jackhammer, like GTKradiant? I just know nothing about Darkplaces.
19 May 17, 17:26
By Snehk
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Member
Darkplaces supports several map formats: Quake 1, 2 and 3 .bsp and hl .bsp

You can use any editor supporting one of the above - Jackhammer, VHE, Sledge, Quark, radiants (I use NetRadiant), Trenchbroom. You can choose a map format you're comfortable with and map in preferred editor.

I think that Quake 3 .bsp gives best results - high limits, light grids, curved terrain, Q3A shader type support.

You may also use GLSL shaders in pair with CSQC for efficiency, but that's a different story.
19 May 17, 17:59
By Windawz
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Member
Shaders? I heard of them many times but I don't even know what are they for. As far as I know you have to code them manually.

Added some supports:



It's gonna be a dm_ map. I just can't make myself create something non-dm.
19 May 17, 19:24
By Trempler
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Member
This looks really amaizing smile - :)
20 May 17, 10:29
By Windawz
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Member
So this is the whole thing:



Started building one of the temples:





EDIT: Worked on the temple/fortress/whateveritis entrance. I think now it looks way better:



20 May 17, 22:58
By DiscoStu
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Member
Looks quite nice.
20 May 17, 23:10
By Windawz
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Member
Some progress on the fortress (I don't think it's gonna be a temple. Well, I'm not sure yet):





Placing skybox will be a little tricky:

21 May 17, 04:07
By Rimrook
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Guru
Since I'm here, here's my latest little invention.


It's a dynamic cartographer that maps every tile. It's stupidly optimized and accurate.

Progress is slow, spent all day reinstalling Visual Studio 2015 so it all works again. Numerous bugs but nothing outside my skill level so far. ^_^

@Windawz: Temple maps looks awesome. Who cares about what it is exactly, it's HLDM, a Tau Cannon sounds the same on every arena.
21 May 17, 17:10
By Windawz
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Member
@Rimrook

Well, it's actually a CSDM. Sadly I just can't make an intersting cs or de layout. I, however, could have try to port this to HLDM but I'm la-a-a-azy, so I can't promise anything.
Oh, and what's that little invention you're talking about? Is it for a game? I'm just relatively new to this place.

More progress on the "temple":



De_storm textures are wonderful, aren't they?
21 May 17, 17:33
By Rimrook
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Guru
Yeah I'm working on a an indie game.
"Temple" is looking good grin - :D
21 May 17, 17:43
By Cd5ssmffan
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Member
Hi. I've been away for a long time, but finally got back into mapping. One of my old projects for CS:


Bombsite A


Bombsite B


Layout

Dunno if this would get many players because everyone only plays dust2 now. Here's the fpsbanana page:
http://gamebanana.com/wips/46942

So far I'm thinking to make windows around the map and perhaps tiled roofs like in inferno, although I'm struggling to find any roof that fits with the aesthetic of the map, which looks a bit like meereen from game of thrones. I'm even making a miniature version of that pyramid!
21 May 17, 19:10
By Windawz
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Member
Nice! It has a layout which is way better than the one on my map. On any of my maps, lol.
21 May 17, 19:50
By Cd5ssmffan
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Member
I've already seen you have trouble with designing layouts. It's no big secret, and all it takes is an understanding of how CS works.

The CTs are meant to defend areas and Ts are meant to attack, so make sure you have defined areas as shown here:


This is a basic 4-box layout my map follows. Go back to the layout and see for yourself. You can make connectors between mid and anywhere you want for fast rotation between sites and areas but make sure you don't overdo it.

Else, you can make 5, 6 or 7 smaller squares and position them somehow.

Oh and important: Make sure the layout is strategically balanced! Or else it will suck and no one will play.
21 May 17, 20:51
By Windawz
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Member
Well, I have an idea... I still have some free space at the middle of the temple, so I can place a bomb site there. Thank you. Though how to make an as_, cs_ or es_ layouts is still unclear to me.
21 May 17, 21:04
By Admer456
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Member
Remember my destruction sequence? Well, the map demo_1 is done and now I'm working on demo_2:



The platform is just a placeholder for the helicopter which I will borrow from ts_untergrund. =3

@Cd5ssmffan
Looks like I've finally found a working layout, thanks!

@Windawz
That's soooo Quakestyle... <3
22 May 17, 20:25
By Windawz
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Member
@Admer456

A CS level with a helicopter? Interesting.

Dm_masonry (lol, I'm really bad at naming my maps) is inspired by Quake 1 which I finished yesterday. It was way more satisfying to play Quake 1 then Quake 2. I like Q1 the most.

Making a passage to the middle:



And then I will copy-paste all this to the other side of the map and retexture it a bit.

P. S. Multirockets from Dissolution of Eternity are so overpowered.
23 May 17, 03:19
By 2muchvideogames
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Member
remember back when there were more than one game modes of CS? Like, 3 or 4? Too bad.
23 May 17, 05:03
By Windawz
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Member
@2muchvideogames

Dude I know. I wish I could make an es_ map. The concept is really good. We could organize a game with TWHL members only, like PUG. Sadly, I use non-legal HL and CS at the moment. Is cs 1.6 free on steam?
23 May 17, 13:19
By UrbaNebula
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Entirely brush based
Quote:
Is cs 1.6 free on steam?

It's £6.99. About the cost of a sub with a drink. tongue - :P

Also, TWHL gatherings are so much fun:

Counter-Strike 1.6 2014 Tournament
CSGO 2015

Feels like it's been too long since we had a good marathon.
23 May 17, 14:58
By Jessie
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Ladytype
Shame I'm not likely to ever go on TS publicly on account of being so self-conscious about my voice unhappy - :(

The video games are fun though.
23 May 17, 15:34
By Windawz
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Member
Oh, so you need to actually speak to participate in such tournaments? Ok, I'll better buy Half-Life. Because imagine a voice of a 14 years-old nerd with a heavy russian Red Alert-like accent. Being able to connect to the TWHL HLDM server is all I need =).
23 May 17, 20:16
By Admer456
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Member
Quote:
"imagine a voice of a 14 years-old nerd with heavy russian Red Alert-like accent."


Sheesh, imagine the voice of a 15-year-old Bosnian guy with a somewhat German accent, who sounds like he's twice his age. Truly, I haven't played a multiplayer game with someone other than my brother for a very, but very long time. Hmm... :]
23 May 17, 20:44
By Windawz
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Member
Converting dm_masonry to HLDM since the layout sucks for a cs map. Ascension had a better one.
23 May 17, 22:04
By UrbaNebula
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Entirely brush based
Quote:
Oh, so you need to actually speak to participate in such tournaments?

...No? We make the teamspeak channel open to all who want in, but it's not compulsory. There's only 8 slots anyway.
23 May 17, 22:36
By Windawz
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Member


I decided that those pillars were looking too odd, so I removed them. Any suggestions? I'm just really confused and have no idea how to detail them. I can also leave them as is to make r_speeds lower.
23 May 17, 22:49
By Admer456
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Member
Hmm, de_storm textures, eh? Fun fact: my map de_kobbl uses de_storm textures. :3

Also, darn... I forgot to upload some of those screenshots about the film. I'll do it tomorrow after I spend some time programming that robot. frown - :|
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Forums > Maps and Mods

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