Post your screenshots! WIP thread Created 16 years ago2007-12-16 00:58:58 UTC by doodle doodle

Created 16 years ago2007-12-16 00:58:58 UTC by doodle doodle

Posted 6 years ago2017-06-21 15:55:06 UTC Post #335627
My last attempt to make something "good" in Blender:
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Posted 6 years ago2017-06-21 17:05:55 UTC Post #335631
This actually looks good for a low-poly turret. You could've split the upper part from lower one with cylinder to give it ability to turn to sides, or give it guns on other sides. Would work well for tower defense game, where you see the model and map from above with little detail, so it'd be well optimised for something like that.
Posted 6 years ago2017-06-21 17:43:23 UTC Post #335634
@Snehk
"You could've split the upper part from lower one with cylinder to give it ability to turn to sides"
Is there still a way to split it?
"Would work well for tower defense game"
Well, I'm just trying to recreate a similar structure from Tiberian Dawn/Renegade:

TibDawn
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Renegade
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Posted 6 years ago2017-06-21 18:33:42 UTC Post #335635
Is there still a way to split it?
Don't know how it's done in Blender, as I model geometry in Wings3D

Judging by the pictures of the turret, it could be done by modelling the base and gun as separate parts and aligning them. But that is if you want to animate it and code it to shoot.

If you want it to be idle, motionless then don't rework it. It should be good for it.
Posted 6 years ago2017-06-21 19:48:41 UTC Post #335638
Great work you did there windawz, love your mapping and also cool that you do models ! :)
Posted 6 years ago2017-06-21 20:27:46 UTC Post #335641
@Windawz
You know, I'm going to ask him.

@Trempler
Would you like to participate in the pre-release testing of de_kobbl?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-21 20:48:16 UTC Post #335642
@Trempler

Thanks. I'm only a (very lazy) beginner though. Plus since my mouse is under repair now, I use a very old PS/2 mouse with a broken wheel (scrolling works fine but pressing the MMB does nothing), so using Blender is now even more difficult for me.
Also, it would be nice to see you on fun_kobbl playtesting session. If you're in, Admer will send you a PM.
Posted 6 years ago2017-06-22 18:36:23 UTC Post #335676
i´m rare on time but i can try, send me an pm
Posted 6 years ago2017-06-22 20:14:50 UTC Post #335677
@Trempler
Great. :biggrin:
I'll send it to you on GameBanana. The full release should be released in either this week or in the next week. ;)
The test team will get all 4 versions, compiled with final settings. I'll then make the fun version and call it a day (or 3 months, lol).
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-22 21:07:44 UTC Post #335679
+1 playtester
Posted 6 years ago2017-06-23 07:51:11 UTC Post #335693
I don't have a screenshot of this, but I'll just write it:

In the Easter egg #3 room (the one where you can unlock all the doors), I had an issue: the bomb was making glass sounds when shot at.
That means: I had to change the Material to Metal, and I now have to re-compile all 4 maps. Seriously, I spent an entire day compiling the 4 versions, and today, I'll have to do it again. Poor lappy. :/

-texreflectscale 1.28 -chop 64 -texchop 32 -gamma 0.4 -texreflectgamma 1.5 -blur 0.1 -fade 1.2 -nospread -bounce 12

^
Now I see why. XD
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-23 14:20:09 UTC Post #335705
Dude, we have RipEnt for such purposes. There's also a flag in the compilation menu (or was it Batch Compiler?) called "Entities Only".
Posted 6 years ago2017-06-23 14:51:58 UTC Post #335706
Too late now, I'm so stubborn that I'll do a full compile again. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-23 21:29:13 UTC Post #335708
Practicing at layout making:
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The map name is de_wind. "Wind" are also the first four letters of my nickname. Coincidence?
Posted 6 years ago2017-06-24 11:01:44 UTC Post #335722
I figured out how to remove the roof on the overview:
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I basically changed the Min Z value. :D

Now I'll just open Paint.NET and stitch those together and call it a day.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-24 16:14:45 UTC Post #335724
Hmm... How did you do that? I tried it several times and... Nothing.
Posted 6 years ago2017-06-24 20:40:10 UTC Post #335727
Dude, you have your keyboard. Try pressing keys until something happens.
Of course, I can't tell you which one to press, because:
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Yeah, it's 2 of those... I pressed the - (minus, or hyphen) key to actually decrease the Z Min value, not sure if it will work on your end. :3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-25 04:11:59 UTC Post #335729
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Almost 18k planes... I'm so, so, so sorry.

The bigger my map gets the more I fear to compile it.
Posted 6 years ago2017-06-25 06:13:46 UTC Post #335732
Imagine me opening the map in J.A.C.K., let alone compiling it. XD
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-25 07:31:16 UTC Post #335733
And it appears that ' and / change the Min Z for me. If I knew it before I'd make a better overview. Damn, I tried to assist.
Posted 6 years ago2017-06-25 07:35:54 UTC Post #335734
However, xawari mentioned that our usual way of making overviews is wrong. I saw the overviews of default maps, and they had the green stuff! But in-game, you can't see the green. This is weird. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-25 08:06:39 UTC Post #335735
I suppose that the last color in the palette of an overview image becomes black. So if you change all the green color to red and change the last color in the palette to red as well, the red color should be black ingame. The same thing works for {masked textures.
Posted 6 years ago2017-06-26 07:37:44 UTC Post #335751
Some changes to dm_deadlands:

Now there are two such altars on the map:
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Added a stand with a battery:
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I also work on a CS:GO map:
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Love those dev textures.

[Sorry for a double-post]
Posted 6 years ago2017-06-26 14:11:18 UTC Post #335755
can´t wait for dm_deadlands <3 plz contact me when ready to test !
Posted 6 years ago2017-06-26 17:48:38 UTC Post #335756
I'm not sure if it will even compile or how long it will take. Poor HLVIS.
When the geometry, texturing and basic entity/item placement is finished (I'm such a person who does all this at the same time), I will need to make a proper sky (currently using "morning"), extract the textures from 6-8 wads I use for the map and the pack everything into a one big wad, then wadinclude it with -nowadtextures parameter. And I'm incredibly lazy at times, so even I don't know when it's gonna be finished, Trempler.

Yet I must note, that your support encourages me to continue my work. Thank you =)
Posted 6 years ago2017-06-26 18:03:16 UTC Post #335757
I can't wait for Deadlands either. It's far more high-poly than anything I've ever mapped. I wonder how it would run on my laptop. xD

Although, if you didn't do it already, could you convert some things (like arches and pillars) into func_detail brushes? After that, you could cover them with blocky clip brushes and set the func_details' Passable parameter to Yes.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-26 18:19:46 UTC Post #335758
@Admer456

During the creation I do some basic entity placement as I said, so the most of such structures (or maybe all of them) is already tied to func_detail. I'll place the clip-brushes later, or if I suddenly hit the clipnodes limit (bevel and cliptype precise should prevent that).
Also I included an easter egg (yep, already). It's a surprise so I can't tell you what it is =].
Posted 6 years ago2017-06-26 20:53:14 UTC Post #335759
Yeah, I put 4 of them in de_kobbl. :P
The fun version will probably have more.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-27 00:30:36 UTC Post #335760
Alright, time to make some sky pictures. It's gonna be a little tricky, but hey, I have the whole night ahead!

EDIT: Found a very suitable sky in vanilla cstrike.
Posted 6 years ago2017-06-27 12:39:16 UTC Post #335765
Playing around with stock Half-Life content, trying to make something that resembles the original game.
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Some of you may have seen this on Twitter already.

Gives me an idea for the next TWHL collaboration, should I ever start one. :P
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-06-27 14:34:51 UTC Post #335766
Looks a bit darker than needed to IMO. But who I'm to judge your work =)

A collaboration would be nice, but I think I'll not participate since I realized that I'm only good at making various castles, temples, ruins, etc.
Posted 6 years ago2017-06-27 14:48:10 UTC Post #335767
I.m.o. it looks bright enough, even on my phone's screen (which I always keep at the lowest brightness to conserve battery :3).
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-27 15:20:37 UTC Post #335770
I mean it's dark for a Black Mesa section. I can clearly see the image but I remember that Black Mesa wasn't so dark. It looks cool anyway.
Posted 6 years ago2017-06-27 17:39:01 UTC Post #335772
Well, even though it's part of Black Mesa, it doesn't have to mean the part where scientists do their work and/or take a break.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-29 02:54:15 UTC Post #335797
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Working on two projects isn't as hard as I imagined it.
Posted 6 years ago2017-06-29 04:25:19 UTC Post #335798
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https://youtube.com/watch?v=CQ0aBoi7css

Now I just need to configure it so it can attack 3 places individually.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-29 04:48:55 UTC Post #335800
Playing around with stock Half-Life content, trying to make something that resembles the original game.
How about you try to make something that resembles a mod?

(We still love you)
Posted 6 years ago2017-06-29 16:54:08 UTC Post #335812
Building the basement:
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According to the concept art:

http://i.imgur.com/sVAoAVLl.png

Also, inside the basement:
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Yeah, took some time to make, I hope it will work because I copy-pasted it from the test map. :P
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I've just realised that I need to put ladders here. Silly me! XD

And the thing in the basement was made for this:
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Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-29 20:24:17 UTC Post #335815
Building the basement:
Are those wooden beams clipped so players don't get stuck in them?
Dr. Orange Dr. OrangeSource good.
Posted 6 years ago2017-06-29 21:12:26 UTC Post #335816
Considering there's a cross pattern they probably don't really need to be. If the player crouches that close to a plain wall they're probably trying to get stuck. I can't imagine they interfere with normal play.
Crypt Crypt120% sorry!
Posted 6 years ago2017-06-30 03:48:22 UTC Post #335817
They don't have collision at all. :P
func_detail; Passable: Yes.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-30 17:25:49 UTC Post #335829
The map is not too far from the first compile:
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I will later change the hue of the sky so it will look more greenish.

I guess I should also credit the Counter-Strike dev team since I use their skypics and textures.
Posted 6 years ago2017-06-30 17:31:00 UTC Post #335830
Looks like morningdew to me. (the skybox)
But yeah, it needs a little bit of tint to match the map. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-06-30 18:05:18 UTC Post #335831
Did some really basic work in photoshop and here's what I have:
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Posted 6 years ago2017-06-30 19:58:08 UTC Post #335833
Looks nice, maybe alter the lights to gave it subtle green lighting.

Also:
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Feels good to make some image editting once in a while... Looks not saturated enough, but that's an edit that can be done in under 1 minute.
Posted 6 years ago2017-07-01 03:58:02 UTC Post #335837
Alright Snehk, I'll try to make something like that.
Looks not saturated enough
That's exactly what I'm trying to achieve.

EDIT:
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Looks better now?
Posted 6 years ago2017-07-01 05:27:57 UTC Post #335838
Yeah, those green clouds on previous one looked kinda toxic compared to this. It also matches nicely with textures and lighting. Good work.
Posted 6 years ago2017-07-01 06:47:25 UTC Post #335839
I think it's time to compile the map. Finally...

EDIT:
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4500 wpolies at some spots.
Posted 6 years ago2017-07-01 07:24:20 UTC Post #335840
Over 4000 wpolys at some spots? Reminds me of my school map, which had them most of the time.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-01 07:27:45 UTC Post #335841
I'm so sorry xd.
That's what happens when you try to make every single corner look smooth.

I didn't compile it at full VIS and without the -extra parameter for HLRAD so it doesn't look too good.
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