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Forums > Maps and Mods

26 Jul 17, 15:12
By Admer456
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Member
Client-side scripting would be better as the server wouldn't have to sync all that stuff between every client, right? xd
Thus we'd avoid network traffic issues.

Alright, time for me to get back to work... Kobbl is waiting, Kobbl is my duty, Kobbl is my promise. (of course, until high school begins)
26 Jul 17, 15:46
By Solokiller
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Member
Yeah it avoids having to send messages to clients for it. Server side either you do it reliably and risk overflows, or you do it unreliably and have the effects cutting out when too much data is being sent. Client side your only limit is the maximum number of effects.
28 Jul 17, 21:35
By Admer456
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Member


I escaped the influence of my laziness yet again, and I made this. grin - :D

I also got a new idea:
Players will spawn in the "Selector", where there will be 3 options:
Victims, Victim 1 and Victim 2.

Victims will spawn in one area together, Victim 1 will experience getting "saved" by one of the terrorists (but Victim 1 will escape after that).
As for Victim 2, I'm not sure yet. Since their role is optional, it surely brings some fun stuff in there. Oh, right, Victim 2 will spawn in the underground cave! big grin - :biggrin:

Well, yeah, I've said enough. This concept is pretty interesting, and I tried to pull off a similar thing in Sandstorm where 1 group of players spawned in the truck, while the other group would wait for them at the HQ.

At some point, Victims, Victim 1 and Victim 2 will all meet and continue together. But before that, well, things will be a bit interesting. wink-wink - ;)

Of course, Victim 2 will be optional because I'd like the minimum number of players to be 2.
So yeah, I'm assuming I'd have to prepare a good puzzle for Victim 2. tongue - :P
29 Jul 17, 00:17
By James Luke
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Member
I hope programming WIPs are allowed here.

VTF loading and "displaying" in Half-Life 1.

https://pastebin.com/yR7qPSaf This is the full file so far, it's a mess.

Funny thing, to "display" the image to make sure it was working correctly I had to abuse a bug within GoldSource. When you generate a texture, when you change a level, the (first? or last) image you generated will flash for a few frames as the level is transitioning.

Here's the result I got: It works! smile - :)

I plan on expanding this into a custom renderer I am making, but realistically it will only be a learning experience and something I will never get done. It's just too damn hard.

I'll probably replace .tga loading function in favour for .vtf's in PARANOIA and test that out... or Trinity, I don't know. But it won't be the new one.

Just thought I'd point it out, it's kinda important to me. If anyone is interested in the sources (as of now, not done) just PM me. Also maybe in the future I may make some comprehensive documentation of VTFLib and HLLib, since none exist so far.

Also a very special and many thanks to Solokiller, none of the technical bits would've been possible/updated without him for this project.

Blue-Green. Neat. Never knew about those.
29 Jul 17, 00:40
By Penguinboy
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Haha, I died again!
Maybe you'd be interested in looking at the VTF loader from the Sedge codebase? I stopped using VTFLib and HLLib because I wanted to implement them myself.

https://github.com/LogicAndTrick/sledge/blo
b/master/Sledge.Providers/Texture/Vtf/Vtf
Provider.cs
29 Jul 17, 01:53
By James Luke
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Member
I dunno, that's in C#.

I'd rather use VTFLib now at least, since I had to go to hell on Earth just to convert it into a static library. Just got used to it in that time.
29 Jul 17, 22:08
By Admer456
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Member

Just as I was testing out the new "Upper Cave" part of Kobbl...


I fell through the floor:


And I kept plummeting down to the bottom of the map.


I've never fallen through the floor. XD

Anyway, you've seen the new part, and that's what matters.
Also:


That's why! grin - :D
29 Jul 17, 22:34
By Windawz
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Member
Aren't the clipnode and the face limits supposed to be the same?
29 Jul 17, 23:09
By Admer456
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Member
You can have really complex brushwork but with a very simple and low-poly collision, so those 2 shouldn't be the same. tongue - :P
30 Jul 17, 04:35
By Crollo
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Trollo
Bringing up a really old post and an even older tutorial, but...
Quote:
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!


This absolutely is the way that assets should be made (and are made in modern engines, where custom static meshes are used instead of BSP geometry and tiling textures), but I would strongly disagree with manually doing the maths in photoshop to unwrap the uvs when you can just export the geometry and do it properly in any choice of texturing software.
I don't know if I can muster enough motivation to get an entry in for the pockets compo, but if I do I'll be sure to elaborate on a (hopefully) better/simpler method to do this.

Another upside of exporting the geometry is that you have the geometry and can do fancy stuff with it as Instant Mix has discovered in Competition 34, but more on that later.
30 Jul 17, 21:05
By DiscoStu
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Member
Who uses those silly antennas on their CRT TVs anymore?

Besides, after 29 years I have yet to see one that works.
30 Jul 17, 22:02
By Admer456
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Member
Actually, the guy who uses that CRT TV in my map uses it only for his PS1, PS2 and his VHS tapes. tongue - :P

Of course, when the terrorists came... ouch.
31 Jul 17, 20:48
By sample vodka
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Member





roadmotel, Map for CS 1.6… map yet in indev
31 Jul 17, 23:00
By Admer456
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Member
I was so bored, so I made this:


I wonder what to do next...

(and no, the middle platform and the skybox are actually static, only the triangular "cakes" are rotating. The cool part here is that I didn't use any origin brushes wink-wink - ;) )
31 Jul 17, 23:01
By James Luke
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Member
I'm just surprised you can store a .gif on your computer.
31 Jul 17, 23:40
By Victor-933
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Member
My biggest weakness is layouts, because I never plan anything. Maps just happen. That said, I scrapped what I had done for the new layout of that map since it was turning into the same thing (big donut with no verticality) and started anew. Probably gonna call it DM_Criticality.



also I have an unhealthy obsession with fan shadows: https://www.youtube.com/watch?v=YufrTgjInCQ
01 Aug 17, 00:03
By SourceSkyBoxer
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Member
Lol @Admer is it correct or wrong?

func_rotating with zhlt_usemodel for cycle sky sphere, right? Or you use xashxt moveswith-system for env_model? Playable room with whole null texture brushes? tongue - :P
01 Aug 17, 00:22
By Windawz
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Member
@SourceSkyBoxer

Quote:
"and no, the middle platform and the skybox are actually static, only the triangular "cakes" are rotating"
01 Aug 17, 00:29
By Victor-933
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Member
Quote:
func_rotating with zhlt_usemodel for cycle sky sphere, right? Or you use xashxt moveswith-system for env_model? Playable room with whole null texture brushes?


probably just centered the map since origin-less brushes use 0,0,0 as their origin
01 Aug 17, 05:49
By Admer456
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Member
@SourceSkyBoxer

I didn't use that.

Normal skybox, 4 func_pendulums and no origin brushes because the axis is already at 0,0,0.
The sky is not rotating. The platform I was standing on was rotating. Hehehehehe, relative movement is a bi*** sometimes.

@Victor-933
I don't do planning either, but sometimes when I do, it speeds up the mapping process because I simply know what to do next.

@James Luke
Eh, this one was just 2.3MB big, I'm not surprised it can fit.
04 Aug 17, 12:28
By Snehk
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Member
Modelled a low-poly, simple, 100% symmetrical humanoid base for models so I won't have to repeat most steps when modelling characters. Lacks hands and feet, hips are set wider to make it more of a feminine base (easy tweak to make masculine base anyways), and is 16 times smaller than player models for GoldSource/id Tech engines. I somewhat prefer to work in small scale then scale it up, as in:

1 = 16
0.5 = 8
0.25 = 4
0.125 = 2

0.0625 and 0.03125 used only for subtle yet noticeable tweaks.



It's similar to my other human-like models, as I use one quick and efficient method for humanoids. 116 quads, giving 232 tris after tesselation. It won't be that much of a nightmare to animate as well.
04 Aug 17, 13:25
By Windawz
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Member
The torso looks stretched in my opinion.
04 Aug 17, 13:26
By UrbaNebula
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Entirely brush based
I think the character's height is generally fine, but the torso/leg ratio is off. Lengthen the legs, squash the torso. grin - :D
04 Aug 17, 13:32
By Windawz
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Member
Exactly.
04 Aug 17, 14:48
By SourceSkyBoxer
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Member
Yeah I am using SketchUp because it is easy to draw. 1 meter = 1 Half-Life's Unit.

Example I draw model pipeline for twhlpockets...
From SketchUp


From Blender ( assignning and painting )


Into J.A.C.K!!
04 Aug 17, 15:03
By Snehk
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Member
Now I wonder if those legs aren't a bit too long... This is basically how I always do my humanoid models, there's always something to fix in proportions.... Shot without head and arms.

05 Aug 17, 08:30
By sample vodka
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Member
Me i decided hold my motel cs map for remake cs_alley1 smile - :)
05 Aug 17, 21:05
By Admer456
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Member
Started my 3rd map project this month:


I decided to do something like ts_untergrund, but for CS 1.6.
Wish me luck. smile - :)
05 Aug 17, 21:18
By Windawz
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Member
Is it just me or those cliffs look... Familiar?
06 Aug 17, 00:16
By Victor-933
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Member
Decided to remake several of these textures from scratch so I can finally join the cool kid's club and stop relying on other peoples' textures.

06 Aug 17, 22:07
By Admer456
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Member
Quote:
"Decided to remake several of these textures from scratch so I can [...] stop relying on other peoples' textures."


You know, you've inspired me. Why use someone else's textures when I can make my own? tongue - :P
Besides, I haven't made any custom ones in a while.
07 Aug 17, 05:07
By Crypt
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120% sorry!
Here's a thing
07 Aug 17, 10:05
By Snehk
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Member
Great progress Crypt!

My latest tinkering. From this:



To this:



I edited dialogue in resource file to change the layout, a few really simple edits but make a big difference, especially when the window is not resizeable and making it one has issues.
07 Aug 17, 10:30
By SourceSkyBoxer
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Member
Oh @Crypt sorry Hezus has already released Black Mesa Uplink
You cannot disturb release. Please respect him! He is admin of SVen Coop Forum. You need ask him - If you get allowance by Hezus.
07 Aug 17, 10:49
By Solokiller
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Member
No he doesn't. Hezus doesn't own Uplink and can't claim to be the only one to remake it. The fact that he's a forum admin makes absolutely no difference either.
07 Aug 17, 11:36
By SourceSkyBoxer
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Member
@SoloKiller, allright!

@Crypt you can conitune your remaking. Good job! big grin - :biggrin:
07 Aug 17, 11:55
By Crypt
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120% sorry!
ya but mine's pretty

Lol there's no harm in me working on my own. If people want to play his, they'll play his, if they wanna play mine, they'll play mine. I can guarantee you they will be wildly different.

Also, fun fact: He knows about mine. We spoke to each other a couple years ago about combining projects. It never really took off.
07 Aug 17, 12:32
By Victor-933
avatar
Member
Making more progress on texturing, I've almost completely replaced everything with ones I've made. Also brightened the map a little -- I want it to be dark and gloomy but not so dark people can't see each other.







This map will have a lot of crawlspaces and hidey holes like DM_Fenrir, shown by that big fan room thing.
07 Aug 17, 14:15
By SourceSkyBoxer
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Member
Great architectur Victor933 smile - :)
07 Aug 17, 17:38
By Admer456
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Member
Latest revolution in GoldSRC door tech:


And here's one of the huts for the map:


Any suggestions? smile - :)
07 Aug 17, 18:03
By SourceSkyBoxer
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Member
And you would like to draw SKetchUp and export to wavefront obj

Than you can assign and make material system / paint than you can feel model better than your hut. than you can load into J.A.C.K. and Make sure clip brush for same wall, same floor, same roof. it is better than like Source Engine smile - :)
07 Aug 17, 18:15
By Admer456
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Member
@SourceSkyBoxer
I. Hate. Models.

Not really, I love them. I just believe that good brushwork has a better place in GoldSRC rather than models etc. tongue - :P

But yeah, I've used SketchUp before. It's a nice tool. smile - :)
07 Aug 17, 18:59
By Snehk
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Member
Continued work on base humanoid model. I think that there might be something wrong with head/neck, but it's all a matter of few quick edits.

07 Aug 17, 19:05
By SourceSkyBoxer
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Member
@Admer,
Haha you hate models me too. I hold and I work with models. I do not worry with creating models and I need before calculation.

Example 128 is real for Half-Life Unit. And I draw SKetchUp with 32 Meters.
QC script:
"Scale = 4.0"

Now I have not problem with models. Yay!
07 Aug 17, 20:22
By Windawz
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Member
@Snehk

It's way better now.
07 Aug 17, 20:53
By Kachito
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Member
Quote:
Any suggestions? smile - :)


What i like to do with simplistic roofs, as i noticed you like to keep things really basic for performance issues, is add another "board" here and there about 1-2 units high. It's not much, but it breaks the boring linearity of that roof and would add a bit of depth to it.
Btw, i don't think that texture is fitting for a roof frown - :|
07 Aug 17, 21:24
By Admer456
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Member
I know it doesn't fit the roof, Kachito. xd
I'll see what I can do.

Edit:
Actually, I'm more like "Screw the performance", as you saw in de_kobbl.



Now I just need to balance the colours. xd
07 Aug 17, 21:35
By SourceSkyBoxer
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Member
Great work grin - :D Why not put realistic forest like hut with many trees and broken fences and campfire near hut. If you like that. wink-wink - ;)
07 Aug 17, 22:36
By Admer456
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Member
Here's why not: it would not fit the westwood-ish theme of my map. tongue - :P
08 Aug 17, 00:21
By Windawz
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Member
One of my maps I've stopped working on a long ago:









Made a few edits to it. Maybe I'll even finish it someday.
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