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Post your screenshots! WIP thread

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Forums > Maps and Mods

08 Aug 17, 01:01
By SourceSkyBoxer
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Member
@Windawz nice brush architectures look like completed perfabs. So sad Jack won't. Remember that Tools -> "Lock rotate / scale" and "Lock movement" than you move completed brushwork to connected room or hallway.

Wait I see like background of OpenTK viewport? Or Jack has changing color of background.
08 Aug 17, 01:08
By Windawz
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Member
@SSB

Quote:
"Remember that Tools -> "Lock rotate / scale" and "Lock movement" than you move completed brushwork to connected room or hallway."


Sometimes I think that people here take me as a complete noob.

Quote:
"Wait I see like background of OpenTK viewport? Or Jack has changing color of background."


Yes, Jackhammer supports the customization of the background color in the 3D viewport. Blue just seems more calm to me.
08 Aug 17, 03:35
By JeffMOD
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Call 141.12

I haven't been putting... well basically any WIP shots of this up in the past months I've been working on it, but it's getting presentable now.
08 Aug 17, 09:18
By Admer456
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Member
@SourceSkyBoxer
You can customise a lot of colours in J.A.C.K.
08 Aug 17, 09:20
By Admer456
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Member
[content removed - double post]
08 Aug 17, 11:49
By SourceSkyBoxer
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Member
@Admer, nice style! I never know that. Good! I don't need to change - I will stay because I recognize colours. Thanks!

And I am creating a launch of half-life and engine.dll without base directory like same parameters

my work-in-process is written in C# with OpenTK. It is not copy of xash. Only fresh of Half-Life SDK But I read sources of Xash. But I don't copy same. I copy of real Valve Software's Half-Life
09 Aug 17, 08:53
By Snehk
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Member
Very early WIP texture tests, these won't be used too much, it's to better feel texturing for that engine.





09 Aug 17, 20:09
By potatis_invalid
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Member
Jeff what is that? Looks great
09 Aug 17, 21:18
By JeffMOD
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Call 141.12
Thanks! It's the highly-anticipated (by nobody) remake of This map, which I've wanted to do since Black Mesa came out as sort of a way to vastly improve upon my previous work.

It's also been in development for far too long and I need to finish it up soon.
10 Aug 17, 21:07
By Admer456
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Member
Switching constantly between map projects, wow...
And this time, I came back to 4Way. Lol.





Hmm, yeah. DirectQ is one heck of a speedy source port. If this was in DarkPlaces, I'd be getting 12fps. grin - :D

Also, some shots of Pustinya:



ts_untergrund's spiritual successor, lol.
11 Aug 17, 19:48
By Admer456
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Member
Okay, screw the wood in 4Way, stone structures can support themselves after all. tongue - :P
So, I didn't want to leave the walls untouched, and that's why I made some changes:

12 Aug 17, 02:01
By DiscoStu
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Member
Now that stone structure cannot support itself.
12 Aug 17, 08:22
By Admer456
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Member
Maybe there's superglue between those stone bricks. tongue - :P
12 Aug 17, 17:20
By Windawz
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Member
Who cares? It's Quake.
12 Aug 17, 22:42
By Admer456
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Member
More screenshots: (from the QuakeOne thread)




Discovered that _minlight can be used on brush entities:


See more:
Link
12 Aug 17, 23:25
By Victor-933
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Member
Redid the door panel textures. There's several different versions, this one is the malfunctioning version.
13 Aug 17, 00:41
By Trempler
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Member
sexyyyyy
13 Aug 17, 21:06
By Admer456
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Member


Having fun with the Quake FGD because the one which came with J.A.C.K. lacks many parameters.
It's technically a work-in-progress thing, so I decided to post a screenshot. :3

Edit:
Oh, I've noticed a mistake, I should replace some (integer)'s with (choices). Lol.

Edit #2:
I've noticed another mistake. It seems that strings need quotation marks. xd
(that's what I get for being too fast)

Edit #3:





Hihihi Headcrab Basher - :crowbar:
14 Aug 17, 14:56
By SourceSkyBoxer
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Member
@Admer, wow
Quote:
More screenshots: (from the QuakeOne thread)

I don't see you in QuakeOne-Forum. Since Mad... and me talk about s*** AS3/Haxe.

Since Half-Life Wad freezes since loading AS3. It is bad. unhappy - :( But for Quake 1 Wad loads fast under AS3. But not for Half-Life, so sad. That is why.
16 Aug 17, 15:20
By Victor-933
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Member
https://www.youtube.com/watch?v=0mBqB_fpC4U


Using snarks to demonstrate the new electrocution effect in the core.
16 Aug 17, 16:12
By Windawz
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Member
Beautiful...
16 Aug 17, 17:12
By Snehk
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Member
Getting a better hold of terrain modelling in Wings without using heightmap generation nor sculpting. I may test exporting terrain from Terragen 4 one day...

16 Aug 17, 17:17
By SourceSkyBoxer
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Member
Woah @Victor, nice map - I like that. Awesome work!
17 Aug 17, 11:12
By Instant Mix
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Horton hears a who?
Thirded, that's a beautiful map Viktor; would personally say to think about redoing the VOX sound and the reactor hum sounds, but holy crap that's beautiful
17 Aug 17, 20:33
By Admer456
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Member








I've decided that a stone wall would fit the map's theme better:




Bricks! grin - :D
de_kobbl's legacy. wink-wink - ;)

https://www.youtube.com/watch?v=b3ofOEnwTRw
17 Aug 17, 20:39
By SourceSkyBoxer
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Member
@Admer: Wow great work! How is q3map2 sucking?

If q3map2 doesn't support like real brush-architecture with light and shadow effects like by UMHLT ( Modifed vhlt by UM ) Or I never see new version of compilers for Quake engine.
17 Aug 17, 20:43
By Admer456
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Member
q3map2 doesn't suck. It's awesome.
I just don't want to use it.

I'll stick to TyrUtils-ericw. :3

https://ericwa.github.io/tyrutils-ericw/
17 Aug 17, 22:25
By SourceSkyBoxer
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Member
@Admer, really great tool! I never know before. Now i will test if original q3map or TyrUtilities are very different for making and baking to "fake" lightmap. Ps i already bought quake 1. How do you load texture into J.A.C.K.? I tried it. But Quake 2 with J.A.C.K. works fine and Quake 1 with J.A.C.K. is not working. And i already get autosetup of J.A.C.K. but texture doesn't load.

I need fix again...
18 Aug 17, 06:50
By Admer456
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Member
@SourceSkyBoxer

Everything is OK, you only need the Q.wad file.
I've also made a WAD with the Skip and Hint texture, as well as my custom Quake FGD.

http://gamebanana.com/tuts/12452
You can find the links there. ^
19 Aug 17, 08:32
By Admer456
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Member
More screenshots:







New section:

My map has grown a lot. surprised - :o
But the theme... it's like 4 maps in one at this moment.

Edit:
I've got an idea. In one of the secret apartments, I'll put a text on the wall which says "Admer and Jody were here <3". I think it would be funny.
20 Aug 17, 07:37
By Victor-933
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Member
I need to learn to leave things alone.



@Instant Mix -- I did end up redoing the reactor ambient but I'm keeping the VOX. I actually wanted it to be muffled and garbled since it plays globally.
20 Aug 17, 10:03
By SourceSkyBoxer
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Member
@Admer thanks I will start with Quake if I am finish with TWHL-Pockets

@Victor nice map looks like NS textures?
20 Aug 17, 14:07
By Instant Mix
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Horton hears a who?
aw man that lack of texture filtering makes it look extra beautiful, really can't wait to see the final product Victor!
20 Aug 17, 16:58
By Admer456
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Member
@Victor
Don't worry, you're not alone. I also need to learn that. xd

Meanwhile:





So, this will be in a secret room. You press the button, and then there goes a lot of blood. xd
20 Aug 17, 18:04
By Windawz
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Member








20 Aug 17, 20:31
By abbadon
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Member
Admer, please, do a quake mod... one like soa or doe.
20 Aug 17, 22:06
By Admer456
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Member
@abbadon

Problem:
I don't know enough to start Quake modding.

This is a mistake I've done in the past (albeit, a good mistake because I met Jody and I improved my mapping skills, and started texturing etc.).
I tried to make a Half-Life mod when I was a noob, and I got bored of it.

I'm afraid that the same thing will happen in Quake.
I'd need to learn Quake modding first...

Hmm, also, I'm much more into singleplayer than multiplayer, so my mod would likely die pretty soon. Or I could add co-op missions... yessss. Muahaha.

But no, I'll not make a mod. Not yet.

If I do, however, I know who to pick for my mod team.
@Windawz I'm looking at you. wink wink
20 Aug 17, 22:16
By Windawz
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Member
Quote:
"If I do, however, I know who to pick for my mod team.
@Windawz I'm looking at you. wink wink"


Uhh...
20 Aug 17, 22:47
By abbadon
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Member
Yes, but I think a good map pack it is a mod too. wink-wink - ;) Coding will not be a problem if you do not intend to make a very twisted monster or weapon, models are not a problem (I can model pretty fast), so, I think that a Quake mod made by you could be cool if some day you decide to do so. wink-wink - ;)
21 Aug 17, 01:24
By SourceSkyBoxer
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Member
Ha you mean for Quake mod. It is easy very close to Half-Life. I remember you can check OpenArena's mod Mission. It is not heavy to understand. I hope you have to get create mod for Quake like example Urban Terror or any mod.

//Edit it is possible for modding in Quake 1 https://youtu.be/CvZ8l_Qwiig
I hope you have to get chance as creating mod in Quake 1, 2 or 3.
21 Aug 17, 09:02
By Admer456
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Member
@abbadon
Well, I am a total noob in modelling, but I don't want anybody's assets. tongue - :P
It took me 1.5 years to become a mapping 'expert', now I'm a pro in mapping. xD
The ranks after that: master, semi-god, god.

As for modelling, I'm still a baby. :c
I guess I could somehow adjust Blender to work like 3DS Max, at least in terms of hotkeys. And then, time to look for tutorials, and spend one year in trying to become better.

-------------

Now, this is the problem of making a mod:

You're giving me ideas to work on while I'm already fed up with projects of my own. I'll release my 32nd tutorial today, for example.

This is what I haven't finished yet:

- Kobbl for Sven Co-op
- My giant megatutorial
- My tutorial series for Far Cry 1
- My school map
- My Quake map, 4Way
- My 32nd tutorial
- My carving tutorial
- fun_kobbl for Counter-Strike 1.6 (now that the clipnodes are okay, I guess I can work on it again)
- My Far Cry mod about burek
- My school map for Sven Co-op
- My 'crater' map
- My de_dust2 port to Far Cry
- Sandstorm for Sven Co-op and Obsidian Conflict
- My tutorial series in Bosnian
- Left 4 Crabs for Sven Co-op
- Jungle Mission for Sven Co-op
- My HL mod (but I'll just not work on that one any more)

One option would be to just release all of the source files, but then, some people would be terribly disappointed.

And last, but not least, I didn't finish:
- My education

So, the time when I can work on my projects is a bit limited. And once high school starts, it will be even more limited! That's why I want to spend some time, and actually finish something, instead of starting a new project and not finishing it.

Not finishing my projects makes me feel empty and sorry for myself, and sorry for others that they won't get to see it in the project's full potential.
Finishing projects makes me feel happy and more complete. And other people will feel a bit better as well.
21 Aug 17, 10:17
By Snehk
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Member
Quote:
And last, but not least, I didn't finish:
- My education


One does not simply finish education. Shit takes whole your life and at the end you realize that you don't really know anything...

Quake modding is very similar to HL modding. Main difference is that you script game logic in QC and compile it into progs.dat, rather than compile .dll
21 Aug 17, 10:35
By Admer456
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Member
I meant education as in 'elementary school -> high school -> college', not "learning". If I wanted to point that out, I would've said "I haven't finished learning".

Once I become a retired grandpa or something, then I'll probably have more time... ah... mapping in the 2060's. :] (assuming I live that long)
21 Aug 17, 11:25
By abbadon
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Member
Hey!, you are making me feel old...
21 Aug 17, 12:03
By Instant Mix
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Horton hears a who?
After playing that (rather hilarious) HLDM match on Saturday, it's inspired me to at least release one HLDM map under my belt before GS becomes completely obsolete.

Decided to attempt my Xth iteration of "Map in which available routes and pathways continuously change". Had a few aesthetic issues trying to figure out how to gas places or make gas emitters fit the style. Decided to take a completely different route, and go for turrets rather than a slow, painful death.

They're a bit of a pain, but here's the work so far. They don't seem incredibly accurate, but I'm going to design all of the turret rooms in such a way that you're always, no matter what, going to be in direct line of sight.

Youtube Vidyo
21 Aug 17, 12:10
By Windawz
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Member
@Instant Mix

Quote:
"After playing that (rather hilarious) HLDM match on Saturday"


What was your nickname by the way?
21 Aug 17, 12:18
By Instant Mix
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Horton hears a who?
Anything along the lines of "Animal cruelty is OK sometimes" / "that fucking voice man" / "hello i'm allergic to bees"
22 Aug 17, 03:23
By Victor-933
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Member
uh oh, he's at it again...


22 Aug 17, 06:39
By SourceSkyBoxer
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Member
Sexy work Victor!
22 Aug 17, 08:23
By Admer456
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Member
This is GoldSRC, I swear:



"The work of a man who once had too much time on his hands, and now finds time for nothing but the work of salvation."

I.m.o. the quote describes it well. My tutorial can be considered as salvation, and the map is pretty much for the screenshots in the tutorial. XD
Many mappers still don't know how to make terrain. tongue - :P
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