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Forums > Maps and Mods

02 Nov 17, 12:15
By Rimrook
avatar
Guru
Photoshop can always export 8bit bmp.

Image > mode > indexed color
Then save it as a .bmp and you’re set.

I’ve confirmed that Krita cannot do 8bit color since it’s engine works strictivly in channels.
02 Nov 17, 13:42
By UrbaNebula
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monster_urby
I do all my Goldsource texture work in Photoshop. It absolutely can export 8bit bmps, as Rimmeh said. tongue - :P
02 Nov 17, 16:06
By Trempler
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Member
Just ring me for final playtest @ Mr Gnang smile - :) I will ofc help to find bugs but as I know your style, you are doing superb work.
02 Nov 17, 16:17
By Mr Gnang
avatar
Member
Don't worry - I will have a quick round of playtests once I have put together all maps. I've been working on this periodically for so long I just want to put an end to it haha!
02 Nov 17, 16:50
By UrbaNebula
avatar
monster_urby
Quote:
I've been working on this periodically for so long I just want to put an end to it

Can't imagine how that feels... O RLY - :rly:
02 Nov 17, 19:58
By Admer456
avatar
Member
That's exactly what I felt when I was finishing de_kobbl in August 2017. Ah, it was such a messy time.

I would stay up late and compile 4 versions of the same map in a row. The heat generated by the laptop was unbearable and I couldn't sleep during the night.
And when I finally finished it, it was worth all the time I invested into it. smile - :)
03 Nov 17, 00:11
By Windawz
avatar
Member
03 Nov 17, 02:57
By Jackathan
avatar
Member
So I tried to revamp the lighting of an area in Gunman Chronicles.

Before (Stock Gunman Chronicles level)


After
04 Nov 17, 21:29
By Admer456
avatar
Member
This reminds me when I scattered a bunch of light entities in one of my early maps:
05 Nov 17, 01:49
By SourceSkyBoxer
avatar
Member
My development is working... I am sorry for offline / employment ( I am very busy )

MonoGame can convert Half-Life into C# and it looks realistic like own game has many workable parameters like -windowed or -sw than it will run as windowed mode or changes size -w and -h ( I mean conversion like I re write easy content of Half-Life's engine )

OpenTK GameWindow has bug with reconfigure to fullscreen if I let "-windowed" than it looks like wrong size of same monitor's resolution. That is why GameWindow of OpenTK can't resize in fullscreen if I pass -w 800 -h 600.

and more...
06 Nov 17, 02:01
By Windawz
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Member


06 Nov 17, 13:02
By Trempler
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Member
Thats some lovely quake style ! smile - :)
07 Nov 17, 15:00
By Windawz
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Member


EDIT: Small update

07 Nov 17, 16:56
By SourceSkyBoxer
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Member
I have to try initial OpenGL on Gtk Sharp with OpenGL 4.5> Like Shader and Program - I am happy because I have to chance viewport of Gtk Sharp because I find holy shits from nuget server with bad bugged Gtk Sharp 3.x cause they use old supported viewport with OpenGL 3.3.

I want show you a test GLWidget works under Windows 10 fine.

It is using Gl.Begin() and Gl.End() But I am using Gl.Shader and Gl.Program
Video here

It is for PowerHammer ( Sorry I showed my project because it is backup for testing. But original PowerHammer doesn't show in video. )
11 Nov 17, 08:15
By Windawz
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Member


12 Nov 17, 17:02
By Trempler
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Member
Mhh that reminds me to BORG from StarTrek somehow :O <3
13 Nov 17, 02:02
By Jessie
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Ladytype
I feel like with a couple of layered transparent textures (for easy mode), you could make a pretty good-looking Borg cube.
13 Nov 17, 12:02
By Windawz
avatar
Member
The map has nothing to do with StarTrek.
18 Nov 17, 00:20
By Snehk
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Member
A small sauna.







19 Nov 17, 18:18
By Admer456
avatar
Member
I decided to start mapping for Quake II. It's going well enough, even though I'll have so much trouble trying to find some of the documentation I need.



A Quake II GUI Compiler would be neat, except websites are down and digging every snapshot at Web Archive is just going to be time-consuming. :/

I did, at least, find ArghRad, so I'm going to compare it to the QRAD3 which comes with J.A.C.K. ^o^
19 Nov 17, 20:47
By Windawz
avatar
Member
The terrain looks neat.
20 Nov 17, 03:55
By Instant Mix
avatar
Horton hears a who?
Youtube Link
Got a bit carried away, i might have enough of a satirical desire to actually make a full map out of this as a basis
20 Nov 17, 07:16
By Crollo
avatar
Trollo
Wasn't happy with how the PVS-5 turned out, so spent the day touching it up and reworking some things.




20 Nov 17, 21:38
By Instant Mix
avatar
Horton hears a who?
Wonder how Alex Jones makes all of his strange supplements?

I feel I'm channeling my inner Postal 2 with this map
21 Nov 17, 09:52
By Mr Gnang
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Member
You NEED to make a full infowars map! But I get the impression you have made that decision already smile - :)
21 Nov 17, 11:39
By Instant Mix
avatar
Horton hears a who?
I'm having too much fun making it, so I hope I'll actually make the entire thing. Played Sven with a bunch of uni mates a couple days back and remembered how fun it was, and the sense of humor maps like toonrun had. Feel like the game is overdue for something more modern.
22 Nov 17, 02:47
By Instant Mix
avatar
Horton hears a who?
I'm starting to get worried that I'm going a bit overboard on faces / brushes. Just a couple quick questions:

1 ) Do faces that are textured in BEVEL contribute to the overall amount of faces in game?
2 ) If so, does this negatively affect performance?
3 ) Is there any performance or resource benefit to making func_details passable, and then manually creating a much simpler clip hull?

MERGE


Bit more progress. Half the time working on this is being spent making textures, rather than mapping itself. So far the plan seems to be making each "big" room / section in their own maps, and then stitching them into a big one, once I know each small area is perfected. Wish JACK / sledge supported instances, cause this'd be a perfect use for it.
22 Nov 17, 14:24
By Mr Gnang
avatar
Member
That looks fantastic!

From my experience, I coat every surface not view-able or accessible by the player in the NULL texture and it helps performance.

For all my levels, I create the basic room box or bounding area as brushes, and fill every single element as a func_detail. I am talking hundreds of them. I am getting away with a lot of brushes - for example:
http://www.moddb.com/mods/half-life-echoes/
images/clean-up

http://www.moddb.com/mods/half-life-echoes/
images/signal-fading


Seems to run fine even on my older laptop!
24 Nov 17, 19:02
By Admer456
avatar
Member
Pretty early screenshots:










Not just going to impress my classmates this time. My class teacher (she's what people would call a "computer freak") is also interested in my project. Headcrab Basher - :crowbar:
24 Nov 17, 22:49
By Instant Mix
avatar
Horton hears a who?
Your scale is massively off, you're about 1.5x what it should be by the looks of it
25 Nov 17, 07:37
By Admer456
avatar
Member
I know that. I've seen the top-down view of the school in Google Earth, and most things are off.
I'll adjust everything later when I complete all the needed brushwork.
But first, I think I'll need more reference photos. -_-
25 Nov 17, 14:12
By Instant Mix
avatar
Horton hears a who?
Wouldn't it be much better to adjust the brushwork now rather than after you've completed half the map? If anything, for making sure everything is still on grid?
25 Nov 17, 15:56
By Admer456
avatar
Member
Considering what you're thinking, yes. But the needed brushwork is just a fifth of the map, not half a map!

I'm talking about what I call "necessary brushwork", the core geometry of the map, excluding the details and everything. It's low-poly enough and such that adjustments will be very easy to make!

Once I'm 100% sure that the scale is right with the core geometry, I can continue adding detail geometry.

Oh, and besides, school maps don't have to be 1:1 replicas of the map. I can always miss a dozen units or so, at least with the bigger brushes.
26 Nov 17, 06:26
By Windawz
avatar
Member


26 Nov 17, 06:49
By MistaX88
avatar
Member
Oh, please no, don't waste your good brushwork on dust textures. Your map probably deserves so much better.
26 Nov 17, 08:51
By Ghost129er
avatar
Member
@Admer - put that into Cry of Fear, now that'd be something awesome.
26 Nov 17, 08:59
By Admer456
avatar
Member
@Ghost129er
Once I'm done with the base map, I'll port it to other games, including CS 1.6, Sven Co-op and maybe Cry of Fear as you mentioned. grin - :D
26 Nov 17, 11:28
By Windawz
avatar
Member
@MistaX88

I made that piece of shit just out of boredom. When I finish it, I'm gonna start working on something more serious. Now I have more spare time than before.
26 Nov 17, 23:03
By Snehk
avatar
Member
@Admer - You may want to keep current scale and make it a rats_ level.

Quote:
that piece of shit


Correct me if I'm wrong Windawz, but I don't see any shit on the screenshot. I want my money back!
27 Nov 17, 05:05
By MistaX88
avatar
Member
Started working on another "tag" map for CS. This one is also going to have a "pseudo-siege" element where all entrances into the lab have a 1 way push and all Ts spawn inside the lab. The design is inspired by and based on a map known as "Graveyard Siege" for a standalone Quake 2 mod called Digital Paint: Paintball 2.




27 Nov 17, 12:06
By Windawz
avatar
Member












27 Nov 17, 14:35
By Admer456
avatar
Member
@MistaX88
Having played Digital Paint: Paintball 2 as a kid, I'm quite surprised that I've never seen or heard of Graveyard Siege before. tongue - :P
28 Nov 17, 00:00
By MistaX88
avatar
Member
@Admer

I fired up Paintball 2 just to grab some screenies. It actually just shows up as "grave" on the map list but the full title is "The Graveyard Siege" by a mapper named Reed. It's a custom map and doesn't come with the game, iirc. I don't know how to get rid of the hud elements and didn't bother trying to figure it out since these screens were just to give you a basic idea of what the map is.






Obviously, it's waaaay too open for CS. It works fine for paintball due to the limited range and fast Quake II style movement (movement I've never quite been able to get down, I suck at strafe jumping). My map instead involves a laboratory with much more stuff inside, less entrances into the building, and a slightly safer approach towards the building. You can't really mimic the siege mode in CS but my "tag" hostage system should be good for this map.
28 Nov 17, 11:59
By Admer456
avatar
Member
Quote:
"Quake II style movement (movement I've never quite been able to get down, I suck at strafe jumping)"


I really love Quake II-style movement. I'm thinking I should fire up Paintball 2 as well. Childhood memories have to be re-experienced, right? :3 (even though I never got to play with players or bots)

Also:


I was very surprised by the compile times on this one. On the other hand, Hammer crashed 4 times. I've also played around with the Ray-casted Preview window. It's pretty useful for some things, or at least for me. Many have said that it's too dark and couldn't get it to work.
01 Dec 17, 13:56
By Windawz
avatar
Member




01 Dec 17, 18:01
By Trempler
avatar
Member
Is this a HL:DM Or CS map ?
I think it is hard w.i.p. Still like it so far smile - :)

Try to use a Red/Orange sunset like ambient light to make it a bit special grin - :D
01 Dec 17, 20:07
By Windawz
avatar
Member
It's a CS map. Initially I made it to test the func_vehicle entity, but I kept detailing it more and more to the point it barely resembled a test map.

Quote:
"Try to use a Red/Orange sunset like ambient light to make it a bit special"


Noted.
02 Dec 17, 21:39
By Rimrook
avatar
Guru
Did someone say func_vehicle?
02 Dec 17, 22:24
By Shepard62700FR
avatar
Member
func_vehicle is a right, not a privilege.
02 Dec 17, 22:26
By MistaX88
avatar
Member
It is an entity. The BEST entity!
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Forums > Maps and Mods

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