Forum posts

Posted 7 years ago2017-05-21 20:15:43 UTC
in What is your way of making displacements Post #334998
Ok, here's how I make terrain.

First I create a brush with a size of the area I want to create and texture it with BEVEL to decrease the amount of clipnodes:
User posted image
Then I clip it into multiple triangular prisms:
User posted image
After that I enter VM and start dragging verticies vertically:
User posted image
When I'm fine with the results I start to texture it. First I apply the texture I need to the ground:
User posted image
Then I select the face I applied the texture to and press Shift+F6:
User posted image
And I start left-clicking on the ground faces applying the texture to them:
User posted image
After that I do the same with the cliffs:
User posted image
I scale up the cliff texture a bit to get better results:
User posted image
Then I again use Shift+F6 to apply the cliff texture:
User posted image
There's a screenie of what you can make using this method:
User posted image
Posted 7 years ago2017-05-21 19:51:52 UTC
in Post your screenshots! WIP thread Post #334996
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.
Posted 7 years ago2017-05-21 18:10:48 UTC
in Post your screenshots! WIP thread Post #334993
Nice! It has a layout which is way better than the one on my map. On any of my maps, lol.
Posted 7 years ago2017-05-21 16:10:15 UTC
in Post your screenshots! WIP thread Post #334988
@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":
User posted image
De_storm textures are wonderful, aren't they?
Posted 7 years ago2017-05-20 22:10:46 UTC
in Post your screenshots! WIP thread Post #334983
Some progress on the fortress (I don't think it's gonna be a temple. Well, I'm not sure yet):
User posted image
User posted image
Placing skybox will be a little tricky:
User posted image
Posted 7 years ago2017-05-20 09:29:45 UTC
in Post your screenshots! WIP thread Post #334977
So this is the whole thing:
User posted image
Started building one of the temples:
User posted image
User posted image
EDIT: Worked on the temple/fortress/whateveritis entrance. I think now it looks way better:
User posted image
User posted image
This post was made on a thread that has been deleted.
Posted 7 years ago2017-05-19 16:59:17 UTC
in Post your screenshots! WIP thread Post #334972
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:
User posted image
It's gonna be a dm_ map. I just can't make myself create something non-dm.
Posted 7 years ago2017-05-19 15:03:56 UTC
in Post your screenshots! WIP thread Post #334970
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.
Posted 7 years ago2017-05-19 14:24:13 UTC
in Post your screenshots! WIP thread Post #334968
Looks like this map has more chances to be finished unlike asde_science:
User posted image
User posted image
Posted 7 years ago2017-05-19 10:47:44 UTC
in Half-Libs Post #334967
We need someone who will voice all this over.
This post was made on a thread that has been deleted.
Posted 7 years ago2017-05-18 11:12:00 UTC
in Competition 34: HL Re-Imagined Post #334953
To be honest, I wanted to participate too. But my SP-map was terrible and since I was new to this site I didn't know that the competition deadline will be extended. So I just abandoned that project.
Posted 7 years ago2017-05-18 06:42:08 UTC
in Competition 34: HL Re-Imagined Post #334947
Zeeba-G's entry was a stalkyard-inspired map.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 7 years ago2017-05-16 04:16:48 UTC
in Post your screenshots! WIP thread Post #334922
Thanks, I'll try that out.
Posted 7 years ago2017-05-15 23:11:27 UTC
in Post your screenshots! WIP thread Post #334919
Thank you, but that's not the problem. I can't allign these two edges on the screenie.
Posted 7 years ago2017-05-15 21:52:21 UTC
in Post your screenshots! WIP thread Post #334917
@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:
User posted image
This post was made on a thread that has been deleted.
Posted 7 years ago2017-05-15 21:06:31 UTC
in Post your screenshots! WIP thread Post #334913
@Admer456
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:
User posted image
Couldn't even properly shape it, lol.

I'm better at mapping. Way better.
Posted 7 years ago2017-05-15 16:23:36 UTC
in Post your screenshots! WIP thread Post #334905
Ah, the T-Pose. Now I know why everybody uses it.
Posted 7 years ago2017-05-15 14:25:49 UTC
in Station - Twitch Development Post #334903
Did I say I will wait as much as you need? =)
Posted 7 years ago2017-05-14 22:23:45 UTC
in Station - Twitch Development Post #334886
Are you going to stream today, Tet?

EDIT: Ok it's 2:23 and it seems you aren't.
Posted 7 years ago2017-05-14 22:03:17 UTC
in Post your screenshots! WIP thread Post #334896
It made me establish my foundation for my modelling and coding skills
So what are you better at - modelling or coding?
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:
User posted image
User posted image
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?
This post was made on a thread that has been deleted.
Posted 7 years ago2017-05-14 20:51:12 UTC
in Post your screenshots! WIP thread Post #334892
@abbadon

Brutal Doom doesn't deserve such popularity. What a shity balance-breaking mod.

@Snehk

Sorry then. I thought you have forgotten about that page.
Also, will there be multiple classes in your mod? Like common Warrior/Thief/Mage options?

@Admer456

So you were working on a mod?
Posted 7 years ago2017-05-14 19:21:42 UTC
in Post your screenshots! WIP thread Post #334888
You haven't been updating your moddb page for quite a long time.
Posted 7 years ago2017-05-14 16:01:24 UTC
in Post your screenshots! WIP thread Post #334885
Since the map has lots of triangular prisms already, I had to find another way of making caves. Adding more triangular prisms would make the performance impact even more extreme, so I cheated:
User posted image
User posted image
Looks worse than the ones made of tprisms, but it's less laggy and easier to make.

EDIT: Phew, almost showed my taskbar. That was close.
Posted 7 years ago2017-05-14 10:53:06 UTC
in Post your screenshots! WIP thread Post #334881
Almost finished making this area:
User posted image
Posted 7 years ago2017-05-13 20:10:15 UTC
in Post your screenshots! WIP thread Post #334877
Vehicle War? That's interesting... When I finish that asde_ map I'll try to get into this gamemode.
The progress is slow though. Instead of working on the map I'm playing HL1... I don't know how much times I have completed it. 30? 40? I don't know.
Posted 7 years ago2017-05-13 14:11:54 UTC
in Post your screenshots! WIP thread Post #334874
Cs map must be simple and fun. If it's too complicated nobody will like it. Dm_ascension had a simple symmetrical layout, which I think is pretty good. The problem was the wpolys. So it's the best cs map I've made so far.
Now I'm thinking of how to simplify the research lab without making it look ugly.

Retextured the outdoor area a bit:
User posted image
You will be able to get there only through the vent at the generator room. You can't reach any of the func_vip_safetyzones from there, but I will add some sniper sports. You will be able to see one of the func_bombtargets from one of the spots.
Posted 7 years ago2017-05-12 22:07:08 UTC
in Post your screenshots! WIP thread Post #334871
"Dede" in fact means "grandpa"
Just as I thought.
User posted image
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I think it's too detailed for a cs map. 5423 faces.
Posted 7 years ago2017-05-12 19:24:26 UTC
in Station - Twitch Development Post #334869
True. Sometimes I say stupid things.
Posted 7 years ago2017-05-12 18:17:16 UTC
in Post your screenshots! WIP thread Post #334868
@Snehk
but I'm kinda out of my dev mood
Same problem here.
Maybe there's some better .fgd in the web?
It's actually good because it allows hammer to render models but for some reason it works only in hammer 3.5. I'm pleased with this .fgd anyway, this info_vip_start just made me smile.

@Admer456

Does "dede" mean "Grandpa" or it actually means "Old"? Since there's a similar word in russian.
Also, what's so difficult about setting up jackhammer to work with Sven Co-op? That was pretty easy, only needed to change "cl_skyname(string)" to "cl_skyname(sky)" and now I have a dropping-down list with all the skies available.
Posted 7 years ago2017-05-11 14:07:37 UTC
in Station - Twitch Development Post #334864
It's not good if one part of the level looks almost the same as the other one.
Why wouldn't you make each part of the station look different?
Posted 7 years ago2017-05-11 09:40:00 UTC
in Station - Twitch Development Post #334861
1.79 Mbps download
Relax, I have 450 Kbps download speed. Had 350 before.
Posted 7 years ago2017-05-10 19:49:38 UTC
in Post your screenshots! WIP thread Post #334859
My fgd is really bad:
User posted image
I need a better one.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 7 years ago2017-05-09 20:33:41 UTC
in Post your screenshots! WIP thread Post #334840
Wiremod and coding are the things I'll never manage to understand.
Posted 7 years ago2017-05-09 10:51:30 UTC
in Post your screenshots! WIP thread Post #334831
Well, it actually has collisions.
env_render just modifies its Render Mode and Render Amount parameters
I know. Was just wondering did you make the support beam passable.

This map gets way too complex for a CS map:
User posted image
Posted 7 years ago2017-05-09 08:21:45 UTC
in Post your screenshots! WIP thread Post #334829
@Snehk

Paths? Oh that reminds me of Tetsu0's modelling stream.

@Admer456

I know already, just didn't see that:
Looks like I am applying env_renders and func_door_rotating's very well
I suppose the second (invisible) support beam has no collisions?
Posted 7 years ago2017-05-08 22:21:28 UTC
in Post your screenshots! WIP thread Post #334822
Didn't see that, sorry.
Posted 7 years ago2017-05-08 20:47:47 UTC
in Post your screenshots! WIP thread Post #334820
@Admer456

Wow. How did you make that support to bounce away? It's obviously not a func_train.

@Snehk

So what exactly was giving you the problems? Just curious.
Posted 7 years ago2017-05-08 18:46:39 UTC
in Post your screenshots! WIP thread Post #334816
Yes, you can use any fgd you want, but then some features like model rendering, cl_skyname selection menu and arrows that show the direction of some point entites will just not work.
Posted 7 years ago2017-05-08 17:44:52 UTC
in Post your screenshots! WIP thread Post #334814
Does this part cover how to adapt a .fgd for Jackhammer?
Posted 7 years ago2017-05-08 14:00:55 UTC
in Post your screenshots! WIP thread Post #334806
@Admer456

I don't think slender would scare somebody older than 14 years.

Meanwhile I tried to make something for Sven Co-op. I was too lazy to set up Jackhammer for it so I used hammer. That was really hard.
Posted 7 years ago2017-05-07 22:55:34 UTC
in Station - Twitch Development Post #334808
my next project
"The Core" I guess?