@Lajron: The 2nd screenshot is beast! Really digging the derelict looking walls, but some of the other textures are too clean compared to the rest of the level (angel 1st screenshot, roofs...). Lighting is pretty wishy-washy too. I'd get rid of the grass in exchange for some dirt/pavement. Map has potential, can't wait to see it finished!
@TJB: If you`re modelling for goldsource please go overboard with the texture noise and bake the lighting into it Otherwise it'll look like it's made out of plastic in-game, pretty much 99% of gs models out there.
@Archie: They have been doing that for years. In the last decade or so, whenever i get a new PC/OS or after a fresh reinstall, it's becoming a habbit that the first thing i do is to install virus/firewall/malware protection and immediately after i copy-paste a blacklist with websites into the filters wherever i can, from browser to addons and plugins like adblock. BBC and CNN are almost atop of my list.
If you want a few good laughs from the eastern mass media, i suggest to take at RT.com. They're from Russia...
Organic level; better brush off the tetrahedra skills..And a tree nonetheless. Just what i was trying to come up with for my tree of life wip. Not sure if i can do much for the next couple of weeks, but i'm setting that thing on fire if i will participate! Calling dibs on fire/lava theme :P.
Could we replace that tree with a different model? I'm so stealing some ideas for my wip if entries will be good! >:)
Btw, i can chip in with ~10$ worth in steam games. Or w/e can be done with that amount from a steam wallet.
Well i can't say im surprised so many folks left their wips to collect dust. I pretty much gave up on mine as well 'till the last couple of days and still remains at about 60% of what i actually wanted to do... The rules/constraints of the compo we're very frustrating for me to work with, if not infuriating :(. Not sure if i'll have the stomach for another custom wad/mats compo. Anyways, enough crying wolf. Let's see them colors!
Btw, was just looking through entries so far and i noticed 1 thing that would really add to the overall feeling of the levels - thin, black outlines on brushes. Think of Borderlands 2 art style.
Mine is up-ed in the vault. If i'm getting 1st spot, i'm willing to trade the minecraft code for the poster, with the 2nd in place. Better yet, just keep the code for a next compo...I only want the dang poster
Didn't get to do anything today, but in a quickie i've put together something. Going to delete everything tomorrow and build it properly/adjust colors; basically, minecraft style props:
90% done. Outside area of my map still wip - missing props (trees, rocks,etc), pretty much stretching over the entirety of the hammer grid but should be done by tonight, with some screenies to follow.
I always had the itch to make something similar myself but alas, lacking any kind of programming knowledge...And whatever i may have learned in my student years, has been long forgotten Good luck and keep us updated, this should be interesting to see where it takes you!
I'm really digging the layout and size of insurgency maps as well; CS maps always felt a bit crammed for me. Gameplay wise i still prefer CS:GO; insurgency weapons feel a bit awkward...Might be because of crosshair or recoil, idk...Maybe i got too used with CS and now everything feels unnatural. Was thinking about the gamebanana contest when they 1st announced it and decided not to participate. Since i'm really new to the game, whatever map i would make will probably have terrible gameplay.
@CapT: I like the blue version (maybe use white/grey/black at the middle instead of purple if you go with that version?)
Done some small additions to my level, nothing worth posting an update for. Other than that, i've been slacking on my entry as well, been fiddling my time in EQ's level editor - landmark, since i got a beta invite couple of weeks ago. I'm free 'till late september tho, so plenty of time to work on my stuff next week when i get back home.
@Rim: For gs/source props, i don't think you'll find anything out there that's easier to learn/simpler than khed. Tho, that has it's drawbacks - forget about doing anything fancy with khed, at least from my experience.
Although iirc you had trouble importing .obj from max in sledge? I think khed has/d support for import/export .obj; might want to check it out at least for that.
960x480 unit room and i'm getting near 3k wpolys... I think i'm switching to source as well. At this rate, there's no way i'll be able to come up with a large outside area with decent frame rates. I know optimization doesn't matter in this one, but still... Anyway, are we allowed to use blend textures for displacements in source? (thanks CT for the materials port).
TJB's fake shadows look great; not to excited about the full purple building, but it's probably still very wip? Btw, could we use models if the materials are taken from the textures in colors.wad provided by Rimrook? Im planning on making a large outdoor area with trees, simply asking for performance reasons...
Made a quick concept room for my lego level. Still missing a couple of colors, sprites, plenty of brushes/detail and what not to make it look huge. Player is going to be taken throughout the level as if he would be a lego piece himself, while on the lego factory assembly line - a couple of stops at a few beams to solder you, some steam in a quarantine room, a swift hammer blow on the head for the final touch,etc... Something of a goofy theme...
Once you get the displacements implemented in GS, any chance of having an option to use blend textures for them? Even if that would mean saving each blend for it's particular mesh; perhaps something in a 256x256 size, or optional size? I guess in 2014 it's safe to go outside 10 Mb texdata? Maybe something similar to Vluzacns way of saving textures , in v33, when using 'zhlt_embedlightmap'.
Screenies looking really good; the ground/rocks not so much tho Do you actually need multiple players to play and finish missions in svencoop nowadays? Imma give this a whirl later, if it's solo-able.
For in-game character animations? 3ds max. Maya for cool, little animation fx. Seems more suitable for miniclips, movies, etc imho...But, i've never used Maya. Using Blender as well here Never fully learned max, it was overkill for me...And +3k $ for a license...Yeah... If you`re willing to spend some bucks, i would take a look at Zbrush. It seems everyone in the gaming business is using it nowadays. No 3D animation support; might be some plugins out there tho.
I think func_door doesn't work properly with func_trains, buttons, etc in CS 1.6, rufee. 1 round it closes & the next it opens. To reset entities each round try Jopapas method with an env_beam through a func_breakable: http://twhl.info/forums.php?thread=18335
Btw, watch out for Winamp. I believe they were under AOL 'till recently when someone else bought it and messed up Shoutcast and what not. Update to the latest version, if you haven't already.
@Striker: Running an i7 with sli-ed gtx 770s, 90% of time underclocked - except when i'm compiling. Not really worried about performance. I'm trying to keep my UI as classic as possible...cause nostalgia, i guess. Wish Windows 8 would have a classic windows theme, but alas. Classic Shell should do for now... Dang your cellphones to heck!
@DiscoSto: Ahhh yeah. I recall having .bmp for higher quality 'till a bunch of friends came over to my place. A couple of weeks after and I was still getting shite for not using jpegs... The black screen above is a 16x16 low res stretched jpeg, old habits die hard
Oh God, no...Maybe accepting even more engines... Would love to post some udk/UE scenes in mini-comps, of course, judging them within their own limitations if going against entries from older engines.
I'd say dim down the sun light, Platoon, to make it more atmospheric with a bunch of light_spots/tex lights and break the tileing of the ground & wall textures with trims/props.
@Tetsuo: My screenshot is not Rim's basemap/map for comp. I don't think Captain T has changed the base structure of the map, it's pretty much all there. Zeebas 1st sketch seems pretty spot on too.
So far, I like how everyone is carving in that middle section, where the player spawn point is. Great minds think alike
@Zeeba: I made a sewer for my other map that's half done, posted in the wip section. Very similar to your sketches, even the semi-coupole ceiling. I think green-orange blended really well, but it still needs a 3rd soft color and im keeping polys under 1k, pretty much lacking on detail. If it's any inspiration and you wanna kick it up a notch:
I played a bit in Sledge with Rim's base map over the last weekend, but i got carried away and F-ed up my entry. I'm still going to finish it, but not as a comp entry. Either way, going a different theme since i realized my only map uploaded here (catacombs) is pretty similar to the viking inn i had in mind...So oriental/bamboo theme it is. This is what i got so far, i hope this weekend it'll be 75% done.
I always wanted to make a cartoony/goofy bamboo house or viking inn. The building in the corner of the map will be a good excuse to practice, if i can come up with a nice way to adhere it in the walls...
Im a fool for blue, those screenies caught my attention immediately. Looking really atmospheric, can't wait to see more of it. Just wondering...Why do you want to import terrain mesh .obj into sledge? As long as you work with tetrahedra, sledge can do anything a modelling program can.
What Discostu said, pen & paper all day long. Tho i've used MyPaint a couple of times on an old laptop. I liked it because it had no canvas, you can keep on expanding as much as you want.
It was supposed to be a zombie mod map for cs 1.6, but i no longer play that. Right now it's turning into a dm map...I think...I've found some nice reference photos(http://irrlicht.sourceforge.net/forum/viewtopic.php?t=42019) for a sewer system. As soon as i'm done with that, i guess ill call it a map.
This thing was supposed to be similar to the future scene from Terminator 1. Dumped GS altogether late last year and went with UE4. Now i'm back with Sledge and i don't know where i'm going with this anymore...Very WIP:
After the update, i seem to be getting ~1 second input lag as well, while typing in the Texture Browser filter box. Using 4 wads atm, about 100 Mb each. Nvm, misread Penguins last paragraph....
The sprites are still not showing properly for me. They seem to scale compared to their default x1 size, but are very tiny in the 3D window, no way near their in-game size.
Dang it... I was out watching the game, really wanted to give HL a go since i haven't played it in years, possibly decade... Here's hopes you don't set the next event during world cup
I prefer minimalistic UIs, as it is right now, Sledge works great for me. If i had to choose between one or the other, i would say don't change it. But if it's possible to add a toggle option for the classic compile console, maybe somewhere in the Options tab, that would be great for all those times when you go afk for a while and then come back to easily check on the % progress.
Yes, i think it is. I'm compiling with VHLT tools for CS; i can't work my way around Sledge to make it pop up the percentages. Tho, using the same tools, i don't have any issues with Hammers default compiler, Atoms compilator or Nems batch compiler.
Just a small pet peeve... It'll be my last one Any chance of introducing back "-estimate". The command is there, however the percentages are not shown during compile times. Tried using it in the additional parameter box and also in the Chart tab. I know it was very inaccurate, however, I like to do full compiles for almost everything and after doing a few of them for the same map, i could pretty much get a good idea of the time left by looking at the %.