Forum posts

Posted 6 years ago2017-07-18 13:29:59 UTC
in New and Simple Post #336117
In scripted_sequence change "Move to position" to walk and check if it'd work. Not sure how it'd work on monster_generic, but should work for monsters like zombies and such.
Posted 6 years ago2017-07-16 12:35:48 UTC
in Post your screenshots! WIP thread Post #336088
Really cool brushwork on that func_tank!

Here's latest progress on HRAFD survival map:
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A crude bed, a bedside table with candle and a whiskey bottle on it, and a weapon case with sabre.
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Same from afar, also shows wooden trims and pillars.
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Going to place here a desk, wardrobe, perhaps a table with chair by a window, and a few pictures on walls. There'll be obviously doors too.
Posted 6 years ago2017-07-15 12:51:10 UTC
in Post your screenshots! WIP thread Post #336072
This model is actually not related to the game project (I haven't done anything for it in quite a while, might change that soon). I'm making it to not get rusty, and I like modelling. I'm much better modeller than coder or level designer.

Haven't played any of those, so I can't really say if it'd be different or similar. I can say that combat would be more like Heretic 2 or Dark Souls, typical RPG character progression (level up, raise stats), skills unlockable in the world (either through trainers or sigils), and hub-based world, with backtraking involved (though means of fast travel will be in the world).
Posted 6 years ago2017-07-15 12:17:54 UTC
in Post your screenshots! WIP thread Post #336070
This is the dock area of Zion.

Started working on demon model. It takes quite a bit of effort to turn the face from ugly geometry to ugly demon, fine geometry. Probably messed a bit too much with lips, going to fix them.
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Posted 6 years ago2017-07-14 09:30:41 UTC
in Post your screenshots! WIP thread Post #336026
Some really good screenshots lately.

Level designers are as important for any project as coders. You can code some cool new features in, but if you can't make a map you won't have much use of those. And if you can make a map but can't code, running on an empty level without too much features would be boring.

Broke out of my lazy streak and scrapped my HRAFD map, started working on a bigger and better version of it. It's loosely inspired by Killian's estate from Nocturne game.
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Posted 6 years ago2017-07-13 18:19:15 UTC
in Now Gaming: ... Post #336015
Agreed on Morrowind.

Daggerfall was lots of fun too. Those Vampire Ancients had their charm that was kinda shocking, and when you've met Ancient Liches it got hot as if someone sent a few nukes...

Now that I think about it, I might get another run in Daggerfall...
Posted 6 years ago2017-07-11 19:42:19 UTC
in How to make a shield? Post #335993
Haven't been coding too much for Half-Life so I can't really help you with it, but I always was curious how they did that in counter-strike. Perhaps their shield had a hitbox on model and it had invincibility like g-man?

(As I said, never been coding too much fo HL, that's only my most probably hacky pondering).
Posted 6 years ago2017-07-09 13:06:51 UTC
in I want to make new textures. Post #335951
To make your own textures you should use any graphics software you're familiar with. Photoshop is recommended choice, I use Gimp which is just as good and free. When you're done with your texture, save it as 8bit .bmp Next step is creating your wad. Wally is a really good tool for it. You simply drag and drop your image to newly created wad then save it. To add textures to your map in editor you need a wad file with textures. You can embed textures to your map using a compiler's command.

You may want to check tutorials and references posted here recently by The303. I haven't checked it, but I believe that you'll find detailed explanations there.
Posted 6 years ago2017-07-02 19:38:36 UTC
in Post your screenshots! WIP thread Post #335875
Maybe try Medal of Honor: Allied Assault too. Haven't played this one in quite a looong while though, but I remember that it was fun.

I used bevel all this time and never encountered any bugs with it...
Posted 6 years ago2017-07-01 19:16:57 UTC
in Post your screenshots! WIP thread Post #335851
Working on floor ground layout. It should be good, as I'm aiming for cramped up spaces and I already know where I'd put stairs to upper levels.
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Posted 6 years ago2017-07-01 16:40:22 UTC
in Post your screenshots! WIP thread Post #335848
Wow, this map is a real killer now! It'd be hard for me to reach this level of proficiency for working with GS and brushes.

I started working on a Half-Rats: A Fever Dream survival map (needed more fresh air). I worked on something like that before, but aimed for a map pack not a single level. It'd be hard. Ways harder than my boner model. Will post some screenshots once it's worth taking any.
Posted 6 years ago2017-07-01 10:43:39 UTC
in Post your screenshots! WIP thread Post #335843
Doesn't look too good? Those screens look fantastic!
Posted 6 years ago2017-07-01 05:27:57 UTC
in Post your screenshots! WIP thread Post #335838
Yeah, those green clouds on previous one looked kinda toxic compared to this. It also matches nicely with textures and lighting. Good work.
Posted 6 years ago2017-06-30 19:58:08 UTC
in Post your screenshots! WIP thread Post #335833
Looks nice, maybe alter the lights to gave it subtle green lighting.

Also:
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Feels good to make some image editting once in a while... Looks not saturated enough, but that's an edit that can be done in under 1 minute.
Posted 6 years ago2017-06-28 20:28:51 UTC
in TWHL Collaborations Post #335790
Instead of TWHL World/Tower, it could be TWHL Mod. Adding new weapons/enemies would take collaboration not only from coders, but also modellers or 2D artists (sprite based weapons!), so whole HL1 modding community would be involved.

TWHL Mod would be interesting to take part in, but I may try with just mapping and strict rules as well.
Posted 6 years ago2017-06-28 20:22:57 UTC
in Zion Warcry project cancelled Post #335789
Sorry to hear it, but still it's your decision to keep up with development and releasing or not. Good to hear that you're going to continue it as a private project, maybe one day you'll change your mind and release it (not mentioning fun that comes with development).

I hope to see more of your projects here, Zion Warcry was a great work!
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 6 years ago2017-06-21 18:33:42 UTC
in Post your screenshots! WIP thread Post #335635
Is there still a way to split it?
Don't know how it's done in Blender, as I model geometry in Wings3D

Judging by the pictures of the turret, it could be done by modelling the base and gun as separate parts and aligning them. But that is if you want to animate it and code it to shoot.

If you want it to be idle, motionless then don't rework it. It should be good for it.
Posted 6 years ago2017-06-21 17:05:55 UTC
in Post your screenshots! WIP thread Post #335631
This actually looks good for a low-poly turret. You could've split the upper part from lower one with cylinder to give it ability to turn to sides, or give it guns on other sides. Would work well for tower defense game, where you see the model and map from above with little detail, so it'd be well optimised for something like that.
Posted 6 years ago2017-06-21 11:49:36 UTC
in Post your screenshots! WIP thread Post #335619
So while the engine downloads, I can use spare time to work on something unrelated to my project and take a breath of fresh air. This is really early WIP of a hldm map that shows aftermath of HECU vs Xen fights. This one is going to take place a few kilometers from Black Mesa, around a signal transmission station. When the fights spread out and HECU soldiers were trying to take control over mess around Black Mesa, they used it as a temporary checkpoint base.
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EDIT:
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Added some more detail here.
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Still need to flesh out the other side though.
Posted 6 years ago2017-06-16 19:43:10 UTC
in Now Playing: ... Post #335558
@Striker

It's not really a full Doom-like choice, but I usually listen to Iron Maiden

And I quite liked latest Metallica album.

Though lately it's some good old rockin'
ZZ Top - Gimme all your lovin
Foreigner - Hot Blooded
Guns N' Roses - Sweet Child O' Mine
Posted 6 years ago2017-06-16 13:03:13 UTC
in Post your screenshots! WIP thread Post #335548
No coding is needed for Q3 shaders, though you can execute GLSL shaders from them if you want to. Q3 shaders are used when you want a texture to emit lights, scroll, animate, give/remove it's collision to player/enemies/bullets, behave like liquid, prevent surface from being drawn by renderer, etc. It works like all the special textures for GoldSource or Quake, but is easier to do and more powerful.

You can compile with Radiant just as well. Personally, I'm using q3map2toolz - compiling front-end configured for q3map2. I can upload installation files for it to my google drive if you'd like.
Posted 6 years ago2017-06-16 10:38:48 UTC
in Post your screenshots! WIP thread Post #335544
@Windawz

If surface inspector is a torture for you, then you may like to know about a way to texture your level without using it, if you are willing to learns shaders. Q3 shaders allow to apply shaders using DotProduct2 and AlphaFade brushes to get alpha blended textures on brushwork terrain (shader does also texture alignment for you automatically). I'll post a link to article about it later.

You'll need only textures, stuff from tutorial and q3map2 compiler (it's pre-packed with Radiant, as it's the best out there).

EDIT: Here we go. These two tutorials would help you make awesome effects on your maps.
Posted 6 years ago2017-06-15 17:08:14 UTC
in Post your screenshots! WIP thread Post #335524
You'll still need more segments for complex geometry, to have better control of each face. About surface inspector, I think that I need to get more used to it.

Since I'm considerably much better writer than developer, sometimes I like to test my ideas as forum games. This one is not related to my current project, but the idea is much more appealing and easier to do. A class based, last man standing coop.

With 5 classes: Peasant (challenge, weak to all enemy types), Wandering Undead Hunter (or just wanderer - an all purpose, balanced out class), Inquisitor (tanking, specialised against undead, weak to dark spirits), Exorcist (specialised against dark spirits, weak to undead) and Demonologist (specialised against demons, weak to dark spirits)

Varied items and weapons: Tomes of magic, swords and other meele or ranged weaponry, charms - items granting buffs or protection.

Different enemy and damage types: Undead, dark spirits, demons. Physical, dark, arcane, elemental damage and protection/immunity/resistances.

And a simple story: In world Axewrath, after great world war between kingdoms and several plague outbreaks, humanity lost it's faith and turned it's back towards gods. As punishment, dieties unsealed gates to Underworld and let undead, dark spirits and demons free. This started a worldwide cataclysm, taking even more bloody harvest than wars and plagues combined. After some time, humanity learned how to defend itself - Undead Hunters and Holy Inquisition started to fight back and spread around the world. They were only few and extremely short-lived however, and it is unknown if they'd manage to bring back faith in gods an stop the cataclysm.

Guess that single-player campaign would be about a squad of characters with chosen by player classes that'd have to survive or perform missions.

I'll definitely have to develop it one day... Good to dump an idea from time to time so it won't clog up in your head...
Posted 6 years ago2017-06-15 11:31:29 UTC
in Post your screenshots! WIP thread Post #335515
You may want to try this way Windawz.
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Start with a normal brush. Make the top viewport an active one (like, drag view a little bit and don't touch other viewports, makes creating patch facing desired direction easier).
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Turn it into a simple patch mesh.
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Specify desired number of height and width rows. If it's too much or not enough, you can add more from curve menu.
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Now you have a curve - simple patch mesh.
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Move and rotate vertexes to make your arch. Mine is not too detailed, but it's enough for tutorial purposes.

EDIT: My internet connection is killing me today, everything loads extremely slow and I haven't noticed your posts or edits. On all curves, use Natural option in surface inspector.
Posted 6 years ago2017-06-15 10:26:57 UTC
in Post your screenshots! WIP thread Post #335510
There's nothing too complicated about curves. You do them just like normal brushes and manipulate vertexes to give them shape. Type of curve dependent on what you'd like to do. Like, a cylinder for pillars or pipes, simple patch mesh for curved ground or rock walls etc.

Texturing works quite similar to GS.
Posted 6 years ago2017-06-15 05:35:49 UTC
in Post your screenshots! WIP thread Post #335501
There is a shortcut list, and every shortcut is specified with tool name. Try backspace to delete next time. You can edit them in preferences.
Posted 6 years ago2017-06-14 16:02:33 UTC
in Post your screenshots! WIP thread Post #335485
Switching from Hammer's or Jack's shortcuts can be confusing at first, but after a while you can get used to it. Check also compile parameters to know which setting to use for final maps.
Posted 6 years ago2017-06-14 15:05:33 UTC
in Post your screenshots! WIP thread Post #335482
I use GTKRadiant 1.6 if I know right. Because of my stupidity I couldn't set Jackhammer up for Q3 so I had to use GTKRadiant. Even though I'm an intermediate mapper, I couldn't do more than a simple box-like room.
Take a look at this - it's a beginner's set of tutorials, but it might help you get a better hold of Radiant. And shows a few nice things about Q3...
J.A.C.K. has a shader editor for Q3. :3
Just saying. I have no idea about the others. xd
I write my shaders in Notepad, Q3 shaders are quite easy to do without editors.

Great work on optimisation Admer. Even though it's just a few FPS, it might noticable during gameplay.
Posted 6 years ago2017-06-14 13:03:00 UTC
in Post your screenshots! WIP thread Post #335475
GTKRadiant 1.4 or 1.5 can still be used to map for Half-Life. There are some differences between Hammer and Radiants, but those aren't really that big.
Posted 6 years ago2017-06-14 12:57:40 UTC
in Post your screenshots! WIP thread Post #335473
Which Radiant version you're going to use? I'm using NetRadiant as it still supports Darkplaces. For Q3 you may like to check GTKRadiant 1.6, and if you want I may also upload Q3 mapping tools (compilers, useful Q3 shaders) to my Google drive, and post a link to mapping tutorials.

You can use both brushes and patches (curved geometry) for terrain. In both cases you simply manipulate vertexes. To get a patch of desired size, I usually make a brush first, then turn it into a patch, specifying height and width rows. These can be added to pre-existing patch as well. On my screenshots only the lowest (and most dense) walls are patches.
Posted 6 years ago2017-06-14 12:16:45 UTC
in Post your screenshots! WIP thread Post #335469
I considered this, but I prefer working with Radiant. It's quicker, takes much less time to texture and scale geometry properly, I can already do some complex geometry using brushes and patches. I'd have to use level editor anyway to place entities. This way I also have direct control over what gets rendered by using caulk shader.
Posted 6 years ago2017-06-14 10:16:36 UTC
in Post your screenshots! WIP thread Post #335467
Started working on map showcase. This one is early exterior area of Height Keep:
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All of it would be accessible once I'll finish it and add access points, showcase areas would be placed in-game rather than being just some fancy tech demo.
Posted 6 years ago2017-06-11 09:22:17 UTC
in Post your screenshots! WIP thread Post #335380
Drawn a map of Deadlands' overworld layout, soon I'll start working on mapping out a few places in there for showcase.
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Lands of the Dead are final destination for most of the dead. Here in Deadlands undead slowly lose their senses, and depending on in which section of it they rise, get stuck in a great scheme of dead.

Victims of murder, rape, violence and civillians dead in war wander the Blood Moor. In an endless journey across the moor, undead search for a good place to live that they wanted during life, but never found and neither after death won't find. Overcame by sorrow and grief, they stare at the rising sun - symbol of hope, and move on day after day. Ground in the Blood Moor is soaked with blood of victims, from which heathers and crying willows take nutrients to endlessly thrive.

Outlaws, criminals, murderers and all wrongdoers that don't redeem themselves in their lifes are entrapped in Swamp of the Wicked. Desperately trying to free themselves from clutches of dead waters, they try to fight their way to freedom. Ironically, they often become darker and stronger abominations in their everlasting lust for freedom and redemption. Mighty and giant alders, as well as other vegetation in these swamps feast upon taint of the wicked, turning into deadly and horrifying creatures.

Deadlands try to mimic final resting place for all the dead. That's why Battlefields and burnt villages, ruined keeps and war camps or traces of war machinery are not uncommon in there. Upon these charred, burnt grounds soldiers rise to continue ther struggles in eternal wars.

Up on the Heights of Heroes, a great fortress is kept by noble knights, great warriors and wanderers that proven their worth in their lifelong journey. They protect ruins down on the feet of mountain range from all undead coming from Battlefields, as well as check if any newcomer to the Heights are worthy of coming there.

Road of Death is the biggest mountain range of Deadlands, and holds a high path to Domain of Death, where the dreaded Aspect of Death resides. Many undead try to climb up to the path, but only few succeed. Even fewer are able to defeat guardians of the gate to Domain of Death.

It is possible for undead to not lose it's mind in Deadlands, but it requires realisation that one is dead and acceptance of the new state. Since undead don't feel anything besides grief, wrath or sorrow, all other senses being dead, it is hard to many to keep up in these hostile lands.
Posted 6 years ago2017-06-10 19:18:19 UTC
in Post your screenshots! WIP thread Post #335353
Nice job Admer!

Thought about making something for my project, but working from 7:30 a.m to 20:00 p.m really makes one tired. In a way that body tells: "You still can handle some more effort..." but mind says "Nope."
Posted 6 years ago2017-06-09 08:15:06 UTC
in Post your screenshots! WIP thread Post #335314
@Admer456
I won't go for Nvidia GPUs
Why? I've got an Nvidia GPU and it's incredibly good, even for entry level graphics. And yes, it was a joke. KM converts to € much better than PLN, which goes like 1€ - 4PLN

@Windawz

Maybe add some variations to them, like some of them broke and fell over the ledge, some cracked etc.
Posted 6 years ago2017-06-08 20:37:15 UTC
in Post your screenshots! WIP thread Post #335301
@Windawz - you're not alone with that laziness thing. But then I've got to deal with irl stuff that can't wait at the moment and knock me out of dev trance.

@Admer - 240Km is still pretty far though...
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 6 years ago2017-06-05 11:55:28 UTC
in Post your screenshots! WIP thread Post #335269
These actually were Sobel 3x3, just on a crappy diffuse. Tweaked it a bit (thanks for riverbed idea Cd5ssmffan!).
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I know it tiles like hell....
Posted 6 years ago2017-06-05 09:44:33 UTC
in Post your screenshots! WIP thread Post #335267
I know traditional ways of making textures, I always make custom textures for even basic test maps. With just diffuse it'd look much different. I'm just not used to the way DP engine handles it, as you don't write your own shaders - it's handled by in-built supershader. And I have to stop making normals straight out of diffuse to get rid of that brain look.

They could pass as obsidian blocks...
Posted 6 years ago2017-06-04 17:07:31 UTC
in Post your screenshots! WIP thread Post #335261
Testing new textures. I surely went too crazy with normal mapping...
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Posted 6 years ago2017-05-30 19:48:03 UTC
in Post your screenshots! WIP thread Post #335169
Enclave screenshot looks cool, I'll check it later.

Since the monster is supposed to be met in dark places like crypts, here's how it looks like in shadows (much better than in daylight):
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Posted 6 years ago2017-05-30 19:27:35 UTC
in Post your screenshots! WIP thread Post #335167
Texturework on boner mostly done, though there are a few misperfections that I'd fix later. He's made of aged bonemeal that cast itself into rock during reanimation.
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Posted 6 years ago2017-05-30 18:40:37 UTC
in Post your screenshots! WIP thread Post #335164
"Rukava" is plural. "Rukav" is singular.
Kinda expected that it was plural, but written the polish one singular just to be sure.
Posted 6 years ago2017-05-30 17:49:32 UTC
in Post your screenshots! WIP thread Post #335162
Thanks for the offer Windawz, but I'll either be modelling my levels out and giving them collision through q3shaders, or mapping them fully curved (since q3bsp supports curved terrain).

You can freely use that name for your map. You may want to add some darker ornaments in a few places to make it really seem like lands of the dead, but it should fit in without them too.
There's a similar word in belarussian "shukat' " which means "to find", "to look for"
Replace t in shukat with ć and h with z, and then you've got to seek/look for in polish. If rukava means sleeve, then it quite easily changes to polish rękaw.
Posted 6 years ago2017-05-30 15:38:16 UTC
in Post your screenshots! WIP thread Post #335158
"Suka" also means "Female dog". It's rudeness depends on how you use it.
Either a female dog, or a bitch - same in polish.

Your latest works really are what I had in mind when thinking about levels for my project. Sunny yet cold ruins on the outside, with dark, creepy temple with heavy atmosphere underneath. Think that I'll work on part of Deadlands, endgame spot, some ruined keep and just wilderness.

Nice shots Trempler!
Posted 6 years ago2017-05-30 15:30:34 UTC
in Post your screenshots! WIP thread Post #335155
@Snehk

Why wouldn't you start designing the levels of the game? I know it's too early to do, but you must have at least an idea of how will some of the most memorable places look.
Sure, why not. I'll finish the boner first though. "Black Days" devs used stock DP engine with only custom assets (textures, models, levels) to showcase the project and the effects were stunning!

I'll need a better showcase than obsolete q1bsp map and some early model works.