Forum posts

Posted 6 years ago2017-05-30 12:31:31 UTC
in Post your screenshots! WIP thread Post #335150
I wouldn't get it if it was in russian (espeially in cyryllic). It's one of those languages that I may actually try learning one day. It's not that far away from Poland too...

No progress today so far, would probably get something done by the evening.
Posted 6 years ago2017-05-30 12:15:51 UTC
in Post your screenshots! WIP thread Post #335148
What do you mean? I don't get it.
You know, that part of male body that most women don't have, but really want.

@Admer456

Looks great. I just love dark and moody atmosphere in all maps, and this is just well done! I'd go ahead and make custom skybox, but then when I do something I always make custom assets.
Posted 6 years ago2017-05-30 08:51:51 UTC
in Post your screenshots! WIP thread Post #335143
Are you sure? I'm planning to release all assets and game code GPL anyway at some point, and the project would be completely freeware. Also, you'll get to say that you've got your hands on my boner...
Posted 6 years ago2017-05-30 07:30:09 UTC
in Post your screenshots! WIP thread Post #335141
Well, the fish was deleted. I don't keep anything that won't be of use. I can send you the boner once I texture it and export to hl .mdl
Posted 6 years ago2017-05-29 20:30:47 UTC
in Post your screenshots! WIP thread Post #335135
@Admer456

Well, they do look better, but that's a matter of taste. I prefer smaller and more subtle or balanced effects. Those screenshots remind me of a map I was working on like a year or two ago. It was a seaside docks city closed off with alleys and castle wall, using only custom textures I made. I recall that at that time I just started using VHLT. Too bad I never finished it.

@Windawz

The thread will move on, it's seen longer periods of inactivity. Your map is definitely going to rock. Amazing job!

I worked on scaling and UV Mapping today, no screenshots taken though. The model was a bit tricky to UV Map, but I found a way - double sided planar mapping on hand-selected faces. It worked and gave me an UV Map that'd be good to work with. At current scale the model should reach thighs or at least hips of player model. Things left: texture, animation and code. Also: scrapped the fish. No need for aquatic enemies right now.
Posted 6 years ago2017-05-27 20:40:36 UTC
in Post your screenshots! WIP thread Post #335105
Those glows around light sources look a bit out of place, maybe you should reduce their sizes?

Fleshed out the boner:
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That's about 408 quads.
Posted 6 years ago2017-05-27 18:19:25 UTC
in Post your screenshots! WIP thread Post #335096
Dark fantasy != Grimdark

The fish on it's own won't be an enemy and won't even attack. It'll just look derpy and follow player until the timer runs down. Then it's flesh will explode spraying blood all around, and from their fish-bones, these little motherfuckers would reanimate and run to shred player into tiny pieces....
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EDIT: Gave boner some teeth....
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Posted 6 years ago2017-05-27 16:17:16 UTC
in Post your screenshots! WIP thread Post #335090
Texturing is done. Gave it a gray, washed out texture so it'd better fit it's purpose...

tries to cross a river by jumping on a stone in the middle of it chomp! turns out the stone was an aquatic predator that just bit his leg off
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Posted 6 years ago2017-05-27 07:11:08 UTC
in Post your screenshots! WIP thread Post #335084
Really cool stuff Windawz! Both temple and quake level look great.
Posted 6 years ago2017-05-25 19:04:38 UTC
in Post your screenshots! WIP thread Post #335050
Appearances can be deceiving...
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There's also a second option:
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(That's my desktop wallpaper, I made it myself giving Eredin a really heavy face lifting....)
Posted 6 years ago2017-05-25 17:46:13 UTC
in Post your screenshots! WIP thread Post #335047
There's also QuakeCraft mod, it's more of a test if Minecraft-like gameplay could be possibly done with QC. Tried it, mod creator proven that back then it could be done.

EDIT: Texturework started!
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Posted 6 years ago2017-05-25 16:17:37 UTC
in Post your screenshots! WIP thread Post #335045
There's Diver, a game about fishing and looting underwater treasures trying to avoid aquatic predators, should be quite child friendly, haven't tried it.

If someone would want to, there's nothing stopping you from making a child friendly game, even hl mod could possibly be child friendly after all.
Posted 6 years ago2017-05-25 11:27:48 UTC
in Post your screenshots! WIP thread Post #335042
Posted 6 years ago2017-05-24 18:55:16 UTC
in Post your screenshots! WIP thread Post #335036
A few more tweaks to it's "face"
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Edit: Finished
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Posted 6 years ago2017-05-24 16:12:46 UTC
in Post your screenshots! WIP thread Post #335033
Yep, an end game one. Giant floating whale, shooting trippy coloured lasers from it's eyes and starting whirlwinds with it's fins!

EDIT:

See, he's damn stoned and just happy to meet you in the endgame!
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Posted 6 years ago2017-05-24 15:36:01 UTC
in how do you bhop properly in cstrike? Post #335034
You can also set up a bunnyhop mod with AMX ModX - that's the way to do cs server mods right. Back when I made a lan server with it there were plenty of bunnyhop scripts on russian sites, some of them with nice additions like shops with upgrades.
Posted 6 years ago2017-05-24 14:50:35 UTC
in Post your screenshots! WIP thread Post #335029
Finally got to make anything. Decided to leave the knight for a while and make something simpler to get through asset creation. It is... something...
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Posted 6 years ago2017-05-19 16:26:16 UTC
in Post your screenshots! WIP thread Post #334971
Darkplaces supports several map formats: Quake 1, 2 and 3 .bsp and hl .bsp

You can use any editor supporting one of the above - Jackhammer, VHE, Sledge, Quark, radiants (I use NetRadiant), Trenchbroom. You can choose a map format you're comfortable with and map in preferred editor.

I think that Quake 3 .bsp gives best results - high limits, light grids, curved terrain, Q3A shader type support.

You may also use GLSL shaders in pair with CSQC for efficiency, but that's a different story.
Posted 6 years ago2017-05-19 14:41:19 UTC
in Post your screenshots! WIP thread Post #334969
Great work Windawz! I really love the architecture and texturing on this one!

After a long while of not being in a mood to do anything model related, I decided to make better entity testing area, a proper q3bsp.
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Walls were made with curved terrain, sky is a shadered skybox. It seems that I might need to make a few adjustments to the model again, but making a quick map was a nice break.
Posted 7 years ago2017-05-18 11:26:48 UTC
in Competition 34: HL Re-Imagined Post #334954
I worked on test chamber, and then on "On a rail" dm level, haven't got to actually do anything worth submitting though.
Posted 7 years ago2017-05-15 17:32:47 UTC
in Post your screenshots! WIP thread Post #334907
Most parts of it should be symetrical, though I can't be fully sure, I did each side one by one rather than mirroring (I know it's stupid, but even without it that was rather quick model). Planned to use mirroring for quicker modelling and better UV Mapping, I might even remodel the knight anyway, it won't take too long and it'll be symetrical.

Currently the model is more like a test if I can get it working in the engine, so not everything has to be done perfectly. I'm trying to make it as good as I can though, to make transition from test to final quality easier.

Thanks for good advices Abbadon! Seen some of your works for Zion Warcry before I even started my current project. If I can reach the same level of quality, then I'd consider my works well done.
Also, will there be multiple classes in your mod? Like common Warrior/Thief/Mage options?
I don't think classes would be needed at all. I won't go crazy with number of stats, though they'd have an effect on gameplay and you'll be able to distribute points on level-up. Magic abilities would be limited as well, and getting anything resembling spells of mass destruction would require exploration and plot progression. Would go well with an idea of interconnected net of hubs (each hub has several paths, leading to other hubs or blind paths).
Posted 7 years ago2017-05-15 16:07:04 UTC
in Post your screenshots! WIP thread Post #334904
Improved the UV Map (rearranged the model into T-pose, much easier hand unwrapping). I expect some slight stretching on fingers, will fix it if it'd look bad when textured. Better scaling and more-less tightly packed.
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Posted 7 years ago2017-05-14 19:47:45 UTC
in Post your screenshots! WIP thread Post #334889
I'm updating it only with bigger updates. Next one will be when: I make better entity test level, get the model fully textured, animated and coded, add some weapon, script in client side QC and some gameplay code.

On the UV Mapping side of thing: Now got to fix stretching on hands and it'll be ready for texturing.
Posted 7 years ago2017-05-14 19:10:55 UTC
in Post your screenshots! WIP thread Post #334887
Worked a bit on the UV Map (it was hastily box mapped previously). Need to know if the current map is any good, as I'm not expert in UV Mapping field.
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Edit: Texture on head and torso map perfectly, but there's some stretching on limbs. First I'll check if I messed it up with scaling. If it's not the case, I'll try using different mapping methods or break them in parts (which is something I'd like to avoid).
Posted 7 years ago2017-05-12 15:35:55 UTC
in Post your screenshots! WIP thread Post #334866
@Windawz - Maybe there's some better .fgd in the web?

@Admer456 - How's your GoldSrc mapping tutorial-book going?

I should work on proper q3bsp entity test map, and on textures for my UV Mapped model (as well as on much more stuff), but I'm kinda out of my dev mood - matura exams and two incoming courses somewhat knocked me out of it....
Posted 7 years ago2017-05-10 09:54:27 UTC
in Now Gaming: ... Post #334852
Leave wooden sword for kids, real man fights with his bare fists! (pretty much doable in 2 too, but it's difficulty level is much more brutal than DeathMarch in 3, at least for me)

Edit: Also, an NG+ character in Dark Souls 3 waits to meet Soul of Cinder again. Man, that was a really memorable battle and hard battle. To think that I beaten the bastard 1on1...
Posted 7 years ago2017-05-10 07:43:19 UTC
in Now Gaming: ... Post #334849
Got to replaying Witcher 1 again, this time with an added challenge - use only torch as my weapon and use signs on stronger threats. Got halfway through act 3, Yrden turned out to be quite helpful in many fights, but not game breaking. Can't wait to deal with final bosses smashing a torch at their faces.

Already got an idea for Witcher 2 play through - use shovel as weapon, either on dark or sudden death difficulty.
Posted 7 years ago2017-05-09 05:11:55 UTC
in Post your screenshots! WIP thread Post #334827
So what exactly was giving you the problems? Just curious.
Paths. Models read their textures from textures directory, like maps (eg. textures/ota is for object testing area).
Posted 7 years ago2017-05-08 19:24:43 UTC
in Post your screenshots! WIP thread Post #334818
Cool sequence Admer!

So I figured out what was giving me all those problems with getting UV Mapped and WIP textured models into the engine (guess I'll need to check console anytime I run into errors in future). OBJs now working, I'll use them for static meshes.
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Snehk, that is TERRIFYING.
Any better now?
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 ago2017-05-07 09:54:49 UTC
in Post your screenshots! WIP thread Post #334795
Many thanks for LithUnwrap link abbadon! It really solved my UV Mapping problems, though there may be a few things I should fix. Also, for some reason .obj just refuses to work correctly for me. Still, there's .iqm that I'm aiming for, and it works almost flawlessly!
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@Admer - you've shown that spiral thingy in a shoutbox link, asking if it would even compile. You could make some more damage with the explosion, like supports breaking and falling apart.

Looks nice so far Windawz!
Posted 7 years ago2017-05-06 14:31:48 UTC
in Post your screenshots! WIP thread Post #334784
Will check LithUnwrap once I'll get time to continue my work, probably this night or tomorrow.
This post was made on a thread that has been deleted.
Posted 7 years ago2017-05-05 13:15:24 UTC
in Post your screenshots! WIP thread Post #334771
Yeah, I've been searching for it, but then I usually take a quick glance at tutorials and skip to trial and error.

@Windawz Modelling is fun. I quite enjoy building up objects from simple geometry, it's texturing that I've got problems with as I never quite tried it out too much
Posted 7 years ago2017-05-05 09:06:37 UTC
in Post your screenshots! WIP thread Post #334765
The engine is optimized for models up to 65000 tris, and I mainly make lower polygon models for LOD to save up on GPU - you don't need that many details when you see the model from the other side of map without any zoom, just something close enough in looks.

Still need to learn proper UV Mapping...
Posted 7 years ago2017-05-03 20:36:54 UTC
in Post your screenshots! WIP thread Post #334747
Thanks! The thing is, the model is quite nicely smoothed in the engine, and what I assumed were smoothing problems turned out to be UV Mapping problems. Even though the model looks all nice in both Wings 3D and Blender, UVs are horribly misplaced in the engine.

I used projection normal in Wings' AutoUV, maybe it'll work with unfolding...

EDIT: Still the same thing. Guess I'll have to learn how to make proper UV Maps

Double EDIT: It seems that it's more of an export related problem. Exporting models without UVs from Wings works, but when the model is textured it won't work properly. Getting test texturing using Milkshape seems to have it's issues as well, but this might be a setup problem. I've yet to check if texturing in Blender gives such problems.
Posted 7 years ago2017-05-03 12:37:08 UTC
in Post your screenshots! WIP thread Post #334739
I know, but it's a good feature for standalone projects. Just like many other cool stuff this engine has.

Scaled it up to check for any modelling mistakes. I should make beter UVs, better texture, and use a model format that supports smooth skinning in the game (used .obj for this one). I should script a better model support too, current one is just 6 lines of code I hastily added.
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Posted 7 years ago2017-05-03 11:43:26 UTC
in Post your screenshots! WIP thread Post #334737
It's quite curious, as I modelled it exactly the same way I did the high-poly ones, though this one is box modelled and got some other tweaks to it. I planned to remmodel the high poly one later anyway.

Here's how it looks like in game. I worked with such a low scale that the engine made a voodoo doll out of it! Those textures and UV Mapping are heavily WIP, at least I baked some AO on them with Wings 3D.
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Posted 7 years ago2017-05-03 08:41:14 UTC
in Post your screenshots! WIP thread Post #334734
Great castle Victor! Gives me an urge to start playing around Minecraft again... or Dwarf Fortress.

Tried to adjust the hands, slightly rotated it too to make it look a bit more natural.
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Posted 7 years ago2017-05-02 19:49:54 UTC
in Post your screenshots! WIP thread Post #334722
I should scale them down to fit with the body and move them a bit inwards. At least now I know what I'll do tomorrow!
Posted 7 years ago2017-05-02 18:00:43 UTC
in Post your screenshots! WIP thread Post #334719
Looks really impressive!

Continued my work, finished base geometry. It's about 2000 tris, I could've make less detailed hands but that should be bearable even for GMA950 (I've had that GPU for 3 years, it should handle it in a map).
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Posted 7 years ago2017-05-01 16:31:54 UTC
in Post your screenshots! WIP thread Post #334713
Nice model TetsuO!

Continued my work on the knight. Added a bit more detail, it's 826 tris now.
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Posted 7 years ago2017-04-30 15:31:08 UTC
in Post your screenshots! WIP thread Post #334693
His head is a box, the model isn't finished. I'll need low res models for LOD and lower graphics settings (yep, it's for edge cases like Admer).

Been fishing for several hours so I haven't made any progress from previous screens.

Those models up there look great!
Posted 7 years ago2017-04-30 09:54:33 UTC
in Post your screenshots! WIP thread Post #334686
So I started working on lower-poly version of the knight. Current model is a bit rough, but it's only 448 polies once tesselated.
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Posted 7 years ago2017-04-29 19:00:18 UTC
in Your dream game Post #334684
I love atmosphere, immersion, challenges and interactivity in games.

Dark Souls 3 is great example of this, with great atmosphere and somewhat immersive world, while being a great challenge (I soloed on final boss with BKUGS, full BK set and fully loaded pyromancies - had to repeat more than 50 times). It was a bit lacking in interactivity, but breakables and occasional lever/switch did the job for me.

Morrowind is really great game combining all of the above factors - it is extremely immersive, has just perfect atmosphere of being stranded in weird, almost alien world. Interactivity was done mostly through scripts, but it was varied and entertaining. Also, early levels provide a good challenge for some builds.

As far as interactivity goes, I loved being able to pick up and throw objects in Half-Life 2, also gravity gun and (really simple) physics puzzles. Interactive panels, GUIs on weapons and PDA just rocked in Doom 3.

Damn, I could go on and on with games like Blood (gothic or world war 1 era atmosphere, challenge - Deathmask style, interactivity - kicking zombie heads, playing piano, one-liners when using objcts) or S.T.A.L.K.E.R series (being stuck in the zone, A-Life, creepy labs).

I also like simple, competitive games, like World of Tanks. Speaking of which:

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Posted 7 years ago2017-04-25 18:20:00 UTC
in Post your screenshots! WIP thread Post #334638
Ninja'd you Admer, but your explaination is good as well. (interesting feature of TWHL - it prevented me from editing my post because Admer posted at the same time, and it thrown an error at me....)
Posted 7 years ago2017-04-25 18:16:03 UTC
in Post your screenshots! WIP thread Post #334636
Diffuse color + alpha is the base texture, alpha being the opacity.

Those specular maps determine if surface is shiny, which part of it can shine when light falls on it, and in what colour it reflects (like, when light falls on gold goblet, it reflects in yellow-ish colour).
Posted 7 years ago2017-04-25 17:50:07 UTC
in Post your screenshots! WIP thread Post #334633
Yes. It supports also diffuse color + alpha, specular color + specular exponent, glow color, reflection mask for cubemap environment mapping and limited Quake 3 style shaders.
Posted 7 years ago2017-04-25 15:18:59 UTC
in Post your screenshots! WIP thread Post #334626
So I finally got to make a half-decent normal+relief mapping on a q3bsp. I compiled it without lights then used the in-engine console commands to add dynamic lights. The mapping on textures looks whole lot better than on q1bsp too.
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Gotta check Blood Omnicide sources, they had extremely good GUI tools to place all kinds of objects, models, triggers and lights from within the game.