Post your screenshots! WIP thread Created 16 years ago2007-12-16 00:58:58 UTC by doodle doodle

Created 16 years ago2007-12-16 00:58:58 UTC by doodle doodle

Posted 13 years ago2011-03-20 20:15:49 UTC Post #292048
clip and vertex manipulation.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-03-20 20:40:35 UTC Post #292049
True. To a lesser extent until you get into advanced brushwork, but VM is also needed.
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2011-03-20 23:05:29 UTC Post #292050
Huntey, I've been gone a while... tell me more of this "Core" of which you speak.

I could swear I remember you ragequitting on Goldsource a while back.

However...
buy it on steam
What.
Posted 13 years ago2011-03-20 23:11:06 UTC Post #292051
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More WIP shots. It's gotten a lot better looking since I copied a tonemap controller and it's logic_auto over from a group of lighting ents from the landingbay maps. It's turning out to be a nice little mall. Humorous/Reference-filled store signs included.

Srry, The Core is Urby's mod, Huntey's just helping out because Urby said he'd move to source after it was done.
I can't say I blame him for quitting earlier. 3.5 is a pain in the ass to use once you're used to 4.
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2011-03-20 23:22:07 UTC Post #292052
Huntey, I've been gone a while... tell me more of this "Core" of which you speak.
I could swear I remember you ragequitting on Goldsource a while back.
However...
buy it on steam
What.
Yeah, I quit GS ages ago because of a copyright issue I'd rather not get into right now, but I recently got contacted by a representative of an indie gaming award panel who help promote "bedroom game developers" and he'd played cs_trepidation and seemed to like it a lot. We got talking and he mentioned that as part of a deal they were doing with Valve to get an indie pack on Steam, Valve had said they'd like a Goldsource game included for some nostalgia type sale they're planning in the future, so I got involved in the project which is known as The Core and which will be commercially released on Steam, but only as part of a larger indie pack.
Also none of what I just said is true. It's a free GS mod being made by Urby and he's promised me that once he finishes it he'll finally move onto Source, so I'm helping him make it because Urby is chronically bad at starting projects and not finishing them. You can find out more here.

Also, by "helping him make it", read "being the only one actively making maps for it for the past month and a half."

Edit: Looks like good progress, JeffMOD, but look at those last two shots. Either that is the loneliest marine in the universe, or that area is very, very WIP
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-03-21 00:13:37 UTC Post #292053
Well... you had me.
Posted 13 years ago2011-03-21 01:28:49 UTC Post #292056
I often turn off grid snapping. Then again, I work at zoom levels where it would cause disasters anyway.
Posted 13 years ago2011-03-22 03:45:57 UTC Post #292099
There's nothing particularly wrong with turning off grid snapping in and of itself since all it's doing is just bringing the grid down to a single unit. It's just that building your entire map on that scale is a total recipe for disaster, leaks, and much hair-pulling getting everything lined up if you ever have to make changes later on. Just resizing and aligning brushes is a bitch when you have to zoom all the way in every single time. It ends up in a convoluted mess every time.
Posted 13 years ago2011-03-22 08:07:47 UTC Post #292108
I thought you could do sub-unit mapping if you turn grid snapping off?
Penguinboy PenguinboyHaha, I died again!
Posted 13 years ago2011-03-22 09:38:08 UTC Post #292110
Oh, is that how you do it?
That never occurred to me. I guess that's how soup got those little details in his cubicles entry.
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2011-03-22 14:32:56 UTC Post #292112
Except I didn;t use sub-unit mapping :cyclops:
Captain Terror did, though.
Posted 13 years ago2011-03-22 15:46:40 UTC Post #292115
There should be propper for Goldsource. I'd totally use it.
Posted 13 years ago2011-03-22 17:01:24 UTC Post #292119
No, you can't do sub-unit mapping by turning grid snap off. You can, however, make your brushes twice the size and CTRL-M scale by 0.5 when you're finished.
Posted 13 years ago2011-03-26 00:21:24 UTC Post #292421
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Just a test stand map.
Posted 13 years ago2011-03-26 00:55:12 UTC Post #292422
Cool map bro, that all models or mostly models and some brushwork?
Crollo CrolloTrollo
Posted 13 years ago2011-03-26 11:10:54 UTC Post #292432
Humorous/Reference-filled store signs included.
Props for the starcraft reference...
I thought you could do sub-unit mapping if you turn grid snapping off?
Doesn't matter because if there are off-grid verts they'll get snapped automatically during compile (or perhaps when reloading the map, hammer likes to fuck with vertices that are off-grid)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 13 years ago2011-03-26 20:07:46 UTC Post #292454
@ CBrollo: Only the ground and the four studs holding the mobile launcher platform are brushes.
Posted 13 years ago2011-03-28 11:14:17 UTC Post #292601
Thinking of opening up source or goldsource for another solo mod. God I need to get proper backup systems working.
Crollo CrolloTrollo
Posted 13 years ago2011-03-30 09:50:36 UTC Post #292687
been creating a set of textures
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Posted 13 years ago2011-03-30 14:17:22 UTC Post #292689
Sick! Reminds me of some of the DoD textures I used to use to make CZ maps because I loved that European stone and plaster look. White walls with deep wooden frames and stone foundations, dreamy.
Posted 13 years ago2011-03-31 02:19:53 UTC Post #292703
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This is a miniaturized version of my street. It's a 1:1 scale but its not as big / not as many houses and such.

Its for a map pack im making about a dream i had... this is only the beginning stages but i love feed back.. and yes, i know the power lines are all screwed up.. i fixed that.
I also added an area portal to the window, door and garage to save some polys.. this is a GINORMOUS map.
Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2011-03-31 06:19:16 UTC Post #292727
that looks really cool! (i prefer brushwork for road striping cuz i think it looks more real, but that still looks nice) BTW is your road made of displacements? if yes i didn't know you could add decals to displacements, very interesting! =)

what are area portal?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-03-31 18:13:59 UTC Post #292739
yes the road is a displacement and yes you can put decals on displacements as well. sometimes they don't show up in the hammer 3G view but that's just a glitch. an area portal blocks via from a distance. so when I'm more than 512 units away from the window, it goes opaque and the interior isn't rendered. useful for making houses that you can see inside but can't enter. I'm planning on using it for the gas station as well.
I really need to add curbs to the road too. else it just looks funny
Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2011-03-31 19:05:14 UTC Post #292743
My first try ever to create something similar to the ancient Egypt. All the textures are mine. Currently I'm not going to make a full map, just trying.
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Posted 13 years ago2011-03-31 22:00:40 UTC Post #292751
Looks very nice. A different setting an a whole ton of new textures can really refresh GoldSource's dated look. I like it.
monster_urby monster_urbyGoldsourcerer
Posted 13 years ago2011-04-01 00:09:44 UTC Post #292763
That's looking nice.
A bit modernized with the floor lights like that. but i like it.
Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2011-04-01 00:28:50 UTC Post #292764
He's probably not aiming for an actual ancient setting, rather ancient architecture in current times.
Crollo CrolloTrollo
Posted 13 years ago2011-04-01 11:00:58 UTC Post #292784
This is a map I started about 5 years ago and had nearly forgotten about until I was clearing up my hard drives a few days ago. It's my favorite map from SOCOM and SOCOM 2 on Playstation 2. I have done my best to recreate it as accurately as possible while adding a few little touches such as a daybreak setting and more interesting textures. The exploding barrels and truck are still there. A lot of work went into trying to keep the SOCOM feel of the map along with the size and scale of the original.
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I only have a few things left to do and then I will release it.
Posted 13 years ago2011-04-01 11:53:43 UTC Post #292787
That looks pretty sexy, 'specially for cs 1.6! The only visual distraction for me is the texturing on the rocky terrain. (Try scaling it up a little or try a new texture?)

How did you get that source-looking fire and explosions in 1.6? They look VERY nice.

last pic you can fix the lighting really easy, by using a light spot, or 3 or four of them pointing down(to approximate the rectangular shape of the fixture, and so as not to shine on the ceiling like that.). I would normally say use texture lighting for this, but since you're using that model fixture it makes it tricky.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-04-01 12:59:48 UTC Post #292792
Yeah those rocks gave me headaches for weeks when I was laying the map out in the begining. I have now found a better way to create them but it's going to be a big job to change them so I'm putting it off until last!

To be totally honest the fire and explosions were done so long ago I don't even remember exactly how I did them just that I needed to have 2 truck models, one normal and one broken and set a trigger to switch them out when the explosion was set off. I'll take a look when I can and post the method on here.

I'm glad you pointed out the lighting problem, I think I've got a bit of tunnel vision after the amount of time that's gone into this map and totally missed it lol

Anyone here ever used to play SOCOM and recognise the map? any suggestions/criticisms would be welcome.
Posted 13 years ago2011-04-01 13:08:39 UTC Post #292793
CapT: That is NOT CS1.6.
Penguinboy PenguinboyHaha, I died again!
Posted 13 years ago2011-04-01 13:14:24 UTC Post #292794
HAHA holy shit i thought he just ported the hostage and other models... i could have sworn that was the 1.6 M4..
:P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-04-01 14:40:30 UTC Post #292798
Ok I just started playing with the lighting and realised that maybe I have more work to do than I thought! Will post some updated screens when I get closer to completion.
Posted 13 years ago2011-04-01 15:46:23 UTC Post #292799
Looks nice ninja!
Posted 13 years ago2011-04-01 17:40:42 UTC Post #292803
Welcome Jack! Nice little map you got there, hope you enjoy your stay here at TWHL.
Crollo CrolloTrollo
Posted 13 years ago2011-04-01 17:51:24 UTC Post #292804
I'm shocked how often you guys can't distinguish whether it's GoldSource or Source. I can see the difference from a mile even if it's a six sided box.
Posted 13 years ago2011-04-01 18:01:29 UTC Post #292805
Ha Dragos i just noticed your egypt-themed map and i thought it was source before the texlight and r_speeds thingie gave it away.. Those screens look great; the textures and the low light really makes it pop.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-04-01 18:16:33 UTC Post #292806
Thank you. I'm really surprised how it turned out because I made it in just a few minutes. Making of the textures took most of the time.

Crollo: you are absolutely right.
Posted 13 years ago2011-04-10 14:12:27 UTC Post #293311
@Dragos
I'm shocked how often you guys can't distinguish whether it's GoldSource or Source. I can see the difference from a mile even if it's a six sided box.
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Go!
monster_urby monster_urbyGoldsourcerer
Posted 13 years ago2011-04-10 14:16:09 UTC Post #293312
Posted 13 years ago2011-04-10 16:07:30 UTC Post #293317
Source.
Striker StrikerI forgot to check the oil pressure
Posted 13 years ago2011-04-10 16:38:22 UTC Post #293318
A more deceitful resolution please, lol
Posted 13 years ago2011-04-10 16:44:57 UTC Post #293319
Source

[edit]

@Atom

Sweet shuttle there Atom O_o
Stojke StojkeUnreal
Posted 13 years ago2011-04-10 18:05:04 UTC Post #293320
It's goldsource. Look at the lack of texture filtering.
If you're saying Source because of the anti-aliasing, modern video cards can force it on older games.

Consider your point made, Urby :3
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-04-10 18:42:33 UTC Post #293324
If that's anti aliasing, then I'd like to see what is considered 'texture resolution'.
Crollo CrolloTrollo
Posted 13 years ago2011-04-10 20:13:33 UTC Post #293341
Do you even know what anti-aliasing is? I'm talking about the edges of the cube.

Oh but of course you're trolling again.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-04-11 18:59:59 UTC Post #293429
If the image is resized then it's impossible to tell.
Posted 13 years ago2011-04-11 19:02:18 UTC Post #293430
It's clearly Goldsource man.
Skals SkalsLevel Designer
Posted 13 years ago2011-04-11 19:07:15 UTC Post #293433
If it's not then it's definitely Source. Unless you forced anti-aliasing in graphics card settings.
Posted 13 years ago2011-04-11 19:09:37 UTC Post #293434
I was actually trying to tell by the textures :P.
Striker StrikerI forgot to check the oil pressure
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