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 12 years ago2012-07-18 13:59:23 UTC Post #308010
Well , to be honest hlife_hotdog, that's what I did to begin with. But it's being weird. why would it come up with ambigious leafnode errors if every vertex was on grid and joined?
Instant Mix Instant MixTitle commitment issues
Posted 12 years ago2012-07-18 16:18:02 UTC Post #308011
CT's Pipe Saber weapon was so awesome, I just had to take a whack at making my own. (Pun intended)
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I think the mesh has turned out well.
And I spelled captain wrong. Dammit, Gimp needs spellcheck.
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2012-07-18 17:41:09 UTC Post #308012
Lovely job jeffmod! =)

props on using blender too, i could never figure that modeling progam out ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-07-18 18:57:19 UTC Post #308013
JeffMOD can model!? How'd you like a job? :P
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2012-07-18 22:24:43 UTC Post #308042
What do you need modeled? I could use a diversion.
TheGrimReafer TheGrimReaferADMININATOR
Posted 12 years ago2012-07-18 23:13:09 UTC Post #308061
The Core could always use more office / lab debris. Beakers, files, stationary, chairs, gadgets. Anything that you would find lying around in Black Mesa. :P

Clutter can really help convey a sense of place.
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2012-07-19 00:09:42 UTC Post #308064
Urby would you be interested in any prefabs or do they must be models?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-07-19 00:14:19 UTC Post #308065
Heh, problem is I can't make textures. Or UV that well, for that matter. I might try my hand at some beakers or something like that, though, because I need the practice and I'd love to actually be able to help out with The Core. Just don't expect anything that's not static. :P
If I'm making beakers, about what polycount are you aiming for per object?
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2012-07-19 01:50:41 UTC Post #308067
Here is your beaker
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Posted 12 years ago2012-07-19 10:48:08 UTC Post #308100
Urby would you be interested in any prefabs or do they must be models?
Our maps are pretty heavy with regards to brushwork already. Models would be preferred, though prefabs would be ok for larger machines and consoles.
If I'm making beakers, about what polycount are you aiming for per object?
I have no idea... :P
User posted image
Well, that's just lovely, thanks. :P
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2012-07-19 12:57:30 UTC Post #308109
I've made a set of 3 beakers/test tube type pieces in 2 variations so far. (One concave, one convex) They don't have an additive texturemode, because that looks crap with something like that, but you might be able to use rendermodes to make them translucent.
I also tried to make a tape from one of the old fifties reel-to-reel machines, but that doesn't seem to compile properly for some reason.

Do you have any other specific items you'd like me to take a whack at?
Also, I assume you'll be wanting source files as well, yes?

EDIT: How about a fire extinguisher? I've always wanted to model one of those.
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2012-07-19 16:00:56 UTC Post #308112
Source files would certainly be welcome. :D

Also, yes. A fire extinguisher would be cool.

Regarding other stuff, I don't what any of the things below do, but they look cool and I could find a home for them in my maps. Anyone who wants to help out can feel free to send some models my way and you will be planted in the mods credits. :D
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monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2012-07-21 08:51:38 UTC Post #308160
Also, been experimenting with "modern" style lighting.
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EDIT: I swear I clicked "edit"
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2012-07-21 09:05:47 UTC Post #308161
OMG GOD!!! this is epic lighting

i am going to play with myself this lighting is so good
this lighting is better than a naked girl!
Posted 12 years ago2012-07-21 09:20:35 UTC Post #308163
OMG GOD!!! this is epic lighting

i am going to play with myself this lighting is so good
this lighting is better than a naked girl!
...wut?
Posted 12 years ago2012-07-21 09:27:25 UTC Post #308164
I think ninja is just a little bit too excited about this...
Penguinboy PenguinboyHaha, I died again!
Posted 12 years ago2012-07-21 21:58:39 UTC Post #308192
that lighting effect is truly cool urby, i think i'm having a moment..

After the core is finished you guise will achieve legendary status. I so can't wait for this to be released, more than BM:S now i think :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-07-21 22:34:53 UTC Post #308221
After the core is finished you guise will achieve legendary status.
What do you mean, "after"?
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2012-07-22 05:43:21 UTC Post #308241
the core is better than watching porn!!!
Posted 12 years ago2012-07-22 06:25:35 UTC Post #308242
Everytime i think about the core there are boners in the forecast ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-07-22 06:43:39 UTC Post #308243
Dude, you seem to have a serious heart defect. I swear every third post has you getting a boner. :crowbar:
Posted 12 years ago2012-07-22 07:27:36 UTC Post #308247
Let's try not to associate pornographic content to The Core, it wouldn't bring happy memories in the future.

Oh I really hope Archie/Urby didn't put a dick in their maps...
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-07-22 08:58:07 UTC Post #308248
The_(c)Striker
killing boners since 2007

P

Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-07-22 18:45:30 UTC Post #308267
Sup guys?
I'm making a city area in source-ep2, this is what it looks like so far:
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It's called 'resistance city', the idea being that it's a large city full of resistance fighters, with their headquarters located within this city, it's a zone where people can seek refuge from the combine. However with that being so, it's also constantly under siege by the combine.

I'm planning to make a mod taking place within this city, basically you will be a survivor, a member of the resistance, and you will start off doing small tasks in the city, but eventually you will be forced to fight against waves of combine forces trying to claim the city, it will basically be a war zone.
I can't make all that by myself, It wouldn't be a massive mod, but If I'd commit to the project, I'd probably need other people to help with some additional mapping and NPC scripting. Not sure if any of you would be interested in that, if yes then give me a shout.
Skals SkalsLevel Designer
Posted 12 years ago2012-07-22 18:57:39 UTC Post #308269
Please, be the first one to use displacements on roads and sidewalks. Real world isn't perfect. And it's Source.
Posted 12 years ago2012-07-22 19:01:39 UTC Post #308271
Good idea, never thought about that.
Skals SkalsLevel Designer
Posted 12 years ago2012-07-22 19:05:04 UTC Post #308272
displacements on roads
Someone did just that to awesome effect on our team mapping project, might have been Cap't T. My mind was blown I had never done it before either. It looked really, really awesome.

Skals I really dig the dirtiness of that road. One of my biggest irks in game environments is when they look unnaturally clean, you absolutely slayed that, can't wait to see compiled shots.
Posted 12 years ago2012-07-22 19:12:31 UTC Post #308274
Using displacements for roads great to make them uneven, but also don't forget that displacements can use blend textures as seen here.
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They don't just have to be used for grass and dirt!
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-07-22 19:26:45 UTC Post #308278
Wait, so you're telling me people can't figure the uses for blend textures? :D, the road in those screenies has a blend texture on it, it blends from a completely broken grassy type road to a more cleaner non grassy one... On that note, WILL IT BLEND? (I had to xD).
Ok, I made the pavement using displacements too. That broken wall in the second screenshot that you can barely see, also uses displacements.
Skals SkalsLevel Designer
Posted 12 years ago2012-07-22 19:27:08 UTC Post #308279
I like him the way he is. He has some cool ass personality.
Stojke StojkeUnreal
Posted 12 years ago2012-07-24 01:00:45 UTC Post #308324
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Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-07-24 08:57:25 UTC Post #308329
spoilerz
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2012-07-24 22:19:53 UTC Post #308377
To the people willing to model for The Core, what we really need as a priority right now is a phone similar to the one found in cs_office (CSS) in that it can be placed on a desk or on a wall and would look right at home on either.

Any takers?

Many thanks.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-07-24 23:07:24 UTC Post #308378
Toughworks? Grats noSick
Instant Mix Instant MixTitle commitment issues
Posted 12 years ago2012-07-24 23:19:14 UTC Post #308379
To the people willing to model for The Core, what we really need as a priority right now is a phone similar to the one found in cs_office (CSS) in that it can be placed on a desk or on a wall and would look right at home on either.
Update your core folder and check out some of the models that get pulled down. :P

Would be nice to have a fresh model though so yeah, post still stands.
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2012-07-24 23:25:08 UTC Post #308381
I can maybe model one. You guys got any refs or preferences (like the colour)? Too lazy to go ingame and take a pic of the one in office.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 12 years ago2012-07-25 13:20:32 UTC Post #308396
User posted image
Made some progress since the last time I posted images, still not compile worthy.
Skals SkalsLevel Designer
Posted 12 years ago2012-07-25 17:09:46 UTC Post #308401
I like it!

The roofs look kind of bland at the moment, but I'm assuming the player won't be able to see them from the ground level.

Also you could add more variation to the gutter piping along the walls of the red brick building. Think Victorian housing blocks with the plumbing on the outside.
Daubster DaubsterVault Dweller
Posted 12 years ago2012-07-26 07:18:29 UTC Post #308414
I'm quite baffled there, what to put on roof tops?
Skals SkalsLevel Designer
Posted 12 years ago2012-07-26 09:01:13 UTC Post #308417
Ventilation, antennas, water towers, other bullshit...
Posted 12 years ago2012-07-26 09:03:16 UTC Post #308418
Very Slow Work In Progress (SWIP; I'm going to use this phase more often :biggrin: ) but a few of the more completed areas of this map which I've been working on for about half a year on and off.
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In addition, does anyone know how to stop the plant models in the second picture to stop rendering fullbright? I've done a full compile and built cube maps but it won't go away, which is a shame because they break up the pipe touching the ground really well. It's also happening in another area where I tried a similar, but different plant model.
Posted 12 years ago2012-07-26 10:33:24 UTC Post #308420
Looking really good! For the plants, perhaps use a lighting origin that's raised past the model's origin slightly? How thick are the floors in the map?
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2012-07-26 13:03:31 UTC Post #308432
I tried setting its lighting origin, to no avail. It is sitting on a 64 thick displacement over an unsealed world (skybrush box in the above images, taboo I know but it's just for quick compiles) I tried putting a solid brush under it but that didn't work either.
Posted 12 years ago2012-07-26 14:00:42 UTC Post #308433
Paste the .vmt of the material that model references.

I have a feeling I've come across this before and it was one of the Valve foliage models is set to UnLitGeneric.

Alternatively, try compiling with " -TextureShadows -StaticPropPolys " parameters during RAD.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-07-27 10:11:08 UTC Post #308459
So I opened it up and yeah, it's set to UnlitGeneric

[quote]UnlitGeneric
{
"$basetexture"	"modelspropsde_infernobushgreen"
"$alphatest" "1"
"$nocull" "1"
"$model" "1"
}[/quote]

Which I suppose makes it useless to me as I can't change it. But what I could do is create a custom clone model file and texture and change the properties, yes? I'm getting my head around the source engine, but I can't think how I can get the clone model to use the new texture.
Posted 12 years ago2012-07-27 12:35:12 UTC Post #308475
I think all you need to do is take that vmt file, put in the same directory under the materials folder (as the original file in the gcf) then change the properties as desired. That way you'll overwrite the same file in the gcf. Don't forget to include the vmt in your bsp when you final compile.
Posted 12 years ago2012-07-27 15:53:19 UTC Post #308493
Hello, here is one of my WIP maps :D
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I really need to work on the lighting on this map..Anyone mind telling me anything else I could fix/work on?

Fix'd the image tags for you. You forgot to close them. ;) - Mod
Posted 12 years ago2012-07-27 16:29:10 UTC Post #308496
whoa that is neat, what game is that, csgo? (textures, erm, materials look smexy, so csgo is my guess) :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-07-27 16:31:16 UTC Post #308497
Nope, just Half Life:Two, (with only two custom textures, the grey marble, and the glass above the wooden door) :cool:
Posted 12 years ago2012-07-27 16:45:27 UTC Post #308498
With such a lovely wall design you should really play with the shadows those pillars can create. Set the lightmap grid of the wall behind the pillars to ~4 and get a nice angled sunlight to cast over it. It'll create some really nice texture and will add a lot of depth to the wall.

Nice work!
Archie ArchieGoodbye Moonmen
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