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 ago2012-07-27 17:41:47 UTC Post #308500
Thanks for the responses! I'll try working on the lighting and I'll upload new pictures later, thanks Archie! :D
Posted 12 years ago2012-07-28 11:34:24 UTC Post #308522
Here are a few more pictures!
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Posted 12 years ago2012-07-29 10:13:01 UTC Post #308525
Mind that edit button. Try not to double post. :)

Those shots aren't as impressive as your first shots and could use a little more work. The cliff faces just don't look natural. Keep it up though. Practice makes perfect and all that. :D

EDIT: Hey look, it's Urby. He's doing stuff!
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You may recall me playing a terrible GoldSource mod called "The Night Things." This would be me recreating it in Source as a learning project.
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2012-07-29 14:25:39 UTC Post #308583
I rather clean Hammer screenshot of a WIP map:
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On the far top left hand corner you can see a large hotel in the making and currently in developer textures; that hotel is only the basic outline and is 1696 objects, which is just silly because the map is only 3731 objects so far.
Moaby MoabyMk. III
Posted 12 years ago2012-07-29 14:42:44 UTC Post #308584
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Working on a project with CaptainT :)

@Moaby
Damn it that looks awesome :biggrin:
Posted 12 years ago2012-07-29 14:55:31 UTC Post #308586
Very cool structure, Lajron. Lose the stock combine textures, though. Most HL2 textures are awful! :P

Moaby, that kicks butt. 50 butts to be precise! An excellent number of butts to kick.

Urby, lovely to see you using Source, but god damnit do more work on Teh Croe.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-07-29 16:05:08 UTC Post #308587
Lucky, that looks great! :o

Archie gives good advice, some of the more reconginzable hl2 textures should be avoided, unless you are using them on small trims or stuff in the backrground. (don't get me wrong, i'm very guilty of using the combine textures myself!)

You can also play with the texture scale to get a new look for an old texture in a pinch, but i would advice almost alwyas try scaling down and not up, because upscaling makes them look too blurry.

for the place you used the chronme texture, instead use any metal siding texture, and it should look/match perfect to the original afaik.

Here's a small teaser of my work so far, first compile!
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We need like 5 weeks to finish this, but i guess we'll have to make it work in 5 days (4 days, 7 hours actually). We are so screwed! =P

I think i'm going to download tophattwaffle's real world texture packs 1 & 2, so i have fresh materials to try....

Archie: do you recommend and good materials packs out there available for download sir?

Murby/Uoaby: Wonderful work you two; there is a lot of talented people here on this little site, jee-whiz! :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-07-29 16:29:13 UTC Post #308588
Archie: do you recommend and good materials packs out there available for download sir?
I don't know any because I much prefer making materials to fit my brushwork, not making my brushwork to fit someone else's materials. It's a lovely workflow.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-07-29 16:50:53 UTC Post #308589
Yeah i can imagine it is a lovely workflow! someday i hope i can do that, but i'm absolutely gash at making materials, so it would be really a futile effort at this time ;)

BTW, how much time(average) do you spend making a particular material?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-07-29 17:04:18 UTC Post #308590
Depends, really. Some, like these generators took about an hour for the set (there are 4 textures covering the whole gen) because it's to very, very specific brushwork.

A standard tiling texture takes me anywhere from 10 mins to half an hour depending on the content. Cliffs take a long while to get to tile acceptably, for example.

Add another 5 mins for normal maps and SSbump maps.

Edit:
I'm planning a quick demonstration episode of In Dev along with the judging of my texturing compo.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-07-29 17:07:10 UTC Post #308591
It has to save time too in the end, because so often i will dilly around flip-flopping different textures, searching all the standard materials for the right thing(when the right thing isn't there).

Edit
About that texturing compo.... Anyhoo i will be looking forward to your demo! :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-07-29 17:08:54 UTC Post #308592
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Sneak peak. Grids are your friend!
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-07-30 13:20:20 UTC Post #308618
More ScreenShots :
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Light needs fixing :(
Posted 12 years ago2012-07-30 15:38:57 UTC Post #308626
Looking good! You've managed to compliment green with red in the first two shots without giving it that awkward Christmas feeling that happens sometimes.

Small lights around the outside of the control-post type room are maybe a little too bright?
Posted 12 years ago2012-07-30 16:05:20 UTC Post #308627
Looking great laki. :o

i'm very excited to see how our entry turns out :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-07-30 21:54:41 UTC Post #308648
Blitz , green and red aren't complimentary colours. Green and yellow and green and blue are complimentary. Jus' sayin'
Instant Mix Instant MixTitle commitment issues
Posted 12 years ago2012-07-31 04:56:32 UTC Post #308653
Perhaps he meant contrast.
Jessie JessieTrans Rights <3
Posted 12 years ago2012-07-31 12:29:43 UTC Post #308654
Perhaps yer mum are a sultry minx?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-07-31 15:10:40 UTC Post #308655
By compliment I just meant that they look nice together there, I wasn't even thinking of the actual art term complimentary. I can see the confusion.
Posted 12 years ago2012-07-31 15:59:24 UTC Post #308656
Here's a map me and Lajron are working on for the Secret Society Contest at GB:

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We've done a lot but there is a lot left to do(We only started like less than a week ago). More to coming soon ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-07-31 16:20:23 UTC Post #308657
beautiful CaptainT
Posted 12 years ago2012-07-31 16:24:49 UTC Post #308658
no you! (added 1 or 2 images to the album depending on when you viewed it)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-07-31 16:26:02 UTC Post #308659
Great job on the maps! I like the design! :D
Posted 12 years ago2012-07-31 16:35:25 UTC Post #308660
Stop uploading images and get back to work btw i was thinking of creating a prison is there a prison in nikita lol xD
Stojke will get it NI KITA
Posted 12 years ago2012-07-31 16:41:08 UTC Post #308661
there really isn't a prison, but there are dorm rooms for recruits that are sometimes used for prisoners(prisoners don't live long in Section One) ;)

If you blocked for something to do you could detail the torture room, or just troll the screen caps until you find something you'd like to do =)

Question
If you haven't started Systems yet, i think i will put that area behind the training studio unless you have objections. also, what gametype should we make this? (my steam is updating i'll get on to chat in a sec)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-08-02 01:38:43 UTC Post #308696
Here's some final(almost) pics of laki's and mine competition entry:
Big Imgur Album

Description
The map is meant to portray Section One, from tv's La Femme Nikita.

Editing time
About a week between us, and the deadline is in approx. 24 hours :o

Help!
If you-all have any tips for us, they'd be greatly appreciated! If anyone would like to playtest a demo before we submit, tomorrow, just let us know or pm!

Join?
Now I can't speak for Lajron, but i'm willing to split my portion of the prize with somebody if they feel they can contribute something good to the map by tomorrow($100, that is, if we win of course, and yes i realize this is extremely short notice ;])
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-08-02 06:01:09 UTC Post #308697
Looks very empty and the lighting is really dull, which is a shame because you could get extremely creative lighting the architecture you've built.

I'm not going to go in detail through every screenshot, but I'll use this one as an example:
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You've got these weird pillar things in the middle of the room, yet not a single one is casting a decent shadow. Play with the shadows! Use your architecture to your advantage!

Your texturing and brushwork is all fairly flat, so add as much depth as possible with lights. Every single area shown needs pretty major improvement if you want to win!

Best of luck, guys.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-08-02 06:47:06 UTC Post #308700
Here's a tutorial for you guys:
(CT & Lajron)
http://www.interlopers.net/tutorials/17779

That should help you make the lighting much better.
Skals SkalsLevel Designer
Posted 12 years ago2012-08-02 11:12:05 UTC Post #308706
awesome tutorial skals, i think it's the first plain-language lighting tutorial i've ever read for newbs, TY!! =)

Archie: ya, we are doing our best for about one week of work. Also, i find textureshadows don't work at all for me unless i compile with hdr(this is normal?).
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-08-02 12:55:47 UTC Post #308711
Skals i know about that tutorial :V
Posted 12 years ago2012-08-02 13:59:59 UTC Post #308715
Also, i find textureshadows don't work at all for me unless i compile with hdr
Sounds like your compile parameters are a bit mixed up, it should work with LDR, but why you'd compile LDR these days is beyond me anyway.
Also, you don't need textureshadows to have shadows in your map! I don't see anywhere in the screenies where it would really have an effect, except maybe the lights above the grate at the 4-way junction.

Keep the lighting you have, but add much more vibrant strokes of colour as well. A big contrasty blue spotlight angled across the room always makes boring old yellow/white lighting look badass.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-08-02 14:11:17 UTC Post #308719
Skals i know about that tutorial :V
THEN Y U NO MAKE BETTER LIGHTING? Wtf Lajron. :/
Skals SkalsLevel Designer
Posted 12 years ago2012-08-02 14:14:45 UTC Post #308720
Most of the lighting CT made.
I'm right now compiling the map with my lights :V
Posted 12 years ago2012-08-02 14:25:17 UTC Post #308722
I wish i read that tutorial before making lights.. It explains a lot in a short space, like e.g., why my lights partially inside geometry were not working, regardless of the settings :aghast:
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-08-02 21:14:54 UTC Post #308728
custom textures for lights and various other shit
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planning on remaking DM_morpheus with a heavy industrial tone ; a mixture of the architecture of a chemical plant mixed in with , pretty much, a rammstein stage. Fires, fans, shit-tonnes of lights.
Instant Mix Instant MixTitle commitment issues
Posted 12 years ago2012-08-02 22:19:27 UTC Post #308731
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I like it :)
Posted 12 years ago2012-08-02 22:34:58 UTC Post #308732
It's a pain trying to light rays using only brushes, my actual spotlights look... hideous
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Instant Mix Instant MixTitle commitment issues
Posted 12 years ago2012-08-02 23:52:21 UTC Post #308735
Nice work Instant Mix!
(BTW i've made parcan lights in goldsource and source too) :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-08-03 10:21:36 UTC Post #308743
That's a spot, not a par can :L
But please spill the beans on how to make them look nice :L
Instant Mix Instant MixTitle commitment issues
Posted 12 years ago2012-08-03 11:14:50 UTC Post #308748
The addition of a sprite at the lens would add a lot. Your brushwork beam is actually very effective!
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-08-03 17:02:19 UTC Post #308752
Good call archie, was trying to make one earlier but this granite engine is a bit temperamental. Altered the spotlight texture, might see if using the gradients will look nice than the old-school 8 brushes method
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Instant Mix Instant MixTitle commitment issues
Posted 12 years ago2012-08-03 17:04:02 UTC Post #308753
Wait, what is granite?
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-08-03 17:36:29 UTC Post #308754
The name for this engine that Conscript is using. I literally know nothing about it, but it looks like some hacked version of Goldsource with the trinity renderer shit put on top. Apparently it's a heavily modified Quake engine but I don't really believe that.
The coder for it lurks TWHL so I'm sure he can pipe in if he wants to.
Instant Mix Instant MixTitle commitment issues
Posted 12 years ago2012-08-03 23:23:47 UTC Post #308758
I wouldn't doubt the programmers if they say it's heavily modified quake, especially if it resembles goldsource. Even if it is a hacked version of GS, it still is technically just a heavily modified quake engine.
The spotlight looks a lot better now, too.
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2012-08-04 00:43:46 UTC Post #308760
Why would a heavily modified quake engine have the exact same named subdirectories , even the valve folder?
Cheers jeff anywho. Is it possible to make sprites move on the half life engine? I remember using an engine that had an env_spritetrain which i'm assuming did just that.
Instant Mix Instant MixTitle commitment issues
Posted 12 years ago2012-08-04 02:36:26 UTC Post #308761
That was Opposing Force, I believe.
Jessie JessieTrans Rights <3
Posted 12 years ago2012-08-07 07:36:17 UTC Post #308824
Moar huge metal stuff, 1st tower:
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How could i get a more sea like water ?
rufee rufeeSledge fanboy
Posted 12 years ago2012-08-07 07:42:20 UTC Post #308825
Is it possible to make sprites move on the half life engine?
Vanilla or just GoldSource in general. I generally swear by the Spirit engine.
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2012-08-07 10:32:56 UTC Post #308827
Why would a heavily modified quake engine have the exact same named subdirectories, even the valve folder?
...That, I don't know. If the engine has a valve folder where all the content is kept, then I guess it is goldsource.
As for sprites, as Urby suggested, Spirit is a good choice, but presumably you can't use it if this is for a Conscript map. You could use an env_shooter, but those would be physically simulated and disappear after time. Other than that, I don't know. You could try bugging your programmer to make a Movewith/Parenting feature.
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2012-08-09 23:59:46 UTC Post #308913
First peak of one of the final areas of The Core. This is the first time the player will have seen sunlight in quite a long time and that marks just how close they are to escaping Black Mesa... But will they be able to get past one final hurdle?

A lot of this is subject to change as it's only ever had one compile - in particular the lighting, but I'm actually quite pleased with how it turned out.

You might also recognise an area we haven't shown since the very early days of The Core - the lighting has just been completely reworked. Do you like the change?
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Archie ArchieGoodbye Moonmen
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