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 ago2012-08-10 00:36:34 UTC Post #308916
Looks beautiful as always. Does this mean The Core is likely to be out by the end of the year?
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2012-08-10 00:47:55 UTC Post #308917
Archie you guys should totally be using the Dreamcast version of the sodapop.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 12 years ago2012-08-10 12:18:26 UTC Post #308938
I must have my wires crossed somewhere. I'm sure that the only difference with the Dreamcast cans was that the labels were all changed to real brands.
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2012-08-10 21:05:06 UTC Post #308946
Nope, higher quality skins of the originals and higher poly model to boot.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 12 years ago2012-08-12 14:12:02 UTC Post #308976
How lovely. Our leader has decided to stop using the Granite engine and instead use Source. Not only has that wasted a tonne of my time, but the game isn't going to be open for everyone any more. Oh well, at least I don't have to deal with those bloody spotlights any more.
Instant Mix Instant MixTitle commitment issues
Posted 12 years ago2012-08-13 17:00:40 UTC Post #309005
Terrific work on beams, Instant
Posted 12 years ago2012-08-17 02:57:44 UTC Post #309118
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FINISHED SHIELD WOO!!! Mind helping me out guys? -http://steamcommunity.com/sharedfiles/filedetails/?id=89738620
Posted 12 years ago2012-08-22 13:42:47 UTC Post #309260
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I have a face book page for quick updates now :D
http://www.facebook.com/windliongames
Rimrook RimrookSince 2003
Posted 12 years ago2012-08-22 16:11:07 UTC Post #309261
...And so the line between me and myself vanished.

On an unrelated note, Howa Type 89 Assault Rifle;
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Nearly done the mesh, just need to do a few details on the body.
Then figure out how to texture it well.

The Camo text is just a joke related to a comment I received about an earlier iteration.
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2012-08-22 18:04:53 UTC Post #309263
jeffmod is my master!
Posted 12 years ago2012-08-22 22:40:26 UTC Post #309266
What an odd thing to say.
Lookin' good, Rimmy and Jeffy.
Jessie JessieTrans Rights <3
Posted 12 years ago2012-08-24 15:15:31 UTC Post #309305
And now it's done.
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EDIT: I also made this because a friend requested it, but I don't think I really like the aesthetics of the Tar-21.
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Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2012-09-06 12:05:04 UTC Post #309646
Any ideas to make this more atmospheric?
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Moaby MoabyMk. III
Posted 12 years ago2012-09-06 14:40:30 UTC Post #309647
I think the lighting is a bit bland. You can tweak a bit the light_environment( look at the sky clouds- they surely seem lit to me).
Additionaly you can look at Archie's Color Correcting tutorial and perhaps apply some of the theory from there too.

Nice map!
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-09-07 12:23:49 UTC Post #309681
Atmosphere is a trigger of memories and deep instinctive memories caused by natural, familiar environments... or parts of it.. However there is nothing natural in your scene. For ex your sky is totally different from your lightingg
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Posted 12 years ago2012-09-07 15:26:34 UTC Post #309682
@Striker: Thanks for the pointers.

@Bruce: Hence why I asked.

[EDIT:]

Any better?
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Moaby MoabyMk. III
Posted 12 years ago2012-09-07 15:42:10 UTC Post #309686
see
Posted 12 years ago2012-09-07 17:04:12 UTC Post #309689
Yes sir, much better. What's that on the right? Light bugs?
Posted 12 years ago2012-09-07 19:29:45 UTC Post #309694
Nice models JeffMOD. :D
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2012-09-07 20:43:54 UTC Post #309696
Having to rebuild everything because source hammer shits a brick when I try importing a .map
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I've learnt that source hammer also has manic depression and likes to randomly shut down, and that the screenshot compression the overlay uses is fucking horrendous.
Instant Mix Instant MixTitle commitment issues
Posted 12 years ago2012-09-07 20:52:55 UTC Post #309697
Wow Moaby that change looks worlds different. Nice change!
Posted 12 years ago2012-09-08 00:12:45 UTC Post #309701
Moaby, I think a subtle blending of the fog and skybox would clean up the slight discoloration of the elements in the fog in the furthest parts in view.
http://twhl.info/tutorial.php?id=167

Also those 4 stars in the skybox that are pefectly spaced apart and straight is bothering me. How odd.
Rimrook RimrookSince 2003
Posted 12 years ago2012-09-08 09:14:19 UTC Post #309715
mapping is a form of self-expression, dont listen to us mothefuckers

i always try only to show the door
Posted 12 years ago2012-09-08 12:02:57 UTC Post #309720
Remember displacements? I miss those.

The Core reaches the surface...
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Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-09-08 18:46:22 UTC Post #309725
Very nice mate. I am actually looking forward to the core because it's been a while since I played on the HL1 engine. I had a quick game of HL1 a few weeks back so I could get used to the combat again :>
Habboi HabboiSticky White Love Glue
Posted 12 years ago2012-09-08 19:07:21 UTC Post #309726
Remaking de_soup. And guess what game it's for.
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Dimbeak DimbeakRotten Bastard
Posted 12 years ago2012-09-08 19:28:44 UTC Post #309727
Who's been sitting on the roof?
Posted 12 years ago2012-09-08 19:43:07 UTC Post #309728
The pesky teenagers jumping from the mountain path!
Dimbeak DimbeakRotten Bastard
Posted 12 years ago2012-09-09 03:05:06 UTC Post #309733
@Archie:
I suppose those are placeholder textures because THOSE ARE THE WORST VEHICLE TRACKS I HAVE EVER SEEN.

The cliff, however, looks pretty good.
Posted 12 years ago2012-09-09 09:29:05 UTC Post #309735
Feels weird posting a WIP here. Pretty sure it's been a year or so since I did. Anyway this is a CSGO map I've been working on with a bloke and the area the pic shows is bomb b. Of course those who playtested the map should recognise it.

Lighting is placeholder and most of what you see is model based. They finally made models light the same as brushes.
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Habboi HabboiSticky White Love Glue
Posted 12 years ago2012-09-09 10:07:59 UTC Post #309736
The lighting makes it look very Mirrors Edgy. I like the overall look of it very clean :)
rufee rufeeSledge fanboy
Posted 12 years ago2012-09-09 10:28:10 UTC Post #309737
It's looking sexier all the time :D
Jessie JessieTrans Rights <3
Posted 12 years ago2012-09-09 10:57:31 UTC Post #309738
They finally made models light the same as brushes.
Yes! Material lighting, here I come! No more placing lights for every signel fixture! :crowbar:

...But I don't have CS:GO yet. And I probably won't until at least next year, when I move out to someplace with internet access. :cry:

Also, everything I can see on this page is looking good!
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2012-09-09 11:04:43 UTC Post #309739
They finally made models light the same as brushes.
It was possible to achieve the same results before, they probably switched to default some settings.
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-09-09 11:24:06 UTC Post #309740
Maybe. All I know is shadows cast on everything so suddenly my map became sexy and then there's the giant models. In old Source they'd only use one light source so if half was in shadow and the other in sun it'd look odd and now in GO when I compile on full it blends it in with both shadow and sun.

And that makes me a happy bunny since I spent a year and a half making levels out of models ;P
Habboi HabboiSticky White Love Glue
Posted 12 years ago2012-09-09 12:15:39 UTC Post #309741
Habboi that looks a lot better since the time we tested it. Good work!
Skals SkalsLevel Designer
Posted 12 years ago2012-09-09 13:31:58 UTC Post #309742
Thanks dude. I'm eager to get it on the workshop for a much larger scaled playtest. I wonder when Valve will release it.
Habboi HabboiSticky White Love Glue
Posted 12 years ago2012-09-09 13:55:12 UTC Post #309743
Anyone got any suggestions on how I could make this scene more detailed?:
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This is the building I based it on.
Skals SkalsLevel Designer
Posted 12 years ago2012-09-09 13:59:20 UTC Post #309744
Heh I take it you're asking because that one guy on FPSbanana said make it more detailed without an explanation? :D

The buildings actually seem fine to me. It's the terrain, lighting and skybox that bothers me. I'm sick of that grass texture so my first suggestion is grab a grass texture on cgtextures, make it tile and use that. Also maybe make it a blend texture so you can paint some dirt.

Honestly I think the major issue is that grass. It's too bright for the lighting and buildings and you could add a nice dirt road going into the entrance of the compound.
Habboi HabboiSticky White Love Glue
Posted 12 years ago2012-09-09 14:29:32 UTC Post #309745
Habboi speaks a lot of sense, it's definitely the surroundings rather than the buildings themselves (although some rooftop details wouldn't go amiss).
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-09-09 14:52:13 UTC Post #309746
Ok, I made a custom detailed grass texture looks a bit better now! CS:GO custom textures really suck. Oh, here's a question, how do I make grass props appear on the texture like they do to most textures in ep2 for example, none of the CS:GO grass textures seem to do that either.
Skals SkalsLevel Designer
Posted 12 years ago2012-09-09 15:11:06 UTC Post #309747
Posted 12 years ago2012-09-09 17:06:05 UTC Post #309748
So I made a custom grass texture and custom textures for the building wall, it looks a lot better now (the building)
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I should make custom textures more often, I made that sexy thing in a few minutes :P .

Also; I tried adding detail sprites to the .vmt of my texture by adding this line to it:

"%detailtype" "detail/detailsprites"

and made sure that details/detailsprites was the one selected in map properties, and yet the detail sprites did not appear on my texture. Unless I entered the wrong command, I'm going to assume that detail sprites do not work for CS:GO, so in that case, is there any other way I can add a lot of grass everywhere?
Skals SkalsLevel Designer
Posted 12 years ago2012-09-09 17:22:33 UTC Post #309749
So how you made that sexy thing?
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-09-09 17:26:51 UTC Post #309750
With photoshop?
Skals SkalsLevel Designer
Posted 12 years ago2012-09-09 17:31:28 UTC Post #309751
I didn't ask what program you used.
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-09-09 18:11:45 UTC Post #309753
You asked me how I made it.
Skals SkalsLevel Designer
Posted 12 years ago2012-09-09 18:16:25 UTC Post #309754
1. Get photo of grass
2. Make it tile in Photoshop
3. Save it as .vtf with Photoshop plugin
4. ???
5. Grass
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-09-09 18:31:53 UTC Post #309755
Someone on interlopers said their custom detail grass was lit black...maybe they don't work.

Regardless much better! And you can still push it, get a mud texture, edit VMT to say basetexture2 and paint some dirt paths. Maybe add some puddles, replace trees with better ones, GO has some great ones that cast shadows and everything.

This map has a good surrounding woodland, study it. http://gamebanana.com/csgo/maps/166494
Habboi HabboiSticky White Love Glue
Posted 12 years ago2012-09-10 14:48:51 UTC Post #309756
Cheers Habboi!
1. Get photo of grass
2. Make it tile in Photoshop
3. Save it as .vtf with Photoshop plugin
4. ???
5. Grass
Yeah, and maybe sharpen the texture and paint some bits onto it. Oh and normal maps too!

Edit: I'm trying to insert the materials into the bsp, how do I do this? I have no idea how bspzip works, could anyone tell me the step by step process to using bspzip to insert materials into the bsp?
Skals SkalsLevel Designer
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