Post your screenshots! WIP thread Created 17 years ago2007-12-16 00:58:58 UTC by doodle doodle

Created 17 years ago2007-12-16 00:58:58 UTC by doodle doodle

Posted 16 years ago2008-04-22 17:19:04 UTC Post #249073
yeah but how? i cant test an unfinished.
Posted 16 years ago2008-04-22 17:31:52 UTC Post #249074
You can't? Well I just chucked my old maps on a server even though exits led to the skybox and I could still experience the gameplay.

Just patch it all together, chuck it in the post and get some mates to test it.
Habboi HabboiSticky White Love Glue
Posted 16 years ago2008-04-22 18:55:29 UTC Post #249075
Nobody would want to play the map, it doesn't have BLU spawn. Maybe I would try it when I finish the first stage.
Posted 16 years ago2008-04-22 22:42:49 UTC Post #249076
I like what I see so far. Hope it isn't possible for Engineers to get up among those plants and hide a sentry, though. :>
Strider StriderTuned to a dead channel.
Posted 16 years ago2008-04-23 01:42:59 UTC Post #249078
Yhanks.

And no, they won't be able to build sentries on plants, and I'm thinking about blocking their vision so they can't see inside vegetation, do you know any way to do it?
Posted 16 years ago2008-04-23 03:11:51 UTC Post #249081
Not particularly, though isn't there a brush entity that can stop where a Sentry is built? Why isn't there an SDK at work when I need it.
Strider StriderTuned to a dead channel.
Posted 16 years ago2008-04-23 04:15:24 UTC Post #249083
Yes there is an entity to avoid engineers building the sentries. But I want to block sentries vision too, so they can't see throught vegetation
Posted 16 years ago2008-04-27 09:56:19 UTC Post #249084
Oh. A BlockLOS toolbrush might do the trick, I'm not sure how the sentry operates.

EDIT:

Some new screens of my volcano map.

One of the rooms off to the side of the central volcano room (from upstairs). there'll be a red equivalent on the other side:

User posted image

User posted image

The outside area, lighting and skybox aren't final yet, and i'm still working on the plant skins, coming along though:

User posted image

User posted image

(That overbright light and grass growing up the wall have already been fixed ;) )
Strider StriderTuned to a dead channel.
Posted 16 years ago2008-04-27 10:43:02 UTC Post #249257
omg omg omg very nice, specialy the outdoor part. Are those trees custom?
I see you have made custom grass detail, I need help with it :^_^:
Posted 16 years ago2008-04-28 00:22:29 UTC Post #249294
Thanks. :>

The trees and fern models are 'borrowed' from CS:S and I'm just reskinning them.

The grass is pretty easy, I think it's just:

"%detailtype" "tf_grass"

In the vmt, I may have to check that. After that I simply recoloured the detail/detailsprites.vmt texture.
Strider StriderTuned to a dead channel.
Posted 16 years ago2008-04-28 04:09:55 UTC Post #249297
Yeah, I've done the same thing, but I can't change the density of the grass on the .vbsp. If I change it nothing happens.
Posted 16 years ago2008-04-28 05:09:06 UTC Post #249300
Ah, well I wouldn't have a clue. I'd like to tweak the density a bit too but as you said, nothing happens. I've since learned to live with it. :P
Strider StriderTuned to a dead channel.
Posted 16 years ago2008-04-28 13:06:57 UTC Post #249331
Strider, that is damned sexy. Damned sexy.
Archie ArchieGoodbye Moonmen
Posted 16 years ago2008-04-29 23:02:57 UTC Post #249407
Early work of a map for a minimod. Taking a crack at the pure-black-and-white style.
Still need to finish the vines/rock faces, add windows and doors, and snow. Its supposed to be a castle on a cliffside, but it looks more like a mansion :|
User posted image User posted image User posted image
Posted 16 years ago2008-04-29 23:30:56 UTC Post #249411
whoa that looks cool! melikes! :D
Rimrook RimrookSince 2003
Posted 16 years ago2008-04-30 00:37:40 UTC Post #249414
Very cool. I've always wanted to attempt something like that, was never happy with my results though. Looking forward to it.
Strider StriderTuned to a dead channel.
Posted 16 years ago2008-04-30 02:00:40 UTC Post #249417
Lawl that looks pretty cool... is that goldsource?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-04-30 02:19:04 UTC Post #249419
Posted 16 years ago2008-04-30 11:42:02 UTC Post #249438
I once tried a pure black and white map, but it sucked compared to that one.
Are you going to try reskinning the models to be pure black and white?
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 16 years ago2008-04-30 12:11:07 UTC Post #249439
It would make a good TRON map :) Kinda like the "End of the Void" in Cyber Space.
Habboi HabboiSticky White Love Glue
Posted 16 years ago2008-04-30 12:58:15 UTC Post #249440
Really I'm just making the skin black and white then jacking up the contrast on the models. Its a quick, dirty fix that fits the theme.
Its supposed to be a sort of Devil May Cry-ish idea. I'm going to try coding two new weapons for the mod, but I've never done any coding HL. I've done a lot of Pawn and C++ in the past year, though. HL code is written in C++, yes? I haven't looked at the source code, and damn VERC is don so i can't grab the Spirit source D:
Posted 16 years ago2008-04-30 14:17:21 UTC Post #249442
Devil May Cry
I can kinda see what you mean...Needs more gothic ;)
Habboi HabboiSticky White Love Glue
Posted 16 years ago2008-04-30 18:12:18 UTC Post #249446
Gothic wasn't what i meant by DMC, but whatever :o
User posted image
Still need some damn snow. I may or may not put a ledge on one of the towers and add some more white, but unless there are any critiques, this is final still much to do now that I've sat on it. I'll start working on the interior levels-- expect lots of env_glows throughout.
Edit: Cell shaded weapons are go. Right now its just a placeholder a the 9mmar. The actual weapon will be automatic, firing as fast as secondary fire for the 9mmhandgun, with 60 bullets.
User posted imageUser posted image
And if you're curious, the original model was the Z7 beretta on The Specialists skorpion animations with custom sleeves.
Posted 16 years ago2008-04-30 20:14:29 UTC Post #249450
I think it would look cool with bright red, over-the-top blood effects. :D
Posted 16 years ago2008-04-30 23:43:16 UTC Post #249459
Very nice so far. The castle walls look a bit plain though - some extra details or even giving them a brush-based brick/stone texture would fix that.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-05-01 10:13:53 UTC Post #249466
I think it would look cool with bright red, over-the-top blood effects.
Agreed! :D
Posted 16 years ago2008-05-01 11:58:51 UTC Post #249467
lol, change the hud to black and white too. its still orange :D
Rimrook RimrookSince 2003
Posted 16 years ago2008-05-01 12:00:40 UTC Post #249468
Everything will be changed to fit the theme, assuming I finish it. Maybe I should move this to another thread or something. I feel like its just spamming the screenshots thread.
Also, why the hell is Verc down?
Posted 16 years ago2008-05-01 13:36:13 UTC Post #249473
you can't spam screenshots because screenshots market is in an all time low right now, down 0.44

User posted image
Rimrook RimrookSince 2003
Posted 16 years ago2008-05-01 13:37:22 UTC Post #249474
I agree with what daub said and i like the model skins! (i was wondering what you were going to do with that) Are you going to make the blood white too?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-05-01 14:15:24 UTC Post #249477
actually, red blood wouldn't be so bad.

If its true BnW, you'll have to modify explosions, muzzleflashes, and so on. a bit tedious until you really want to do it, which would concrete the them.
Rimrook RimrookSince 2003
Posted 16 years ago2008-05-01 16:44:54 UTC Post #249483
Unfortunately, this is as good as the snow is going to get. I had to use 3D_Mike's method.
User posted imageUser posted image
Ok, really starting on the interiors now. By the way, I have coded my new gun, but I don't know how to code in two muzzleflashes to coorespond with two attatchments on the gun. Help plox?
Posted 16 years ago2008-05-02 09:50:24 UTC Post #249506
Reminds me of sin city :)
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-05-05 17:34:19 UTC Post #249590
User posted image
This is a screenshot from my first Half-Life 2 map.
I'm working on a small horror themed mod.
Posted 16 years ago2008-05-05 18:16:28 UTC Post #249593
Looks a bit bland tbh.
Posted 16 years ago2008-05-05 18:27:02 UTC Post #249597
I have coded my new gun, but I don't know how to code in two muzzleflashes to coorespond with two attatchments on the gun. Help plox?
No need for coad!

make two attachments, one for each gun in the correct spot.

the attachment QC command is like this:

$attachment <ID#> <bone> <X> <Y> <Z>

$attachment 1 "Bip01" -10 0 30 (Example)
$attachment 2 "Bip02" 10 0 -30 (Example)
make two and place them where you want the flash, like the muzzle of the gun.

then use these commands. It'll flash a sprite at the attachments.

{ event 5001 <frame#> "spritename" } (shows sprite)

{ event 5001 2 "flare1.spr" } (example)

{ event 5011 <frame#> }(shows guntype sprite)

{ event 5001 2 } (example)

the attachment 0 sprite can be anything specified, but ID 1, 2, and 3 are all preset. 1 is the mp5, 2 is the 9mm/357/shotgun and 3 is the hornet gun for some reason. for the ID 0 sprite, just choose the same sprite the 9mm uses.

just so you know;
5001 = ID 0
5011 = ID 1
5021 = ID 2
5031 = ID 3

if its still too much trouble, pass it to me.
Rimrook RimrookSince 2003
Posted 16 years ago2008-05-05 22:27:31 UTC Post #249610
That's close enough to code for me.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-05-06 01:10:50 UTC Post #249613
I actually looked it up right after posting that and found the solution :P
I'm just used to seeing muzzleflashes tied to bone 0, I always thought that the entire number 5001 meant a muzzleflash event.
Posted 16 years ago2008-05-06 03:05:40 UTC Post #249615
WC: Would look cooler if the snow was just small, bright dots instead of the gray fuzzy blobs it is now. It'd go better against the incredibly contrasty theme. Perhaps make the snow a little less dense in the actual playing area so it won't bother the player as much, and a lot more dense in the background/sky?
Posted 16 years ago2008-05-08 21:16:53 UTC Post #249756
I've been working on this one for about a month or so. It's for Half-Life1 deathmatch.
User posted image
User posted image
User posted image
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Posted 16 years ago2008-05-08 22:07:46 UTC Post #249757
docrock: nice map. how's the progress? :)
Posted 16 years ago2008-05-08 22:40:11 UTC Post #249762
99.5% done
Posted 16 years ago2008-05-09 01:13:27 UTC Post #249765
Woah...
Posted 16 years ago2008-05-09 01:24:17 UTC Post #249766
Woah...
Rimrook RimrookSince 2003
Posted 16 years ago2008-05-09 01:54:32 UTC Post #249767
I fucking love those Egyptian/Persian/Arabic/Desert constructions, dunno why, your map looks so nice man.
Posted 16 years ago2008-05-09 05:23:29 UTC Post #249770
Looks alright imho.
Posted 16 years ago2008-05-11 14:16:54 UTC Post #249850
Posted 16 years ago2008-05-11 17:04:45 UTC Post #249861
I have tested dr_tomb, fascinating! Good work!

My critiques:
*The sky environment you are using isn't going well with this map. A desert environment would fit this map, not green mountains.
*I found the edges of the brushes too sharp; it would give a more realistic look if they were smoother.

And I am ashamed to say that I couldn't understand why the prefix of the map name is "dr".
Posted 16 years ago2008-05-11 18:40:42 UTC Post #249868
Dr. Rock: I get this:
User posted image
I'm using WON HL btw...
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-05-11 23:05:53 UTC Post #249873
might want to double-check your installation. The model is in the zip. Make sure you put the folder in the right spot and then see if it works...if not, give me a holler.

I agree about the sky. originally you weren't supposed to see anything around the edges other than the blue of the sky, but then I opened up different areas and the green mountains showed through.
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