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 15 years ago2009-03-05 10:23:59 UTC Post #263808
Beg a modeler for help!
Posted 15 years ago2009-03-05 12:19:27 UTC Post #263811
That makes me wish I could map in 3Ds Max and export to BSP. :(
Rimrook RimrookSince 2003
Posted 15 years ago2009-03-05 12:29:18 UTC Post #263812
LOL i wish texturing in Max was like Hammer... I would model ALL the time...
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-05 13:17:14 UTC Post #263813
LOL i wish texturing in Max was like Hammer... I would model ALL the time...
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Rimrook RimrookSince 2003
Posted 15 years ago2009-03-05 14:29:29 UTC Post #263820
I dunno i could never get the hang of max texture mapping... fails i does

(

Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-05 18:07:01 UTC Post #263831
Rimrook, what the hell was that?
Jessie JessieTrans Rights <3
Posted 15 years ago2009-03-05 18:12:26 UTC Post #263835
Captain Terror, please take back those words. I swear i will kill a box filled with kitten if you dont...
Posted 15 years ago2009-03-05 22:16:22 UTC Post #263847
OMG. Take it back Captain! Think of the box filled with kitten.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-06 01:21:09 UTC Post #263852
Mowgli, Take the sails, and use the null texture on every surface that you can't see. Then create a clip brush surrounding the sail. (in just a big block)
If you want, make the sails, func_illusionary. Same with the Ropes and such.
That's what i did for mine and it works perfectly.
Saves on all the clipnodes and such.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-03-06 02:57:25 UTC Post #263856
You one psychopathic moron, pepper.
Jessie JessieTrans Rights <3
Posted 15 years ago2009-03-06 07:47:05 UTC Post #263869
Tetsu0, by making a face with the null texture it doesnt count as a plane ? If so I've got alot of re-texturing to do... Also if someone could help me with a model of a small pilar used in the railing of the ship. Doesnt have to be anything amazing. Something like this would do:
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Using models instead of a pilar made of 6-9 solids would decrease the amount of planes drastically. They dont need to reflect or anything like that on the picture, a plain simple wooden texture would be perfect. I have never modeled though so I have no idea what I'm asking for.

I also thought about if it were possible to make the ropes from sprites using env_beam but that wouldn't be too pretty I guess, all the ropes would be seen as if they were 2D, right ?
Posted 15 years ago2009-03-06 09:56:00 UTC Post #263880
Fold, as I can see you don't even know what the null texture is/does, and you do something like that... well done bro..
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 15 years ago2009-03-06 10:54:03 UTC Post #263885
That was uncalled for...but what can I say, I map from experience, not from tutorials. Best way for me to learn stuff is to experiment it myself. Thats how I began mapping about 10 years ago, took me a week to figure out how to make a blody ladder that actually worked! :plastered:
Posted 15 years ago2009-03-06 11:06:46 UTC Post #263886
The best thing todo is aplying the NULL or BEVEL texture on ANY surfaces you never would see as a player. Sounds pretty obvious ..
Posted 15 years ago2009-03-06 11:40:31 UTC Post #263887
You could use a transparent texture for the railings too, but yeah a model would work good too. Something that simple you could probably make yourself in milkshape, and the help of a couple tutrorials. {there are lots of support and tutorials for milkshape)

Pepper: don't kill the kittens!

Rim/Pepper: since you guys obviously like texture mapping in max, point me to a book or tutorial on texture mapping(for half-life) i can actually follow, and i'll take back my scandalous commetns. I've tried at least 10 tutorials and failed or given up every time. Maybe i just don't have the patience to figure it out... I dunno, hammer texturing just seems intuitive and easy to me, even with very complex shapes, I can texture anything in hammer rather quickly...[/wall of text]
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-06 14:44:03 UTC Post #263889
uncalled for... ?

Thats why the tutorials are there.. :D Would have driven me insane, I remember going to school, and printing all these tutorials off.. haha, there was alot of example maps. :P

Anyways good stuff though.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 15 years ago2009-03-06 15:58:22 UTC Post #263893
Well I made a model for the railing using MilkShape but I'm stuck :D I cant seem to figure out how to make this ugly piece of wood into a .mdl file :cry:

Btw, I took away the ropes & sails and the map compiles I also re-textured the hull, now every face that isnt visible to the player is textured as null :)
Posted 15 years ago2009-03-06 20:28:23 UTC Post #263910
Nice that you got it to compile! You could try making those sails/ropes and other complicated structures into func_illusionaries and you might be able to compile the whole thing.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-06 20:53:41 UTC Post #263911
HLfix is your friend here.
Posted 15 years ago2009-03-06 22:20:30 UTC Post #263912
HLFix <3

It should ship with Hammer, just like the final ZHLT (HLFiX used to ship with ZHLT btw, dunno why it doesn't anymore...)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-09 20:39:08 UTC Post #264013
DUDES, CHECK IT OUT.
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WHO'S READY TO BETA TEST?
Posted 15 years ago2009-03-09 21:52:55 UTC Post #264015
promising!
Archie ArchieGoodbye Moonmen
Posted 15 years ago2009-03-09 23:10:50 UTC Post #264018
But will it blend compile?
Posted 15 years ago2009-03-10 00:02:45 UTC Post #264019
Ahhaa... That's what I don't know...
I've built it very cautiously. No leaks. Lots of func_illusionary and clip brushes (I've been reading the forums). I want to use HLFix to make sure all the cars stay plush too. They're the only objects that stray from the vertices and they're easily replaceable!

I'm either going to have to bring everything down to my mum's house and use the internet there or ask one of you guys to compile for me... Tetsu0.... :)
Posted 15 years ago2009-03-10 04:25:20 UTC Post #264030
Why not use car models?
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-10 04:39:56 UTC Post #264034
Not everybody knows how to model, unfortunately. And prefab models would be... well, prefabbed.
Posted 15 years ago2009-03-10 05:17:24 UTC Post #264038
Captain Terror, texture mapping in a 3D modeller takes patience and time, Especially to learn it. And i honestly dont like doing it, but it gives the best results you can have. I think the tutorial on Rim's website is pretty good. Atleast it taught be the basics in max, but i already did UVW mapping in other programs.

Mowgli, looks great, any compiled shots for us to drool on?
Posted 15 years ago2009-03-10 07:53:04 UTC Post #264040
Not yet pepper... unlit!

Urby can you get models in Goldsrc? My 'built-for-Source' PC exploded a few years ago...
Posted 15 years ago2009-03-10 09:36:37 UTC Post #264041
Perfect chicken?
Rimrook RimrookSince 2003
Posted 15 years ago2009-03-10 10:44:56 UTC Post #264045
Urby can you get models in Goldsrc?
Uhm...seeing as all the players and weapons are models then I'm gonna go with "Yes?"

I'm pretty sure some vehicle models come with CS 1.6. If not, they're not hard to find.

Having said that, theres nothing wrong with the brushworked ones you've got. They're pretty awesome actually, and you won't have to mess around with player clips and the like. :)
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-10 10:48:21 UTC Post #264046
Lookin' great, Mowgli.
WHO'S READY TO BETA TEST?
Shit yeah, sign me up.
Daubster DaubsterVault Dweller
Posted 15 years ago2009-03-10 10:49:14 UTC Post #264047
Also: Rimmy
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monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-11 16:45:06 UTC Post #264075
Well since the M/S Failure sank because of her many errors. We've began on a new slightly modified version. This new vessel has 3 levels that can be entered below the deck. It is a little smaller than M/S Failure but due to that she will be even more beautieful! :pirate:

Compiled picture taken from Crafty using Xray rendering, she doesn't have paint yet...
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Posted 15 years ago2009-03-11 17:07:57 UTC Post #264078
Mowgli, what game are you mapping for? CS, Vanila HL? The screens look really good, and I'd look forward to playing it if I could.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-03-11 17:11:53 UTC Post #264079
mowgli: i'll volunteer to beta test = )

fold: neat that you got it to compile, let's see it with some textures and in-game = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-11 17:12:52 UTC Post #264080
From the screens, I doubt its possible to compile. Im almost sure it wont ..
Posted 15 years ago2009-03-12 11:07:34 UTC Post #264089
Problem: I cant make the ship sails made invisible. In Crafty they seem to work as intended but in HL when I go play it ingame the sails look as if they werent indexed to 255 or made into an entity at all.

Pictures:
from Crafty
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From HL
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@ Mowgli
I can beta test. From what I've seen that map seems huge :)
Posted 15 years ago2009-03-12 11:44:07 UTC Post #264090
The brushwork is better. export a .DXF or whatever from hammer and port it into your modeling software if it takes it. It will give a ton of boxes and brushwork, but you can model around that or boolean mesh it together if you dare.

Also, if you're on non-steam HL, there are transparency DLLs available.
Here's a link just in case.
Rimrook RimrookSince 2003
Posted 15 years ago2009-03-12 16:37:57 UTC Post #264091
I've now tried the map by both DoD and HL that were both accessed from Steam. I downloaded those dll files but they didnt fix the issue at all. Still puzzled...nevermind. I could have sword I did an index swap in Wally, seems like I didn't

"Man with a shovel overboard!"
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Posted 15 years ago2009-03-12 17:31:00 UTC Post #264093
looks so pretty, do you need beta testers?! =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-12 22:52:49 UTC Post #264097
Here's some screenshots of the team-deathmatch map i've been making for unreal-tournament. I scrapped the 'import brush from hammer' method and decided it was best to learn the tools myself. Very blocky, i know, but all the kids who playtest for me say they love it.
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Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-03-12 23:10:00 UTC Post #264098
Looks nice Tetsu0. Especially the lighting in the first shot. More of that Unreal glowing. Trademark effect!

Epic failure on my end I'm afraid. I over-estimated the power of GoldSrc. The map DID compile once I'd taken the vehicles out... But after it took 2 hours to do hlvis (with the cars it just crashed), the game gave some type of 'WTF TOO BIG' error.

So I'm starting again with drastic changes to my mapping methods. All but the low levels of the towers are super LO-FI. And now that I can compile I can test to see whether I'm reaching any limits. Thus far with 1 complete tower and 1 car... hlvis is very fast. Dis is gud no?
Posted 15 years ago2009-03-13 01:59:00 UTC Post #264105
Are you using hint brushes? Properly used, they can drastically cut down on the time hl_vis takes.
Posted 15 years ago2009-03-13 03:50:57 UTC Post #264108
yeah not to make this a mapping tips thread but scale up textures and turn crazy-complex, unreachable, non-visblocking structures to func_illusionarey and watch your vis time dwindle. I told you that map was crazy complex for goldsource... (still beautiful work nonetheless) = )

stuff like the cars i would use models, or again, make them func_illusionaries, and add a simple clip brush block roughly the same size "inside" the car to make it solid. (this saves on vis time, and your clipnode budget, among other things)

Tetsu0: pretty cool you're actively mapping for unreal! New editors make me scart, since nothing seems to be as user-friendly as Valve Hammer Editor... How's the transition to a new world editor going?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-14 12:46:13 UTC Post #264134
Yeah I think I could really do with some heavy hint brush work. it seems quite complicated in an open air level. The maps just pretty much a square block of buildings. func_illusionaries go mad in software GFX...
Posted 15 years ago2009-03-14 13:31:26 UTC Post #264135
Mowgli, that last picture of the flats reminds me of the shitty flats I pass on my way to uni in East London. Good stuff.
Habboi HabboiSticky White Love Glue
Posted 15 years ago2009-03-15 16:37:47 UTC Post #264146
Why would you be running in software mode? And yeah i might be wrong but i don't think hints are going to help you much in a wide-open map, but mabye if you put your map in the vault, someone who knows more about hints could help you optimize it?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-15 23:23:06 UTC Post #264155
Why would you be running in software mode?
Chip Type: Intel(R) 82852/82855 Graphics Controller

I'm pushin a whole 10 fps in Direct 3D. OpenGL is a luxury I don't have. Sometimes you gotta go prehistoric.
Posted 15 years ago2009-03-15 23:33:42 UTC Post #264156
wow...
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-16 06:54:01 UTC Post #264160
personnally I liked software better than the others... I'm probably going to get chewed out for this but it is more clear.. Direct 3D, and OpenGL causes all the textures and whatnot to be blurred together... please, sombody tell me Im right. :P
Unbreakable UnbreakableWindows 7.9 Rating!
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