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 15 years ago2009-03-16 07:22:41 UTC Post #264161
wow x2... do a screenshot comparison to prove your blasphemy! = ) (even if you're right, perfomance and overall look is balls in software mode... rediculous...
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-21 19:15:58 UTC Post #264220
Still working on it!

Raised the water level to about half the ships height, tough challenge to clip the water so that it aligns with the outer hull of the ship, some clip textures to help with the tough spots so that the payer cant reach and touch the hull from underneath though...

Also working on getting those textures to fit with the ship. Looks a bit blocky atm but hopefully I can fix that. Compile time at arround 10minutes at the moment :pirate:
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[update]
I could use help from a modeler who has some spare time. Contact me if your able to help me with a couple models.

Heres a couple ingame screenies:
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Posted 15 years ago2009-03-21 19:47:20 UTC Post #264395
@ fold, let the water fade into the sky with different brushes with different velocity levels ...
Posted 15 years ago2009-03-25 15:21:50 UTC Post #264503
Seeking beta testers for the M/S Favilla. will do a full compile over the next night. Map is for non source dod, flag capturing. If anyone happens to have connections to a server of some sort where the gameplay could be tested please contact me via PM.

Something tells me that I need more practise using milkshape. The model itself is fine, but the scale worries me a bit.
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Posted 15 years ago2009-03-25 18:18:23 UTC Post #264574
fold, I feel there is something odd with the steering wheel...
Posted 15 years ago2009-03-25 18:56:59 UTC Post #264576
You can scale the models up in hammer.. I think the default is set at 1. Maybe spirit is needed...
I can't do a comparison since I lost everything, but this mod I did awhile ago, so It was all in software mode:
http://twhl.co.za/forums.php?thread=10458
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 15 years ago2009-03-25 22:30:27 UTC Post #264583
LOL. = 0

just up the scale and recompile afaik.(can't you just adjust the scale in the qc file?

someone who knows more about milkshape might be able to give you hints about scale and units in milkshape, and/or if you can import hammer brushwork for scale reference.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-25 22:44:32 UTC Post #264584
Posted 15 years ago2009-03-26 01:46:02 UTC Post #264591
wut
Jessie JessieTrans Rights <3
Posted 15 years ago2009-03-26 08:07:35 UTC Post #264609
huh?
Posted 15 years ago2009-03-26 08:11:50 UTC Post #264610
who?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-26 08:21:16 UTC Post #264612
Don't you GUYS see!? It's a game of golf between 44 and Mr Squigly Line.
Habboi HabboiSticky White Love Glue
Posted 15 years ago2009-03-26 10:31:56 UTC Post #264617
um, ok.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 15 years ago2009-03-26 10:35:06 UTC Post #264618
How's the transition to a new world editor going?
sorry it took so long to respond. lol

Anyway The transition is tough. It's difficult to make anything other than the basic primitives in unreal, and even if you still manage to do so. It's just as easy to make invalid structures in unreal as hammer. Even worse there's no vertex manipulation tool, and if you try to scale any brush that's already created, there's no grid snap with the scaling tool.

And whenever you scale a brush, it scales the texture that's applied to the brush. It's a pain in the ass to modify what's already been created.
But it's still wicked easy to compile and play a map. ;)

Once the newer unreal comes out i'm gonna grab it and map for it. I love the engine, and this may be the death of my Half-Life mapping :( unfortunatley.

I do like making dm maps vs single-player maps. Less thought involved, and i'm damn lazy.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-03-26 10:37:42 UTC Post #264619
Working on a low-poly model for an underwater scene I'm doing in class, going to texture it now:

http://img123.imageshack.us/img123/450/vehicle.jpg
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 15 years ago2009-03-26 19:28:30 UTC Post #264648
Underwater?
It's a truck.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-03-27 06:23:09 UTC Post #264669
Maybe its a transformer type of truck! Animate that baby to turn into a truckmarine :pirate:
Posted 14 years ago2009-04-02 01:55:14 UTC Post #264887
I haven't worked on this in a while, but here we go:
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The stairway from hell. Before you call me crazy, I actually took this design from real life. The stairway runs from the top almost all the way to the bottom of the dam.
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Looking down the spillway to the water about 200 or so feet below.
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Looking across the open floodgates with canyon walls starting to take shape.
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The whole thing. The real dam I took this from has 16 floodgates, but I figured it was already big enough as it is, so I cut it down to 12.

I started this as a CS map originally, but it has since grown way too big to work (the round would be half over in the time it takes to get anywhere). So I'm thinking of putting it HL with the buggy and the fanboat to drive around with. I just gotta figure out a way to keep the textures.
Posted 14 years ago2009-04-23 01:09:44 UTC Post #265899
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Self-shadowed bump maps!
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I has them!
Posted 14 years ago2009-05-31 18:13:08 UTC Post #267709
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nearly complete.. just need someone to compile, then test, then final compile after edit
Posted 14 years ago2009-06-19 08:58:19 UTC Post #268476
Lots more Time's End screenshots uploaded. You might recognize a few places.

http://developer.valvesoftware.com/wiki/Time%27s_End
Posted 14 years ago2009-06-19 09:16:32 UTC Post #268477
psilous, it looks good but you REALLY have to work on your texturing.
It looks like mspaint came all over your map :-/
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-06-19 11:44:32 UTC Post #268484
How do you know that wasn't what he intended?
Posted 14 years ago2009-07-08 05:18:53 UTC Post #269664
Well, here are some WIP screens with my map, gm_beachplay :
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And now , a HUGE facepalm for me (or actualy FaceFoot for something bigger) because the compile took 11 hours and I FORGOT TO PLACE MORE ENV_CUBEMAPS. FUCK FUCK FUCK ( do you know how are the textures looking in the shadowy places ????)
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2009-07-08 07:19:07 UTC Post #269666
I like it, I may reinstall Gmod to try it!
Posted 14 years ago2009-07-08 07:34:28 UTC Post #269668
It's explorable in hl2 too :) .But this is not the last version, I need to do at least one more compile ( the sun is too small, and I forgot to add some more env_cubemaps ... plus some optimization)
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2009-07-08 07:48:47 UTC Post #269672
Nice work Striker.
Have you experimented with the 3-d skybox being completely water?
It's tough to pull off but with proper fog, you can have a seamless transition that looks like it goes on forever.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-07-08 07:59:08 UTC Post #269673
It's hard to test and see now, compiling takes too long. Anyway, next map I'll release I promise to include a 3D skybox :D .
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2009-07-08 08:22:35 UTC Post #269674
NOO! It's unfinished without a skybox mang. It takes like 20 minutes and a 10 minute compile is NOTHING! At least try. :P
The map will look incredibly polished if you add the skybox.

BTW i'm jealous. I can't even get a source map working properly, let alone finish one. Grats.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-07-08 08:36:28 UTC Post #269675
t takes like 20 minutes and a 10 minute compile is NOTHING! At least try.
And now , a HUGE facepalm for me (or actualy FaceFoot for something bigger) because the compile took 11 hours and I FORGOT TO PLACE MORE ENV_CUBEMAPS. FUCK FUCK FUCK ( do you know how are the textures looking in the shadowy places ????)
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2009-07-08 08:45:01 UTC Post #269678
Lmao 11 hours? Jesus.
Well throw in a skybox, and some cubemaps (make one for the skybox as well) and just compile it overnight, silly =p
my mistake on the 10 min compile thing, I'm tired and at work.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-08-03 07:42:45 UTC Post #271370
Testing out some colour correction, and trying to get some new life out of the lame old Half-Life 2 material set. Most of these are scaled at 0.125 or 0.15.
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Strider StriderTuned to a dead channel.
Posted 14 years ago2009-08-03 07:51:49 UTC Post #271372
Ahhh. Those screenies look so much better than that original one you sent out in IRC. Nice theme you have going there.

Now is this SP or MP or just a random WIP that you don't know about yet?
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-08-12 10:59:28 UTC Post #271374
Single-player concept map. Testing out some kind of effects-heavy scripting as well, but I'm not ready to give that away yet. ;]

Bump.
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My fingers hurt from all the clipping.
Strider StriderTuned to a dead channel.
Posted 14 years ago2009-10-09 20:25:33 UTC Post #274227
Nice looking shots Strider, problem with lowering the the textures to 0.125 and such, is the noticeable tiling that occurs. But that can of course be removed using decals/overlays. Keep them coming. Nice concept from the tunnel also, I can see you like brushwork. :)
Posted 14 years ago2009-10-09 22:27:50 UTC Post #274234
Thanks. Low texture scale is pretty bad for tiling, but Valve should double their texture resolution. ;)

And yeah, brushwork is a lot of fun.
Strider StriderTuned to a dead channel.
Posted 14 years ago2009-10-23 16:06:54 UTC Post #274759
Wow Strider very realistic map ;)

Ok my turn to show ;D
De_ tipe map still working on it
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GS STILL PWNS
Posted 14 years ago2009-10-23 17:55:14 UTC Post #274765
Holy hell strider.

That looks amazing, for some reason, it strikes me as a L4D-HL2 style combo.
Posted 14 years ago2009-10-23 18:41:23 UTC Post #274766
Awesome as ever, Strider. I totally missed when you posted those.
Archie ArchieGoodbye Moonmen
Posted 14 years ago2009-10-24 02:18:05 UTC Post #274768
Thanks guys. :>
Strider StriderTuned to a dead channel.
Posted 14 years ago2009-10-24 12:25:20 UTC Post #274780
those are nasty screenshots both strider and gli..

@_@ im impressed, yes.
here's what im currently working on.. it has a few bugs in it yet, but will clear up easily.. this is a 'from hammer editor' screenshot
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Posted 14 years ago2009-10-24 12:29:50 UTC Post #274781
Who needs LSD when you can download that map?
Posted 14 years ago2009-10-24 13:14:47 UTC Post #274782
Strider: Sick brushwork, nice stuff!

Glif: You're getting better at this. The half-cylinder building could use more faces if the area doesn't have wpoly problems. Lighting's ok, but I'd add a few lights here and there with a slightly different colour (red works in industrial areas?) Overall it kind of reminds me of de_vine, only in a night setting. Nice stuff, keep this up. :]

psilous: Fucking trippy. 'the hell is it? :D
Daubster DaubsterVault Dweller
Posted 14 years ago2009-10-25 08:48:57 UTC Post #274806
suppose to be a dance floor at a rave house

however the damn light show was causing light errors

so i ended up having to make it with func_illusions, and it ended up looking really clunky
Posted 14 years ago2009-10-25 16:20:25 UTC Post #274818
Thanks Daubster for your comment :) I changed that hangar a little bit
now it looks like this:
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I don't know why but the screenshot quality is so bad sorry for that :S Btw that forklift prefab is made by Tech :)
Posted 14 years ago2009-10-29 18:50:30 UTC Post #274959
Daug geriau. Apsvietimas aisku neblogas irgi, nemazai kontrasto tarp tamsesniu/sviesesniu vietu. Tik spalva viena ar kita kitokia vietom idet galima butu. Nieko stambaus, kad ir maza raudona sviesele virs kokiu nors soniniu duru ar pan. Taip atkreiptum demesi i salutinius mapo kelius. :)

Keltuvas kiek kampuotai atrodo, bet sunku sprest sitoj nuotraukoj.
Butnai tesk ir dek screenshotus cia, tikrai gerai atrodo.

Lietuviski komentarai pasipiktinimo banga sukels speju, gal kiti taip i tavo mapa demesi atkreips. ;D
Daubster DaubsterVault Dweller
Posted 14 years ago2009-10-29 19:56:32 UTC Post #274971
Eh... what?

translates

You evil bastard.
Posted 14 years ago2009-10-30 04:36:43 UTC Post #274979
banga sukels
Looks like bangin' skulls.
Jessie JessieTrans Rights <3
Posted 14 years ago2009-11-16 10:24:19 UTC Post #275733
Still chugging away at this map. Trying not to spoil the events in my screens, but oh well.
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Strider StriderTuned to a dead channel.
Posted 14 years ago2009-11-16 10:33:06 UTC Post #275734
I'm liking the look of this Strider.
monster_urby monster_urbyGoldsourcerer
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