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 13 years ago2010-09-25 13:11:29 UTC Post #285708
100x100 pixels
Oskar Potatis Oskar Potatis🦔
Posted 13 years ago2010-09-25 13:28:29 UTC Post #285709
Soup, yes. Its a map pack me and Stu are working on.
Its Black mesa.. just not the physics labs.

@ unbreakable - its coming out really well!
Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2010-09-25 13:52:28 UTC Post #285711
It's looking nice, Tetsu0. I quite like the first screenshot.
Posted 13 years ago2010-09-25 14:10:10 UTC Post #285712
That's looking really nice Tet. Inspired me to carry on with The Core tonight. :)

If I make much progress I'll post a shot or 2 later on. :D
monster_urby monster_urbyGoldsourcerer
Posted 13 years ago2010-09-25 14:31:22 UTC Post #285713
Thanks!
Haha. Inspiration is always good!
Good luck Urby
Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2010-09-25 14:36:05 UTC Post #285714
Soup, yes. Its a map pack me and Stu are working on.
Its Black mesa.. just not the physics labs.
Good luck with that. It looks pretty good.
Skals SkalsLevel Designer
Posted 13 years ago2010-09-25 14:55:13 UTC Post #285715
Looks neat!

Must finish Compilator 3 now...
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2010-09-25 15:09:12 UTC Post #285716
Compilator 3? Have you even released 2?
Skals SkalsLevel Designer
Posted 13 years ago2010-09-25 15:15:13 UTC Post #285717
I have never publicly released 2 apart from many different beta versions released to some members, including you. I pretty much started development all over again from the ground up and designated the project as Compilator which is simply the third generation of my tool.
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2010-09-25 15:23:42 UTC Post #285718
Compilator 2 was nice, but very buggy with win 7. i'm still using the first one.
Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2010-09-25 15:34:27 UTC Post #285719
3 should work just fine under 7, 32 and 64 bits.
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2010-09-25 15:52:40 UTC Post #285721
Does it run on Win 3.11 for Workgroups? I haven't upgraded my computer in a few years.
Posted 13 years ago2010-09-25 16:06:25 UTC Post #285722
Yeah it works on 3.11.
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2010-09-25 16:09:32 UTC Post #285723
Windows 3.11
And I thought my Windows 98 machine was old-school...
Posted 13 years ago2010-09-25 16:24:59 UTC Post #285729
I've been using compilator 2 for like... months now? Hasn't really broken down for me once.
Skals SkalsLevel Designer
Posted 13 years ago2010-09-25 16:48:49 UTC Post #285732
Well, if it works on 3.11, I guess I don't have to worry about it not working on XP.
Look forward to compiling with it!
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2010-09-25 17:29:34 UTC Post #285735
I think The Mighty was joking. Windows 3.11 doesn't even have .NET support.
Oskar Potatis Oskar Potatis🦔
Posted 13 years ago2010-09-25 17:45:18 UTC Post #285736
Well, if it works on 3.11, I guess I don't have to worry about it not working on XP.
:zomg:
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2010-09-26 16:31:13 UTC Post #285757
Tetsu0, seeing stuff like that really disheartens me, what with my mediocre mapping skills. :P
That is awesome, keep it up.
Jessie JessieTrans Rights <3
Posted 13 years ago2010-09-26 19:17:39 UTC Post #285760
:( i dont mean to make anyone feel bad, i just think its cool so i posted it.
Just keep mapping darkie, you'll get better.
Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2010-09-26 20:17:43 UTC Post #285762
Haha, don't worry, it just gives me something to aim toward, doesn't it? :)
Jessie JessieTrans Rights <3
Posted 13 years ago2010-09-26 23:53:35 UTC Post #285765
Haha looking great Tetsuo, how inspiring. I've always wanted to have a take on this. Maybe I will in gold. Great architecture practice.
Posted 13 years ago2010-09-27 03:41:32 UTC Post #285769
Darkie you're good too! (I think). You should post and create more maps, one small one isn't enough.
Skals SkalsLevel Designer
Posted 13 years ago2010-09-27 07:34:15 UTC Post #285772
yeah that's my problem skals. most of the stuff I have in the vault is just so lame. but I'm working a a project right now so that is what keeps me going ATM. I'm taking it one room at a time.
Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2010-09-27 09:59:43 UTC Post #285775
User posted image
UDK scene set in the near future. Sorta. Very early, windows haven't been touched yet.
Habboi HabboiSticky White Love Glue
Posted 13 years ago2010-09-27 10:13:36 UTC Post #285776
I've seen you post this on Interlopers once or twice. Looks good, inspired by the hideout in AC2, right?
Strider StriderTuned to a dead channel.
Posted 13 years ago2010-09-27 11:03:14 UTC Post #285777
Yeah it is / was but I'm trying to stray away from that now that I've got a base to work with. It's all a good learning experience too obviously.

Say what happened to your TF2 volcano or your HL2 map with the cool effects.
Habboi HabboiSticky White Love Glue
Posted 13 years ago2010-09-27 15:12:35 UTC Post #285782
Ick. Every concave edge in that UDK screenshot is slapped with a black shadow. Why is that?
Rimrook RimrookSince 2003
Posted 13 years ago2010-09-27 15:15:09 UTC Post #285783
I really like what the AO in that engine does for the scene. Details really pop because of it. I will agree that it's a little on the strong side, though. In any case, very nice looking!

Valve has done some pretty fantastic stuff with Source, but I've got to admit that it's beginning to look a little dated to me..
Posted 13 years ago2010-09-27 15:32:34 UTC Post #285784
Rimrook. UDK applies a post process effect consisting of a dynamic AO, depth of blur, screen effects and bloom.

I turned off most of it cause it sucked. I tweaked the AO cause that too sucked. Actually interesting fact is that UDK will stop us from tweaking the AO in the future cause they are working on an "Works for every map" AO. You can actually try the unfinished version but when I use it the black goes away.
Habboi HabboiSticky White Love Glue
Posted 13 years ago2010-09-27 15:34:50 UTC Post #285785
Well if you can, add a slight fog with a low density like 0.20 or something. This will keep your nice AO detailing and make things look less rendered and more naturally lit and atmospheric. I know the UDK does huge outdoor areas and no skyboxing, with the low fog density, it will look very very nice.
Rimrook RimrookSince 2003
Posted 13 years ago2010-09-28 18:05:23 UTC Post #285825
hello!!
i spended a lot of time in GIMP preparing textures from cgtextures website
the map is getting bigger and i am happy, i need to map a torch light prefab

a screenshoot:
User posted image
Posted 13 years ago2010-09-28 19:30:28 UTC Post #285826
Put something between the windows like paintings or medieval weapons and it'll look great.
Oskar Potatis Oskar Potatis🦔
Posted 13 years ago2010-09-28 20:16:53 UTC Post #285828
Posted 13 years ago2010-09-28 21:06:48 UTC Post #285829
no that's where torches should go. although if the walls are tall enough I think a torch with one of those faces above it would look really cool.
Posted 13 years ago2010-09-28 23:16:54 UTC Post #285830
or even just indent the walls a bit, and put the torches within the indent - creates non-linear walls = more visually interesting.
Put a clip brush over it and the performance hit will be negligent - especially on today's hardware.
Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2010-09-28 23:55:13 UTC Post #285831
I'm seeing an issue here and it's that the light coming in through those windows doesn't appear to illuminate the floor under the volumetric light effect, making it look weird.
Posted 13 years ago2010-09-30 09:21:45 UTC Post #285883
User posted image
do these sinks look better to y'all?
Skals SkalsLevel Designer
Posted 13 years ago2010-09-30 11:02:33 UTC Post #285885
The wall behind the sinks should have keramic tiles.
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2010-09-30 11:36:08 UTC Post #285886
I suppose I should crop the wood bit of the wall and add a all white texture over it instead (I was actually thinking of doing this already), but besides that, What do you think about the sink itself? I wanted to fix it since it got such bad reviews last time lol.
Skals SkalsLevel Designer
Posted 13 years ago2010-09-30 13:33:14 UTC Post #285888
Oh yeah.. Way better :P
TheGrimReafer TheGrimReaferADMININATOR
Posted 13 years ago2010-09-30 15:24:14 UTC Post #285889
Thanks, also I ran into some big-ass problem, zeeba-g I took your suggestion and tied some func_walls together.... and now my whole map is fucked up and has random invisible walls all over it (this also prevents many things from being rendered). Lol. It will take some additional time to fix.
Skals SkalsLevel Designer
Posted 13 years ago2010-09-30 17:19:55 UTC Post #285896
Skals, sweety, I have a sink model.
Rimrook RimrookSince 2003
Posted 13 years ago2010-09-30 17:21:51 UTC Post #285897
Yeah these sinks need tile behind them. I don't remember your "old" sink.
Posted 13 years ago2010-09-30 20:19:27 UTC Post #285904
@Rim: That sink would be cool if it weren't for the missing faces on the underside.
monster_urby monster_urbyGoldsourcerer
Posted 13 years ago2010-10-01 00:43:18 UTC Post #285924
keramic tiles.
I think you mean Ceramic, with a soft C.
Posted 13 years ago2010-10-01 20:33:13 UTC Post #285966
tadam i added some lighthing!!!
User posted image
Posted 13 years ago2010-10-01 22:29:19 UTC Post #285969
nah scals the tiles on the floor, the scale is way to big, everything else is golden!
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 13 years ago2010-10-01 22:29:32 UTC Post #285970
nah skals the tiles on the floor, the scale is way to big, everything else is golden!
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 13 years ago2010-10-02 12:08:51 UTC Post #285993
A simple in-game track editor for the Supercars Mod. It was such a beautiful sight to watch an AI car race around the custom track...
User posted image
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