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 ago2011-07-26 00:01:03 UTC Post #297008
Oh archie btw what preceded the cars and various debris raining down from the cebtee if the map? Twas that a nuke? Very neat whatever it was =)

Also kike the name I see what u did there. @;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2011-07-26 01:06:15 UTC Post #297011
Yeah, it was a nuke from the "official" nuke pack 4. It's pretty much always on the front page of garrysmod.org if you wanna download it.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2011-07-26 08:18:11 UTC Post #297014
I need to map for source. Just because of the displacement backdrop thingy. I hate how in gold you have to enclose the entire map.
Posted 12 years ago2011-07-26 08:22:58 UTC Post #297015
i'm blaming that triple post on android, since that's where i posted from. ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2011-07-28 19:29:22 UTC Post #297096
displacement backdrop thingy
Henceforth, this is what 3D skyboxes should be referred as :)
Archie ArchieGoodbye Moonmen
Posted 12 years ago2011-07-30 09:53:20 UTC Post #297166
Sometimes I think I have too much time on my hands:
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Alabastor_Twob Alabastor_Twobformerly TJB
Posted 12 years ago2011-07-30 10:42:09 UTC Post #297167
Why do people keep on making the same weapon models? All can we think of is violence?
It's too mainstream!

The models are cool though :P.
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2011-07-30 17:31:14 UTC Post #297179
The first one is bad ass! I wish I knew how to model.
Posted 12 years ago2011-07-31 03:01:25 UTC Post #297189
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Archie ArchieGoodbye Moonmen
Posted 12 years ago2011-07-31 05:01:11 UTC Post #297190
This is the first thing I thought when I saw your new textures.
So is that an alternate version of the map or just a change of direction for the final map?
Posted 12 years ago2011-07-31 06:09:34 UTC Post #297192
Makes me think Serious Sam HD for some reason. Either way, looks good. Feels like something is missing though...
Also looks like the sunlight is coming from the wrong direction in one of those shots.
Jessie JessieTrans Rights <3
Posted 12 years ago2011-07-31 10:10:22 UTC Post #297202
Honestly, Archie, I prefer the original theme.

Also, great job, TJB. Anyways, you're one of the only modellers I've seen complaining of too much time on their hands.
Posted 12 years ago2011-07-31 10:29:47 UTC Post #297203
Excellent stuff TJB and archie!

Archie: can you write a quick tutorial on smooth mountain and road displacements? (i'm assuming the roads are also displacements?)
Why do people keep on making the same weapon models?
Because guns are fun to model! I've modeled the m4 at least 7 different times myself.

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2011-07-31 13:40:53 UTC Post #297205
The road is just func_detail'd brushwork.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2011-08-01 10:39:39 UTC Post #297244
Yeah, it's not bad Archie... I just don't see what it's got to do with The Core. :rly:
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2011-08-02 07:53:39 UTC Post #297272
Here's the CNC2000 supressor by CNC Gunsmithing.
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Crollo CrolloTrollo
Posted 12 years ago2011-08-02 12:44:28 UTC Post #297275
Joebama you need to work on your cliffs :)
Skals SkalsLevel Designer
Posted 12 years ago2011-08-02 19:11:29 UTC Post #297279
Yeah, the ones on the right are flat lol.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 12 years ago2011-08-02 20:16:10 UTC Post #297280
Your mum is flat.
***

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WE TRUE HOMIES
WE RIDE TOGETHER
WE DIE TOGETHER
send this GUN to everyone you care about including me if you care.
C how many times you get this, if you get 13 your A TRUE HOMIE.
RESPECT.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2011-08-02 20:17:27 UTC Post #297281
I do have too much time on my hands. Here is a Walther GSP Expert target pistol.
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It took a bloody long time to do that fancy ergonomic grip. D:
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 12 years ago2011-08-02 20:27:17 UTC Post #297282
Inspiring me you are TJB, 'cept in hammer. =P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2011-08-02 21:05:39 UTC Post #297283
Looks good, now you just need a variety texture on the repetitive hills. Like a blend material with two types of grass rather than grass and rock. If one of the textures is the same as your grass-rock texture, it'll blend seamlessly. Give it a go.
Rimrook RimrookSince 2003
Posted 12 years ago2011-08-03 08:31:08 UTC Post #297302
Joebama go on snarkpit website, it has two good tutorials for cliffs.
Skals SkalsLevel Designer
Posted 12 years ago2011-08-03 12:24:20 UTC Post #297308
Oh jeez, thanks! Never knew about the Boulder method!
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 12 years ago2011-08-03 12:38:32 UTC Post #297310
@Captain: If you do that in Hammer 4.x, you could use the propper to make an actual model out of it, then convert it back for use in GoldSource.

I think Soup Miner knows how to convert Source models to GoldSource models.
The Mad Carrot The Mad CarrotMad Carrot
Posted 12 years ago2011-08-03 12:45:53 UTC Post #297311
Ha that's pretty neat Atom, long as the conversion process isn't too difficult; i might totally use that for goldsource mapping. =)

edit: isnt that prop thing Dragos mentioned kinda like propper? it pretty much makes the object a func_illusionary with collision model for bullet decals and stuff:
These parts also have zhlt_noclip 1 parameter so they are non-solid, like func_illusionaries, but they do block bullets and leave marks on them exactly the same as being solid.
?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2011-08-03 19:53:45 UTC Post #297333
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Needs a lot of work. I want it to have some things of Sancefar, but I want to do something a little different. Dunno what yet.

Its odd mapping after playing Minecraft, no creepers exploded my structures, though I kept habitually flipping the view around everytime I heard a sound resembling a zombie or skeleton.

I need to grab screens from my MC game at some point and post them. I added a full scale Cafe stocked full of goodies to Daub's server. The cafe also has a quest board with oddjobs for people. If you need something really time-consuming or difficult done, post it on the quest board and see if anyone will take it. The cafe's location just south of the Cacti Castle :)
Rimrook RimrookSince 2003
Posted 12 years ago2011-08-03 20:38:34 UTC Post #297335
The map looks good...and the MC server sounds fun :(
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 12 years ago2011-08-03 20:47:25 UTC Post #297336
cooome plaaay with uuuusss... @_@
Rimrook RimrookSince 2003
Posted 12 years ago2011-08-03 21:11:01 UTC Post #297337
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Excessively WIP
Archie ArchieGoodbye Moonmen
Posted 12 years ago2011-08-03 22:02:15 UTC Post #297338
Lighting is awesome O_o
Stojke StojkeUnreal
Posted 12 years ago2011-08-03 22:36:04 UTC Post #297339
Cheers. Started adding some contrasting lights and atmospheric effects.
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Archie ArchieGoodbye Moonmen
Posted 12 years ago2011-08-03 23:05:42 UTC Post #297340
cooome plaaay with uuuusss... @_@
Would if I could Rim...would if I could...

Looks interesting Archie.
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 12 years ago2011-08-03 23:41:38 UTC Post #297341
here's that screenshot i was promising of the cafe.
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Rimrook RimrookSince 2003
Posted 12 years ago2011-08-04 06:22:17 UTC Post #297342
Is this on Daubster's server?
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2011-08-04 08:00:18 UTC Post #297343
cooome plaaay with uuuusss... @_@
If you were to PM me a server IP, I might join you...
Jessie JessieTrans Rights <3
Posted 12 years ago2011-08-04 11:45:49 UTC Post #297350
OK, so why have I never used the colour correction entity before? It's awesome.
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Archie ArchieGoodbye Moonmen
Posted 12 years ago2011-08-04 12:01:57 UTC Post #297352
Because you can basically achieve the same thing by just changing the light colors, but this is sort of a global overlay, and you were scared of overlays?
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2011-08-04 12:08:18 UTC Post #297353
@Archie: 8| DAT MAP. Epic job, especially with the lighting and the center of the room. I love the architecture. The walls need work, though. Is this part of the same map as the previous page, or something entirely new?

Also, it's things like this that make me want to go and map, and then things like GoldSrc's lack of resources that make me stop. Really, that's a main problem with GoldSrc, lack of resources...which gives me an idea. What if everyone who can makes textures and props does so, and we all upload it to TWHL, so we have a ton of stuff we can map with.
Posted 12 years ago2011-08-04 14:25:20 UTC Post #297357
Not bad, Archie. Architecture and texturing aren't too impressive. It looks so good because of the naturalness and the physics of light. And what is the purpose of this structure? But I must say it have some nice feeling and atmosphere.
Posted 12 years ago2011-08-04 16:03:59 UTC Post #297362
thanks guys. yeah i know the architecture isn't anything special yet. at the moment the walls are just preventing leaks, not adding anything visually.
You can't achieve anywhere near what you can achieve with colour correction just with lighting alone.

I can't tell you much about this - just that it's a new map for the planet Phillip compo.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2011-08-04 16:07:58 UTC Post #297363
that is really neat archie.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2011-08-04 19:35:42 UTC Post #297379
Structurally speaking, I wouldn't stand on that.
Posted 12 years ago2011-08-04 20:14:47 UTC Post #297380
Color correction tutorial requested!
Posted 12 years ago2011-08-04 20:26:55 UTC Post #297381
Yeah, ok. It's fairly easy - I'll submit a tutorial proposal.

edit:
But just so you know, I'm going to continue spelling words like colour in English, not American. :P
Archie ArchieGoodbye Moonmen
Posted 12 years ago2011-08-04 20:41:48 UTC Post #297382
Wicked sick! I don't mind! And I'll just keep talkin ill like i'm frum fuhken Bostin.
Posted 12 years ago2011-08-04 22:28:24 UTC Post #297383
You can't achieve anywhere near what you can achieve with colour correction just with lighting alone.
Agreed, especially since color correction can just be changed right on the spot should you want to change the mood at any time, whereas if you were to try doing that with lighting you'd have to change so many individual light settings to do what you very easily did with one entity.

Also post-colour correct it looks great, IMO before it looked generic but now it takes on it's own unique look.
Crollo CrolloTrollo
Posted 12 years ago2011-08-05 20:33:11 UTC Post #297449
FINALLY I CAN SAY CS_SARAJEVO IS FINISHED
Here are some screens (from hammer, possible to compile but can't run from game)
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Solids: 3757, Faces: 22483, PointEntities: 86, Entities: 402 (= 488 that is close to engine limitation of 512 but if you add mod's models/sprites it definitely goes over 512 limit
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I've put all pieces together and compiled without error but only csg and bsp (even that took a lot of time to process ...hull 0...hull 1,2..) and I thought ok maybe it is possible to pull this off but then when I tried to create server sh*t happens- loading screen disappears and in console there is error "Host_Error: PF_precache_model_I: Model 'randomness/here' failed to precache because the item count is over the 512 limit. blabla.... tried everything; deleted great amount of func_walls, entities cycler_sprite... I don't know if I should give up or...:S anyway I would like to thank everyone for kind words and support! Please, If you have any ideas or tips to share i'll be very grateful. Maybe there is some uber cool compile tool with less limitations that I don't know about.I know that this is engine limitation and I know it can't be modified but if there is any other solution or optimization that can be applied inside of bsp, that would be awesome.
Thanks!
Posted 12 years ago2011-08-05 22:11:41 UTC Post #297452
<typical "move to Source" comment goes here>
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 12 years ago2011-08-06 04:32:20 UTC Post #297463
Ah, neoclassical architecture. Looks good, but I'm afraid it's probably way too big an environment for the HL1 engine.
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