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 ago2011-09-13 09:30:07 UTC Post #298905
Looks pretty awesome.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 12 years ago2011-09-13 10:49:54 UTC Post #298908
It does, although I think I remember there being a post on how to do that in an old thread on mapping tricks. I shall try to find it.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 12 years ago2011-09-13 11:56:22 UTC Post #298909
although I think I remember there being a post on how to do that in an old thread on mapping tricks. I shall try to find it.
Yep, i wrote it, right here: http://twhl.info/forums.php?thread=10152&page=4
Fifth post. Here's the original screenshot i posted to show the effect:
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The Mad Carrot The Mad CarrotMad Carrot
Posted 12 years ago2011-09-13 12:11:32 UTC Post #298910
After a bit more calibration:
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Also, to not be mistaken by the size of it:
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Posted 12 years ago2011-09-13 15:15:46 UTC Post #298913
The main problem I have with my 'tunnel' right now is now real way to change height. Using elevators for every single height change is a bit over the top , but every way i've tried I've never been able to make a good looking staircase.

Anyone have any ideas?
Instant Mix Instant MixTitle commitment issues
Posted 12 years ago2011-09-13 19:12:09 UTC Post #298918
Aside from making sure the steps are (8x12, I think; the same size as in HL2), I can't think of anything. Especially not with a curved roof. But I'm sure you can figure out a good angle for that. You did, after all, manage to make the hallways in the first place.
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2011-09-13 19:34:15 UTC Post #298919
The easiest thing would be to skew it up , but I tried it and well , it frankly looks horrific. And the textures don't align whatsoever.
I then tried copying the corridor and rotating it , but again that turned out sour with half of the things off grid. Unless I went to the ridiculous , painstaking levels ( and probably putting the R_speeds through the roof ) by cutting everything into triangles , then that wouldn't work either.
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I've also tried a very quick job at doing the buttressess. Doesn't look good in my opinion , if anything I need to 'trace over' the existing texture and make it metallic.
Instant Mix Instant MixTitle commitment issues
Posted 12 years ago2011-09-13 20:40:38 UTC Post #298920
I'd say given the general style of that corridor you could go for something more out-of-the-ordinary and easily get away with it. Try jump pads, elevator plats, or any other kind of vertical elevator.

With that you should be able to extend the corridor vertically w/o any problems.
Daubster DaubsterVault Dweller
Posted 12 years ago2011-09-13 21:29:45 UTC Post #298923
Portal 2-style moving stairs would look sweet in that sci-fi environment. You already have a tiled floor set up for it, although a nicer texture wouldn't hurt :)

Loving this!
Archie ArchieGoodbye Moonmen
Posted 12 years ago2011-09-14 15:26:23 UTC Post #298937
yeah i need a new floor texture, there is zero doubt about that.

I really don't want to venture into ridiculous sci-fi , the whole idea of the thing is just some massive underground base by people with alot of money in the present day.

I really want to do stairs but i'm going to have to go to some extreme measures for it.
Instant Mix Instant MixTitle commitment issues
Posted 12 years ago2011-09-14 18:40:48 UTC Post #298941
Something about those screens make me think it would be perfect with escelators, if they weren't so complicated to make.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 12 years ago2011-09-14 18:49:01 UTC Post #298942
I always had an idea on how to make escalators, just never actually did it. I may make an example map someday.
Posted 12 years ago2011-09-17 11:11:14 UTC Post #299013
A friend taught me a bit how to draw textures with Photoshop.

I used this as a base:
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And this is what I came up with:
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Posted 12 years ago2011-09-17 11:33:30 UTC Post #299014
It's nice but a bit odd because I didn't expect wet rust to leak upwards. There's a thing called gravity :).
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2011-09-17 12:43:23 UTC Post #299016
v2:
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Posted 12 years ago2011-09-17 15:12:01 UTC Post #299021
Yeah that's better. This would look cool with bump mapping on source :D.
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2011-09-18 07:36:44 UTC Post #299049
Tried something with metal. From this:
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To this:
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Posted 12 years ago2011-09-18 07:39:45 UTC Post #299050
The edges of the bevel are a bit too clean for such a grungy/old-looking texture.
Try & chisel away at the beveled panels with the pencil tool set to low opacity to give them some tiny dents. Also give the shadow/highlight a tiny bit of blur.
Daubster DaubsterVault Dweller
Posted 12 years ago2011-09-18 10:40:25 UTC Post #299054
Posted 12 years ago2011-09-18 12:00:59 UTC Post #299060
@dragos looks good maybe i will use some of them in my blender projects
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Posted 12 years ago2011-09-18 12:42:51 UTC Post #299061
Sure, I would love to see that!
Posted 12 years ago2011-09-27 20:10:49 UTC Post #299493
I decided to make one of my PMG creations in SketchUp.
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I'm debating whether to put an eject port on it, it would make it more realistic, but it might ruin the aesthetics of the rifle. It could always be caseless.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 12 years ago2011-09-27 20:20:39 UTC Post #299495
Crap, you're good with Sketchup.
Maybe you should consider doing a (short) tutorial about it?
The Mad Carrot The Mad CarrotMad Carrot
Posted 12 years ago2011-09-27 20:21:02 UTC Post #299496
Looks pretty good. PMG is so damned fun to fuck about with.
Crollo CrolloTrollo
Posted 12 years ago2011-09-29 20:45:56 UTC Post #299595
I would make a tutorial, but I wouldn't know what to put in it that couldn't easily be found in other tutorials. Most of my time would be spent finding good reference images anyway. One piece of advice I can give is it's easier to model things if you look for images of some of the individual major parts rather than the thing as a whole.

For example if I searched for 'M16' or something similar, I would likely get loads of pictures of it used in games (from the same angle), or somewhat blurry pictures of the gun in the hands of a soldier.
If I searched for 'AR-15 upper receiver', or 'M16A1 Handguard', I would get much more detailed pictures, generally closeups in sharp focus taken by people who are selling such things. I suppose that's most of the help I can give really.
Not really the best example, as searching for M16 seems to give some pretty good images. Even so, searching for those parts does give some somewhat better images.

Also, I made some more sights:

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Ironsights
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Aimpoint Comp M4
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Eotech XPS3
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Eotech XPS3 with an Eotech 3XMag
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Trijicon TA648 ACOG
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Schmidt and Bender 10x42 PM.II with generic mount.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 12 years ago2011-09-29 20:57:39 UTC Post #299596
You're right, the best way to model a weapon is in parts, never model manifold unless you're only just starting, because it causes much more harm then good.
Crollo CrolloTrollo
Posted 12 years ago2011-10-12 09:47:38 UTC Post #299929
I decided to make something more original than generic real world firearms.

So I made an abomination.
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Alabastor_Twob Alabastor_Twobformerly TJB
Posted 12 years ago2011-10-12 10:23:31 UTC Post #299930
Want.
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2011-10-12 15:59:07 UTC Post #299938
If you ever run out of weapon designs to model , I've got a shitload that I think would turn out well
Instant Mix Instant MixTitle commitment issues
Posted 12 years ago2011-10-12 16:50:30 UTC Post #299941
Hopefully my last work for GoldSrc:
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Posted 12 years ago2011-10-12 17:12:18 UTC Post #299942
Hopefully?!
That looks absolutely stunning!
Instant Mix Instant MixTitle commitment issues
Posted 12 years ago2011-10-12 17:34:07 UTC Post #299943
Priviet drugi.
Now that is what I mean when I say "WOW". Larger image please.
Posted 12 years ago2011-10-12 17:41:08 UTC Post #299945
Indeed looking good! Moar!
Posted 12 years ago2011-10-12 17:51:09 UTC Post #299946
U pitchku materinu!

Thats amazing! O_O
Cant wait to see it finished, the textures are awesome!
Stojke StojkeUnreal
Posted 12 years ago2011-10-16 13:00:07 UTC Post #299997
Getting forward a little...
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Posted 12 years ago2011-10-16 14:54:27 UTC Post #300001
i like it! i like the color mix (blue and red)
Posted 12 years ago2011-10-18 19:54:55 UTC Post #300078
Very impressive. I hope to be able to play this map in the future. :)
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 12 years ago2011-10-19 09:39:09 UTC Post #300085
Interesting but totally nonsense. What the hell is it?
Posted 12 years ago2011-10-19 10:06:51 UTC Post #300087
You're bad at compliments, Dragos.

Looks really cool - makes me think of System Shock if it had been made after Bioshock.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2011-10-19 10:44:32 UTC Post #300088
Looks like a futuristic city of some sort, very cool.

Dragos is crazy.
Stojke StojkeUnreal
Posted 12 years ago2011-10-19 13:07:26 UTC Post #300093
Thank's a lot for the comments! Well... It's supposed to be be something from outher space. But no more details for now. You will find out quite soon.
Posted 12 years ago2011-10-19 15:14:12 UTC Post #300094
After reading all the praises, Dragos's sudden comment seems hilarious :D

Indeed, that is exceptional mapping. I wish I could have more imagination sometimes.... or I don't know if my imagination is slowed down by laziness :^_^:
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2011-10-19 16:28:00 UTC Post #300095
Why should I compliment something I don't like? I say only truth. Compliments are pretty useless. Only criticism allows one to improve. Reality isn't always nice, Archie. And I already spoke to noSICK and complimented him and I can say he is very nice and very talented guy.

Anyway, as I said the map is interesting and the atmosphere is nice too but it's completely nonsense. And I'm sure noSICK agrees. Anyway, I guess this is just some kind of sci-fi architecture experiment.
Posted 12 years ago2011-10-19 18:06:29 UTC Post #300099
What is it you actually mean by "nonsense"?
Archie ArchieGoodbye Moonmen
Posted 12 years ago2011-10-19 20:28:11 UTC Post #300101
Ever heard of the word "surreal"?
Jessie JessieTrans Rights <3
Posted 12 years ago2011-10-20 13:00:36 UTC Post #300122
Same thing
Posted 12 years ago2011-10-20 13:43:28 UTC Post #300125
So what's wrong with surreal? Games are fantasy. Let your creative juices flow.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2011-10-20 14:59:30 UTC Post #300129
Have I said there is something wrong? Yes, it's art and it's nice to look at but I like to look at art with logic behind it even more.
Posted 12 years ago2011-10-20 16:14:36 UTC Post #300134
Well, fellows. Please stop fighting because of my screenshots. That is real nonsense: to start the argument for no reason :)

Dragos, I don't really like maps and design overall which have a real, "close to Earth" looks. I find it boring... I mean we are observing the world around as it is every day, 24/7. So why don't we just dream for a while? :) Imagination - that's the most important thing the humanity has. That's why I usually try to elaborate something surreal and futuristic which, I hope, will touch someone and will make you dream about :)

These are just different views on life itself, I guess. And it's ok, it's natural.
Posted 12 years ago2011-10-20 16:40:29 UTC Post #300135
about noSICK map:

i think this might be the corridor inside a flat house because of the window that we can see on the first picture, if u look throw the window u will see a cityscape

ps. i would like to see benches and some flowerpots on the middle combined with advertising neons (ofcourse futuristic AD's like nano stuff, implants etc..)
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