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 ago2011-12-11 02:52:20 UTC Post #301435
Um, the default shotgun is good enough for me.

e/ or why not the HD pack one?
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 12 years ago2011-12-11 08:51:19 UTC Post #301437
I used to like the hl1 shotgun but it looks too plain. It doesn't even look like a shotgun. Guess I got sick of it after using it for 12 years... The hl2's shotgun has nice sounds and looks ok. The hd pack's guns look cartoonish and the glock makes me want to vomit.
Posted 12 years ago2011-12-11 09:34:09 UTC Post #301438
I have never seen a shotgun acting like the one in Duke Nukem 3D before. The animation of it going up when reloading is quite nice.
Most of other games shotguns are too static, including the half-life ones.
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2011-12-11 14:09:11 UTC Post #301474
There is an HD version of the HL shotgun kicking around somewhere. Thats a pretty cool model.
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2011-12-12 01:26:24 UTC Post #301491
Posted 12 years ago2011-12-12 05:50:43 UTC Post #301495
Awesome, checking out. Will keep using the sounds from the hl2 shotgun though. They are wonderful.

I agree cstriker, duke nukem's shotgun's reload owns.

Edit: Got a few miles on her. She's alright.
Posted 12 years ago2011-12-12 14:23:36 UTC Post #301511
Sickest shotgun I have ever seen!
Posted 12 years ago2011-12-13 01:46:42 UTC Post #301531
Thought I'd share what I worked on tonight;
User posted image
It's a flaregun, based off the one they were going to put in the HL2 Beta. Not sure when I'll get around to finishing it, but hopefully I'll get it fully functional and animated for ingame use, then code it in to a mod. Something like MI's flaregun, but with a proper reload animation instead of the lazy, HL1 mod style lowering, shotgun reload sound, raising reload sequence.
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2011-12-13 04:58:49 UTC Post #301534
can i have that for my 357?
Tetsu0 Tetsu0Positive Chaos
Posted 12 years ago2011-12-13 08:53:20 UTC Post #301537
I'm not sure if I posted it here, but here is my first car model (and first plane model):
User posted image
Skals SkalsLevel Designer
Posted 12 years ago2011-12-13 11:27:16 UTC Post #301540
Where's the wings?
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 12 years ago2011-12-13 11:32:07 UTC Post #301541
can i have that for my 357?
I'll probably end up testing it as a 357 model if/when I finish it, so maybe. If you don't mind your flareguns having 5 extra shots and defective flares. :P
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2011-12-13 22:18:17 UTC Post #301545
Cool model skals. What program?
Posted 12 years ago2011-12-13 22:28:29 UTC Post #301546
i think its 3d MAXIMUM.
Stojke StojkeUnreal
Posted 12 years ago2011-12-13 23:04:02 UTC Post #301548
Where's the wings?
Lame.
Cool model skals. What program?
Ty. 3DS Max 2011.
Skals SkalsLevel Designer
Posted 12 years ago2011-12-14 11:42:25 UTC Post #301560
lol
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 12 years ago2011-12-29 00:48:44 UTC Post #302196
In the screenshot FOV was set at 120
User posted image
Gm_Abysslift is getting really big so I find it easy to work on single areas, then copy-paste them into the map. Currently, I'm working on one last area I want to add to the map, after which I will be spending time tweaking and polishing the details.

The problem is that I can't find a good lighting formula for this short tunnel. I already tried combining 2 sets of lights( a yellowish one and a orangeish one), and lowered the lightmap scale to 4. Have any suggestions? :D
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2011-12-29 01:43:20 UTC Post #302198
Holy crap you could fly an airplane in there! Though I can't help with the lighting, those wooden beams and collumns may be a little big to exist without some bracketing system. Otherwise the textures appear that they are more than one beam bolted together.
Posted 12 years ago2011-12-29 02:26:49 UTC Post #302202
The problem is that I can't find a good lighting formula for this short tunnel. I already tried combining 2 sets of lights( a yellowish one and a orangeish one), and lowered the lightmap scale to 4. Have any suggestions?
Yeah sure, look at a real underground tunnel similar to yours and base it off that.
Crollo CrolloTrollo
Posted 12 years ago2011-12-29 02:29:59 UTC Post #302203
I do have suggestions. Ask yourself the following: What's the purpose of the tunnel/facility? What kind of lighting does it NEED?
Posted 12 years ago2011-12-29 02:52:43 UTC Post #302204
I'm not a fan of how the rock smoothly lays into the tile, unless the tile is temporary. Given clues from the doors and the structures, it looks like the tile is supposed to be there. Perhaps make tiled paths and only the main part of the clearings tiled, leaving the rest stone or dirt, or whatever you have in mind. Of course, this entire comment could be annulled if its temporary.

It kinda needs to be big since its a Gary's Mod map.

I do like the theme. Feels like an abandoned underground hanger bay. Perfect for mischievous experiments.
Rimrook RimrookSince 2003
Posted 12 years ago2011-12-29 10:02:35 UTC Post #302209
Holy crap you could fly an airplane in there!
It's a bit unusual if you never mapped for Garry's Mod before, but "gm" maps usually have oversized areas. It's more comfortable for different experiments.
Though I can't help with the lighting, those wooden beams and collumns may be a little big to exist without some bracketing system
I'd need some bracket models for that, I'm not making such small details in brush geometry. Have any idea where I could find some?
I do have suggestions. Ask yourself the following: What's the purpose of the tunnel/facility? What kind of lighting does it NEED?
The purpose is to connect different zones of the map, although due to its space it also serves as a playground. But I don't want boring bright light here.
Given clues from the doors and the structures, it looks like the tile is supposed to be there. Perhaps make tiled paths and only the main part of the clearings tiled, leaving the rest stone or dirt, or whatever you have in mind.
That's a good idea, actually. Thanks.
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2011-12-29 10:16:27 UTC Post #302210
In combination with the tiled paths, a solution to your lighting problem might be to raise the paths on struts from the rock/dirt floor by around 32 units and have angled spotlights pointing up and out from under the path. It'd be quite a dramatic lighting theme.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2011-12-29 11:11:52 UTC Post #302211
Looks cool Striker! would love to help test if you need it.
I'd need some bracket models for that, I'm not making such small details in brush geometry. Have any idea where I could find some?
You could make them out of geometry and then propper them into models?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2011-12-29 16:17:45 UTC Post #302214
Looks cool Striker! would love to help test if you need it.
Not only I'd need help for beta-testing, but if vrad.exe will fail like it always does(0% CPU)( that's why I'm working on small portions of the map at a time, usually I'm using the cordon tool), I'd really appreciate if somebody offered for a compile.
Thanks for offering for testing Captain Terror. Don't hold your breath, I started this map in summer :P.
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2011-12-30 08:46:46 UTC Post #302242
I'm aware you've seen this area before, but this is it in a (probably) final state.
Textures have been dirtied by popular demand, lighting has been tweaked, brushwork and entities have been excessively optimised and it's been compiled with VHLT.
User posted image
User posted image
User posted image
Archie ArchieGoodbye Moonmen
Posted 12 years ago2011-12-30 09:31:59 UTC Post #302245
:o

Sweet baby Jesus, I just attained omnipresent-supergalactic-oneness looking a those, Archie.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2011-12-30 10:01:05 UTC Post #302247
thanks, CT!

I must say I'm enjoying seeing the progress I've been making over the past week. I've done several all-nighters just working on The Core (you might have seen my complaints about it in the shoutbox) but the absolute best part are the SVN log updates.

For those who don't know - SVN is a system we (Urby, myself and Digi [our coder]) use which updates everyone's files for The Core when any one of us changes them. For example, if Urby needs some textures and asks me to make them I can add them to the core.wad and he'll get them automatically without me having to send him the whole .wad again.

When you commit your updates (apply them to everyone's folders) you get asked to write a short changelog so that updates can be kept track of.

Writing these after ~40 hours of no sleep produces some hilarious results.
Here's a few from the past month.

5th Dec, 21:49
Archie:

cendark intro reworked. Soundtrack added.
6th Dec, 03:12
Archie:

Get yer fuckin cendark tae fuck
6th Dec, 19:58
Urbanebula:

Updated the Human Grunt severed leg. It is now a pair of severed legs with the guts exposed.
You may need to check cenoff3 Archie.
7th Dec, 17:54
Archie:

More cendark wankery
10th Dec, 19:34
Archie:

Added a hole in the wall. A hole for fucking.
12th Dec, 13:01
Urbanebula:

Adding new textures to cencom2. This is going to be a ball ache...
23rd Dec, 21:10
Archie:

Updates to cendark. Holla.
Also todo.txt has a new entry. Get your shit together, Digi.
29th Dec, 00:21
Archie:

More Core2.wad nipplage. By which I mean there are new textures. And they are good. And you are a nipple.
29th Dec, 22:01
Archie:

Updated to take advantage of vulcan's HL compile tools. Seriously use them. Shit is off the hook.
30th Dec, 03:21
Archie:

Minor fix of a sound which wasn't looping properly because it's a dick.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2011-12-30 13:48:22 UTC Post #302256
Looks orgasmic Arch , probably the reason why a mess suddenly appeared in my underwear. The platforms look a bit bare , and I don't know why a multi-million dollar corporation would spray paint their logo ( rushed as well due to the paint drips ) onto their wall.
Instant Mix Instant MixTitle commitment issues
Posted 12 years ago2011-12-30 14:29:22 UTC Post #302257
Looking great!
I agree with Instant Mix about the BM logo, it really doesn't look right, especially for such an important/otherwise clean area.

I'd also extend the wall supports so that they would connect with the ceiling ones, would make it look a bit more realistic and would break up the upper wall part nicely imo.
User posted image
And SVN does indeed rock, good choice.
Daubster DaubsterVault Dweller
Posted 12 years ago2011-12-30 14:48:43 UTC Post #302259
We WERE using CVS. That was a bad choice. :P
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2011-12-30 15:36:13 UTC Post #302262
Archie, try recompiling the map with the '-texreflectscale #' parameter set to 2.5 - 3.0, this might make the lighting look slightly better. You can also change the darkness of the map with '-texreflectgamma #'.

...and since that logo looks quite low res, maybe change the texture to something like 4096x4096, I dunno, but that's the new limit for vhlt :D
Skals SkalsLevel Designer
Posted 12 years ago2012-01-01 18:13:56 UTC Post #302337
I'd also extend the wall supports so that they would connect with the ceiling ones, would make it look a bit more realistic
Can't get more realistic than the real place!
User posted image
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-01-01 19:36:48 UTC Post #302338
Fair enough. :>
Daubster DaubsterVault Dweller
Posted 12 years ago2012-01-01 20:23:28 UTC Post #302339
The lighting looks a lot warmer with VHLT used. And is the lightmap lower too?
Also, the svn comments are hilarious.
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2012-01-01 21:48:05 UTC Post #302341
Your last screen looks blocky arch and needs more trims. lighting is quite bleh as well.. :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-01-04 14:51:17 UTC Post #302418
Archie, try recompiling the map with the '-texreflectscale #' parameter set to 2.5 - 3.0, this might make the lighting look slightly better.
3.0 made it almost fullbright. Rubbbish. :/
And is the lightmap lower too?
Nope! thanks for the comment :)
Your last screen looks blocky arch and needs more trims. lighting is quite bleh as well..
Sadfaced until I realised you were talking about the photo! ...Or at least I hope you were :D
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-01-04 22:47:33 UTC Post #302427
For a competition. I do normal looking guns too sometimes.
User posted image
Details here.
Rimrook RimrookSince 2003
Posted 12 years ago2012-01-04 22:49:02 UTC Post #302428
Skals: 262144 pixels is the maximum HL allows. Whether it's 512x512 or 1024x256. You probably misread the 4096x4096 one, vluzacn meant that now you can have 4096 different textures, not a 4096x4096 texture. That's engine limit.
Posted 12 years ago2012-01-04 23:22:16 UTC Post #302429
I really like that scene, Archie. Nice work.
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-01-05 01:26:17 UTC Post #302432
vluzacn meant that now you can have 4096 different textures
Wow, this'll actually come in handy on a little side-project I had a while ago.
Daubster DaubsterVault Dweller
Posted 12 years ago2012-01-05 03:10:50 UTC Post #302438
Archie: yes the photo sir, SORRY. :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-01-05 11:51:32 UTC Post #302450
Wow, this'll actually come in handy on a little side-project I had a while ago.
Indeed, since you can also have 32MB of textures.
Posted 12 years ago2012-01-05 18:12:20 UTC Post #302457
Almost done.
User posted image
Crollo CrolloTrollo
Posted 12 years ago2012-01-06 01:49:55 UTC Post #302471
Very nice. What's the polygon count for that, and what's it for?
Rimrook RimrookSince 2003
Posted 12 years ago2012-01-06 03:05:39 UTC Post #302472
It totals 7,999 polygons with the suppressor, and 3,193 without the suppressor. It's for my current position in Project Earth, as one of the 3D artists.

It takes a heft of polygons as I hate manifold modelling with a passion:
User posted image
Crollo CrolloTrollo
Posted 12 years ago2012-01-06 03:08:27 UTC Post #302473
Some really cool content on that moddb page.. the weapons and concepts look pimp sir. :o
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-01-12 04:11:13 UTC Post #302626
Release could be the end of this week:
User posted image
After some thought I decided to remake Streetlevel(back in October). After finishing the map pack for Scientist Hunt, I finally loaded this back up and I'm so close to finishing it. Best part too is the reduced wpoly, which is now under 4000. In some spots it can be 3000+ but that's only near the gas station and another part.

Looks pretty sweet Collapse, can't wait to see it textured.
Posted 12 years ago2012-01-12 05:19:03 UTC Post #302629
I love when people make things in gold that look better than anything I've ever made in source.
Posted 12 years ago2012-01-12 22:43:49 UTC Post #302641
User posted image
Hand drafted my gf's name, scanned it and altered it in photoshop for a letter I sent her.
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