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 11 years ago2012-07-01 10:49:11 UTC Post #307554
Those are some nice ads, Archie. I like the irony in the Apache one.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2012-07-01 13:52:42 UTC Post #307555
lol, ninja made the BF3 edition of the poster.

(get it... because color grading)
Posted 11 years ago2012-07-01 16:01:32 UTC Post #307557
Nah, needs a little orange splodge. Then it's BF3.
monster_urby monster_urbyGoldsourcerer
Posted 11 years ago2012-07-01 19:11:29 UTC Post #307558
Progress on de_forest.

Working with more displacements and I finally figured out how water works in source.
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Dimbeak DimbeakRotten Bastard
Posted 11 years ago2012-07-01 21:39:31 UTC Post #307559
Good stuff.

de_forest exists already, though.
Archie ArchieGoodbye Moonmen
Posted 11 years ago2012-07-01 22:13:11 UTC Post #307561
Looking good. I only wonder if there are more tree models available for you to use.
Posted 11 years ago2012-07-02 00:45:35 UTC Post #307564
protip: rotate each of those randomly.
Posted 11 years ago2012-07-02 07:19:44 UTC Post #307572
User posted image
You need to do something about that hole in the cliff. It looks neither natural nor artificial.
If it's supposed to be a natural tunnel, it's way too sharp for the cliff it's sitting in. If it's supposed to be artificial, why is it not a perfect circle with some kind of industrial trim?

Edit: Didn't even see that it's just for some poster screenshots. That's what I get for not reading. I stand by my point anyway.
Posted 11 years ago2012-07-02 14:18:48 UTC Post #307577
I decided to remake the shitty opening room for the beginning of Helpless. I had no clue what I was going to make when I made the first one, but this time I planned ahead.
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Dimbeak DimbeakRotten Bastard
Posted 11 years ago2012-07-02 20:13:45 UTC Post #307578
Looks pretty good so far- I can see some nulled faces on the side wall panels, but I don't know if those will be visible ingame, since that's an aerial shot.
I modeled a hat a while back and finally got around to getting it ingame.
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It rolls.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2012-07-03 00:33:26 UTC Post #307582
Whoa slow your roll dude.
Rimrook RimrookSince 2003
Posted 11 years ago2012-07-03 01:22:45 UTC Post #307583
Can you smell what the JeffMOD is cooking?!
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2012-07-03 02:17:34 UTC Post #307584
Looks like Kisuke Urahara's.
Jessie JessieTrans Rights <3
Posted 11 years ago2012-07-03 10:13:40 UTC Post #307599
It is Kisuke Urahara's. :biggrin:
It's... not really intended to roll that way, but when it lands on it's side, the physics engine does that. Also, Rim, it doesn't roll nearly that quickly, I just didn't have any proper screenrecorder running (Because I didn't anticipate it doing that) so I mashed the screenshot button manually to make the gif.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2012-07-03 17:46:00 UTC Post #307607
Dimbark I would texture those just to be safe. It's good that you're nulling faces you think won't be seen, but with those props in the room, I'd bet a dollar that someone could find a way to see that.
Posted 11 years ago2012-07-04 05:32:57 UTC Post #307618
Especially since the room probably has like 400wpolys to begin with.
Posted 11 years ago2012-07-04 06:38:39 UTC Post #307619
Welp, since it isn't too late, I'm moving Helpless back to a Half-Life plot.
Not one involving a studied project from the void summoned forth by a child's soul stuck in a realm of eternal torment seeking revenge.

I'd rather do what the plot was supposed to be originally: a helpless scientist.
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Dimbeak DimbeakRotten Bastard
Posted 11 years ago2012-07-04 07:35:31 UTC Post #307620
@Archie

No, you did not make that. It's impossible.

If I were to so much as touch a vertex, my map would explode.
Dimbeak DimbeakRotten Bastard
Posted 11 years ago2012-07-04 08:02:46 UTC Post #307621
... What?
Jessie JessieTrans Rights <3
Posted 11 years ago2012-07-04 09:40:08 UTC Post #307622
...Pardon?
Archie ArchieGoodbye Moonmen
Posted 11 years ago2012-07-04 09:58:38 UTC Post #307623
... Huh?
Habboi HabboiSticky White Love Glue
Posted 11 years ago2012-07-04 12:48:31 UTC Post #307625
...Eh?
Crollo CrolloTrollo
Posted 11 years ago2012-07-04 13:00:24 UTC Post #307626
It's a compliment to you, Archie.

'][_, {[]} '][_,
Posted 11 years ago2012-07-04 13:43:30 UTC Post #307627
Seriously though, no idea what he's talking about. Looked back at Archie's last comment. Still nothing.
Jessie JessieTrans Rights <3
Posted 11 years ago2012-07-04 13:53:48 UTC Post #307628
He means he can't vertex
Posted 11 years ago2012-07-04 15:19:02 UTC Post #307630
Dimbark, VM'ing without invalid solids is a simple matter of making sure all your geometry can be reduced to triangles and each individual face is convex.

I mean, that's easier said than done, but once you figure out the trick (I almost have, I think) you can start learning how to do it on a large scale like Archie can.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2012-07-04 15:31:22 UTC Post #307631
Alright, so what about this part?
@Archie

No, you did not make that. It's impossible.
Unless he's referring to something that he posted a page ago... =/
Jessie JessieTrans Rights <3
Posted 11 years ago2012-07-04 16:27:59 UTC Post #307632
He's referring to the two promotional posters Archie made last page. It still doesn't make sense.
Crollo CrolloTrollo
Posted 11 years ago2012-07-04 17:08:50 UTC Post #307633
He's talking about the vertex work of those cliffs.

Indiana Jones and the Dimbark's Bullshit
Posted 11 years ago2012-07-04 17:52:28 UTC Post #307634
Indiana Jones and the Dimbark's Bullshit
For some reason this made me laugh loads.
Archie ArchieGoodbye Moonmen
Posted 11 years ago2012-07-06 22:29:42 UTC Post #307662
WIP Shield for tf2. Going to add bolts and other stuff later, what do you think?
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Posted 11 years ago2012-07-07 14:34:34 UTC Post #307676
i found this map on HDD sometime ago.. probably R.I.P project, i have just compiled the map with VHLT + mapped some rooms i will make a small level with tons of monsters
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Posted 11 years ago2012-07-07 15:21:14 UTC Post #307677
Beauty
Posted 11 years ago2012-07-07 17:57:48 UTC Post #307678
ninja that's lovely; are you working on the core too? ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2012-07-07 19:21:50 UTC Post #307679
Wow, the whole thing looks good but the second shot looks spectacular! Maybe some tiny, glowing either green or red marker lights dotting the track at regular intervals. The blue and yellow in the scene would really be complimented by that.

Great stuff! Awesome.
Posted 11 years ago2012-07-08 08:24:52 UTC Post #307683
That looks awesome Ninja.
monster_urby monster_urbyGoldsourcerer
Posted 11 years ago2012-07-08 08:41:03 UTC Post #307684
I like the lighting, it gives more atmosphere to the map. You can still add some more detail to the ceiling, perhaps some classical pipes.
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2012-07-10 19:52:56 UTC Post #307761
small RPG game - WIP (c++ + SDL)
my main project atm

what has been done:
  • map changing
  • map scrolling
  • moving around with arrows
  • cant walk on trees, stones ;p
  • map editor
  • using healing potions
  • healthbar
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map editor:
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Posted 11 years ago2012-07-10 20:01:48 UTC Post #307764
sweet :D
monster_urby monster_urbyGoldsourcerer
Posted 11 years ago2012-07-10 22:34:02 UTC Post #307766
User posted image
Sorry that it's a hammer screenshot but my computer almost died trying to compile it before, so I can't be bothered waiting another half hour. Still part of dm_velocity. Can't wait to upload it when it's finished - but you'll have to promise not to tell the conscript mod team.
Instant Mix Instant MixTitle commitment issues
Posted 11 years ago2012-07-10 23:32:36 UTC Post #307768
do a cordon compile for the screenie
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2012-07-10 23:41:43 UTC Post #307769
it was a cordon compile as well..
Instant Mix Instant MixTitle commitment issues
Posted 11 years ago2012-07-11 00:23:09 UTC Post #307773
Ninja: drools Niiiice.
Instant: How much optimization have you got? Is most of the compile time with VIS as it usually is?
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2012-07-11 12:48:37 UTC Post #307779
User posted image
Still a heavy work in progress as there isn't even sky lighting so far.
Instant Mix Instant MixTitle commitment issues
Posted 11 years ago2012-07-11 21:04:11 UTC Post #307803
Instant Mix, that looks really good.

Edit: Trollolol, now you guys have to check last page to see Instant Mixes screenie.
Skals SkalsLevel Designer
Posted 11 years ago2012-07-11 21:12:55 UTC Post #307804
Indeed that is lovely instant mix :o
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2012-07-11 21:23:40 UTC Post #307807
Can't wait to see it all textured and with more finalized lighting, I love all the geometry.
Posted 11 years ago2012-07-18 13:45:33 UTC Post #308007
Need some help guys

Curved arch, so i've made tetrahedron brushes to avoid invalid solid errors. Did Ctrl+M , enter to put all vertices on grid, but i'm getting ambigious leafnode errors. Would some kind person mind finding out what's wrong with it?
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Instant Mix Instant MixTitle commitment issues
Posted 11 years ago2012-07-18 13:50:49 UTC Post #308008
You'd probably be better off Skewing them and then clipping them to how you've got it there sort of to make smoother curves. You should be able to get away with that.
Posted 11 years ago2012-07-18 13:54:56 UTC Post #308009
Put a big brush in the way to block it. :P
Suparsonik SuparsonikI'm going off the edge to meet my maker.
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