Post your screenshots! WIP thread Created 17 years ago2007-12-16 00:58:58 UTC by doodle doodle

Created 17 years ago2007-12-16 00:58:58 UTC by doodle doodle

Posted 11 years ago2013-08-14 23:38:28 UTC Post #314930
I need to get into the habit of doing it that way, tbh. Or at least further into the habit of using dev textures, then replacing them all with nodraw after the first texturing pass.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-08-15 11:33:58 UTC Post #314942
Just finished making the aircraft models for my WWII Pacific Theater map.

F6F_3 Hellcat and A6M2 Zeke.
User posted image
Just a quick render on 3ds max 12, now, off to making the physbox ui etc thrusters thingy to get these crates into the air.
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 11 years ago2013-08-22 20:06:42 UTC Post #315174
Good luck with that its such a pain!
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-09-24 20:58:23 UTC Post #315918
User posted image
Soon.
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2013-09-25 13:11:23 UTC Post #315925
Is that something to do with the Floating Islands compo Striker? Those look like they may be rotors.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 11 years ago2013-09-25 13:25:19 UTC Post #315926
LaVolpe - Bevel is better than Null in almost every case. The exception to this is curved surfaces , but otherwise, start out with bevel rather than null
Instant Mix Instant MixTitle commitment issues
Posted 11 years ago2013-09-25 13:29:56 UTC Post #315927
TJB, unfortunately no. It's a GoldSource map, and I have other ideas too, I would participate but I don't have much time.
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2013-09-25 14:02:18 UTC Post #315929
Striker wins.

Flawless victory!

xD Anyway, I would like to see a 3D view of your work, Striker. Seems interesting. :3
Alberto309 Alberto309weapon_spaghetti
Posted 11 years ago2013-09-25 21:18:59 UTC Post #315937
Posted 11 years ago2013-09-26 18:48:42 UTC Post #315947
Ok I don't know what I pressed, but now numbers show up when I clip in Hammer 3.5:
User posted image
Have any idea what's the key combination?

[EDIT] I think I'm pushing Half-Life to its limits, though it works pretty well. The current map I'm working on has areas with 6000w_poly, yet it stays at a clean 60fps. And this is on my old HD4850.
I am thankful that at least the compile times have been ridiculously improved since I last tackled with Goldsource maps. This outside map would've taken hours to compile otherwise.
Fun fact: I am mapping on the big screen, putting the RMF in a dropbox folder, and compiling on the laptop which has an i7 CPU.
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2013-09-26 18:57:13 UTC Post #315952
Have any idea what's the key combination?
It's the O key.
Here are some more useful hotkeys that you can use while using the clip tool:
Ctrl - hold Ctrl and drag with the left mouse button to move both handles of the clipper

Shift - hold Shift and drag with the left mouse button to create a new clip plane without performing the previous clip.

o - (with mouse cursor in 2D view) toggle clip sizes on and off
Posted 11 years ago2013-09-26 19:30:28 UTC Post #315954
I never knew that! :o
Posted 11 years ago2013-09-26 23:30:20 UTC Post #315956
User posted image
Something I've been working on, just a test render.
Posted 11 years ago2013-09-27 06:35:08 UTC Post #315959
I love it!
I love snow maps :D
Stojke StojkeUnreal
Posted 11 years ago2013-09-27 07:39:23 UTC Post #315961
Isn't there a way to split a face in the VM tool?
Jessie JessieTrans Rights <3
Posted 11 years ago2013-09-27 08:17:46 UTC Post #315962
CTRL+F afaik
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2013-09-28 17:09:20 UTC Post #315979
Tedious.
User posted image
Posted 11 years ago2013-09-28 18:34:05 UTC Post #315980
Wasn't there a tool for this kind of job? I think it's called "Revolver".
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2013-09-28 20:12:11 UTC Post #315981
Duude, what is THAT.

[edit] ooh I see. Wasn't hard to guess.
Posted 11 years ago2013-10-01 13:14:16 UTC Post #316037
Be careful with that, it looks like an invalid solid nightmare waiting to happen.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 11 years ago2013-10-01 14:33:19 UTC Post #316038
Be careful with that, it looks like an invalid solid nightmare waiting to happen.
Nope, no invalid solids at all, everything is a triangle. When it's done, I'm using Propper to compile it into a model.
Posted 11 years ago2013-10-02 00:42:56 UTC Post #316042
just sayin atom, you could probably learn blender, make textures, and learn how to import everything in less time than that takes :D

Great work though.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-10-02 02:56:31 UTC Post #316043
Nice stuff in here everyone!

Atom: You can also import brushwork into blender. I wish Valve would just make a func_model already.. You ever fuck around with LODs, Atom?

Sajo: Loving it, reminds me of DoD =)

Striker: Looks wonderfully intricate from the hammer shot ;)

Meanwhile in Norway, the U.S.S. Blocky slowly takes shape. (c33 entry de_orbit)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2013-10-02 13:02:28 UTC Post #316047
@Tet: I probably should. So Blender can export to smd?

@CT: I'm building at a very large scale, to allow for "smaller" detail here and there, then I use propper to scale it down. I did it before:
User posted image
That's the old model.
Posted 11 years ago2013-10-02 22:53:59 UTC Post #316060
I spent a while constructing a geodesic sphere in Hammer on the basis that since there are no 'poles', there shouldn't be any noticable texture seams at any one point.
User posted image
It was a promising concept, but the end result didn't closely approximate a sphere to the eye, especially up close, and texturing it so that everything aligned was an effort.
Combined with the fact that it took a long time to make I think it means it's not a particularly feasible technique, unless you're specifically trying to make one for whatever reason.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 11 years ago2013-10-09 14:54:53 UTC Post #316155
After a lot of messing about with figuring out spherical and cylindrical profections and stuff:
User posted image
It's hard to tell, since I have yet to make the correct skybox, but it has the ring system in place, and it's even in shadow at the back if you look closely.

I still need to make the moons, and the ship in which the player will be, but the hardest part seems to be done so far.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 11 years ago2013-10-09 15:55:02 UTC Post #316157
That must've been a pain in the butt to texture.
Posted 11 years ago2013-10-09 20:32:46 UTC Post #316161
Impressive brushwork TJB, awesome stuff!
Daubster DaubsterVault Dweller
Posted 11 years ago2013-10-09 20:33:29 UTC Post #316162
Are you working on finishing up that ship based map you were working on a long time ago? This one.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 11 years ago2013-10-10 03:11:10 UTC Post #316171
That is... too awesome to be true. Last time I tried to make a sphere it looked all distorted and off grid and the shadows sucked.
Posted 11 years ago2013-10-10 04:00:32 UTC Post #316172
QFT:
Impressive brushwork TJB, awesome stuff!
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2013-10-10 08:08:08 UTC Post #316175
Thanks everyone!

Also I may have cheated a bit with the lighting.

As for the texturing, it wasn't too bad. Most of the difficulty was in figuring out how to apply the base image. I decided upon distorting it so that it would wrap around the sphere correctly instead of being a horisontal projection. That way, as long as I got the scale right, I could just figure out the equator and then alt+right click the rest without worrying about the texture being applied wrong.

This leads to stretching at the poles, but since the player's ship is in an equatorial orbit this shouldn't really matter as much.

[Edit]
I didn't forget about that Joebam, although I'm not 100% sure where the original files are.
Seeing how I haven't worked on that in three years however, I am beginning to wonder what the hell is wrong with me. That was at the time my most promising mapping project, so I'll have to recommence it first chance I get.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 11 years ago2013-10-10 10:05:03 UTC Post #316176
Dude thats freaking awesome. I love the dedication to this. I would have given up long ago. Put a nice sprite in the origin to simulate atmosphere and hide some of the SLIGHT texture stretching and seams.
Well done!
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-10-10 13:27:12 UTC Post #316178
That is an excellent idea. I will do that right now.

[Edit]
How's this?
User posted image
It's not really a sprite, rather a func_tank with a high range and speed of rotation set to additive render mode.
It does however give an unintentional yet cool effect when you look from the night side of the planet:
User posted image
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 11 years ago2013-10-10 14:01:14 UTC Post #316179
wow
:D
I love it!
Goldsource's tricks surprise me everyday

I have to warn you though, if your monitor isnt set up properly you can't see the effect. I couldn't see anything until i switched to my other monitor.
I think you pulled it off though!! :hammer:
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-10-10 14:31:50 UTC Post #316180
I have some Gold Source planet orbits and planet models.
Who wants, say aye.
Stojke StojkeUnreal
Posted 11 years ago2013-10-10 14:36:27 UTC Post #316181
Looks great TJB, but why didn't you just model the planet?

I believe there was a spinning hologram earth model somewhere in the Half-life files. Perhaps, you could have just re-skinned that and use it. Nevertheless, excellent work.
Posted 11 years ago2013-10-10 18:47:30 UTC Post #316182
Dude that looks excellent TJB! ! !
Posted 11 years ago2013-10-10 22:15:36 UTC Post #316183
That's really good looking, TJB. Can't wait to see what else you can come up with.
I believe there was a spinning hologram earth model somewhere in the Half-life files. Perhaps, you could have just re-skinned that and use it.
That's actually a really good idea. If you have experience with HL modeling, you could just take that model, decompile it, delete everything but the sphere itself, edit it a little here and there, like add some more faces and finally apply a planet texture on to it.
Posted 11 years ago2013-10-11 08:30:26 UTC Post #316188
Yeah, but anyone can really do that with basic modeling knowledge. I think it's impressive that he made a sphere in hammer and I'm interested in seeing him just making more complex objects in hammer but not complex in a modeling program.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 11 years ago2013-10-11 08:49:10 UTC Post #316189
Sphere isn't that hard at all, just create 1/8th and copy it all over.
But the plus here is is that he doesn't have to use external resources. The only minus is, is that there may be texture bugs.
Stojke StojkeUnreal
Posted 11 years ago2013-10-11 20:07:03 UTC Post #316190
I'm actually intending to use that model in the bridge of the ship as a map, but I will probably have to add in some brushwork details to show orbits and stuff.

[Edit]
WIP navigation hologram on the bridge:
User posted image
User posted image
I still need to add in more details to the hologram itself, not to mention some actual surroundings.

I also need to sort out the missing faces in the 'bowl' where the emitter is.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 11 years ago2013-10-11 22:43:50 UTC Post #316193
@TJB I will try my best to explain this...

Keep exactly what you have, but create a new mapping channel (ID 2). Unwrap the poles so that they are two circles (basically just the triangles). On your unwrapping map, you'll have the main part and the two circles. Texture render (bake) ID 1 (original) using ID 2 (one with separate poles). You will see the distortion on your texture output, but you can open open up photoshop and fix it up on the texture. The final result is a perfectly seamless textured planet. This also applies to any object if you have the patience.

It's not even a model, carry on.
Rimrook RimrookSince 2003
Posted 11 years ago2013-10-12 00:07:24 UTC Post #316194
I'm actually doing the majority of this in brushwork because I don't have much modelling knowledge relevant to GoldSrc modelling.

Also, go Kepler:
User posted image
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 11 years ago2013-10-20 15:56:19 UTC Post #316384
User posted image
kinda slow on windows 8.
Posted 11 years ago2013-10-20 17:27:24 UTC Post #316385
Those arcades look sexy.
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2013-10-20 20:41:47 UTC Post #316387
Real nice. They need to be thicker at the top, though.
Posted 11 years ago2013-10-20 21:14:45 UTC Post #316388
That's what she said.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-10-20 21:22:52 UTC Post #316389
^^ Indeed that are some highly-sexual brushwork, well done! =P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2013-10-24 21:59:28 UTC Post #316468
Now that the compo is over...
User posted image
Tetsu0 Tetsu0Positive Chaos
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