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 9 years ago2014-07-21 17:30:08 UTC Post #320560
Lol Tremplar. My first name is Brett and I'm an engineer!
Also, Holy map scale batman!
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2014-07-21 18:23:21 UTC Post #320562
@ Tawnos Prime

These Crystals are some models i found in the web. Some are made by DGF.

@ Kachito

Tbh i cant detail it more, the engine is eating this map allready and i dont like to have high wpolys.
Also the dark textures, because its not on earth.

And yes you need multiple players to finish this map, okay you could cheat to play alone, but the map makes less fun, since a big part is the teamplay :)

There is a lot going on@ Svencoop, soon the Steam Release :D

@ Tesu0

:D Nice! You are my man :D
And yeah mapsize is valve budget like.
Posted 9 years ago2014-07-21 18:26:38 UTC Post #320564
He must have known
Posted 9 years ago2014-08-04 06:49:46 UTC Post #320982
I figured that learning how to model with a modelling software other than SketchUp can only help my mapping, as it will hopefully allow me to create props and stuff. So here is a render of my first ever model in Blender.
User posted image
Forgive the horrific lighting. I just started a few hours ago so it employs every technique I currently know. I wanted to experiment with multiple light sources and colours.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 9 years ago2014-08-04 07:29:14 UTC Post #320984
I really need to learn how to model, but can't devote time for it.
Keep it up TJB.

Trempler maybe try Sledge for more space if need it, since it looks like you are scraping the edges there :)
rufee rufeeSledge fanboy
Posted 9 years ago2014-08-04 12:30:19 UTC Post #320988
Awesome wips Trempler!

Cool to see someone else is learning blender TJB as I am too.

I like rhino though as it is a cad 3d modeling software and I can easily model with dimensions.

Then I export into blender for animations and whatever else I learn.

It's hard to model organic shapes in rhino though so that's where t-splines comes in.
Posted 9 years ago2014-08-04 17:03:36 UTC Post #320990
Awesome TJB!

Maybe consider writing a quick tutorial for others that want to get into blender? I know there are a lot out there already, but it's different when it's written from a HL mapper's perspective ;)

Are you modeling for any particular game btw?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-08-05 00:24:39 UTC Post #320993
I'm intending to end up modelling for HL1, but I am a looong way away from that. Since I literally just started yesterday, I don't see there being much use for a tutorial, although I made one anyway just in case.
I doubt there's anything there that's specifically useful for a mapper, but in my defence I have just started doing this really.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 9 years ago2014-08-05 02:11:06 UTC Post #320996
@TJB:

Want to model for HL1? There you go:

Push meh

This nice little model editor work perfectly with Hammer, it automatically export models as Half-Life's MDL format, the grid can be set up the same as the Hammer one, and it's really easy to use (I use that program to make prop models for Archie and Urby for The Core). :)

This is a model I've made with just this program:

Barrels and Pallet
User posted image
If you need any help with its usage, feel free to catch me up on Steam. ;)
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-08-05 03:04:08 UTC Post #320998
Ooh, thank you. I shall definitely have a look at that.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 9 years ago2014-08-05 06:32:53 UTC Post #320999
TJB: cool! Did I ever post screenies of my HL2 mods? I made a shit load of model kit boxes, home furniture and almost made my entire room till the bloody HDD crashed... :tired:

On a side note:
User posted image
User posted image
I've started modding IL-2. It's not easy, especially getting them in game by a bunch of text needed and especially a bit of Java... Yikes!
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 9 years ago2014-08-05 14:16:54 UTC Post #321000
@Alberto You still will have to fix the smoothing though on that model. It looks a bit odd.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 9 years ago2014-08-05 14:25:11 UTC Post #321001
khed does source stuff pretty simply, right?

I'm thinking about revisiting Let's Build a Rocket 2 and making something a little more impressive.

Also, does anyone know how to use VScripts?
Rimrook RimrookSince 2003
Posted 9 years ago2014-08-05 15:13:10 UTC Post #321002
@Rim: For gs/source props, i don't think you'll find anything out there that's easier to learn/simpler than khed. Tho, that has it's drawbacks - forget about doing anything fancy with khed, at least from my experience.

Although iirc you had trouble importing .obj from max in sledge? I think khed has/d support for import/export .obj; might want to check it out at least for that.
Posted 9 years ago2014-08-05 15:24:43 UTC Post #321003
TJB that is awesome, Thank You! Please make this Part One of a series! :P

Alberto: KHED looks really cool and easy to use, thanks for sharing! :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-08-05 15:51:27 UTC Post #321005
@Alberto You still will have to fix the smoothing though on that model. It looks a bit odd.
It's just a simple render from kHED. It looks a lot different in-game. :)
khed does source stuff pretty simply, right?
Nope. kHED doesn't export a Source model nor materials. You could just make the model, then you need something like XSI to compile it.
forget about doing anything fancy with khed, at least from my experience.
Agreed. kHED actually have a limit on tri/polycount and vertices (something around 3000 tris and vertices max). And you can't add animations to a model. You need Milkshape 3D for that (or any other program). I recommend to use kHED just for GoldSource non-animated models (e.g.: static prop models). But it's a nice program to getting started, that's for sure.
Alberto: KHED looks really cool and easy to use, thanks for sharing! :)
Yeah indeed. You're welcome homie. :)
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-08-05 16:00:58 UTC Post #321006
oh well.

Still, anyone savvy in using VScripts in source?
Rimrook RimrookSince 2003
Posted 9 years ago2014-08-06 18:13:25 UTC Post #321038
User posted image
User posted image
Halflife-1 DM Map i work on.
Posted 9 years ago2014-08-06 20:06:30 UTC Post #321040
Good lord that is beautiful
Archie ArchieGoodbye Moonmen
Posted 9 years ago2014-08-06 20:58:56 UTC Post #321041
I can't see those images through all this white goo on my screen! :nuts:
Posted 9 years ago2014-08-06 21:20:41 UTC Post #321043
Rim, Scripts are only available in the newest source releases.
I never played with them.
Also.
Archie stated my idea
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2014-08-06 22:49:49 UTC Post #321044
Never mind the script thing, I figured it out.

Added a lot to the Junk Machine last night and today.
  • Scripts to handle picking up and placing props.
  • A more readable and organized equipment table.
  • Lots of price adjustments.
  • Gas cans give you 4 fuel instead of 3.
  • Added some modularity to the junk machine, meaning if it is separated from the fuel system, it is essentially in "Creative mode". Also it helps a bunch when creating new buildable objects.
  • Same old plug and play usability :)
TO DO:
Make the next installment of Let's Build a Rocket. I finally got an idea for it.
Rimrook RimrookSince 2003
Posted 9 years ago2014-08-07 07:52:09 UTC Post #321045
What the ?
What is this ?
rufee rufeeSledge fanboy
Posted 9 years ago2014-08-07 10:22:44 UTC Post #321046
Nazi zombies all over again! :D
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 9 years ago2014-08-07 13:34:03 UTC Post #321047
That's the third version.

The second is the LB2 core with some stuff to play with, not a real map of sorts.

The first version is this here you may remember.

The current version has 341 entities involved and takes up 51% of the ent_data limit. From what I understand, source maps can go over 100% but it's an arbitrary limit that suggests a mapper shouldn't go over for the sake of performance standards. However most of the entities are point entities and aren't visual so the FPS stays nice, and the limit actually doesn't apply properly to what I've made. :/
Rimrook RimrookSince 2003
Posted 9 years ago2014-08-07 14:49:06 UTC Post #321048
User posted image
i cant stop !
Posted 9 years ago2014-08-07 15:39:16 UTC Post #321049
Gorgeous.
ChickenFist ChickenFist<Witty Title>
Posted 9 years ago2014-08-07 15:39:18 UTC Post #321050
Gorgeous.
ChickenFist ChickenFist<Witty Title>
Posted 9 years ago2014-08-07 15:51:16 UTC Post #321051
So good, i want to be able to make things like that :( :D
rufee rufeeSledge fanboy
Posted 9 years ago2014-08-07 17:57:41 UTC Post #321056
Tremplar found a bit of design language :D
Rimrook RimrookSince 2003
Posted 9 years ago2014-08-07 18:31:58 UTC Post #321057
Rimcook i cant speak leak very valve.
User posted image
cant stop damn...
Posted 9 years ago2014-08-08 06:14:29 UTC Post #321063
I don't know which is more impressive. That picture, or that sentence.
Jessie JessieTrans Rights <3
Posted 9 years ago2014-08-08 19:17:02 UTC Post #321071
yeah it would take a billion years to exhaust that .wad
Posted 9 years ago2014-08-09 02:43:04 UTC Post #321078
LB2 Core in action.

This should definitely make for some crazy maps. :)
Rimrook RimrookSince 2003
Posted 9 years ago2014-08-09 09:22:29 UTC Post #321079
Rimrook, I never thought I'd say this, but... You seriously weren't putting an effort in taking down those L4D2 zombies, right? That wasn't your final form.. Please tell me it wasn't....

But that GUI thingy mabob shit doohickey is so awesome!!! Imagine that in CSS!!!
Fangirls
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 9 years ago2014-08-09 10:09:04 UTC Post #321080
Fooling around in the new DOTA workshop Hammer, trying to wrap my head around all the mesh tools.
User posted image
User posted image
Strider StriderTuned to a dead channel.
Posted 9 years ago2014-08-09 10:10:05 UTC Post #321081
I think you've got it :zomg:
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2014-08-09 14:46:08 UTC Post #321082
This is a cool video showing things.
https://www.youtube.com/watch?v=byePJbjTosI
Rimrook RimrookSince 2003
Posted 9 years ago2014-08-09 15:20:53 UTC Post #321083
hammer 5 plz
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2014-08-09 16:23:20 UTC Post #321084
Hammer 5? It does look different. But nah. Sledge all the way.
Posted 9 years ago2014-08-09 16:41:25 UTC Post #321085
I love that the new hammer is WYSIWYG. The build time doesn't seem too long considering what it would take to compile a massive and detailed map.
Rimrook RimrookSince 2003
Posted 9 years ago2014-08-09 23:41:35 UTC Post #321086
That new hammer looks awesome.. Is it only for Dota II? (so want to play that game, so scart will be come addict..)

Trempler
That new hallway looks incredible! The lights in the pics above(that you sent me), look unnervingly realistic! :o
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-08-09 23:42:19 UTC Post #321087
Honestly, I don't see the point of a level editor for Dota 2 when the 3 lane structure is as perfect as it's gonna get.
Dimbeak DimbeakRotten Bastard
Posted 9 years ago2014-08-10 01:39:57 UTC Post #321088
But what if someone could introduce a never-before seen perfectly balance FOUR lane structure that revolutionizes the genre?
Or, you know, makes the next big mod like CS was for Half-Life.
Modding Tools = Good, even if it's not much use for the base game.

Capt: It's for Dota 2, but that doesn't mean you can't download it, NOT play Dota, and just toy around with the editor to learn its tricks for when Valve releases a different game.

Assuming you have the disk space for Dota 2.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-08-10 03:43:08 UTC Post #321089
i haven't been in valve industry for a while...
does it mean that u can create custom maps to Dota2 with a different mechanic gameplay than in any classic MOBA?
Posted 9 years ago2014-08-10 11:20:11 UTC Post #321090
I'm not entirely sure about different gameplay mechanics, but I'm sure someone will think of something to change using the base engine entities. There were a lot of Counter-Strike maps and stuff with unique gameplay back in the day.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-08-10 12:32:15 UTC Post #321091
Posted 9 years ago2014-08-10 14:47:11 UTC Post #321092
Started learning blender. Still a total noob. The UI is excellent once you begin to get used to it.
User posted image
Posted 9 years ago2014-08-10 18:49:14 UTC Post #321093
New gameplay from the modding community is ALWAYS out there. I mean, just look at some of the stuff I came up with. King of the Hill for HLDM, as well as Capture Points, Rat Hunt, even the Junk Machine for L4D2 that lets people build in a game that doesn't natively feature grabbing phys-objects, just to name a few.

DOTA came from a custom map IceFrog made for Warcraft III, which even then was based on Aeon of Strife from Starcraft. Now its a multi-million dollar sport.
Rimrook RimrookSince 2003
Posted 9 years ago2014-08-10 19:32:30 UTC Post #321094
Rimrook you should map something with svencoop ;) With all the new entitys you could do something like in your l4d2 map!
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