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 ago2014-08-10 20:40:37 UTC Post #321095
That would be cool chaos.

I'm actually trying to tie up my loose ends. Finishing the SMJ script is a big turning point in which I need to redirect my focus solely to that. Also, people are asking about the next Let's Build A Rocket in the messages of the SMJ facebook page, I consider that a loose end. I will make LBAR2 then focus my efforts on SMJ after all of the proofreading. I wish I wasn't the secretive type, I would describe some of the stuff I've made with full control over every aspect of a game rather than mapping and scripting for an already made game. I think good surprises are what makes a game memorable, why ruin that? I just need to focus on getting SMJ as well developed as possible. If I diversify too much, SMJ suffers. It's also difficult to show a lot of this stuff on a portfolio.
Rimrook RimrookSince 2003
Posted 9 years ago2014-08-12 15:44:40 UTC Post #321120
Working with 3ds max
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I need to make the "carpet" a little bit transparente.
Posted 9 years ago2014-08-12 16:12:17 UTC Post #321121
you need to add logic there ;)
Hang the carpet below the woodtrims and not through.
Atleast pretty sweet.
Posted 9 years ago2014-08-12 19:41:20 UTC Post #321122
A friend of mine tried to port his CS:GO map in the new Dota 2 Hammer.

Here's the result:
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Lolz.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-08-12 20:27:34 UTC Post #321123
At least the lighting is nice.
Rimrook RimrookSince 2003
Posted 9 years ago2014-08-12 21:57:30 UTC Post #321124
At least the lighting is nice.
It's weird imho. :o
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-08-12 22:24:16 UTC Post #321125
Better than how it looks when I run it. The whole thing chugs pretty bad, so Source2 is a no for me right now. That was to be expected anyway.
Rimrook RimrookSince 2003
Posted 9 years ago2014-08-12 23:11:04 UTC Post #321126
Why this should be Source 2? It seems just the same as Source 1 with in-editor rendering features. It's still Dota 2 afaik, hence Source 1. :/

I'm just skeptic.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-08-13 00:07:54 UTC Post #321127
I thought Valve was well on their way with source 2 with TitanFall
Also playing with 3DS Max
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Trying to whip up a little mod.
First step - cheap weapon re placements and proof of concept gameplay
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2014-08-13 03:54:02 UTC Post #321128
Why this should be Source 2? It seems just the same as Source 1 with in-editor rendering features. It's still Dota 2 afaik, hence Source 1. :/

I'm just skeptic.
The tools run a separate build of DotA 2 that people think is running on Source 2. It's been ported over. It has an entirely new console and countless changes to the file structure and config files. The whole editor unifies models and world meshes, and does away with brushes, which is something Source 1 definitely can't do.

EDIT: Forgot to mention it's got a deferred renderer now so we can go fairly nuts with dynamic lights. It's not the original Source engine, for sure.
Strider StriderTuned to a dead channel.
Posted 9 years ago2014-08-13 07:01:35 UTC Post #321130
TitanFall probably uses a modified source engine, if you go out of your way to license source you obviously want to make it better, so its more of a custom port of source imo.

If Dota2 enables people to make levels like you could in Warcraft 3 oh boy are we in some good times.
rufee rufeeSledge fanboy
Posted 9 years ago2014-08-13 14:28:03 UTC Post #321136
Still teaching myself the mesh tools. I decided to start a modular building set based on a local pub, because why not.
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Strider StriderTuned to a dead channel.
Posted 9 years ago2014-08-13 14:53:55 UTC Post #321137
Yeah I know that, Strider. But I would like to see its REAL potential. I'm just skeptic to call it "Source 2". Just look at the differences between HL2 and CS:GO, it's still Source, but with a lot of changes...

Damn Valve! Show yer stuff!
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-08-20 06:41:03 UTC Post #321291
The LBAR2 rocket got a makeover.
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I have a ways to go before this is released. I'm trying to get end-game stats working and get nav meshes to not suck.
Rimrook RimrookSince 2003
Posted 9 years ago2014-08-24 04:31:18 UTC Post #321386
HL2 and CSGO are still recognisably the same engine, Alberto. This is a new breed for sure.

In other news, I find it quite disturbing just how fucking excited I am at the prospect of experimenting with lighting this structure in a TNNL styled map in The Core. I am basically salivating at all the possibilities.
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Archie ArchieGoodbye Moonmen
Posted 9 years ago2014-08-24 08:24:49 UTC Post #321389
@strider
where i can find this editor?
Posted 9 years ago2014-08-24 09:54:13 UTC Post #321392
Isn't it just Hammer in the Dota2 tools?
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2014-08-24 23:50:06 UTC Post #321413
This is what an expert eye should see imho (like us), Archie.

But I've seen a lot of people that thought that CS:GO was made on a completely new engine. This for L4D2 too.

Also, on a side note: everyone knows that Valve likes to troll us. :P
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-08-25 00:35:53 UTC Post #321414
I'm almost done with the first house for de_havana :P
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Also was experimenting with normal maps and modular mapping
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Posted 9 years ago2014-08-25 00:51:06 UTC Post #321415
Looks good and all, but architecturally speaking, I don't see this building being in Havana.
Posted 9 years ago2014-08-25 01:01:54 UTC Post #321416
Could you maybe explain why so i can fix it?
Im not copying the cs_havana from cs:s and 1.6 i'm going for a fresh/mostly clean looking havana something like when it was build.
I'm using some images from google and AC-IV stuff for example
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Posted 9 years ago2014-08-25 03:41:08 UTC Post #321418
There are arches, there are windows, there are shutters and colours, the elements are there but they're just not put together the right way.

Things like the windows here not being centred with the arches, a detail considered very important in the day of this type of construction, and also structurally less convenient. And the balcony itself could use a few more corbels.

Or this top floor having so little headroom. The facade needs more height to accomodate a higher ceiling and the roof itself, then a railing or wall. I'd try about 48 units higher.

Other than that... I suggest looking for more photos of actual buildings in Havana as a reference.
Posted 9 years ago2014-08-25 04:48:25 UTC Post #321419
Looks pretty damn good to me, but I'm not an architect.
Archie ArchieGoodbye Moonmen
Posted 9 years ago2014-08-25 06:40:00 UTC Post #321420
It's really well made but there's a few things I would play around with.

a) Dirty up those walls! The white and yellow go great together, but they look like clean office interior walls.

b) The normal map on that right modular wall is unusually strong, it makes it look plastic-y and oversharp.

Also, it's early but I'd think about unifying the colours on each individual building. I can imagine a scene full of such buildings would end up looking very visually noisy with clashing colours on every surface. You have fairly even amounts of red, white, yellow, green and plaster tones when you could get away with two of those colours and maybe a third for rare highlights.
Strider StriderTuned to a dead channel.
Posted 9 years ago2014-08-25 08:30:18 UTC Post #321422
Thanks for feedback guys i changed some of the stuff.
1.Changed the architecture , hope this looks better and added more corbels also extended the top wall by 32units.
Made the textures more dirty + decals since current colours were just too bright.
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2.Added more decals inside.
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3.Changed the normal texture
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Better now :D ?

Edit: Since i made the windows model with more skins maybe this looks better?
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Posted 9 years ago2014-08-25 18:29:08 UTC Post #321440
Looking a lot better now. Maybe it could use some sort of trim on the top floor where you made it taller. And maybe, just maybe, you could try the same above the arches on the ground floor and see how it looks.

Another note regarding the top floor. Normally in this type of architecture, square and arched windows/doors aren't mixed. Either they're all arched or they're all rectangular, by design, and if you have the two, they're grouped by floor. So in any one floor they're all the same. There are some exceptions such as grand entrances and stuff like that, but that's generally the rule. UNLESS you want to make it look like a cheap, half-assed refurbishment in which case the extra square windows wouldn't line up with anything and be of varying sizes and at varying heights and should look purposely out of place.
Posted 9 years ago2014-08-25 23:01:13 UTC Post #321447
Yeah that is so awesome looking. Yet I can't imagine how long it would take to make a fully realized map. I thought mapping for L4D2 was a long process. :/
Rimrook RimrookSince 2003
Posted 9 years ago2014-09-02 23:13:06 UTC Post #321601
Well Rim it only depends on the custom content i spend more time in 3ds max then in hammer currently.
Here are some screenshots :
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Also here is me taking on havana cathedral
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The roof and some walls that i didn't include will be in the 3d skybox.
I have to change some textures and fix the lighting later :P
Here's an album with some pics of progression for this buildings http://imgur.com/a/8PpKf#0
Posted 9 years ago2014-09-02 23:21:38 UTC Post #321602
Impressive, Lajron!

Looks really good imho. :3
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-09-03 01:25:16 UTC Post #321603
Shit. That's all brushwork?
I can't tell what's models and what's BSP.
Good stuff!!!
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2014-09-03 02:04:02 UTC Post #321604
That looks fabulous Lajron! :o
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-09-03 02:25:49 UTC Post #321606
Looking much better than what I last saw. Looks a bit small maybe. My only nitpick is that the central door is rectangular and yours has an arch.
Posted 9 years ago2014-09-03 12:37:12 UTC Post #321608
The cross on top looks a little twinky... :/
Rimrook RimrookSince 2003
Posted 9 years ago2014-09-03 15:19:33 UTC Post #321610
Looks pretty cool, but the church windows, could use some good lookin colorglasses with some symbols, than add decals to the building and finally set up some birds,plants there and it is great!
Posted 9 years ago2014-09-03 17:28:52 UTC Post #321613
@Rimrook god damn it ,you noticed it :D
The cross is only made of 2 brushes i thought since no one is really gonna look that high up i might as well save some fps and a transparent cross texture would do no good since people can see it from the side.

@Trempler yeah i'm gonna change those window textures with better ones and add more foliage and decals.Not sure about the birds :P

@Stu yeah thats true about the door but i don't see a big problem , no one said it had to be a copy/paste from the image.I might make the other 2 doors with arches if you think that would be better.
Posted 9 years ago2014-09-03 18:39:07 UTC Post #321614
Oh. Just make it thicker and add a few bumps to it, kinda like this.
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Doesn't even have to be round, just add squares or triangles or something :/

It could all be a single white stone texture too. The twinky cross doesn't match the immense boldness of the rest of the structure and I would hate to have anything distract from your amazing craftsmanship.
Rimrook RimrookSince 2003
Posted 9 years ago2014-09-05 14:07:14 UTC Post #321639
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I remember when editing used to just mean cutting up some gameplay and sticking it on Youtube. This has been keeping me up til 5am for the past couple of nights. Nyeeeh. :death:
Archie ArchieGoodbye Moonmen
Posted 9 years ago2014-09-06 21:40:57 UTC Post #321661
I decided to try and make some textures completely from scratch, rather than using a base from CGTextures.
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I cheated a little with the carpet. I couldn't think of an image to put on the centre, so I pulled my family coat of arms off Google Images and used that. Perhaps this is a room in my house after I win the lottery.

And Archie, I have no idea what any of that is but it sure looks fancy.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 9 years ago2014-09-06 22:38:22 UTC Post #321662
this looks pretty good so far.
but you never did that sky texture by yourself, its waay to good !
Posted 9 years ago2014-09-07 00:26:16 UTC Post #321664
TJB is ready for source2 I think. :3
Rimrook RimrookSince 2003
Posted 9 years ago2014-09-07 10:27:24 UTC Post #321669
^
Holy cow that is lovely TJB! :o
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-09-09 13:11:43 UTC Post #321695
I wasn't happy with this:
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And I certainly wasn't happy with this:
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So I decided that if I'm making the textures, I may as well make some models for it:
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The rack will still be brushwork, but the cues are models.
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Now I just need to convert these to .mdl's.

ALso, you make a good point Trempler. I shall make a new sky after the models.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 9 years ago2014-09-09 16:33:20 UTC Post #321697
If TWHL had stamps, I'd stamp TJB's WIP post as Awesome! and [b]Interesting..[/b] ;)

One of my earliest maps I tried to make pool cues from squares too, LOL! Your models look fabulous mate :biggrin:
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-09-09 22:29:13 UTC Post #321699
Thank you kind sir!
Here is the model of the four cues in the rack, successfully showing in Hammer:
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And here it is in game:
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As excited as I am about my first ever prop model working, that joy is slightly tarnished by the fact that for some reason it's floating about 8 units higher in game than it is in the editor. I'm not sure if it's due to placement or the model itself, but I'll have to figure that out.

Also, I have yet to properly convert these cues into models:
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I was planning on having them both be different animations for the same model, but I'm having trouble setting that up right. For some reason both animations show up in the .mdl as being the same, so I'll have to work on that tomorrow.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 9 years ago2014-09-10 09:27:31 UTC Post #321700
Check the bone location and make sure the model base is at world(0,0,0).
Failing that, move it 8 units down and re extract+compile.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2014-09-10 13:54:48 UTC Post #321702
Me like, TJB!

Well done for now. :3

I also agree with Tet. If you want you can use kHED and configure the grid as the Hammer one in the options, so you'll be able to fit the model in the exact position according to the Hammer's grid coordinates.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-09-10 18:44:39 UTC Post #321703
I decided to try placing it in the middle of the floor, and it showed in the correct position, so it was the placement. I'll try moving the origin of the model further away from the wall, so that there's less stuff around it. That should also improve how the cues are lit.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 9 years ago2014-09-10 19:22:42 UTC Post #321704
Good to hear. Great work on the models by the way; the rack looks awesome.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2014-09-11 00:22:30 UTC Post #321709
Keep in mind that the origin is the only lighting point of the model while in game, so keep it near a brush for the light to bounce and never place the model origin inside or in the same plane of a brush. Otherwhise it'll be unlit in game, and if it's inside a brush, it'll not show at all (unless the brush is a solid entity.)
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-09-11 13:44:16 UTC Post #321718
Anyone know how I can upload screenshots, besides putting them on an external website/server? Also if I do have to put them on an external website, how do I embed it? Copy and paste the URL or what?

Again, the noob shows himself in full :D

Any help appreciated guys. I have a couple of screenshots to show on my mod.
RollingBarrel RollingBarrellearning in progress
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