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 ago2015-02-10 23:54:33 UTC Post #323939
There's a reason VHLT is the best set of compile tools for Goldsource.
Well, many reasons.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2015-02-11 00:47:42 UTC Post #323940
Yep Jeff, light_surface, if it calculates averages for subdivisions rather than planes, it should work too lazy to try
Posted 9 years ago2015-02-11 05:44:49 UTC Post #323945
Ah, posted a tiny image.

I wish you could link directly to a youtube vid on this forum, but no dice. Anyways, here it is again, with a few images for show:
User posted image
User posted image
User posted image
YOUTUBE LINK

https://www.youtube.com/watch?v=jSyjhLu8y9M
Posted 9 years ago2015-02-11 09:26:08 UTC Post #323951
You've still posted tiny images, haha! Looks like it has a lot of atmosphere, but the brushwork is fairly blocky. You could hide the overall lack of detailing with more striking lighting - at the moment there's very little contrast. Also notice that the fire isn't casting any light.

Great WIP!
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-02-11 09:40:56 UTC Post #323953
Hmm yeah, fair point. Great spot on the fire lights. (A few random lighting additions is helping - PLUS I hadn't put on HDR just yet)

I've been trying (and failing) to push the source engine. Higher res textures aren't helping all that much. Considering these are basically film scenes, I can up the detail as high as I want (the biggest issue is the texture quality of source models is still very low, and bump mapping isn't really "detailing" the walls).

I've seen some of The Core work you've done re: detailing and perhaps I can detail the inside of the house a bit more using similar ideas, cutting up the floorboards or changing the roof a bit perhaps.
Posted 9 years ago2015-02-11 09:56:11 UTC Post #323954
Title image after all the rest:
User posted image
Posted 9 years ago2015-02-11 14:00:21 UTC Post #323970
Doodle, have you tried using displacements for regular walls? They're not just for terrain you know.
It's nice for putting dents in things and giving corners some roughness. Just displace, add noise, and sew.

Bump maps do wonders but source needs to have pretty aggressive ones, and plenty of cubemaps. :D
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-02-11 14:09:59 UTC Post #323971
Having done some work with Episode 2 recently, I can't help but notice that cubemaps are b0rked... Is there any way around that?
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 14:11:44 UTC Post #323972
Why do you say that?
Just plop them in around 64 units above ground, and then run "buildcubemaps" in game
If you alt-tab out of HL2 a lot, you occasionally need to restart.
What problems are you having?
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-02-11 15:31:25 UTC Post #323983
In episode 2 at least, they show as black after being built.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 16:25:10 UTC Post #323997
Are you specifying faces? (Don't)
After building the cubemaps in game, try restarting HL2.

Also, make sure you don't have any leaks.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-02-11 18:51:15 UTC Post #324010
Not specifying faces and have tried restarting multiple times.

Map is totally leak free.

Maybe HL2 still works as normal but Episode 2 definitely has issues...
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 18:56:27 UTC Post #324011
i need to test this.
upload to problem vault and i'll take a look?

/end hijack
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-02-11 23:02:06 UTC Post #324027
Been really out of my comfort zone with this last project, never worked with highpoly>lowpoly particularly often before.
User posted image
User posted image
Crollo CrolloTrollo
Posted 9 years ago2015-02-11 23:22:35 UTC Post #324029
low poly+hi res tex=pain
Posted 9 years ago2015-02-12 00:13:29 UTC Post #324030
It's kind of like Minecraft :P
Posted 9 years ago2015-02-12 00:33:25 UTC Post #324031
Oh god Stu, you just reminded me of those awful 'realistic' texture packs.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 9 years ago2015-02-12 03:14:18 UTC Post #324032
now its better
User posted image
User posted image
Posted 9 years ago2015-02-12 05:35:04 UTC Post #324033
:glad:
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-21 00:21:22 UTC Post #324035
Posted 9 years ago2015-02-23 09:40:16 UTC Post #324362
a little spaceship made in Blender 3D
i am not satisfied with the windows
User posted image
with background: http://i.imgur.com/UJcbGX8.jpg
Posted 9 years ago2015-02-23 13:55:51 UTC Post #324365
Looks like something from Spore. I like it!
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-03-08 16:46:06 UTC Post #324569
Some screenshots of havana tho they are a little old
User posted image
User posted image
User posted image
The door
User posted image
50 degree building
User posted image
User posted image
And 2d grid if anyone is interesting in it
http://imgur.com/a/Tk9Ul#0
Posted 9 years ago2015-03-08 22:40:17 UTC Post #324570
That looks fantastic. Making me want to dive back into Hammer!
AJ AJGlorious Overlord
Posted 9 years ago2015-04-11 21:09:03 UTC Post #325249
it appears most of my mapping breakthroughs happen when i'm trying to procrastinate from doing other things, such as studying. Because fuck studying.

Anyway, here's a WIP of part of a gimmick for a HLDM map idea i've had for a couple years now and got touched on back in this screenshot from a while back

This is a basic health station that will freeze you for two seconds, and replenish your health entirely. Looks fancy and makes bells and whistles and such. The HLDM map will not have a single medkit or wall charger, and will entirely rely on these. There'll probably be 4 or 5 in the map in total.

This will be part of my dynamic map, which will be split into 4 sectors which each will get shut off for a minute or so to be "sterilised" - that is, everything inside it will be killed - but this will restrict certain paths and certains weapons ( and in this case, access to a health station ). It'll be an interesting concept, especially if it turns out well.
User posted image
User posted image
User posted image
User posted image
Instant Mix Instant MixTitle commitment issues
Posted 9 years ago2015-04-11 22:48:47 UTC Post #325250
it appears most of my mapping breakthroughs happen when i'm trying to procrastinate from doing other things, such as studying. Because fuck studying.
Indeed, the progress on my current map began with me being bored while studying for a test. And anytime I have to do homework hammer mysteriously opens. I swear to god it's just there, like "Hey bro, you got homework, well what about adding some more stuff to this area of the map? What about that idea you had bro?".
brendanmint brendanmintBrendan
Posted 9 years ago2015-04-12 03:13:22 UTC Post #325251
Posted 9 years ago2015-04-12 05:58:46 UTC Post #325252
DiscoStu, why you givin' everyone Mapper's Block?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-04-12 08:05:30 UTC Post #325253
Hahaha.

Yeah, fuck Stu.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-04-12 10:37:43 UTC Post #325255
Can't wait to see that map Instant Mix. Maybe post a video with that doodad? :P

Displacement Frenzy:
User posted image
User posted image
Just subdividing such amounts of displacements takes almost as long as compiling a small map :D.
Striker StrikerI forgot to check the oil pressure
Posted 9 years ago2015-04-12 12:34:38 UTC Post #325257
When you're working on subdivided displacements, remember this nifty trick:
http://twhl.info/journals.php?id=8136
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-04-12 13:15:38 UTC Post #325258
Thanks a million for this!
Striker StrikerI forgot to check the oil pressure
Posted 9 years ago2015-04-13 01:57:10 UTC Post #325260
Just... WHY
Posted 9 years ago2015-04-13 08:00:31 UTC Post #325261
'Cuz is fun, SugarMan.

We need to experiment our shit once in a while, like this thingy that I've done:
User posted image
I was testing 512x512px textures scaled at 0.25 (all of them).
The jumppads are 2 models with four 512x512px textures for the base, one 512x512px additive texture for the blue beam (func_conveyor), and a 512x512px additive texture for the energy-field-thingy on the base (model).
This will be a 1vs1/2vs2 HL:DM map in Quake/UT style.

Feedback is very welcome. :3
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-04-13 11:13:40 UTC Post #325262
That's very cool Alberto, though you'll probably reach light data limits pretty soon. Btw, since you got that stained churchy window, you might wanna try reshaping those doorway arches into gothic arches?
Posted 9 years ago2015-04-13 11:27:10 UTC Post #325263
Doorways seem rather narrow, if you`re going for an UT feel; i'd double at least their vertical length, imho. Floor/lighting seems boring, needs more color/tile breaking since the textures repeat so much at that scale. Also, maybe it's just me, but the shadows on upper ledge a bit too strong/dark?
I'm stealing dat jump pad model if this ever gets released :sarcastic:
Posted 9 years ago2015-04-13 19:10:38 UTC Post #325264
Fictional JP-51G2 "Bustang" for IL-2 (WIP)
User posted image
User posted image
User posted image
WIP Blitz ER34 Skyline D1 (First car model ever [clearly] and first to be in the sim of it's kind!)
User posted image
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 9 years ago2015-04-13 23:52:30 UTC Post #325265
@Bruce: Thanks man. :D
Anyway, everything has been calculated. Since the map will be a 1vs1/2vs2, it will be small. And, welp, if I'll reach the limit, I'll just decrease the texture scaling to 0.50 on certain areas (I'm also using detail textures, so it will be less noticeable, just in case).
I'm not sure about the arches' shape actually. They're currently placeholders. But I will come up with a more original idea for sure. :)
By the way, the map is set in some sort of ancient place, and it has been transformed into a battle arena with technologic and futuristic stuff (hence why the energy jumppads).

@Kachito: Hmm, yeah. It seems a good idea. I'll try to increase the arche's lenght.
I don't think I will use those textures in the final version. But, yeah, everything is pretty much placeholder because I was mainly testing the jumppads.
The lighting, well, I hate it. I want more natural and bright light coming from the windows or from outside anyway (skybox). That's why the shadows are too dark; with that texture scaling, the -bounce parameter must be higher to be able to have a nice illumination (it's currently -bounce 16), and there should be more diffused light in the whole scene. I'm working on it.
The jumppad is ready if you want it. I'll send you a PM with a prefab. :)

Thanks a lot for the feedback, mates! ;)
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-04-14 00:26:52 UTC Post #325266
User posted image
There you go, made a whole level just to showcase the save station and some doors that I totally didn't steal from metroid prime. Things are an absolute bitch to make in Goldsrc anyway, had to manually adjust all the timings so the door wouldn't glitch out because it's at funny angles.

Youtube Video

S'pretty cool, i'm proud of it. Don't know why the charging sounds cuts out near the end, hasn't done that to me before. Might add a few more bells and whistles but feel like having 5 x this many entities may cause issues with the whole entity / brush limit thing
Instant Mix Instant MixTitle commitment issues
Posted 9 years ago2015-04-14 00:39:00 UTC Post #325267
This is epic mate! :o Holy shit...
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-04-14 08:51:53 UTC Post #325268
You, sir, are a master of doodads.
Striker StrikerI forgot to check the oil pressure
Posted 9 years ago2015-04-14 12:16:36 UTC Post #325269
It's really not that complex, there's just a shitload of bells and whistles. A trigger hurt with negative values to heal you, a cyclindrical door with green-black gradient textured along it to make it look like a light shaft, the holograms which are just also additive textures changed using an env_render, and the sounds were all made by me as a mishmash of a shitload of sounds, even a few perfect dark ones in there
Instant Mix Instant MixTitle commitment issues
Posted 9 years ago2015-04-15 16:07:07 UTC Post #325270
Have you played this before Instant Mix? My crack at M.P.'s Iris doors along with some brushwork(copying the Hunter Ship)

Of course I could do it much better now a days that I design graphics. Yours look wonderful!

I was so novice when I did this that I made the entire ship without mirror command...
Posted 9 years ago2015-04-16 03:34:21 UTC Post #325271
Fuck stu.
Crollo CrolloTrollo
Posted 9 years ago2015-04-16 09:09:09 UTC Post #325272
You too.
Posted 9 years ago2015-04-16 11:00:20 UTC Post #325273
Zeeba, the link is dead so I can't download it. Looks pretty good though, haven't played it before. Could you upload it again please?

Also stu did nothing wrong, he's a kind and loving potato.
Instant Mix Instant MixTitle commitment issues
Posted 9 years ago2015-04-16 14:51:15 UTC Post #325275
Oh, bad a** that's freaking awesome that you did the iris doors on your own as did I before. I'll see if I can dig up the files and i'll let you know when I host them.

Wow, (looks back) awesome work Alberto! ! ! ! !

Haha, fuck you Stu! Saying that is like the equivalent of punting a kitten over a fence, but it felt right. ;)
Posted 9 years ago2015-04-16 17:09:14 UTC Post #325276
Well they aren't really iris doors, I've seen people do them before. These aren't func_rotatings, they're linear func_doors a la metroid prime. Metroid prime 2 had rotating doors but I wanted go for the simpler one as I know for a fact a metroid prime 2 style door would completely take a shit all over the unit grid. Please do get that map up, I really do want to play it!
Instant Mix Instant MixTitle commitment issues
Posted 9 years ago2015-04-16 21:35:53 UTC Post #325277
Thanks Zeeb. :3 Glad you like it! :D

@Instant Mix: Have you tried to make it as tetrahedrons? You'll probably not have any off grid stuff.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-04-16 22:09:18 UTC Post #325278
The issue is more alberto that the doors differ wildly:

the metroid prime 1 door, of which I tried to duplicate, looks like this:
User posted image
The prime 2 door, the one which I said would be off grid, is this
User posted image
Now, that's more of an iris door and would use func_rotatings rather than func_doors, however I want as much detail as possible. I wouldn't be able to bevel the edges without being off grid. Granted, I could make it flat, but then that'd just be boring.
Instant Mix Instant MixTitle commitment issues
You must be logged in to post a response.