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 8 years ago2015-04-17 03:31:35 UTC Post #325279
I did the same thing Instant, except I made each door panel a func_train following respective path_corners.
Posted 8 years ago2015-04-17 03:42:21 UTC Post #325280
That's what textures are for, right?
Posted 8 years ago2015-04-17 12:43:37 UTC Post #325285
Oh jeez zeeba, surely that would mean each door has at least 18 entities?
Instant Mix Instant MixTitle commitment issues
Posted 8 years ago2015-04-17 19:44:50 UTC Post #325289
I've made iris doors with 6 func_door_rotating ents all named the same.
Only enable sound on one of the doors.
Map Example
Video Example
The hologram can be a func_wall toggle or a func_illusionary and env_render. The toggle is probably easier
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-04-18 03:55:41 UTC Post #325291
Before I scrounge up the bsp. from a dusty external hard drive i'll just make a fraps vid.
Posted 8 years ago2015-04-18 14:00:40 UTC Post #325292
Instant Mix, You could try to make a 3D model of the door though. I think that Tetsu0 can help you out achieving what you really want.
Alberto309 Alberto309weapon_spaghetti
Posted 8 years ago2015-04-18 17:30:37 UTC Post #325293
"bevel the edges without being off grid", what you mean? you can extend them inside the wall a bit further, so you wont see them, or you can just make use of floating point coordinates, ive heard Sledge does have "sub-unit" coords, right? U can also do sub-unit stuff in hammer by building it huge and then downscaling to the required size, which preserves the preciseness, but you need to patch hammer with vluzacns float enabler, so .rmf is converted to .map before compilation without converting the floats to integers (units) or smth
Posted 8 years ago2015-04-24 16:34:22 UTC Post #325294
Edit: When I find time soon i'll redo my fraps vid as it was too long to upload to youtube.
Posted 8 years ago2015-04-24 18:34:41 UTC Post #325364
something i am modelling in Blender :) i would to make an animation story about pilots fighting in scfi world
User posted image
Posted 8 years ago2015-04-26 05:14:20 UTC Post #325389
Does homework count as WIP?
User posted image
User posted image
This is Quartiere I.A.C.P. Mangiagalli, a 1949 public housing project in Milan by Architects Franco Albini and Ignazio Gardella. We're studying public housing and after this is done, I'll go on to design my own.
Posted 8 years ago2015-04-26 14:58:30 UTC Post #325394
I don't see the bomb sites.
Jessie JessieTrans Rights <3
Posted 8 years ago2015-04-26 18:16:51 UTC Post #325398
I'll let you pick the locations.
Posted 8 years ago2015-04-26 23:24:36 UTC Post #325401
If homework counts as WIP, then let me show you this stress analysis of part of a JT-8D jet engine exhaust nozzle wall:
User posted image
I've been working non-stop for several hours trying to track down the cause of this one error which was causing the simulation to abort. I finally fixed it, closed the program, then remembered that I was going to take a screenshot, so I had to reopen it. Given how reluctant I am to go near this program again tonight, homework had better count as WIP. :P
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 8 years ago2015-04-27 03:50:46 UTC Post #325402
The difference being that I have absolutely no idea what I'm looking at. At least most people would be able to tell mine is a building :P

I'm going to go ahead and assume green is good.
Posted 8 years ago2015-04-27 06:55:52 UTC Post #325404
Basically. Red are the areas of highest stress, blue is the lowest.
Here's what it's a model of:
User posted image
You can only see the straight-walled part of the nozzle in the screenshot though, simply because if I zoomed out enough to see it all then you can't see the stress distribution colours.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 8 years ago2015-04-30 09:27:17 UTC Post #325439
Amusingly enough, a Google image search for "IACP Mangiagalli" brings up Ninja's render above my own post in this thread amongst the top results. Proof that there's pretty much no documentation on the building except mine :P
Posted 8 years ago2015-05-06 12:53:05 UTC Post #325476
getting the set pieces together :D
User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-05-07 13:04:42 UTC Post #325483
Posted 8 years ago2015-05-11 22:54:39 UTC Post #325511
I think there needs to be some more definition beneath the water, doodle.
What's it gonna be?
Teaser #2 for my.. project...
User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-05-11 23:58:51 UTC Post #325512
I just threw up at your screenshot, Tetsuo. You disgust me.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2015-05-12 00:58:32 UTC Post #325513
Earn another 9 points or fuck off.

That said, 'tis intriguing. Ever'one likes score. That first screenie is nice and interesting though. If it as what it looks like, I might suggest a little more contrast between background and... the stuff.

Doodle's got some nice stuff going ons too.
Jessie JessieTrans Rights <3
Posted 8 years ago2015-05-12 01:49:29 UTC Post #325514
First screenshot was a single, dull light environment.
I'm creating another top-down game within half-life. (Anyone remember Antlion Adventures?) However, this one works MUCH better, and you don't need cheats for the game to function correctly.

The current features:
-7 Digit Scoreboard (Score counts by 10's, 100's or 1000's)
-Life Counter / 1-Up rewards
-10 New particle effects
-Functioning, real time HUD and Minimap (Not limited to a grid, displays enemy and player positions)
-Every enemy is pre-fab based with auto-indexing entity names. (Quick level design / efficient bug fixing [Even the score counter digits are pre-fabbed so i can go up to however many digits i want])
Prefab Example:
User posted image
So I just click once and I get a pre-configured version of that :D

I recently learned how to send the value of a math_counter straight into a logic_case. Had I known this a while ago, I could have made some epic logical decisions.
My next major hurdle is setting the global variables so the score and life count transfer between levels.
After that, I'll set up a 5 level beta pack and release it for comments / criticism.
And if you guys really want me to, I'll make some fancy tutorials showing you the TRUE POWER of the source IO system - I really unlocked the next level.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-05-12 04:16:26 UTC Post #325515
Fancy indeed!

Is there a prize for this?
Posted 8 years ago2015-05-12 10:03:35 UTC Post #325516
No prize. Just something I really wanted to do. I'm making killer progress on it every day.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-05-12 12:18:45 UTC Post #325517
But... How are you supposed to draw a 3D HUD onto the 2D screen? I know that the script_intro entity can do some work of drawing 3D geometry onto the main player camera view, but I think it only can draw additevily, multiply and alphatested, so it would be impractical for this...

Really, you should make this as a mod format and include developer commentary.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-12 12:43:54 UTC Post #325518
The entire game is played from the perspective of a point_viewcontrol (Camera).
I'm literally parenting a group of brushes to the Camera to act as a HUD.
So all those counter brushes are parented to the HUD and will move with the camera.
The setup works nicely but you need to compensate positions for frame of view distortion if they're above the HUD plane.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-05-12 14:06:58 UTC Post #325519
But how does the camera follow the player? And how does the player move in a top-down view? I guess we'll all know when this is released, but a full technical explenation would also be appreciated.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-12 14:24:37 UTC Post #325520
The player is in a separate chamber.
When the map starts, the player falls into a trigger_once that activates a Game_UI. The Game_UI reads the keyboard/mouse and forwards the information to logic_compares. The Logic_compares check the value of the inputs and then make decisions based on the value of the W, S, A, D keys and the mouse button (for shooting).

Horizontal player control is a func_tracktrain moving left to right between 2 control points (with one in the center as a starting reference).
There is a func_door parented to the func_tracktrain that controls vertical movement.

The 'player' is just a func_illusionary parented to the func_door so there's full X/Y range of motion.
The HUD and the camera are also parented to the func_door.

What you end up with is a Top-Down game controlled with WSAD and the mouse button.
I tried doing this with func_movelinear, but they tend to jump a few units in the Z direction if they change direction while parented to something - a very nasty bug. I needed to find a work-around because my player and enemy hit boxes are dependent on elevation.

I wanted to add the ability to teleport between screen edges, but it's not in the cards with the func_door. Also, you can't parent a func_tracktrain to anything.
Essentially:
A Key Down: Tracktrain Reverse
D Key Down: Tracktrain Forward
A and D Keys Up: Tracktrain Stop

W Key down: Set move speed to 100, Open Door
S Key down: Set move speed to 100, Close Door
W and S Keys Up: Set Move speed to 0

Mouse 1 Down: Fire Lasers (Func_tankpulselaser)
Mouse 1 Up: Cease fire.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-05-12 16:03:59 UTC Post #325521
Hmm... Sounds really interesting. And advanced.

Though you shouldn't use specific key binds when talking about... Keybinds. Even if it's the default keybinds, not everyone may use it, and some who doesn't know the defaults might actually get confused for real.

Anyway, what happens if you hold down all of the movement keys at once?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-12 16:12:40 UTC Post #325522
They don't look for certain buttons; they actually reference different Axis.(I just referenced the default keys) So A and D default to the X axis while W and S default to the Y axis.
As shown in the Logic_Compare Tutorial:
User posted image


And I also haven't tried all the movement keys at once. I would imagine that the system would react to whatever the last input per axis was.
Mine is setup with different names, but the X axis controls the func_tracktrain and the Y axis controls the func_door.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-05-12 16:14:40 UTC Post #325523
I've always wanted to attempt something similar to that, Tetsu0, a topdown vertical/side scrolling shooter like Tyrian User posted image and Major Stryker User posted image , some of my favorite shooters from the DOS era. Good stuff.

Kinda looking forward to that map. Do you have some media to show?
The Mad Carrot The Mad CarrotMad Carrot
Posted 8 years ago2015-05-12 19:40:51 UTC Post #325524
TMA, the only media I have so far has been posted here but I'm hoping to release a beta SOON - Under a week, I Promise (I don't take that promise lightly either)

There are three main hurdles to overcome and then I'm counting on some of you guys to find any bugs:
  • Menu screen with Start and Quit buttons
  • 5 Levels
  • Lives and Scores carrying into new levels.

In my dreams:
  • High Score Counter that will save if you exit the map

Did I mention that enemy ships actively hunt you down kamikaze style?
That's a neat setup too - wacky, but neat.

I plan on doing some sort of tutorial or write-up on how I linked everything together. So you can make your side-scroller!
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-05-12 20:45:33 UTC Post #325525
As always, Tet, my reaction to your work is fair and balanced.

Clickity!
Archie ArchieGoodbye Moonmen
Posted 8 years ago2015-05-13 00:58:28 UTC Post #325526
Damnit, Archie! Obviously I need to publish an addendum.
Thats the best link I've followed from this site.
I'm honored by the quality of the video
I've decided to throw together a level. One should be good enough for beta.
I'll big fix with the single level and then just toss out a map pack when I have more features.
Also, If anyone wants to help design levels, let me know, I think it will be fun.
User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-05-13 01:49:26 UTC Post #325527
I'll see the game before I reply to that. EDIT: Which it appears you just put in the vault. Excuse me a moment.
User posted image
You can't get much from that nullified mess, but this is my way of showing that the recreation I'm working on has its base structure in place. (Picture has the front walls hidden, o'course.) Next up: basic texturing, followed by hammering in some detail.
Jessie JessieTrans Rights <3
Posted 8 years ago2015-05-13 21:34:21 UTC Post #325528
What's it gonna be?

Mine is released - beta
http://twhl.info/vault.php?map=6054

Unrelated note: Game looks awesome in wireframe
User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-05-18 05:42:44 UTC Post #325574
Apparently when I said "basic texturing", I meant "take the textures straight from the game".
User posted image
I'll probably adapt the textures using the originals as a base though, so this is a start. And obviously the brushwork will evolve as I go.
Jessie JessieTrans Rights <3
Posted 8 years ago2015-05-20 21:36:50 UTC Post #325609
Started work on my own attempt at a vertical arcade shooter.
I got nothing that's considered playable yet, there's tons of work to be done, but here's a little something to drool over:

Gif file animation

Yes. That is in-game, HL2.
The Mad Carrot The Mad CarrotMad Carrot
Posted 8 years ago2015-05-21 08:22:38 UTC Post #325610
Yes please.

And how you diddat?
Jessie JessieTrans Rights <3
Posted 8 years ago2015-05-21 12:17:14 UTC Post #325613
The player ship is a func_movelinear that can be controlled with the A and D keys using a game_ui. The projectiles are instanced func_movelinear entities, spawned from an env_entity_maker that is parented to the player ship.

That is all I got at the moment. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 8 years ago2015-05-21 12:30:32 UTC Post #325614
But isn't shield and armor the same thing?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-21 12:51:52 UTC Post #325616
What do you mean? Those aren't even functional yet. I may not even use those and go for a fixed armor value. Taking a hit reduces this value by 1. If this value reaches 0, you're dead.
The Mad Carrot The Mad CarrotMad Carrot
Posted 8 years ago2015-05-21 12:56:58 UTC Post #325617
Damn Atom, nice work!
Be careful with the func_movelinears. I found that when they're parented to anything, and they change direction, they will jump a few units in the Z direction - that could mess up your aim for sure.

As far as health goes, For my game, I used a func_breakable parented to the ship with 99999 health. And I fired an output "OnHealthChanged" that decremented a math_counter that displayed lives.

When the life counter hits zero (OnHitMin) i triggered the 'end game' logic
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-05-21 19:50:11 UTC Post #325624
Made some progress the last couple of days on my gsrc unfinished map. Tried my hand at making a small whirlwind model and failed. Found something online and tried to modify it for my taste; ended up even worse than my own version, which i deleted without a backup...Oh well, additive models and gsrc just don't get along together well, it's a trial and error thing.
User posted image
http://www.gfycat.com/OrangeActiveAmericancurl
Going to raise the globe and adjust the whirlwind/reactor. Another detail and light pass and voila, might be done with it this weekend.
Posted 8 years ago2015-05-21 21:55:38 UTC Post #325626
Pretty o.o
Jessie JessieTrans Rights <3
Posted 8 years ago2015-05-23 16:54:57 UTC Post #325633
Tilemapping in Hammer.
User posted image
Frick.
The Mad Carrot The Mad CarrotMad Carrot
Posted 8 years ago2015-05-23 17:07:44 UTC Post #325634
Do you think it's possible to use that to generate random maps?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-05-23 17:30:00 UTC Post #325635
I was really confused for a second, until I realized that it was just standard 2D tilemapping.
Notewell NotewellGIASFELFEBREHBER
Posted 8 years ago2015-05-23 17:35:40 UTC Post #325636
Very pretty whirpool effect!
Stojke StojkeUnreal
Posted 8 years ago2015-05-23 17:41:48 UTC Post #325637
Wait a second... It uses actual 2D images to create false 3D? And not 3D geometry to create fake 2D?! Where's this world going?
Dr. Orange Dr. OrangeSource good.
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