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 9 years ago2015-05-23 17:49:16 UTC Post #325638
What are you talking about dude? Those textures are 2D images.
Posted 9 years ago2015-05-23 18:29:55 UTC Post #325639
Yeah, that's what I commented on. I was chocked you didn't create 3D geometry instead of using 2 dimensional textures that looks like 3D geometry but actually isn't.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-05-23 18:56:26 UTC Post #325640
This is all proof of concept, a prototype if you will. When I have the core gameplay functional I might replace the 2D objects with 3D objects.

Or not. The original game this is based off of is a 2D game as well.
Posted 9 years ago2015-05-23 20:32:16 UTC Post #325641
Why 48x56 and not 48x48 or 56x56?
Posted 9 years ago2015-05-23 20:40:31 UTC Post #325643
damn using the source engine to make games that would be happy on a megahertz cpu, weird weird stuff

i think it would be more fun to make such games run within the game, like on those interactive panels in doom 3, i guess quite possible on source too

-bugbug
Posted 9 years ago2015-05-23 20:57:27 UTC Post #325644
Absolutely bruce.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-23 21:59:16 UTC Post #325645
I did always feel that the interactive surfaces in games was vastly underutilized.
Perhaps in the future more gaming machines will have touchscreens that you can use to interact with ingame keypads etc. Using interactive screens with a mouse is pretty awkward.
Crollo CrolloTrollo
Posted 9 years ago2015-05-25 02:04:39 UTC Post #325654
i think it would be more fun to make such games run within the game, like on those interactive panels in doom 3, i guess quite possible on source too
Sin Episodes 1 did that, in fact. That game had some really interesting ideas in between all the awful ones.
Perhaps in the future more gaming machines will have touchscreens that you can use to interact with ingame keypads etc. Using interactive screens with a mouse is pretty awkward.
Can't say I've ever felt it was awkward, those interactive screens always felt pretty natural. The Deus Ex/System Shock 2 implementation of keypads always felt pretty good to me too, letting you punch in the code by hand or with the numpad quickly. I definitely agree that environmental/surface interaction is underutilized these days, though.
Strider StriderTuned to a dead channel.
Posted 9 years ago2015-05-25 03:15:50 UTC Post #325655
Not that we normally see THAT MANY touch screens in everyday life.
Posted 9 years ago2015-05-27 00:30:30 UTC Post #325688
But in the CYBER FUTURE, they'll have touch screens plastered onto everything.
Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-05-27 03:38:13 UTC Post #325689
Apologies for diverting the conversation somewhat, but your avatar is creeping me the hell out, Dim.
AJ AJGlorious Overlord
Posted 9 years ago2015-05-27 19:44:59 UTC Post #325700
Good.
Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-05-28 13:26:50 UTC Post #325702
This has no place in this thread since it is from February and is no longer being worked on. This is my latest dabble in the Source engine.
User posted image
User posted image
NOTE: Yes, those background buildings do shrink between shots. They are a compile apart from one another. :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-05-29 03:12:49 UTC Post #325707
I wonder if you could somehow rig the scenery to move relative to the player's position in the map.

Probably Tetsu0 has done it already :P
Posted 9 years ago2015-05-29 12:41:21 UTC Post #325715
Theres an entity called logic_measure_movement that reads movement of one entity and applies it to another.
It's how I did the minimap for Bosconian. It can definitely be applied to something in the skybox.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-05-29 14:15:26 UTC Post #325716
But what about parenting?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-05-29 18:29:07 UTC Post #325721
No kids.
Posted 9 years ago2015-05-31 10:43:15 UTC Post #325746
Speak for yourself
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-06-05 04:22:35 UTC Post #325800
User posted image
Sneak peak of a little project. ;)
Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-06-05 12:10:43 UTC Post #325801
Nice dim! love the lights.
But what about parenting?
You specify a reference entity for the entity you want to measure, and then another reference entity for the entity you want to move. The 2nd reference entity is parented to whatever you want to follow. (my HUD for instance)

So i just used non-rendered func_brush entities as references. one is stationary, one is parented to my hud.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-06 06:22:42 UTC Post #325824
But why not just parent the 2nd entity to the 1st entity directly instead of bothering with a middlehand logic_measure_movement entity?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-06-06 12:16:46 UTC Post #325825
Because thats straight 1:1 movement. The hud is like 50x smaller than the level so with the measure movement entity you can set movement ratios.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-08 11:45:28 UTC Post #325846
User posted image
My wip TF2 arena map.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-06-18 05:31:11 UTC Post #326016
User posted image
Burnt myself out trying to create a concept alternate health charger potion-style. While this one works, it's not going to work for what I had in mind.

I can example-map it if anyone is interested. Meanwhile, I'm probably going to have to settle for something that looks a little shoddy when empty (or that doesn't empty at all).
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-18 18:11:21 UTC Post #326018
User posted image
Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-06-19 02:16:34 UTC Post #326021
Needs taller and heavier.
Posted 9 years ago2015-06-19 07:52:17 UTC Post #326023
Yeah also it needs more details on the building only the tree models + light effects tell me this is hl2.. But it is a good start :)

Also Jessie nice Idea :D
Posted 9 years ago2015-06-21 00:11:54 UTC Post #326042
Texturing is all a bit too uniform for me, Ezry. Add some details around the arches, spires and windows :)
User posted image
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-06-21 00:24:24 UTC Post #326043
Lookit that damn fancy ceiling.
Damn fancy.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2015-06-21 01:58:45 UTC Post #326044
What a waste of power those lights seem.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-21 02:27:55 UTC Post #326047
Archie, have you thought of using vhlt's info_translucent? might do wonders for this thing
Posted 9 years ago2015-06-21 03:16:29 UTC Post #326050
Gorgeous! That ceiling depth...
What a waste of power those lights seem.
They saved up with those crt's. :glad:
Posted 9 years ago2015-06-21 05:20:42 UTC Post #326052
Archie, fuck you. I can't come up with that shit as an Architect and you go and do it for Urby's fancy-pants mod.
Posted 9 years ago2015-06-21 20:21:35 UTC Post #326059
I barely come up with anything. I've said it before, and I'll say it again; almost all of my maps are based on places I've worked/spent time in.
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-06-21 23:24:10 UTC Post #326061
Remind me what compile settings you're using for that lighting?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-21 23:46:08 UTC Post #326062
-bounce 3 -extra
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-06-22 00:42:41 UTC Post #326063
User posted image
This room, which arguably is the one I have to wing (and make sh*t up for) the most, is coming along nicely. Reference on the bottom right. You might also see what has prompted me to try and make a potion-esque health charger.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-22 16:28:12 UTC Post #326070
I have a bad feeling that i'll spend so much time admiring The Core's levels that i'm going to die every 10 seconds.

Jessie, what's that you're working on? Your work is pretty spot on compared to the reference shot. Though the ladder could be shifted a bit more right.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-24 07:16:39 UTC Post #326091
A recreation, my friend. That is all I shall share for now. Besides WIPs.

This one's almost as finished as I'll bother with, except that window needs changing and I'll make the scrolls for that there basket. I may make a more fitting texture for the table, too. Maybe.
User posted image
I am aware the room is about four times too small. It really can't be helped.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-24 21:31:30 UTC Post #326098
These are looking immensely cool. I was going to mention that they both seem a bit narrower than their source material, but you said the size can't be helped? Curiouser and curiouser. I'm excited to see what you're doing here.
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-06-24 23:16:19 UTC Post #326099
Well, the perspective is tricky to get right, which is one thing, but I have certain size constraints imposed by the body of the map which I have not shown. Seems ol' Westwood didn't expect anyone to notice these rooms being too big for where they are! (N.B. Not a serious complaint, the game's great and is the sort of thing you'd only ever notice if you were, say, making a HL map of it.) And yes, the whole map will be a little... slender. I started this map quite a long time ago, and returned to it after I saw how much effort I'd put into some of this. I suppose I settled on a scale back then. I'm sure I had my reasons.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-25 13:21:56 UTC Post #326116
A wild yet another thang appeared!
User posted image
I'm hoping when I've got light coming only from the thingy, it'll balance the room more accurately.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-07-04 17:13:46 UTC Post #326171
More work on my cathedral.
User posted image
Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-07-04 20:42:09 UTC Post #326172
What buff does the beacon give?
Posted 9 years ago2015-07-05 13:32:18 UTC Post #326177
No, no, that's a red powernode. He's making an ONS- map!
Jessie JessieTrans Rights <3
Posted 9 years ago2015-07-05 16:33:04 UTC Post #326178
@dimbeak

i like the screenshoot, would u like to add vehicles?
Posted 9 years ago2015-07-05 17:22:42 UTC Post #326179
Ehh, I'm not really feeling vehicles on this map. It's inspired by the Paris Cathedral level from Deus Ex 1, in both level design and aesthetic.
Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-07-06 02:16:21 UTC Post #326196
@dimbeak
yea for the first time it brings deus ex :)
what do u think about adding a telephone booth emiting lighting?
Posted 9 years ago2015-07-06 02:35:40 UTC Post #326198
Oooooh adds
Dimbeak DimbeakRotten Bastard
Posted 9 years ago2015-08-12 11:22:19 UTC Post #326685
I decided to chose a different visual style for my TF2 map I haven't even talked about around here at TWHL.

The old style was a more dusty, Upward like environmental light and skybox:
User posted image

The new one uses an early morning sunlight and the Granary skybox:
User posted image
Dr. Orange Dr. OrangeSource good.
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