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 ago2015-09-21 12:41:37 UTC Post #326997
Trempler, are you part of the dev team for Sven? The way you've worded your posts seems like it.

I always thought it was, but I literally must've been imagining that. If you can code your own entities with that C knockoff, then I can probably emulate that door using that rather than depending on original entities.
Instant Mix Instant MixTitle commitment issues
Posted 8 years ago2015-09-21 12:46:04 UTC Post #326998
I'll try Sven Coop as soon as I have friends.
Jessie JessieTrans Rights <3
Posted 8 years ago2015-09-21 19:20:05 UTC Post #327000
Yeah i´m one of the Dev Team from Sven Co-op.
You can do nearly everything allready with the 4.8 entities but with 5.0 it will be wonderfull :)

We allready did func_vehincle in a angelscript and it works the same as in cs1.6 ( Solokiller did it, our coder for the angelscript support )

Also our entities are working well in multiplayer, if you want to do a sp mod, spirit of halflife is maybe better because the entities are made for sp.

But for mp svencoop is a better solution, most entities in spirit of halflife are broken or too glitchy in multiplayer.

If you need any help, let me know I can show you where we have great tutorials and a starting help, since svencoop mapping can be really really complex.

Jessie, we can be friends, 5€ a week :)
Posted 8 years ago2015-09-22 08:14:19 UTC Post #327001
The thing that's frustrating is that although you guys have mentioned Sven will have support for angelscript - is there any documentation already out for your particular implementation of angelscript or will that be released when 5.0 is released?

The only thing that sort of breaks my door is that the env_renders that spirit has allows a smooth transition between values, instead of a snap. As well as this, it also has a "trigger after fade" option, which although you could just do with a multimanager it makes it easier with it being the one entity. Is anything like this implemented in the new version of Sven?

I've mapped for sven before and reading the changelogs it looks like you guys have done a lot ( Can't wait to piss about with item_inventory)
Instant Mix Instant MixTitle commitment issues
Posted 8 years ago2015-09-22 10:56:24 UTC Post #327002
Actually angelscript will get a lot of documentation, solokiller started allready writing some background info tutorials and is writing now some for actual gameediting in svencoop. We have also example maps for the use of angelscript.
If you know a bit of coding it is not this hard to get into angelscript.
We will continue on adding tutorials about angelscript when the game is out and later maybe via steamguides/-workshop :)

Oh you can do that with a alot of different entities in svencoop
a complex way to do that would be a trigger_entity_iterator
( http://zyl.pestermom.com/external/entguide/entities/trigger_entity_iterator.html )
with the use of a trigger_changevalue

So basicly you trigger the trigger_entity_iterator with 0.05 sec speed between runs, 255 runs , target - > trigger_changelavue with the amount of sub 1 @ renderamt.
And the same setup for adding it back up to 255 just with add 1 :)

There are sure easier ways to do that but this is how I would do it.

The entitie guide I linked to is a lil bit outdated but banan, a community member is working on a far better and more uptodate entitie guide about EVERYTHING. He is really a genius guy.
Posted 8 years ago2015-09-23 05:07:43 UTC Post #327003
Will sven coop support custom player models/sprites/weapons per map?
Stojke StojkeUnreal
Posted 8 years ago2015-09-23 06:29:45 UTC Post #327004
it does allready for a long time.
https://www.youtube.com/watch?v=GMgryW05gYA
a example
Posted 8 years ago2015-09-24 09:28:09 UTC Post #327006
Tremp, literally a few questions that'll probably be answered soon but you might already know:

A) can an item_inventory be given directly to a player without being physically placed in the world ( sort of like a game_player_equip from source)

B) can an item_inventory directly affect the statistics of an individual weapon for one player; such as damage, ammunition capacity

C) does an item_inventory have a spawnflag that makes it impossible to drop?

I've got a few ideas, considering we now have new modes of game ( such as survival), I honestly think I can make a fairly good ripoff of COD: Nazi Zombies in the game
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Posted 8 years ago2015-09-24 15:19:59 UTC Post #327007
A: Yes this is possible
B: You can allready set something up like quaddamage for all weapons but with angelscript you can also do ammunition capacity or weaponupgrades.
C: Yeah this is allready possible.

Sure, a COD: Nazi Zombies Gamemode would be possible.
Posted 8 years ago2015-09-25 14:55:44 UTC Post #327013
This is supposed to become a short singleplayerstory. I haven't mapped for singleplayer before and so this is supposed to be a test that should take about 3-4 Maps. This map is going to follow after a more or less cinematic intro and it is still just an introducing map.
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I'm using models from the russian website "gamer-lab" but it's never showing the models authors :( For the rest im using a wild mix of textures. Some of these i created myself. The portal room is still gonna change a lot, but it's meant to be a microscopic dimension portal which you can see when using the microscope ;)I'll keep poly at a playable limit ofc. The contrast between low resolution textures and high res models might be a bit drastic.... and what do you think about it?
Posted 8 years ago2015-09-25 19:09:05 UTC Post #327016
Looks good :D do you plan do a Moddb Page for your small sp mappack/mod ?
I would like to playtest it if you need any pro testers :)
Posted 8 years ago2015-09-25 20:34:40 UTC Post #327017
sure i'll make a page when i finished the intromap(s)
Posted 8 years ago2015-09-25 23:35:12 UTC Post #327018
Looks promising, Alles Ratten. Lighting could use more attention as it looks rather dull in 1 color and makes the scene look flat. I always liked moody settings, like a sunrise or sunset. Cliffs are rather geometric too.
Imo, this probably deserves it's own thread if you want crits/help/etc...
Looking forward to moar updates
Posted 8 years ago2015-09-26 07:46:36 UTC Post #327019
That is quite a detailed outdoor for the goldsource engine. Let's see how this turns out!
Striker StrikerI forgot to check the oil pressure
Posted 8 years ago2015-09-29 13:48:28 UTC Post #327095
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Almost done. Looks pretty poopy up close like this though, I underestimated how limiting 500 polys would be. Looks a little better from the side:
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Crollo CrolloTrollo
Posted 8 years ago2015-09-29 16:11:53 UTC Post #327099
I'd say that's a pretty good job.
Posted 8 years ago2015-09-30 11:22:13 UTC Post #327112
@Alles
That looks pretty cool, i like the old school look of it.
Stojke StojkeUnreal
Posted 8 years ago2015-10-02 03:51:59 UTC Post #327144
Thanks Disco, updated the original images:
-Fixed normal maps
-Added new details (lack of filter threads most prominent)
-Fixed proportions of aperture ring
-Tweaked lens elements material to be a little more realistic (hopefully)
Crollo CrolloTrollo
Posted 8 years ago2015-10-02 17:49:27 UTC Post #327152
It's a good model but I just don't really understand why you've not given it more polygons? Polys aren't as expensive to render as they used to be, so you honestly could easily double the polycount there. Looks fantastic though!

Been pissing about with ideas for my zombies map, circular power plant level, with about 6 or 8 blast doors around it, each section being self-sustainable and random lock-ins every 5 or so waves. Takes up a good section of the grid
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Posted 8 years ago2015-10-02 18:06:35 UTC Post #327153
Is that the Source Crowbar?
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-10-02 18:46:17 UTC Post #327154
Is that the Source Crowbar?
Half-Life: Source confirmed.
Been pissing about with ideas for my zombies map, circular power plant level, with about 6 or 8 blast doors around it, each section being self-sustainable and random lock-ins every 5 or so waves. Takes up a good section of the grid
Is it for a custom mod, or is it map entities controlling everything?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-10-03 13:07:44 UTC Post #327173
It's going to be for Sven coop, and using and abusing Angelscript to make it tick. Considering it's goldsrc, it'd be difficult to have it entirely map entities .
Instant Mix Instant MixTitle commitment issues
Posted 8 years ago2015-10-03 22:36:21 UTC Post #327186
The main reason I started with an anticipated polycount of <1k is because I wasn't treating it as a showcase asset, but an unimportant prop amidst other props.
A bit unrealistic since I don't actually have any use for this specific prop, but it's just meant to be practice.

I hate the concept "polycounts are expendable", and out of sheer frustration from endless awfully optimized PC games I condition myself to get by with the bare minimum, and only then if there is performance to spare begin adding more polys etc.
(Keeping in mind I of course have higher resolution textures and highpoly models to fall back onto if I lower resolution too far.)

Unless it's in first person view, or an important prop that the player will soley be focusing on (pick up the lens objective etc), how important is the outline of the [small] mesh?

In all fairness though, I do understand that this isn't 1999 anymore, and ideally I will need to be making various levels of detail [at least for the models] that can be scaled by the end user should they have more graphical power to spare. Apologies if this giant wall of text seems a little defensive, I try to be thorough with my answers to even simple questions. :P
Crollo CrolloTrollo
Posted 8 years ago2015-10-04 03:17:33 UTC Post #327190
But I wholeheartedly agree.
Posted 8 years ago2015-10-04 12:07:52 UTC Post #327198
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Part of a section the player will get to after a... surprise...
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-10-06 14:44:41 UTC Post #327212
Those are some high beam tail lights! Maybe tone those down a little, and switch to regular point lighting rather than spotlights. They're fine for headlights, but tail lights should be more red and less intense. Just my two cents.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-10-06 15:34:13 UTC Post #327213
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Idk, it takes away from the effect a little in my opinion. But yet it adds another. I'm confused wich looks the best.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-10-06 18:20:40 UTC Post #327215
They're still too spot-y. They need to be more diffuse.
Posted 8 years ago2015-10-06 19:15:50 UTC Post #327216
It's really up to you at the end of the day, but I was just pointing out the facts. Vehicle headlights are powerful beams as they need to show the way. The tail lights are just meant to be noticeable. :D
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-10-07 08:22:09 UTC Post #327218
I'm going to keep them point lights actually, but I'll make them brighter. If anyone asks, it's becuase Black Mesa predicted something like this could happen, and made every vehicle able to act as an emergency light source if need arisen.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-10-07 11:04:27 UTC Post #327220
thats what the radius options are for in light_spot, u can make it something between a spot light and a point light
Posted 8 years ago2015-10-07 13:07:31 UTC Post #327221
Instant mix circular map idea inspired me to make something similar for my cs 1.6 zombie mod.
Stojke StojkeUnreal
Posted 8 years ago2015-10-12 20:52:18 UTC Post #327251
More Fallout.
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Dimbeak DimbeakRotten Bastard
Posted 8 years ago2015-10-12 22:34:42 UTC Post #327253
I approve
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-10-13 01:49:25 UTC Post #327256
Is that Source?
Posted 8 years ago2015-10-13 08:36:39 UTC Post #327261
No, it's clearly Goldsource ¬_¬

Not too shabby, Dimbark. Glad to see you working on this again!
Good that you're detailing a bit more with brushwork as well. Earlier iterations were very much just props being the only details.

It doesn't look like your static props are casting shadows, and that would instantly improve the map by 4000%. Check your compile settings!
$light_exe -both -final -TextureShadows -StaticPropPolys -game $gamedir $path$file
Archie ArchieGoodbye Moonmen
Posted 8 years ago2015-10-13 12:54:28 UTC Post #327262
More Fallout.
Will it have gameplay too?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-10-13 14:16:05 UTC Post #327263
It doesn't look like your static props are casting shadows, and that would instantly improve the map by 4000%.
Yeah, I haven't been doing full compiles for the build yet because of how huge the map is.
Will it have gameplay too?
Sort of. It's designed for Fallout-style Garrysmod roleplay, I've been talking with a server about using this to replace the god-awful map they're using now.
Dimbeak DimbeakRotten Bastard
Posted 8 years ago2015-10-13 14:34:43 UTC Post #327264
Sort of. It's designed for Fallout-style Garrysmod roleplay, I've been talking with a server about using this to replace the god-awful map they're using now.
Oh, so it will not be a singleplayer map?

Also, prop_static entities should cast lightmap sahdows even without a full compile. They'll just be based on their collision model though. It's fine for most props, especially the lightpoles.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-10-13 23:25:48 UTC Post #327265
That already looks better than most derelict locations from Defiance, which i think was made with UE3.
Posted 8 years ago2015-10-16 18:43:26 UTC Post #327287
So, I found this Ravenholm inspired HL2Ep2 map on my Dropbox, and I found it to be pretty good, so I took up development on it.
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It's also using a secret entity I don't think have been used in any Half-Life game, other than HL2Ep1, but then only with a non-default setting.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-10-17 03:06:09 UTC Post #327288
func_door?
Posted 8 years ago2015-10-17 12:49:53 UTC Post #327289
i have just modelled a random crap
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it might be a city..
Posted 8 years ago2015-10-17 14:51:40 UTC Post #327290
I was expecting a model of a random turd. You disappoint me, ninja. :P
The Mad Carrot The Mad CarrotMad Carrot
Posted 8 years ago2015-10-17 18:57:47 UTC Post #327292
It can also be a hat or a fancy cake.
Posted 8 years ago2015-10-18 15:13:45 UTC Post #327297
well the random cake is growing up!
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ps. it could be a structure for a rts game
Posted 8 years ago2015-10-20 19:32:22 UTC Post #327299
Today while procrastinating I decided to make Mount Everest in Google SketchUp from a topographic map.
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This is as far as I got before I found out that SketchUp actually has a built in function to make terrain using data from Google Earth.

I will probably continue until the whole thing is done, and then see if I can find a way to export it as a heightmap image, and then import that into Terragen. It could be interesting to have skyboxes based on real-world locations.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 8 years ago2015-10-25 00:45:36 UTC Post #327332
Something that I started a while ago, but have really not touched in a while. Might finish it eventually though.
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Posted 8 years ago2015-10-25 02:15:31 UTC Post #327333
Major improvement over Apartment AKA PLASTERBOARD IN SPACE.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 8 years ago2015-10-25 02:50:50 UTC Post #327334
It's almost like 3 years happened or something.
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