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 ago2015-10-25 11:20:33 UTC Post #327338
@thatguy4874

i like the picture but i would change the "computer" textures (on the second picture in the lab room).. they are too old school and boring

ps. i have a proposal for u -> http://www.textures.com/browse/gauges/1731
Posted 9 years ago2015-10-26 15:03:05 UTC Post #327347
@Ninja, I mean yeah, there's at least an 800 page Microsoft Word document out there listing everything that looks better than the textures that Half-Life ships with, but even if I do shift over to more high-definition textures and didily-bits one of two things would happen: 1) I won't have the brushwork stills capable of complementing the hi-res textures, and thus it would expose how truly blocky the architecture is, or 2) it would take away the 90s charm of the game for me.

Maybe I'm just stuck in the past or I'm too lazy to look into new and better skytextures and wads, but I kind of like working with the limitation of the default Half-Life textures to see if I can make a room represent what it's functionally supposed to be.

Plus, whenever I make a HLDM map my main goal is to have it play really nicely, and then worry about filling the rooms with atheistic things. I only really posed screenshots here to say that I'm not dead. \_(`-` )_/

(Man, I really hope I didn't come across as a winy bitch. XD Just how I feel is'all.)
Posted 9 years ago2015-10-30 20:15:15 UTC Post #327367
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Never press the Steam screenshot button within Hammer.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-10-30 22:04:37 UTC Post #327368
Feel free to press it within Sledge.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-11-01 00:10:28 UTC Post #327373
Messing about making furniture models.
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Alabastor_Twob Alabastor_Twobformerly TJB
Posted 9 years ago2015-11-01 09:30:40 UTC Post #327374
Seeing the old 90's Half-Life with modern looking stuff allways seems so weird to me. :confused:
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-11-01 15:59:12 UTC Post #327378
I hope you're talking about the monitor because the couch is straight from the 50s.

And I love it.
Posted 9 years ago2015-11-01 16:00:19 UTC Post #327379
Well, I was more talking about the polygon count... Also, typing on a non-existant keyboard ftw.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-11-12 10:51:26 UTC Post #327444
Tried to make the M4A1 a few times before but couldn't do a very good job.
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Hopefully I'll be able to create the whole thing in a reasonable amount of time.

EDIT: For comparison (M16, but same basic shapes):
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Crollo CrolloTrollo
Posted 8 years ago2015-11-24 03:27:56 UTC Post #327514
Remaking scoutzknivez for counter strike 1.6 with surfing and stuffs.

Video link.
Posted 8 years ago2015-11-27 12:56:25 UTC Post #327566
Working on a custom map pack for HR:AFD
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This is by the way my first post in the forums. Hello!
Posted 8 years ago2015-11-27 16:10:21 UTC Post #327567
Welcome. Look forward to seeing more of your HRaFD project. :)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-11-27 17:52:56 UTC Post #327568
Thanks. Got the starting room, but I still think that there's something not right about these shelves.
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Posted 8 years ago2015-12-01 02:46:34 UTC Post #327569
Here's a vid of my completed scoutzknivez remake.

ScoutzKnivez_SurfsUp video.

Finished another cs 1.6 map, completely surf style.

Come join the server, ip:68.232.164.122

Surf_LunarLanding video.
Posted 8 years ago2015-12-01 09:39:31 UTC Post #327607
I've been teaching myself to sculpt textures in high poly and bake them down to game resolutions. I need a lot of practice but I've got one done that I'm proud of.
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Strider StriderTuned to a dead channel.
Posted 8 years ago2015-12-01 10:15:33 UTC Post #327608
Dude! That is stunning, great work!
Archie ArchieGoodbye Moonmen
Posted 8 years ago2015-12-01 10:44:48 UTC Post #327609
Please to be telling me what tools you have used here.
Jessie JessieTrans Rights <3
Posted 8 years ago2015-12-01 13:34:22 UTC Post #327611
That is so cool.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-02 10:04:39 UTC Post #327629
Thanks!
Please to be telling me what tools you have used here.
Mudbox and a little bit of Maya. Mudbox is really very simple to learn, the hard part is stopping your sculpts from looking too artificial.
Strider StriderTuned to a dead channel.
Posted 8 years ago2015-12-03 09:56:31 UTC Post #327644
That is smexy, Strider. :3

The render is from Mudbox too? I didn't know Autodesk made it. :o

I made a thing too though:
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Open it in a new window, the image is big. :3
Alberto309 Alberto309weapon_spaghetti
Posted 8 years ago2015-12-03 09:57:58 UTC Post #327645
What doesn't Autodesk make, honestly...
AJ AJGlorious Overlord
Posted 8 years ago2015-12-03 10:11:44 UTC Post #327646
Blender. lel
Alberto309 Alberto309weapon_spaghetti
Posted 8 years ago2015-12-03 13:17:30 UTC Post #327647
They don't make XSI.

...Anymore.
Notewell NotewellGIASFELFEBREHBER
Posted 8 years ago2015-12-03 13:18:16 UTC Post #327648
Sexy battery, Alberto
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-03 15:08:05 UTC Post #327650
No offense, but the really bad attempts at making that texture high res make it look awful.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 8 years ago2015-12-03 15:58:01 UTC Post #327651
I like it, overall. I was going to say all it needed to be complete was a normal map, but then I realized it was for Goldsource.

The minuscule scratches are maybe a bit too much, though.
Actually, I think I just realized why I don't like most high-res-texture HL1 model replacements. They're so high res they create detail on a scale that isn't realistic. Minuscule scratches like the ones on the top of the battery, for instance, just wouldn't occur like that through normal wear. Someone would have had to take, like, a bobby pin and intentionally make them. The wear on the stripes is at a much more realistic scale.
Notewell NotewellGIASFELFEBREHBER
Posted 8 years ago2015-12-04 01:33:29 UTC Post #327659
I forgot to say that it isn't finished. And the top texture is just a placeholder.

Since I'm not a texture artist the textures might look a bit crappy but oh well... shit happens I guess. :o
Alberto309 Alberto309weapon_spaghetti
Posted 8 years ago2015-12-04 02:20:23 UTC Post #327660
I'd 3D print one, but... meh.
Posted 8 years ago2015-12-04 03:39:29 UTC Post #327661
yay! i feel way behind on all this stuff :(
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-12-07 14:24:26 UTC Post #327675
Moved on from baking textures, now I'm trying to build a fully modular set of props. It's a slow process but I'm fairly happy with my results so far.
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Strider StriderTuned to a dead channel.
Posted 8 years ago2015-12-08 03:27:11 UTC Post #327681
Looks awesome!
I always wanted to do that but never gave it enough energy.
What engine is that in? It's suspiciously un-source-like
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-12-08 03:39:55 UTC Post #327682
^ Indeed! that is very neat Strideh :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 8 years ago2015-12-08 12:37:33 UTC Post #327683
Engine is Source 2, I believe.
AJ AJGlorious Overlord
Posted 8 years ago2015-12-09 04:59:49 UTC Post #327695
I'm working on a multi-player mod. Did a quick retexture of the medkit model from Deathmatch Classic:
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Oskar Potatis Oskar Potatis🦔
Posted 8 years ago2015-12-09 13:16:06 UTC Post #327720
What engine is that in? It's suspiciously un-source-like
Engine is Source 2, I believe.
Yeah, Source 2/Dota 2 Tools. Not really the best choice to show off models as it's limited to super basic Dota shaders & lighting, but I want to practice getting work into the engine in the meantime.

potatis: what's your multiplayer mod about? Changes in gameplay?
Strider StriderTuned to a dead channel.
Posted 8 years ago2015-12-09 19:34:25 UTC Post #327726
The mod focuses on these things:

-New content
New Maps*
New Monsters*
New Weapons
Making the mod feel like a new game, like you're not just playing good old Half-Life

-Customized games. When the map changes, the host or a random player gets to pick:*
-Weapon sets
-Physical properties like gravity, speed, fall damage
-Health, shield strength, shield recharge speed (think Halo, except shields are disabled by default)
-Whether or not the map should contain monster events - random events created by the mapper where monsters appear
-Number of teams
-Gameplay mode: - Deathmatch, Survival, Capture the Flag, Oddball - and Battle Royale (when you spawn you get 1 weapon at random) versions of those.
-Mappers get to define default values and specify things like teams' names, models, health etc. and optionally player classes with different guns.
-Mappers get to create different variations of their maps for the different game modes. A mapper can choose to only support certain game modes.

-A low threshold for beginners - weapons and game mechanics should be as easy to learn as possible.
-It shouldn't be like HLDM where a new player can't even touch an experienced one because they're bunny jumping at 100 km/h scoring headshots with their gauss.
-The stats and behaviours of every HL weapon have been tweaked. As an example, the crossbow now has a single fire mode - it fires a visible bolt affected by gravity
-There's a tiny bit of (optional) rubberbanding - a terrible player will take 10% less damage than someone really doing really well. I realize that rubberbanding is controversial, but when done in moderation I think it helps everyone have more fun - experienced players won't feel a need to hold back
-I actively avoid features like shooting through walls or being able to purchase weapons that make a game harder to learn
-Xbox 360 controller support. Because why not, it was easy to code

-Greater focus on movement and strategy, making it less about having good aim and more about quick thinking:
-Rocket/grenade jumping
-Double jumping
-You slide on the ground when going from running to crouching, making you harder to hit
-The crosshair is now slightly below the center of the screen, which makes it easier to spot enemies above.
-You can blow up enemy explosives by firing at them with your gun
-The included maps will have explosives and other destructibles and features of the environment you can use to your advantage
-I might also include vehicles, but I haven't decided yet. I should be able to pull off the coding, but I'd need good models and animations and I'm not sure how well they'd work for high-ping players.

-Updated visuals. I won't pretend that the HL engine is modern, but a few things can be done to make its age less eye-soaringly obvious:
-Hi-res textures, models, sprites and skyboxes and new maps to take advantage of these resources.
-Higher-quality sound effects.
-New visual effects. For example the weapons are no longer completely still when the player isn't moving and you can now see your own legs.
-A new GUI, designed to look crisp at any resolution.*
-Tripmines now deploy at an angle based on what direction the player is facing.
-The goal isn't to make it look like Crysis, just to make it feel a bit more early 21st century and stylistically pleasing
  • = Not yet implemented
Most of the sprites, models and sounds will be borrowed from other people (I'll ask for permission before releasing anything), but all the maps, code and design and many of the textures will be made from scratch.
Oskar Potatis Oskar Potatis🦔
Posted 8 years ago2015-12-11 00:48:19 UTC Post #327745
Kinda old, but it still needs bumpmap and specular work, among other small detail adjustments:
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Crypt Crypt120% sorry!
Posted 8 years ago2015-12-11 05:21:10 UTC Post #327747
I kinda like it, but it seems kinda bland compared to the original battery.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 8 years ago2015-12-11 16:10:58 UTC Post #327752
Let me introduce you to the Black Mesa Sector F Central IT Operations Control Room:
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A.K.A your work place in this mod.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-12-11 17:53:25 UTC Post #327755
It kind of looks like it needs more control for it to be a control room.
Posted 8 years ago2015-12-11 19:14:42 UTC Post #327757
Classic. I love it.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 8 years ago2015-12-12 02:12:30 UTC Post #327763
Stick some panels on those rails.
Jessie JessieTrans Rights <3
Posted 8 years ago2015-12-13 08:56:30 UTC Post #327772
Looks good! My only nit pick is the upper wall texture, specifically where it's slanted.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-13 21:05:47 UTC Post #327774
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This is some WIP of my mod, I have to do still a lot of things, but I think I will make it look like this...
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:glad:
Posted 8 years ago2015-12-15 03:34:37 UTC Post #327781
Attempting to learn how to render things in Blender, I decided to try and recreate a set of wallpapers I had made in SketchUp a few years ago and have long since lost:
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Also Strider's textures look pretty damn sexy.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 8 years ago2015-12-19 20:12:47 UTC Post #327820
Put in some more work in the tavern. :D Going for an Arena/Daggerfall feel.
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Posted 8 years ago2015-12-19 21:20:10 UTC Post #327821
looks good! i guess low poly+no filtering complements each other
Posted 8 years ago2015-12-19 21:30:18 UTC Post #327822
I definitely like that. It gives me that retro adventure-RPG nostalgia feel.
Posted 8 years ago2015-12-19 22:40:34 UTC Post #327823
Some more progress. Made the walls a bit more detailed and less blocky, added another table and general tavern stuff. Lots of things to add though.
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I should probably do more work on the map and then post, it feels like I'm spamming. :D
Posted 8 years ago2015-12-19 22:59:56 UTC Post #327824
Yashka, have you played Mount & Blade? I'm getting serious vibes of some of the taverns in that from those pictures.
Jessie JessieTrans Rights <3
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