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 ago2016-02-29 09:27:21 UTC Post #329049
You could throw an RSS feed in while you're at it :P
Posted 8 years ago2016-02-29 11:18:46 UTC Post #329051
I could. But RSS feeds for what? Forum posts? Vault items?
Penguinboy PenguinboyHaha, I died again!
Posted 8 years ago2016-03-01 23:57:52 UTC Post #329098
@abbadon: I'm an aircraft engineer, but my end goal is to be a NASA man, or perhaps an ESA man. :P

@Stu: Purely manual at the moment. My timetable doesn't change during the semester, so there wouldn't really be any point in connecting it to any online service. Also, I'm sorry to disappoint but you never appeared on it. You made your shout before I'd figured out how to get it to ignore the first 42 shouts, and by the time I had it was too late.

@PB: I thought that TWHL4 might change things, but mainly I was making the shoutbox to familiarise myself with getting it to fetch information from the internet.

Speaking of that, I was intending to make a feed for my YouTube subscriptions, but I found out that as of last year that's not really possible anymore. Rainmeter's not really able to interact with websites if a login is required, so I couldn't figure out a workaround either.
What I ended up doing was making a system where I choose a channel from submenus and it will display the last five videos from that channel.
So for example:
User posted image
Clicking the YouTube tile opens a group of categories. Clicking the 'Educational' tile opens a group of educational channels, and then clicking on the DeepSkyVideos tile opens a list of that channel's five most recent videos. Clicking on any of them opens the video in Chrome.
Unfortunately however there's no tile to fix the fact that hexagonal tiles don't fit well visually with rectangular tiles.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 8 years ago2016-03-02 00:07:10 UTC Post #329099
I could. But RSS feeds for what? Forum posts? Vault items?
Everything! :P
Posted 8 years ago2016-03-07 15:09:16 UTC Post #329243
I found a way to orginize my map sectors. Other than that, here's a brand new screenshot of the Sector F Lambda Labs entrance:
User posted image
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-03-20 16:14:48 UTC Post #329480
@SourceSkyBoxer
It's a w.i.p. thread, feel free to post your unfinished stuff as well :P

Also, some progress over the weekend, now mostly drawing random shapes without any plans whatsoever anymore:
User posted image
Posted 8 years ago2016-03-20 18:29:27 UTC Post #329483
Looks good!
Posted 8 years ago2016-04-03 02:01:09 UTC Post #329638
Hallways look good! What else do you have?
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-04-03 08:30:39 UTC Post #329645
Those are some lovely hallways!
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-04-03 14:41:51 UTC Post #329648
Some very, very early WIP of the town -
User posted image
Posted 8 years ago2016-04-03 15:47:13 UTC Post #329650
Wow, just wow. Those are some very sleek and well made corridors, good job!
Posted 8 years ago2016-04-03 17:08:55 UTC Post #329651
Is there a new wave of good mappers coming to TWHL lately?
Striker StrikerI forgot to check the oil pressure
Posted 8 years ago2016-04-03 17:57:56 UTC Post #329653
Is there a new wave of good mappers coming to TWHL lately?
I certainly think so! It's refreshing to see new styles :D
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-04-03 19:56:21 UTC Post #329655
I don't think you will legally be able to sell a GoldSource mod. Not without licensing the engine, if that is even possible these days...
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-04-03 21:04:54 UTC Post #329656
That's looking good!
Posted 8 years ago2016-04-04 13:43:09 UTC Post #329658
dude calm down and learn some english lol... thats what modern education does to people
Posted 8 years ago2016-04-04 18:01:16 UTC Post #329660
At least he's polite! I suspect this may even be the result of Google Translate.
Posted 8 years ago2016-04-04 18:24:56 UTC Post #329661
The PNG's are impolite.
Moaby MoabyMk. III
Posted 8 years ago2016-04-04 19:36:15 UTC Post #329664
png because it is very smaller than jpeg
no, not really... PNG's are lossless and Jpegs are compressed.

google translate is good but it's not great. some ideas might get lost in translation.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-04-05 01:08:09 UTC Post #329666
both are compressed only jpeg is lossy and png isnt ;)
Posted 8 years ago2016-04-05 03:51:24 UTC Post #329667
@DiscoStu
Thanks you like my brush architectures?
Yes I do!
I am deaf
How does this affect how you write in any language? :P :lol:
Stop and please respect me! I don't like who abuses me.
Relax, nobody is abusing you nor mocking you. People are just observing some of your sentences are a bit hard to understand fully. Keep practicing your English and it will improve with time! :)
Posted 8 years ago2016-04-05 04:59:47 UTC Post #329669
Looking great, Skyboxer! All that bsp geometry going to be a pain in the butt to optimize though.
Posted 8 years ago2016-04-05 11:35:39 UTC Post #329670
Trying out some different designs for the inn's exterior.
User posted image
Not really sure what to choose between these two.
User posted image
Posted 8 years ago2016-04-05 12:14:50 UTC Post #329671
I like the second pic - it seems a more natural transition between the floors than the first.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-04-06 14:46:34 UTC Post #329691
:o :biggrin: :crowbar:
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-04-06 14:51:15 UTC Post #329692
Uh...

(NineTnine, I'm starting to see why you might think that.)
Jessie JessieTrans Rights <3
Posted 8 years ago2016-04-06 20:54:41 UTC Post #329703
@SourceSkyBoxer - Tell me your secrets! How do you made that "realistic curvable hallway" when I try to do anything like that it is very time consuming and sometimes gives me errors. Could you pass me .rmf file just for learning purposes? :)
Posted 8 years ago2016-04-07 19:11:48 UTC Post #329714
That looks complex, how do you put them together so it makes solid wall?
Posted 8 years ago2016-04-07 19:37:13 UTC Post #329717
I'm not beginner I just have never done anything complex with hammer. I know about grouping, never understood what it is for. How did you learned all this stuff?
Posted 8 years ago2016-04-07 19:39:53 UTC Post #329718
There's a tutorial on this:
http://twhl.info/tutorial.php?id=146
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-04-08 16:20:02 UTC Post #329733
SourceSkyBoxer, I don't know if it's translation software you're using but you're sounding awfully obnoxious. It's not cool to laugh at someone for not knowing something. Nor is it acceptable to assume someone is talking to you when they post a tutorial - That isn't even about subject you're proceeding to reply with! Gah.

Anyway, big update on the floating island piece:
User posted image
More pictures if you scroll down here:
https://ashleykeyart.wordpress.com/2016/03/15/floating-islands-2/

Really trying to get to grips with the Unreal Engine 4. There's quite a lot of large difference from the Source Engine.
Moaby MoabyMk. III
Posted 8 years ago2016-04-08 21:31:28 UTC Post #329736
Hot damn, Moaby. That looks fantastic! Are all the assets yours?
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-04-08 21:49:16 UTC Post #329737
Yeah, and thanks! Modelling was done in 3DSMax and Zbrush.
Moaby MoabyMk. III
Posted 8 years ago2016-04-09 02:46:06 UTC Post #329739
Sweet door!

I don't think the engine would cope well with your map though, unless you're some sort of optimisation god.
Posted 8 years ago2016-04-09 13:13:40 UTC Post #329744
You can just use the "lip" field on func_door to do that...
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-04-11 03:01:13 UTC Post #329805
Looks great, SSB! Nice and curvy!
Watchout for clipnodes though.
User posted image
TWHL Hub WIP - 30% probably :(
Mainly entity work and general layout. I know i'm slacking hardcore.

Bonus!
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-04-11 10:08:44 UTC Post #329809
I cannot believe what you do... seriously, make me feel quite embarrassed of my work because I cannot manipulate brushes as you do, I always finish make unplayable, un compilable maps!!, so I use cyclers and models... :/

User posted image

http://media.moddb.com/images/mods/1/7/6540/Newlights.jpg

Anyway, I have finally obtained (90%) what I wanted. ^_^

Threre´s a video: http://www.moddb.com/mods/zion-warcry/videos
Posted 8 years ago2016-04-11 11:14:58 UTC Post #329812
Don't feel embarrassed at all! I've been working with GoldSource for more than 10 years.
I see your coding work and you're making a mod from scratch - that impresses the hell out of me and you're doing fantastic work!
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-04-11 15:45:05 UTC Post #329819
Thanks, Tetsuo, you encourage me!!, ;) but I must admit that compared with yours my brushwork sucks... :nya:
Posted 8 years ago2016-04-11 15:54:28 UTC Post #329820
Wait 10 years you said....

10 YEARS!!!!!
Posted 8 years ago2016-04-11 16:18:18 UTC Post #329821
Over 11 actually...
User posted image
It's how long i've been on this site. I don't practice every day and I still learn things almost every time I open Sledge or Hammer.
I've gotten quite good with the tools though my creativity has fallen off since I've started.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-04-11 17:41:04 UTC Post #329823
I have started making maps for CS on 2002... I´m a fossil... :cry:
Posted 8 years ago2016-04-11 18:48:09 UTC Post #329824
Aren't you earned any title called "King Pro Mapper" or "xXx_TETSU_ZeR0_IMMORTAL_MAPPER_xXx" :D

And... Are you an engineer??? What about?
Posted 8 years ago2016-04-11 18:56:09 UTC Post #329825
Posted 8 years ago2016-04-11 19:01:52 UTC Post #329826
Haha oh god it fits underneath my name :o
I'm an Electrical Engineer. I do industrial control systems mainly for burners and boilers. I program a lot, but also design systems from scratch and do some install work / tech support.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-04-11 19:09:31 UTC Post #329828
Source is free.
If you want to make a game, you need to code everything else from scratch.
You can even convert your map from Goldsource to Source
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-04-11 19:45:20 UTC Post #329831
You see about Urby has baby and he hasn't problem with money? If he releases free games than he doesn't know about money. Haha how does it happen with Urby's baby? Baby need foods, clothes and going to kindergarten than school.
Not sure if I misunderstood what you mean... I've never charged money for a game :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-04-11 19:58:04 UTC Post #329832
The Source engine itself is free. you can charge for your games. You give a percent of the sale price to valve when you sell your game.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-04-11 20:03:03 UTC Post #329833
Oh. I'll be an machine engineer if i can finish my school :D

And @Shepard62700FR i'm sorry but i must do that :D
Posted 8 years ago2016-04-11 20:27:12 UTC Post #329834
Your problem! I don't do free because I need earn for my life. My wife is from the Philippines and I bring she to Germany - I must pay for visa. It is not free and it is very expensive ( ca 3000 Euro surprised - :o because embassy of Germany is very strict. That is why I want "sell" my finished source mod. And I want enjoy rich life for my future.
Please note that what you are going to read below is not meant to discourage you. I'm just telling some facts that you need to be aware of before diving into the unknown.

TL;DR
  • You want to make a paid Source game ? Get ready to give some money to Valve Software.
  • I won't spend money (and a lot of players will do the same) on a "map pack".
  • Don't make games because money is the only thing in your head. Make games because it's something you love to do and because you want to satisfy your (future) players.
  • Don't make your first mod/game a paid one, make it free to see how well you are doing and once you are confident enough, go into the commercial area.
Long version

Assuming you want to sell your Source game :

1) Prepare the $25 000 (21 907 euros) to buy the Havok licence, if you are using Bink/Miles Sound System, you will need to pull more money, and here's my reliable source if you don't trust me.

2) I agree with Tetsu0 on the fact that programming is needed even for a sold Source game. Look at "Prospekt" and take this as a lesson, at the time I'm writing this, it has a 46/100 Metacritic. Rock Paper Shotgun, ValveTime, myself and probably a lot of others journalists rated this "game" BAD. Why ? Because it's a 10 euros "map pack" and a "map pack" isn't worth 10 euros, not even 5 euros. To resume : don't make a paid "map pack". If you stick to the HL universe, try to add some interesting new stuff.

3) Don't become like "Overkill Software", I played and followed them for years by pre-ordering/playing/buying the DLCs of PAYDAY 1 and 2 because they were developers that listened to gamers and cared for the community. In other words, they were making games for us (the players). But after the 10th DLC and more specifically the micro-transactions and Crimefest, I stopped because I realized that the developers that I followed for years were obsessed with my wallet and I'm not a money machine. Making games because you want money is not the way to go, you make games because you enjoy that and you want to give to your (future) players a game that they will enjoy for a long time and even play it.

4) Finally, if you have never released a mod/game before, it will be very hard (close to impossible) to meet player's expectations. Making your very first game paid instead of free is a big mistake, because you will have no idea if you will get your money back and/or regain the players trust about your current and maybe future games.
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