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 8 years ago2016-04-11 20:59:37 UTC Post #329836
I didn't made Prospekt. If I was the author, I would already be ashamed of myself.
Posted 8 years ago2016-04-11 23:01:29 UTC Post #329842
You know, there is a such thing as doing something purely because you enjoy it.

There's also a thing called a "day job", which is what Urby has so he can make money and still do awesome things in his spare time for free.
Notewell NotewellGIASFELFEBREHBER
Posted 8 years ago2016-04-12 02:36:15 UTC Post #329850
What everyone said. If you need money, this is not the best approach. Write up a CV and agree to exchange your time for a steady sum of money. It will probably work out better and you'll see the money faster.
Posted 8 years ago2016-04-12 20:56:13 UTC Post #329871
Yeah, modding is purely a hobby for me. I would love to make money designing games, but it would need to be from the ground up.

I'd never charge for a mod for Source or Goldsource considering how much is already out there for free. Not to mention the hefty cost for the Source license.

You'd need to make something really special to make that money back, considering Steam's refund policy could very easily destroy you.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-04-12 21:46:07 UTC Post #329872
I think if you make a mod with the best intentions, that is, to have people play and enjoy your hard work; you'll potentially find yourself presented with new opportunities.

If you think it's the fast-track to money, you'll probably find your Prospekts diminishing.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-04-13 07:05:53 UTC Post #329876
O-ho. The doing there has been seen by me.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-04-17 09:34:54 UTC Post #329917
I thought texturing in blender is a bit difficult. But now I'm trying to rig this model. And boy oh boy, it turns out texturing is easy!
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Posted 8 years ago2016-05-12 13:35:15 UTC Post #330101
I made a working clock setup!
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Sadly, I couldn't find a way to sync it up with real world time.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-05-12 13:41:41 UTC Post #330102
Sadly, I couldn't find a way to sync it up with real world time.
A little bit of code can solve that ^^

Looks simple and pretty for Gold Source, any chance to see a video to see if the needles move perfectly ? ^^
Posted 8 years ago2016-05-12 14:32:35 UTC Post #330103
Hello everybody, today I decided to make an account for this site since it helped me making my first serious Half-Life map! The guide helped me learning the basics of goldsrc mapping, so thank you guys!

Anyhow, heres the pictures:
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Anything that I can improve in the general scenery?
Posted 8 years ago2016-05-12 15:54:40 UTC Post #330104
Welcome to TWHL African ^^

That is a nice map you made for a beginner, keep up the good work. I think you noticed already the yellow flying dots reporting that a monster is stuck, might want to fix that.

I'm guessing you are using the "Software" renderer ? ^^
Posted 8 years ago2016-05-12 17:16:08 UTC Post #330105
Thanks!
I'll try to fix the dead osprey being stuck in the geometry, also I'm using "gl_texturemode GL_NEAREST" to have software texture looking.
Posted 8 years ago2016-05-13 07:42:32 UTC Post #330108
... Why? :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-05-13 08:01:33 UTC Post #330109
because he likes it!
Posted 8 years ago2016-05-13 15:27:12 UTC Post #330112
Here's the canteen the clock I mentioned earlier is in:
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Another note is that I've decided to drop the detail textures for now. Maybe I'll pick them up later if I make an analysis whether or not it actually looks better.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-05-13 20:40:49 UTC Post #330117
This is a nice looking canteen ^^
Posted 8 years ago2016-05-16 17:21:22 UTC Post #330140
Very Black Mesa-ish, I like.

And I like your map African, it looks much better than anything I've ever done and I've been mapping for years. :P

I've been learning about character rigging in Blender.
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I still need to work at it, and I need to learn more about character modelling. Maybe by the end of the summer I will be able to make an animated short film or something.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 8 years ago2016-05-16 20:39:46 UTC Post #330141
Me Im making a map of rural village in Iraq.
More later ill upload screenshot ;)
Mr. Cowboy Zombie Mr. Cowboy ZombieSemper fidelis
Posted 8 years ago2016-05-17 09:42:28 UTC Post #330145
Here the screenshot of my Wip :)
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[blue]I must say the skybox was put like you can see on screen because is for testing when I compile it.[/blue]
Mr. Cowboy Zombie Mr. Cowboy ZombieSemper fidelis
Posted 8 years ago2016-05-17 15:32:35 UTC Post #330148
Jesus, what are you people doing to be able to get that level of detail in your maps? Oh, I know - CHEATING! Bwahahah! Looks fantastic.

Here's some Parasomnia progress:

https://www.youtube.com/watch?v=8jNa5Putr2A

AND:

https://www.youtube.com/watch?v=Yp2E1u3kK1g

My monitor kinda...distorts the HUD a bit.
Posted 8 years ago2016-05-18 16:17:02 UTC Post #330153
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Blender.
Posted 8 years ago2016-05-21 04:04:37 UTC Post #330167
I had an idea for a cool hologram effect:
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It's a bit rough around the edges, but I think it could be used for some cool effects.
To make it I first modelled this creepy-ass head in Blender:
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I then ported it into SketchUp and used the geometry intersect feature to intersect a load of planes with it:
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I then exported each of these intersected planes as an image file, which after some processing in Paint.NET were made into textures and stacked on top of one-another as func_illusionaries with rendermode additive.
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I'll have a go at refining it tomorrow, but for now I think I need to go to sleep.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 8 years ago2016-05-21 06:19:08 UTC Post #330169
That looks fantastic.
Strider StriderTuned to a dead channel.
Posted 8 years ago2016-05-21 14:48:55 UTC Post #330176
New crate texture!
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Feedback is appreciated.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-05-21 15:19:43 UTC Post #330179
looks a bit out of place... maybe would work for portal
Posted 8 years ago2016-05-21 21:33:22 UTC Post #330187
Why thank you Strider. :)

I've been trying to figure out the eyes.
I tried static spheres, but I don't think it worked very well.

I then tried flat eye shapes:
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They're func_tanks, so they follow you around the room.
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This thing is creepy as hell.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 8 years ago2016-05-21 23:48:22 UTC Post #330189
That crate texture is way too basic at the moment Dr.Orange.

It looks very much like an MSPaint job next to the standard textures.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-05-27 14:45:43 UTC Post #330231
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I´m a wizard ;) Vanilla hl1 no model or sprites used or brushes.

52 env_beams + 12 trains :D
Posted 8 years ago2016-05-27 15:06:20 UTC Post #330232
Posted 8 years ago2016-05-27 17:55:45 UTC Post #330233
Urby? Isn't he Trempler?
Posted 8 years ago2016-05-28 00:39:06 UTC Post #330234
Indeed, even if this looks like a core, this is not THE CORE :P

So final pics of the map, releasing tomorrow :P someone up for some hldm xD?
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Posted 8 years ago2016-05-28 02:03:05 UTC Post #330235
Dat head D:
10/10
Posted 8 years ago2016-05-28 03:47:57 UTC Post #330236
Looks phenomenal, man!
Crypt Crypt120% sorry!
Posted 8 years ago2016-05-28 06:48:48 UTC Post #330237
I was making a joke map for some time, here's the outcome:
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"Roki's burekkia/burek shop"

Still, it's not finished and it's going to be integrated into de_stroyschool.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-05-28 09:17:13 UTC Post #330238
Trempler, only if this time, you make a room which I'm the only one able to access allowing me to kill all players at any time! :P
Posted 8 years ago2016-05-28 11:48:48 UTC Post #330239
Which brain genius thought it was a good idea to put explosive crates near a large energy sphere?
Jessie JessieTrans Rights <3
Posted 8 years ago2016-05-28 16:55:20 UTC Post #330240
WHat if it makes explosive crates?
Stojke StojkeUnreal
Posted 8 years ago2016-05-29 07:36:32 UTC Post #330244
Here some screenshots of my map(Indev yet)
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Mr. Cowboy Zombie Mr. Cowboy ZombieSemper fidelis
Posted 8 years ago2016-05-29 18:05:58 UTC Post #330245
I like your palm trees! I don't see palm trees often in CS.
Posted 8 years ago2016-05-29 20:33:52 UTC Post #330246
good god i see faces in those mirrored palms
Posted 8 years ago2016-05-30 05:15:29 UTC Post #330247
I bet you have interesting Rorschach results.
Crypt Crypt120% sorry!
Posted 8 years ago2016-05-30 06:57:56 UTC Post #330248
I bet you have interesting Rorschach results.
I think u wanted say research
Mr. Cowboy Zombie Mr. Cowboy ZombieSemper fidelis
Posted 8 years ago2016-05-30 09:56:41 UTC Post #330249
Trempler, it seems that you are making amazing map. Have you considered using custom textures? That would give beyond half-life feeling.
Posted 8 years ago2016-05-30 12:22:08 UTC Post #330250
http://gamebanana.com/maps/187720
yeah KB90 I did that before.

And thank you, I just did that map because I was bored ^^
Posted 8 years ago2016-05-30 13:46:53 UTC Post #330251
Elo, not much of map atm XD im just trying to squise max out of texture size to build the majority of the map. 256x256 pix texture on 64x64 grid units thats the scale i will try to hold for the first plan+detailed textures.

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Planing to make the maps "densest" just testing texture look and some tricks to make grid fiting textures more quick.
I dont know how big of a map i can pull of with this.

Did anyone had any issues with similar idea?
Posted 8 years ago2016-05-31 18:40:05 UTC Post #330269
@kruk

The maximum Goldsrc texture size is 512x512.
Look at how my map looks with that size for textures (not all of them):
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Alberto309 Alberto309weapon_spaghetti
Posted 8 years ago2016-05-31 19:14:47 UTC Post #330270
That is a goldsource?
Posted 8 years ago2016-05-31 19:20:11 UTC Post #330271
Obviously.

Also FYI, the total area of 512x512 is the limit, meaning you can have 256x1024 for example.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-05-31 20:42:30 UTC Post #330275
@Alberto309

Cool ;] So you didnt run to any major compiling issues or in game fps drops?

So i dont have to worry much if i base maps on 4-8 512x512 textures like this

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Stil hopefully getting some nice variations not going above 2000 wpoly
(its for SP MOD)
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Posted 8 years ago2016-05-31 21:17:52 UTC Post #330278
Looks great :D both of you ! :)
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