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 6 years ago2017-04-12 01:24:22 UTC Post #334324
that's pretty sexy Trempler. Like really sexy
Tetsu0 Tetsu0Positive Chaos
Posted 6 years ago2017-04-12 02:08:42 UTC Post #334325
^
Jessie JessieTrans Rights <3
Posted 6 years ago2017-04-12 07:47:17 UTC Post #334326
@Trempler

Have you created this map only for screenies or you're making a C&C-themed mod?

Do you mind if I put this as a wallpaper? :D
Posted 6 years ago2017-04-12 09:53:25 UTC Post #334327
hehe thx :D sure do what you like to do with it, i can even upload the .bsp if someone want it, it is not really well build or cool ingame it is just for a scene nothing more :D
Posted 6 years ago2017-04-12 11:16:56 UTC Post #334328
@Trempler

You already made two great screeines one of which is currently my new wallpaper, so there's no need to upload the .bsp.
Did you make all those textures yourself btw?
Posted 6 years ago2017-04-12 13:48:19 UTC Post #334332
Nah, mostly used the submerged.wad with some edits by Jpolito.
I only created the Nod Window textures. I did that scene in less than 60 min... I sure could do better but lazy you know :P
Posted 6 years ago2017-04-12 17:45:22 UTC Post #334333
@Trempler

Oh come on. I don't even know how to make custom textures properly. I can only download prepared wads. No, wait. I made one texture myself in paint, it was supposed to be a trim texture...
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Also, how did you make thos FADE textures look red? I wanna try to make something like that:
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Posted 6 years ago2017-04-12 19:44:58 UTC Post #334336
Also, how did you make thos FADE textures look red? I wanna try to make something like that:
Make a red fade texture
Posted 6 years ago2017-04-12 22:56:07 UTC Post #334337
exactly use a red fade texture :)
Posted 6 years ago2017-04-13 03:36:38 UTC Post #334338
Thank you all! You made me at last start making my own textures :D
Posted 6 years ago2017-04-13 14:06:39 UTC Post #334339
Wow, that Temple of Nod you made is awesome!

Moved tiny bit with the armor I'm modelling, I'm quite out of time lately so it goes slowly. I think that the base is done, or might need some slight tweaking.
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310 polies with quads (should be above 600 once tesselated). Considering that it's quite low-poly, I could add much more details to it if not for the lack of time.
Posted 6 years ago2017-04-13 14:47:59 UTC Post #334340
@Snehk

Looks pretty. Is it for a mod?
Posted 6 years ago2017-04-14 00:55:37 UTC Post #334349
I'm not here often, but I have something to show you guys, I've been working on this for some time and just now I have "finished" this map, I need some testing first, and then I'll decide what I'll do with it, it's a basic City 17 streetwar map, with a hell lot of cool effects...
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Posted 6 years ago2017-04-14 11:12:21 UTC Post #334356
Trempler: thumbs up :)
Red redness is red )
Posted 6 years ago2017-04-14 12:17:36 UTC Post #334358
Wow victor long time no see, great work :) any info about when I can shot the combines :D?
Posted 6 years ago2017-04-14 18:39:02 UTC Post #334366
Have been messing around with custom textures:
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Most of them (except FADERED) aren't mine. I've just found them on the web and edited them a bit, so I won't upload this map when it's finished (nobody cares anyway :P ).
Posted 6 years ago2017-04-15 09:10:51 UTC Post #334373
2nd cave:
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So, I think I'll need to "tessellate" the cave because it looks low-poly with the downscaled textures.

Also, surprisingly, Vis needs less than 10 minutes. :D

Other than that, this cave will need some elevation, along with a one-way trip down the cave, followed by big pipes. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-15 09:18:10 UTC Post #334374
@Admer456

With such lighting it looks a lot nicer. And I think you shouldn't tesselate it, it looks very good for such an old game.

Btw, your terrain texture allignment way works like a charm! Thank you, I always Alt+rightclicked the whole terrain (lol) untill now. :)
Posted 6 years ago2017-04-15 10:22:47 UTC Post #334376
@Windawz
Well, some parts will need to be smoother. :/
I'll have to increase the poly count.

And, umm, how did you discover what I exactly did?
I don't remember typing: "Select a face, then press Shift+F6 and left-click the other faces, and then go back to Lift+Select mode."
Lol.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-15 11:07:05 UTC Post #334377
Oh, I thought you've just alligned all textures to world, I tried to do so and it worked:
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EDIT: I tried to use Shift+F6 and yeah, alligning a face to world is a completely different thing. Texture allignment has always been a thing I'll never be able to understand lol.

You should write a tutorial about all this =)
Posted 6 years ago2017-04-15 11:48:41 UTC Post #334378
Eh, see, the problem about World alignment is that 1 axis (Z, X or Y) will remain as long as the brush is rotated less than 45° in the X or Y axis (I mean, rotated on a horizontal axis).

If it goes over 45° then it will switch the axis to avoid stretching.

Of course, if you put a flat area, cut it up into triangles, and apply the World aligment there, I don't think that Vertex Manipulation will change the projection axis (but if you try to make it vertical with the VM tool, you'll probably get a "texture perpendicular to axis" error or something like that).
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-15 15:49:57 UTC Post #334379
I knew that there's a lot of things I don't know about Jack, thank you for useful info :)
Posted 6 years ago2017-04-15 16:53:33 UTC Post #334380
Also, if you get the "Faces not planar" error, select the errored brush, press Shift+V and then press Shift+Alt+T. :)
It will save a lot of time compared to using Ctrl+F for individual faces. A.f.a.i.k. there's also a vertex welding command but more on that later...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-15 18:36:39 UTC Post #334381
Oh, you mean "Triangulate"? Yeah, it's effective, but I usually try to avoid using it. However, it may be useful in creating those curved pillars you can see on some screenies on the Jackhammer's official web-site.
Posted 6 years ago2017-04-15 18:42:43 UTC Post #334382
Ctrl+Alt+T...
Did someone say curved pillars? :D
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Yeah... without Triangulate I'd waste hours of work...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-15 19:10:02 UTC Post #334383
Too complex for me. It seems you really like to make curved structures and terrain.
Posted 6 years ago2017-04-15 19:44:48 UTC Post #334384
Yup. :3
All of that on my almost-10-year-old laptop. xD
R.I.P. me...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-16 01:32:47 UTC Post #334389
Does that even compile?
Posted 6 years ago2017-04-16 05:26:34 UTC Post #334391
Yes. If it's made of tetrahedrons, what you see in Hammer will look exactly the same in-game. otherwise u can of course use HLFix, and it always does that ;)

to reduce visual errors and compile times, make them func_detail(VHLT) and null unseen faces, but TBH if you're using the latest tools(VHLT) and HLFix, it don't matter all that much anymore, i.e., you almost never get a compile crash or visual error caused by brushwork
Captain Terror Captain Terrorwhen a man loves a woman
Posted 6 years ago2017-04-16 05:58:48 UTC Post #334394
No it's not. It's not made out of tetrahedrons.
It's basically a bunch of triangulated prisms.

Did I mention that it's hollow like a pipe, too?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-16 06:18:46 UTC Post #334395
TWHL taught me more than all those russian mapping communities
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However, I'll better keep working on that Nod castle map.
Btw, does it matter if I put a JPEG texture into a wad file instead of a BMP one?
Posted 6 years ago2017-04-16 06:22:35 UTC Post #334396
I think the Jpeg would get rejected, use an indexed (8-bit) BMP just in case.
I remember accidentally putting a PNG instead of a BMP and it gave me an error.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-16 06:31:46 UTC Post #334397
Damn it. I have a full set of jpeg textures for that map. I need to compile it and look what will happen
Posted 6 years ago2017-04-16 07:18:02 UTC Post #334398
Can't you just open Paint.NET and convert them 1 by 1 into 8-bit BMPs?
That's what I usually do. And if I want more control over the colour palette, I use GIMP. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-16 09:27:44 UTC Post #334399
@Admer456: Sweet =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 6 years ago2017-04-16 10:09:20 UTC Post #334400
@Admer456

I tried to convert some textures I've found on the web to bmp but it made them look weird. However, I didn't have any image editors at that moment so I used Paint (lol I'm a dumbass). You also said that you got an error because you put a png texture into your wad, but I hope this won't happen to me as I have jpg textures in my wad only.
I may look like a real dumbass (and that's almost true), but I have never used custom textures in any of my maps.
Posted 6 years ago2017-04-16 10:31:58 UTC Post #334402
RGB format images will be automatically converted to Indexed bitmap when imported into Wally. The problem is that its algorithm for doing so produces very odd dithered blending which is extremely noticeable in textures with lots of different colours.

You won't get any errors, but for the best visual results you're much better off converting RGB to indexed in software which has manual control over how the index is made. Photoshop is the obvious one, but I assume free options like GIMP and PAINT.NET will have similar tools.
Archie ArchieGoodbye Moonmen
Posted 6 years ago2017-04-16 10:40:12 UTC Post #334403
Yeah, GIMP has a palette editor, and if you feel limited with the 256-colour palette, you can always switch between indexed and RGB mode, and then save the BMP indexed. :)

I had a problem (bad colours after indexing) with a tree sprite. Back then I had no idea about changing the mode to indexed, so I used to put BMPs into Wally and then extract them. That made my tree grayscale.
Now I use GIMP.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-16 10:40:16 UTC Post #334404
Thank you so much Archie! I was so scared that all my work will go to waste. The color blending is not a problem as I have very dark textures (you can see some screenies above).
Posted 6 years ago2017-04-16 10:48:19 UTC Post #334405
"I may look like a real dumb*** (and that's almost true), but I have never used custom textures in any of my maps."
Also... don't feel bad for not using custom textures before. I haven't used custom textures in my maps until the end of my first year of mapping. And the same goes for Source. It took me a while to get to using custom textures.

The same goes for CryEngine. But then, with custom textures I was able to do a lot of stuff. Well, that includes:
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Free weapons, yay. :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-16 16:29:30 UTC Post #334414
Is it a model or this sign is, uhh, "brush-based"? I just don't know how it works in CryEngine.
Posted 6 years ago2017-04-16 17:58:52 UTC Post #334416
Actually, CryEngine 1 doesn't have the Half-Life brushes.
BUT, it has its own brushes! In Far Cry 1, models = brushes. :D

Well, that made me learn more modelling in the first place.
So yeah, it's both: a model and a brush.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-16 18:35:54 UTC Post #334417
I don't get it, is it like UE4? In UE4 building a map with brushes (or BSPs how they call them) considered stupid, so you must make a model (static mesh) of every part of the map.

Also I saw this while playing Jedi Academy. Just look how perfectly alligned those textures are! What sorcery is this?
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Posted 6 years ago2017-04-16 19:25:38 UTC Post #334418
It's like this:
1 brush = 1 model.

So, now you have a floor model, a wall model, a ceiling model, a door model, props (chairs, tables etc.), a window model, a stair model etc.

Of course, you can make entire maps from single models, but then the lighting is a bit odd. That's why you can also port GoldSrc maps to CryEngine. 1 map = 1 model. xD
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-16 21:25:47 UTC Post #334420
So you mean you have to make every part of your map in Blender/3DS Max and use editor only to put all this to your map? Ugh...
Posted 6 years ago2017-04-16 21:49:38 UTC Post #334421
funny that you bring up Jedi Academy - it was the first game I created custom assets for outside of the HL universe.

It's also BSP based - you could create that screenshot in Goldsource pretty easily. I have a tutorial on how to create textures for brushwork like that:

Click!
Archie ArchieGoodbye Moonmen
Posted 6 years ago2017-04-16 22:03:34 UTC Post #334422
Doesn't Jedi Academy have meshes that behave more like models than brushes? I recall reading tutorials about those.
Posted 6 years ago2017-04-16 23:43:49 UTC Post #334425
Yep, I heard of them. I think they're called "trimesh".

Nice tutorial btw, Archie. However, I lost it after the texture tiling part, but that's my fault as I have never used Photoshop.
Posted 6 years ago2017-04-17 05:21:12 UTC Post #334427
@Windawz
OMG, no. Far Cry comes with 300 to 400 premade models by Crytek.
Also, everytime you start the editor, you get a terrain mesh which you can sculpt vertically. :)

It's also possible to make something quick and easy in SketchUp, and texture it in 3ds Max and export it to CryEngine.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-17 09:26:30 UTC Post #334428
@Windawz (I reply to post from previous page) - Yes, it's for my mod. Going for mixture of low and dark fantasy with the theme.

Had some time to improve it today. Scaled it down to make it a bit more skinny and added a helm.
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