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 ago2017-04-17 11:22:27 UTC Post #334434
Snehk this starting to look really good for low poly :)
Posted 6 years ago2017-04-17 11:44:57 UTC Post #334435
"It's not about the poly count, it's how you use those polys." :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-17 12:13:33 UTC Post #334436
@Admer456

It looks like I need to try mapping for CryEngine 1 myself.

@Snehk

How long have you been developing your mod?
Posted 6 years ago2017-04-17 12:44:23 UTC Post #334437
Thanks! Actually it's my first such well done model. I started with a cylinder and extruded/scaled it/moved single verts.

I started working on my mod like month or two ago, just been taking very slow and lazy moves, being a bit busy with courses and ending technical.
Posted 6 years ago2017-04-17 15:49:10 UTC Post #334439
My first decent outdoor map:
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Posted 6 years ago2017-04-17 15:55:54 UTC Post #334440
Nice, it has the bumpiness of ts_untergrund or something. :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-17 16:17:41 UTC Post #334441
I'm actually just training. When I understand all this terrain stuff better I'll try to make C&C-Under for Half-Life.
Posted 6 years ago2017-04-17 16:46:49 UTC Post #334442
Learn some stuff about 3D geometry, and then apply that knowledge onto a map and you'll pretty much know everything about it.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-17 21:52:19 UTC Post #334445
Looking really cool, Windawz. You could try using BEVEL instead of NULL on terrain like that. It'll produce more precise clipping, though it'll skyrocket towards compile limits on larger maps.
Archie ArchieGoodbye Moonmen
Posted 6 years ago2017-04-17 22:22:47 UTC Post #334446
I don't think that's how BEVEL works arch, if anything bevel creates less precise clipping as it deactivates the clipnode on the face it is applied to.
Instant Mix Instant MixTitle commitment issues
Posted 6 years ago2017-04-17 22:26:42 UTC Post #334447
Well call me an uneducated dickhead.
It certainly seems to have that effect. No idea what it's actually doing during the compile, though, I'm just basing it off the result. I use it quite regularly on terrain to get better player movement.
Archie ArchieGoodbye Moonmen
Posted 6 years ago2017-04-18 01:08:28 UTC Post #334451
I was always under the impression BEVEL was like an anti-clip brush, used to trim clipnodes rather than create them. I'm not sure where I got that from, though. Never used them myself.
Jessie JessieTrans Rights <3
Posted 6 years ago2017-04-18 03:32:23 UTC Post #334453
BEVEL reduces clipnodes.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 6 years ago2017-04-18 03:37:26 UTC Post #334454
I think bevel has something to do with making less clip nodes.
Crollo CrolloTrollo
Posted 6 years ago2017-04-18 04:11:04 UTC Post #334455
I've read somewhere that, unlike null, you can pass through bevel so it reduces clipnodes. I'll set all Null faces to bevel ones then.
Posted 6 years ago2017-04-18 04:14:14 UTC Post #334456
Lol, I used Null for the terrain in ts_untergrund. The only problems I had were when I converted the terrain into a func_detail. Yeah, MAX_CLIPNODES_EXCEEDED. I did that solely for VIS reasons because it took forever to compile (have you seen the size of that map?).

So I reverted them back to world brushes.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-18 04:38:30 UTC Post #334457
I'm not going to oversize it I think. It will be a classic HL level with smooth transitions from structures to terrain. Also I've not used levelchanges yet in any of my maps (lol), so I will learn even more with this piece of brushwork. Also, converting terrain to func_detail sounds interesting, but I will have some problems with sealing the map I think.

Oh, and Bevel makes my eyes hurt even more than null does:
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Posted 6 years ago2017-04-18 04:41:04 UTC Post #334458
I find Bevel quite soothing :lol:
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Archie ArchieGoodbye Moonmen
Posted 6 years ago2017-04-18 05:24:35 UTC Post #334459
At least it's not transparent for you since you use Sledge. Jackhammer makes all special textures look transparent and it's good, but not always good.

EDIT: Used custom textures instead of the original ones. Now it looks like Renegade's first level and also reminds me of C&C-Walls:
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Posted 6 years ago2017-04-18 06:06:14 UTC Post #334460
@Windawz
But you can always toggle the transparency of some textures as well as the visibility of the Null texture. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-18 06:08:50 UTC Post #334461
Well, I think I'll get used to Bevel somewhen.

Half-Life is perfect for making profile pics:
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Posted 6 years ago2017-04-18 07:52:14 UTC Post #334462
It's EXCELLENT for lots of stuff...
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Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-18 08:22:53 UTC Post #334466
Um... Isn't SOLIDHINT texture designed specially to glue brushes efficiently?
At least it really helps to avoid getting faces broken into pieces by compiler. I use it on all invisible adjacent faces.
Posted 6 years ago2017-04-18 08:51:14 UTC Post #334467
Added some sky brushes:
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Posted 6 years ago2017-04-18 10:38:27 UTC Post #334469
For a couple years now I've consistently used BEVEL; only ever use NULL when I experience some clipping oddities caused by bevel, most usually curved surfaces.

There was a thread here ages ago that argued SKY being better than both, however I haven't reached that point of death yet

wait, why are you listening to the Twisted Insurrection soundtrack? I know it's meant to be industrial.. but it's pretty garbage
Instant Mix Instant MixTitle commitment issues
Posted 6 years ago2017-04-18 10:39:19 UTC Post #334471
Darn, in Quake there's no Null...

But instead, there's Skip. :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-18 10:47:01 UTC Post #334472
@Instant Mix

I have quite strange tastes. At least I don't listen to russian rap :D
Posted 6 years ago2017-04-18 11:03:15 UTC Post #334473
"I have quite strange tastes."
Hah, wait until you see my playlist. :)
"Oh, and Bevel makes my eyes hurt even more than null does."
Well make your own Bevel and Null textures. :)
I once made my own AAATrigger texture for the lolz (I used my brother's face).
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-18 11:32:27 UTC Post #334475
@Admer456

You mean I can change any tool texture? Will it still work after that?
Posted 6 years ago2017-04-18 12:14:23 UTC Post #334477
As long as they have the correct name, they should work without issue. I have my own urbydev.wad with colour coded tool textures.
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-04-18 14:47:22 UTC Post #334480
Finished the outdoor area. Here are some screenshots:
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And with dynamic skybox enabled:
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Now I just need to finish the caves.
Posted 6 years ago2017-04-18 15:27:52 UTC Post #334481
Oh, the caves... if you want I can lend you some pre-made sections. Though, it's best when you learn it yourself, lol.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-18 15:34:06 UTC Post #334482
@Admer456

I already know how to make them. You need to flip your ground terrain over:
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Posted 6 years ago2017-04-18 15:51:40 UTC Post #334483
loooks great windawz :) for what is this exactly?
Posted 6 years ago2017-04-18 16:04:52 UTC Post #334484
@Trempler

It's for HL. I'm just training yet to later use my terrain-creating skills and remake C&C-Under for Half-Life. You inspired me to make some C&C-themed stuff with your Nod temple map. I still have it as the wallpaper btw :D
Posted 6 years ago2017-04-18 16:48:34 UTC Post #334485
Never liked the original AAATRIGGER. This texture is much better:
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Posted 6 years ago2017-04-19 00:15:46 UTC Post #334488
Completely reworked the layout.
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Also redid the machinery in the generator room.
Posted 6 years ago2017-04-19 13:33:25 UTC Post #334489
@Victor-933

This room looks great with any layout. I also suggest you to put some railing at the staircase.
__________________

Guess what that thing is going to be:
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Posted 6 years ago2017-04-19 14:44:31 UTC Post #334492
I bet it is the Dildo of Nod ! :D

Also cool that I gave you some ideas and the motivation to do some CNC stuff :) can´t wait for more to see
Posted 6 years ago2017-04-19 17:56:09 UTC Post #334497
I also wonder if I can somehow extract Renegade's data and use some of it's models for HL. But if there's no way to do that then I can try to model things I need myself. Thanks to mapping I've started to use and learn Photoshop and why not to try to get some skill in 3DS Max? :)
Posted 6 years ago2017-04-19 18:51:13 UTC Post #334498
Another update. Took me the longest to model, I suck at modelling hands...
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Smoothing preview:
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Above 860 polies with quads. Goes up to 1800 after triangulation.
Posted 6 years ago2017-04-19 19:11:26 UTC Post #334499
If it is used as an NPC model in the half-life mod you're making the amount of epolys will be crazy. People with weak PCs may experience FPS drops because of that... Oh come on, how can I talk about the optimization if you get 1800 wpolys on dm_ascension at certain places? :)
Posted 6 years ago2017-04-19 19:29:44 UTC Post #334500
I get confused when people talk about 2000 wpolies being high in 2017. The Core hits 6000 regularly and it runs just fine on a budget laptop. Just how wooden are these PCs that you're limiting yourself so strictly on wpolies for?
Archie ArchieGoodbye Moonmen
Posted 6 years ago2017-04-19 19:37:35 UTC Post #334501
@Windawz

It's not for a half-life mod. I'm making my project under Darkplaces engine following a mod->standalone approach (starting with quake mod using engine enhanced features, then moving to standalone once all quake dependencies are removed).

I make those models low-poly because I'm not aiming for extreme graphics, rather something that looks good enough but with great gameplay. And that's my first NPC model I ever made :walter:
Posted 6 years ago2017-04-19 19:50:21 UTC Post #334502
Actually Archie, when it comes to MP wpolys still matter even on good hardware because the engine slows down there and you get MS/higher latency/lag.
Posted 6 years ago2017-04-19 20:22:06 UTC Post #334503
@Snehk

Oh ok then. Great gameplay is a great idea. Do you have a concept of it?

@Archie

Because of high amounts of wpolys people like Admer won't be able to play it. But dm_ascension is worth playing, believe me, and it's so bad that somebody can play it only at 10-20 fps. At least DM-Fractal has low wpolys (300-400), but the funniest thing about it is that I didn't optimize it, the map is just that simple :D
I also have 8 Gb RAM and GTX 750 so my PC is not that wooden :)
Posted 6 years ago2017-04-19 20:50:21 UTC Post #334504
Yes, I've written a setting for it and a story that starts simple, then gets more and more complex. Already written down most of ideas I had for it, and I'm still coming up with more additions.
Posted 6 years ago2017-04-20 07:15:31 UTC Post #334506
"The Core hits 6000 regularly and it runs just fine on a budget laptop."
I doubt it would run on my peanut laptop. :3

Edit:
Well, Intel HD Graphics 3000 is perfect for GoldSrc games. That's what lower-budget laptops usually have. But my laptop has an Intel GMA 965, so it's considered an antique laptop, lol.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-20 08:23:09 UTC Post #334507
10 year old laptops are really considered "edge cases", practically nobody uses them for anything gaming related. I wouldn't even consider leaving out graphical details for the 10 of you who run these pc's.
rufee rufeeSledge fanboy
Posted 6 years ago2017-04-20 08:23:19 UTC Post #334508
I had the same GPU paired with pentium dual in my previous laptop, which I used for like three years. Yeah, it's as good GPU as a wooden floor board. Managed to play BF2 with pretty decent framerate on screen native resolution with some customization. Witcher 1 stuttered like crazy in more graphics intensive areas though.

Good that I changed my rig in august...
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