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 7 years ago2017-04-23 11:27:44 UTC Post #334582
Almost completed the cave. Only need to add some tiberium crystals and figure out what's the purpose of this cave, lol:
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Was just flying around the map and noticed this cool effect:
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Posted 7 years ago2017-04-23 13:37:41 UTC Post #334584
really good lookin O.o
sadly I suck in making caves
Posted 7 years ago2017-04-23 13:40:05 UTC Post #334585
I'm so surprised by hearing that from you specifically. :gak:

"I suck in making caves"
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-23 13:40:15 UTC Post #334586
Oh I could show something I never released:
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Posted 7 years ago2017-04-23 14:28:32 UTC Post #334587
Was this "The Xenomorphs Are Screaming"?
Posted 7 years ago2017-04-23 15:20:19 UTC Post #334588
Those tiberium crystals are models, right? They just look too good to be brush-based. Unfortunately my Blender skills are crap. And this map looks far more pretty than the one I'm making.

Added a fade-textured brush here. I think it looks a bit nicer now:
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Edit: map is going through the first compile.
Posted 7 years ago2017-04-23 15:30:22 UTC Post #334589
Some screenies for you!
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Posted 7 years ago2017-04-23 16:22:45 UTC Post #334590
Nice caves mate ! :) really good.
And yeah Unq you got a cookie there :)
Posted 7 years ago2017-04-23 16:30:16 UTC Post #334591
Maybe caves are nice, but I'm really bad at architecture. Play Smog map and you'll see what I mean. You can find it at the "Unfinished Stuff" category.
Posted 7 years ago2017-04-23 18:03:02 UTC Post #334592
So I decided to write a PDF tutorial. Basically, it's supposed to cover most of GoldSrc mapping from bottom to top.

Since this is a WiP thread, tutorials can be counted as WiPs too. So I'll show some stuff:
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Those are 2 of the pages. I'll show one more:
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The table of contents seems never-ending... (lol, the ToC alone takes 4 or 5 pages)

Considering that I wrote 11 pages by now, I am sure that the total number of pages will end up being like the Crytek's Far Cry mapping manual: over 100 pages! xD

Man, I could write a book. :]
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-23 18:44:41 UTC Post #334593
Interesting. Especially 6.3, 6.4 and 4.7. I wonder how do I make game_end work in WON Half-Life.
Posted 7 years ago2017-04-23 18:50:18 UTC Post #334594
Great work with those caves Windawz!

That mapping guide for GoldSrc seems like a great idea Admer456. Will it be only for J.A.C.K, or do you plan extending it for Quark and VHE?

Haven't had much time to do anything today, so I'll post only minor changes this time. Scaled down handle and hilt, lenghtened blade and made the handle longer (for 2-handed grab).
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Slowly moving towards a project update. Things that I still need to do: Finish all geometry related stuff, texture models, rig and animate, get proper height mapping on world brushes (make better height maps), write something more about factions present in the game's world.
Posted 7 years ago2017-04-23 18:53:24 UTC Post #334595
The sword looks nice indeed, but in my opinion it looks more like a heroic weapon than a common sword used by the guards, unless it's supposed to.
Posted 7 years ago2017-04-23 19:10:49 UTC Post #334596
It is intended. The faction would be the most powerful and influential knightly order in game's world, not just common guards. They'd have big roles in both mundane and dark fantasy plots. And there'd be only few knights using this weapon, rest would be lower rank and with different weapons and armor.

Basically, if you'd be an enemy of this faction, knights with these swords would be one of those high-level nasties that can shred you to pieces in no time if you're too weak.
Posted 7 years ago2017-04-23 19:39:59 UTC Post #334597
if you'd be an enemy of this faction
So player will be able to select which faction he will belong to? I think Darkplaces engine is not good enough to handle this but I hope I'm wrong, since all this sounds interesting.
Posted 7 years ago2017-04-23 20:06:29 UTC Post #334598
@Snehk
VHE? Definitely no.
In the tutorial, I will do this, though:

When I write a command shortcut, I'll also write the VHE equivalent if it has one.

As for QuArK, well...
Maybe? I mean, my current mapping experience is 2 years. It would take me 1 year to learn QuArK, you know. Or maybe not, who knows? I'm certainly looking forward to mapping in QuArK because it supports Medal of Honor: Allied Assault. :D

@Windawz
Well, game_end worked for multiplayer on my end. I haven't tried it in singleplayer, lol.
I think you have to trigger it or something like that.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-23 20:32:23 UTC Post #334599
@Admer456

I did but game_end just doesn't work, at least in singleplayer. Even in the ending sequence you're supposed to get disconnected from the server when the sequence ends. But after credits nothing happens. I think it's a WON Half-Life bug.

Also, you should include a cs 1.6 env_rain tutorial, since I don't get how does this damn thing work. When I put it in one of my map nothing happened. Then I tried to find something about env_rain at the web and found a tutorial at GameBanana but it didn't help. However, env_rain worked in the example map. Copy-pasting the env_rain itself didn't give any results but when I copy-pasted the whole room from the example map, it worked. Resizing and retexturing the room didn't affect anything at all. No idea what the hell was that, but if it wouldn't work then dm_ascension would have no rain at all.
Posted 7 years ago2017-04-23 21:00:43 UTC Post #334600
Try trigger_endsection in singleplayer in place of game_end
Posted 7 years ago2017-04-23 21:23:07 UTC Post #334601
@Unq

Thanks, I'll find a use for it.

Tiberium is power!
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Posted 7 years ago2017-04-23 21:46:48 UTC Post #334602
Admer, if you're trying to create something that looks fairly professional, I'd seriously consider reading into LaTeX. I write pretty much everything using it now, and it just oozes sexiness.
Instant Mix Instant MixTitle commitment issues
Posted 7 years ago2017-04-23 21:54:27 UTC Post #334603
Really enjoying seeing this evolve, Windawz. Great work! :crowbar: :crowbar:
Archie ArchieGoodbye Moonmen
Posted 7 years ago2017-04-23 22:16:33 UTC Post #334604
Thank you Archie, but it was very easy to make. The hardest part will be modelling and animating GDI and Nod soldiers (If I won't succeed at ripping them off from renegade ;) ).
Posted 7 years ago2017-04-24 05:40:57 UTC Post #334605
I think Darkplaces engine is not good enough to handle this
QuakeC is more than enough. Should be as simple as a Boolean that'd return false to knights ai in the part where it determines if they'd attack, if you're not part of their faction. Not sure about enemy neutrality, but then player is a revenant and they'd be more than happy to slay him/her.

I really like how your map is turning out Windawz!

@Admer456 I used Quark for some time. It's quite different than VHE or J.A.C.K and has ability to make models. I actually started mapping for hl with it, before I took the path of hammer.
Posted 7 years ago2017-04-24 07:52:33 UTC Post #334606
@Instant Mix
No, but thanks for the suggestion. Word 2007 is more than enough for me. :P

I mean, would you rather write tutorials in Notepad or something more advanced, lol?

@Snehk
I actually saw a few QuArK tutorials and it seems quite different. :gak:
Though, it shouldn't be hard to adapt to. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-24 11:47:47 UTC Post #334608
Gonna try this QuArK editor out. I hope it's as easy to use as VHE.
Posted 7 years ago2017-04-24 12:05:40 UTC Post #334609
Fields of green

I like what you're doing, Windawz, I'm a big C&C fan, however my faith in the series has diminished since the release of C&C4 and the cancellation of Command & Conquer 2013.

Because EA. User posted image

Anyhoo, keep this going, I'd love to see what comes out of this. :)

Peace Through Power!
Posted 7 years ago2017-04-24 18:58:31 UTC Post #334610
To give the knight a bit rest, I've been trying to get a level editor for q3bsp. Got quark, but it's more of a back-up if other ways won't work.

Tried to get GtkRadiant. Hardcoded in support for Darkplaces engine and my game, changed the toolchain to one I'm using (VS 2013) and tried to compile. Got several errors - checked documentation, it requires lots of additional shit to properly compile. Thrown it away.

Now trying with NetRadiant, will need to hardcode support again and compile with MinGW. At least it has Darkplaces support out of the box, just need to code game support.

EDIT

Got it working without coding, making the editor treat the game like a quake mod.
Posted 7 years ago2017-04-24 21:05:20 UTC Post #334612
You can always use J.A.C.K., lol. Though, I'm not sure whether Q3BSP has patches/beziers or not. :/
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-25 02:05:18 UTC Post #334614
Really crappy models! woo!
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Duck Ship!
Also Snehk, I've used Sledge to make a darkplaces-compatible map
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2017-04-25 04:08:16 UTC Post #334615
"Really crappy models!"

Still, better than what I could do, lol.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-25 05:42:15 UTC Post #334616
@Admer456 - yes, q3bsp uses patches and bezier curves.

@Tetsu0 - There's no problem with making quake 1 bsp in sledge, already tried it. But can I make a quake 3 bsp that uses curved terrain with it?

There's also another option - modeling level geometry in a 3d suite, export as obj and place it in level. DP supports obj, collision detection and dynamic lightning on models. Would still have to pair it with q3bsp for better lighting (light-grids quite improve it). Lights can be placed from within game with r_edit_lights 1 and r_editlights_spawn. Would have to search Blood Omnicide for sources of their GUI tools to speed it up.

The shuttle doesn't look that bad.
Posted 7 years ago2017-04-25 12:05:41 UTC Post #334618
Those side vents are a nice addition, Tet.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2017-04-25 12:16:01 UTC Post #334619
Thanks guys. I feel better now with moving forward on textures. Gonna be like an airplane. Lots of panels all riveted on top of each other.

Snehk, blender exports to .obj and it's a wonder to work with. If you haven't used it before I can show you a few things to get you going.
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2017-04-25 13:15:21 UTC Post #334621
Cool idea for texture, a bit realistic too since rockets sent to space usually have coating made of ceramic plates that protect them from high temperature (not sure if the info is outdated and they haven't found better thermal protection, been a while since I seen anything space related).

I already have blender for iqm export, worked with it for quite a while too. However, working with Wings feels much better for me (and I already tried other software: gmax, 3ds max, lightwave, milkshape, some sculpting tools). For modeling, nothing works quite like wings. I think it exports to obj too.

If I'll make obj as levels, then I'll be modelling them with wings and tweaking with blender (texturing mostly).
Posted 7 years ago2017-04-25 15:01:37 UTC Post #334625
I thought it turns Half-Life to some kind of an UT alternative so I'd be able to...
Well, it is somewhat true. XDM can be customized (using cvars mostly) to be from EXACTLY HL1 to UT1-like game.
And about those meme event icons - I had no time drawing something better and though that would be fun. I've disabled that by default long ago.
Anyway, watch youtube less, save time for mapping, MORE MAPPING! :D

@Admer456
thanks! I see you're a busy one too :)
Posted 7 years ago2017-04-25 15:18:59 UTC Post #334626
So I finally got to make a half-decent normal+relief mapping on a q3bsp. I compiled it without lights then used the in-engine console commands to add dynamic lights. The mapping on textures looks whole lot better than on q1bsp too.
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Gotta check Blood Omnicide sources, they had extremely good GUI tools to place all kinds of objects, models, triggers and lights from within the game.
Posted 7 years ago2017-04-25 16:14:35 UTC Post #334632
@xawari

Ok then. I'll give it a try.

@Snehk

So Darkplaces supports bump-mapping?
Posted 7 years ago2017-04-25 17:50:07 UTC Post #334633
Yes. It supports also diffuse color + alpha, specular color + specular exponent, glow color, reflection mask for cubemap environment mapping and limited Quake 3 style shaders.
Posted 7 years ago2017-04-25 18:10:27 UTC Post #334635
@Snehk

Oh... Impressive. Can't wait to play Quake 1 Darkplaces port with all those features.
It supports also diffuse color + alpha, specular color + specular exponent
Ok, now I need to figure out what does all this mean...
Posted 7 years ago2017-04-25 18:16:03 UTC Post #334636
Diffuse color + alpha is the base texture, alpha being the opacity.

Those specular maps determine if surface is shiny, which part of it can shine when light falls on it, and in what colour it reflects (like, when light falls on gold goblet, it reflects in yellow-ish colour).
Posted 7 years ago2017-04-25 18:18:14 UTC Post #334637
Let me just explain all that stuff...

Diffuse colour - the fundamental, base texture
Alpha - transparency layer
Specular - basically, those are half-reflections. They reflect lights only:
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Basically, the white glowing thing on the floor is the reflected part, thanks to specular mapping.

Specular exponent - Well, I'm not sure. I think it's a... erm... like an alpha (transparency) but for specular? Basically, it defines which areas on the texture will reflect stuff etc.

Edit:
Darn, Snehk answered it earlier than I was able to write this. xD
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-25 18:20:00 UTC Post #334638
Ninja'd you Admer, but your explaination is good as well. (interesting feature of TWHL - it prevented me from editing my post because Admer posted at the same time, and it thrown an error at me....)
Posted 7 years ago2017-04-25 19:40:36 UTC Post #334639
Thank you both for your detailed explanations. However, I already googled everything I wanted to know but you explained it better.

Started making the second part of the map. It's gonna be some kind of GDI Research Facility I think:
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The mappack has no any particular plot yet, I know only that it will be C&C-themed.
Posted 7 years ago2017-04-30 09:54:33 UTC Post #334686
So I started working on lower-poly version of the knight. Current model is a bit rough, but it's only 448 polies once tesselated.
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Posted 7 years ago2017-04-30 11:03:30 UTC Post #334687
His head is so low-poly it makes me think it's a cardboard box :D.
Why would you need a low-poly model btw?
Posted 7 years ago2017-04-30 12:19:55 UTC Post #334690
Maybe the low-poly model is for me, hahahaha.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-04-30 13:31:46 UTC Post #334691
Being a fan of pixel art, low poly is right up my street. :D
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monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-04-30 13:47:23 UTC Post #334692
Oh god yes, low-spec art is amazing, especially when it's good.
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Rimrook RimrookSince 2003
Posted 7 years ago2017-04-30 15:31:08 UTC Post #334693
His head is a box, the model isn't finished. I'll need low res models for LOD and lower graphics settings (yep, it's for edge cases like Admer).

Been fishing for several hours so I haven't made any progress from previous screens.

Those models up there look great!
Posted 7 years ago2017-04-30 21:11:56 UTC Post #334696
Damn that's some serious skill on that model. I really gotta work on my texturing skills - they have always lacked.

in other news, here's some screenshots of the work that was completed in today's stream:

Animated Iris door
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Today was a great day - it was the first time i got an animated model working for source!
Tetsu0 Tetsu0Positive Chaos
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