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 ago2017-05-15 21:06:31 UTC Post #334913
@Admer456
So yeah, I'm better at modelling. Not far better, literally just "better".
I hoped you'll say that. Because I understand modelling better. Can't say I'm good at it though:
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Couldn't even properly shape it, lol.

I'm better at mapping. Way better.
Posted 6 years ago2017-05-15 21:29:11 UTC Post #334916
"Programmers have an awesome (secondary) girlfriend in common: the debugger ^^"
You're saying that as if I've never heard of the debugger. My problem was my laziness so I didn't even think about touching it. :P
Of course, I'm not a programmer yet, so it's not unusual that I've never used one before.

Speaking of girlfriends:
My girlfriend, though, could've helped me but she has an odd policy of not teaching me anything nor pointing out my mistakes during my work. Jody wants me to learn from my mistakes, lol. What a sly fox. =3
"VS6's debugger isn't so great though. I'd switch to the newest version if i were you."
Fine, fine, fine...
How about Visual Studio 2010 or Visual Studio 9 Express? I mean, I'd do the code writing and compiling in VS6.0, but your knowledge about that is x³ of mine, haha.
Also, I doubt I could run the latest one well on my 10-year-old laptop. -_-

@Windawz
Use a reference photo, that's what God said!
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-05-15 21:52:21 UTC Post #334917
@Admer456

I would, but since I'm just messing around with modelling software I don't need it. I need to get used to the controls first.

Now I need to figure out how the hell do I snap those two edges:
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Posted 6 years ago2017-05-15 22:21:23 UTC Post #334918
Make the basic shape in 2D into the editor, then select all faces, extrude in the X axis (side) and you are done (this way you create the "sides" of the model) each time you extrude a full side is done. Imagine a square, if you extrude you make the four sides of the box, if you extrude again, another 4 sides are done next to the first ones, and so on, the more sides, the more curved will be the sides of the box; with weapons you will only need to extrude three times. To continue you must duplicate the original 2D shape you did before and mirror it in the X axis aswell, align it if needed with the verts, and, TA-DA!, a full model in three simple steps!, ;)

Oooooh-h-h-h, I wish I could learn well C++, that´s my first handicap, no matter how much times I tried... At least HL SDK is written in english and I can identify something here and another little thing there to do very basic things. O_o
:(
Posted 6 years ago2017-05-15 23:11:27 UTC Post #334919
Thank you, but that's not the problem. I can't allign these two edges on the screenie.
Posted 6 years ago2017-05-16 01:53:42 UTC Post #334921
Select all the vertices and scale the y axis to 0. So press S, Y, type "0", press enter.
Could also be the X axis too. Not sure.

Holding ctrl while moving things snaps to specific increments but it doesn't follow the grid exactly.

You can also set the location in global space.
Tetsu0 Tetsu0Positive Chaos
Posted 6 years ago2017-05-16 04:16:48 UTC Post #334922
Thanks, I'll try that out.
Posted 6 years ago2017-05-16 04:51:55 UTC Post #334923
@Admer : VS 2010 at minimum
Posted 6 years ago2017-05-16 06:03:18 UTC Post #334924
@Shepard
Yay. :D
That's at least considered abandonware like VS6.0, hahaha. I actually used that as my first software to compile my first hl.dll. (I just changed some weapon ammo capacities, lol)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-05-16 08:13:54 UTC Post #334925
rogrammers have an awesome (secondary) girlfriend in common: the debugger ^^
I wish I could know how to use it...
Posted 6 years ago2017-05-19 14:24:13 UTC Post #334968
Looks like this map has more chances to be finished unlike asde_science:
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Posted 6 years ago2017-05-19 14:41:19 UTC Post #334969
Great work Windawz! I really love the architecture and texturing on this one!

After a long while of not being in a mood to do anything model related, I decided to make better entity testing area, a proper q3bsp.
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Walls were made with curved terrain, sky is a shadered skybox. It seems that I might need to make a few adjustments to the model again, but making a quick map was a nice break.
Posted 6 years ago2017-05-19 15:03:56 UTC Post #334970
Thanks. Would've made the arches better but got a lot of invalid solids. I was too lazy to fix all this.
How do I make a map for the Darkplaces Quake port btw? Do I need to use a different editor instead of Jackhammer, like GTKradiant? I just know nothing about Darkplaces.
Posted 6 years ago2017-05-19 16:26:16 UTC Post #334971
Darkplaces supports several map formats: Quake 1, 2 and 3 .bsp and hl .bsp

You can use any editor supporting one of the above - Jackhammer, VHE, Sledge, Quark, radiants (I use NetRadiant), Trenchbroom. You can choose a map format you're comfortable with and map in preferred editor.

I think that Quake 3 .bsp gives best results - high limits, light grids, curved terrain, Q3A shader type support.

You may also use GLSL shaders in pair with CSQC for efficiency, but that's a different story.
Posted 6 years ago2017-05-19 16:59:17 UTC Post #334972
Shaders? I heard of them many times but I don't even know what are they for. As far as I know you have to code them manually.

Added some supports:
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It's gonna be a dm_ map. I just can't make myself create something non-dm.
Posted 6 years ago2017-05-19 18:24:22 UTC Post #334974
This looks really amaizing :)
Posted 6 years ago2017-05-20 09:29:45 UTC Post #334977
So this is the whole thing:
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Started building one of the temples:
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EDIT: Worked on the temple/fortress/whateveritis entrance. I think now it looks way better:
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Posted 6 years ago2017-05-20 21:58:37 UTC Post #334982
Looks quite nice.
Posted 6 years ago2017-05-20 22:10:46 UTC Post #334983
Some progress on the fortress (I don't think it's gonna be a temple. Well, I'm not sure yet):
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Placing skybox will be a little tricky:
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Posted 6 years ago2017-05-21 03:07:42 UTC Post #334986
Since I'm here, here's my latest little invention.
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It's a dynamic cartographer that maps every tile. It's stupidly optimized and accurate.

Progress is slow, spent all day reinstalling Visual Studio 2015 so it all works again. Numerous bugs but nothing outside my skill level so far. ^_^

@Windawz: Temple maps looks awesome. Who cares about what it is exactly, it's HLDM, a Tau Cannon sounds the same on every arena.
Rimrook RimrookSince 2003
Posted 6 years ago2017-05-21 16:10:15 UTC Post #334988
@Rimrook

Well, it's actually a CSDM. Sadly I just can't make an intersting cs or de layout. I, however, could have try to port this to HLDM but I'm la-a-a-azy, so I can't promise anything.
Oh, and what's that little invention you're talking about? Is it for a game? I'm just relatively new to this place.

More progress on the "temple":
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De_storm textures are wonderful, aren't they?
Posted 6 years ago2017-05-21 16:33:22 UTC Post #334990
Yeah I'm working on a an indie game.
"Temple" is looking good :D
Rimrook RimrookSince 2003
Posted 6 years ago2017-05-21 16:43:38 UTC Post #334991
Hi. I've been away for a long time, but finally got back into mapping. One of my old projects for CS:
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Bombsite A
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Bombsite B
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Layout

Dunno if this would get many players because everyone only plays dust2 now. Here's the fpsbanana page:
http://gamebanana.com/wips/46942

So far I'm thinking to make windows around the map and perhaps tiled roofs like in inferno, although I'm struggling to find any roof that fits with the aesthetic of the map, which looks a bit like meereen from game of thrones. I'm even making a miniature version of that pyramid!
Posted 6 years ago2017-05-21 18:10:48 UTC Post #334993
Nice! It has a layout which is way better than the one on my map. On any of my maps, lol.
Posted 6 years ago2017-05-21 18:50:22 UTC Post #334994
I've already seen you have trouble with designing layouts. It's no big secret, and all it takes is an understanding of how CS works.

The CTs are meant to defend areas and Ts are meant to attack, so make sure you have defined areas as shown here:
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This is a basic 4-box layout my map follows. Go back to the layout and see for yourself. You can make connectors between mid and anywhere you want for fast rotation between sites and areas but make sure you don't overdo it.

Else, you can make 5, 6 or 7 smaller squares and position them somehow.

Oh and important: Make sure the layout is strategically balanced! Or else it will suck and no one will play.
Posted 6 years ago2017-05-21 19:51:52 UTC Post #334996
Well, I have an idea... I still have some free space at the middle of the temple, so I can place a bomb site there. Thank you. Though how to make an as_, cs_ or es_ layouts is still unclear to me.
Posted 6 years ago2017-05-21 20:04:50 UTC Post #334997
Remember my destruction sequence? Well, the map demo_1 is done and now I'm working on demo_2:
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The platform is just a placeholder for the helicopter which I will borrow from ts_untergrund. =3

@Cd5ssmffan
Looks like I've finally found a working layout, thanks!

@Windawz
That's soooo Quakestyle... <3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-05-22 19:25:49 UTC Post #334999
@Admer456

A CS level with a helicopter? Interesting.

Dm_masonry (lol, I'm really bad at naming my maps) is inspired by Quake 1 which I finished yesterday. It was way more satisfying to play Quake 1 then Quake 2. I like Q1 the most.

Making a passage to the middle:
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And then I will copy-paste all this to the other side of the map and retexture it a bit.

P. S. Multirockets from Dissolution of Eternity are so overpowered.
Posted 6 years ago2017-05-23 02:19:12 UTC Post #335012
remember back when there were more than one game modes of CS? Like, 3 or 4? Too bad.
Posted 6 years ago2017-05-23 04:03:25 UTC Post #335013
@2muchvideogames

Dude I know. I wish I could make an es_ map. The concept is really good. We could organize a game with TWHL members only, like PUG. Sadly, I use non-legal HL and CS at the moment. Is cs 1.6 free on steam?
Posted 6 years ago2017-05-23 12:19:33 UTC Post #335015
Is cs 1.6 free on steam?
It's £6.99. About the cost of a sub with a drink. :P

Also, TWHL gatherings are so much fun:

Counter-Strike 1.6 2014 Tournament
CSGO 2015

Feels like it's been too long since we had a good marathon.
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-05-23 13:58:34 UTC Post #335016
Shame I'm not likely to ever go on TS publicly on account of being so self-conscious about my voice :(

The video games are fun though.
Jessie JessieTrans Rights <3
Posted 6 years ago2017-05-23 14:34:26 UTC Post #335018
Oh, so you need to actually speak to participate in such tournaments? Ok, I'll better buy Half-Life. Because imagine a voice of a 14 years-old nerd with a heavy russian Red Alert-like accent. Being able to connect to the TWHL HLDM server is all I need =).
Posted 6 years ago2017-05-23 19:16:16 UTC Post #335021
"imagine a voice of a 14 years-old nerd with heavy russian Red Alert-like accent."
Sheesh, imagine the voice of a 15-year-old Bosnian guy with a somewhat German accent, who sounds like he's twice his age. Truly, I haven't played a multiplayer game with someone other than my brother for a very, but very long time. Hmm... :]
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-05-23 19:44:44 UTC Post #335022
Converting dm_masonry to HLDM since the layout sucks for a cs map. Ascension had a better one.
Posted 6 years ago2017-05-23 21:04:39 UTC Post #335024
Oh, so you need to actually speak to participate in such tournaments?
...No? We make the teamspeak channel open to all who want in, but it's not compulsory. There's only 8 slots anyway.
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-05-23 21:36:12 UTC Post #335025
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I decided that those pillars were looking too odd, so I removed them. Any suggestions? I'm just really confused and have no idea how to detail them. I can also leave them as is to make r_speeds lower.
Posted 6 years ago2017-05-23 21:49:17 UTC Post #335027
Hmm, de_storm textures, eh? Fun fact: my map de_kobbl uses de_storm textures. :3

Also, darn... I forgot to upload some of those screenshots about the film. I'll do it tomorrow after I spend some time programming that robot. :|
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-05-23 22:00:08 UTC Post #335028
Hmm, de_storm textures, eh?
Yep. Did I say I'm converting dm_masonry to HLDM? No worries, I'll credit these wads. There aren't just de_storm textures btw, there are some from cbble, chateau and other maps (mostly trims).

Looked at the map from the top 2D view and you know? It would be too big for HLDM because the "temple" is really massive, so I split the map in two different maps.
Posted 6 years ago2017-05-24 14:50:35 UTC Post #335029
Finally got to make anything. Decided to leave the knight for a while and make something simpler to get through asset creation. It is... something...
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Posted 6 years ago2017-05-24 15:02:14 UTC Post #335030
Aww, it looks so cute! =3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-05-24 15:28:34 UTC Post #335032
@Snehk

Is it gonna be a high-level boss? xd
Posted 6 years ago2017-05-24 16:12:46 UTC Post #335033
Yep, an end game one. Giant floating whale, shooting trippy coloured lasers from it's eyes and starting whirlwinds with it's fins!

EDIT:

See, he's damn stoned and just happy to meet you in the endgame!
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Posted 6 years ago2017-05-24 16:15:23 UTC Post #335035
and just happy to meet you in the endgame!
Sounds like a good ending.
Posted 6 years ago2017-05-24 18:55:16 UTC Post #335036
A few more tweaks to it's "face"
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Edit: Finished
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Posted 6 years ago2017-05-24 22:25:13 UTC Post #335039
Now you need to code it...
Posted 6 years ago2017-05-25 10:25:39 UTC Post #335040
Now I wonder why Quake never had cartoony mods. Or had it?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-05-25 10:42:51 UTC Post #335041
I hope no.
Posted 6 years ago2017-05-25 11:27:48 UTC Post #335042
Posted 6 years ago2017-05-25 13:11:19 UTC Post #335043
I think Admer means cartoony messup-mods.

Shaders... That's good I'm not a Q3 mapper, lol.
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