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 ago2017-07-23 20:02:55 UTC Post #336270
This new way of making caves looks neat. You're using those bordering walls as reference?

Yep, an idTech 4 with idTech 5 rendering code and further modifications. This is just messing with engines in general. And I couldn't get it to work before... just had to prove myself that I can resurrect it. If I can manage to improve game logic and assets further, I could make my project on it.

The engine comes with numerous in-built tools (lights, GUI, ragdoll, particle editors, script debugging). It just has much less documentation than UE4 (I find blueprints and it's other graphical editors more confusing than writing doom3 scripts...), full collision model, AI, area awareness system with dynamic obstacle avoidance and proprietary physics engine (proprietary = written by id, GPL).
Posted 7 years ago2017-07-23 20:06:19 UTC Post #336272
@Snehk

Those bordering walls are the hull. The sets of triangles are func_details. It's like making a fake tunnel like this:
User posted image
But here you use the fake terrain instead of just prisms.

As for SE2, I hope you're not going to port your project to it. What if when you release it I'll want to make some custom content for it? :D
Posted 7 years ago2017-07-23 20:13:15 UTC Post #336275
There's nothing to port, so far I made only concept arts and such, there's no gamecode to move and I decided to make better models anyway. If I'll get anything done on it, I'll most probably release modding info.

I understood how that method works. What I meant when asking is it a reference I asked if those walls are going to stay there once the tunnel is ready.
Posted 7 years ago2017-07-23 20:30:48 UTC Post #336276
I'll keep monitoring the ModDB page then.

Yes, the walls are going to stay. Before I got this idea I used that way instead:
User posted image
Those are wbrushes, so they affect VIS. Because of that the map takes longer to compile.

Heh, maybe I'm not that silly...
Posted 7 years ago2017-07-23 21:13:05 UTC Post #336280
Well, looking at those screenshots now I see why new new method is quicker.

The ModDB page is updated infrequently, though I changed the description lately.
Posted 7 years ago2017-07-23 22:57:23 UTC Post #336285
@Windawz
Your clipnode count will get wrecked if you use too many func_details, even if you use the Bevel texture.
Be careful. :3

(unless those are passable "zhlt_noclip 1" func_details!)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-24 19:10:18 UTC Post #336286
Added detail textures:
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Posted 7 years ago2017-07-24 19:31:44 UTC Post #336310
I'M NOT DEAD, I DON'T WANT TO GO ON THE CART

So apparently I somehow won first place in C34... not sure how mine is better than Archie's but whatever. Thank you.

Also, been screwing with other maps again. Can't decide on a layout for DM_Subterrane (I've literally restarted half a dozen times) so I'm putting that on hold.

I decided I really disliked the layout in DM_Powerstruggle, so I took the core and a couple other pieces and am rebuilding from there, and incorporating the type of maintenance passages seen in DM_Fenrir.
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Posted 7 years ago2017-07-24 19:38:39 UTC Post #336312
This looks... Incredible. You're a pro! I wish I had your skill.
Posted 7 years ago2017-07-24 20:42:07 UTC Post #336318
Windawz you are not far behind to be fair, your mapping is also pretty great ;)

Nice to see you back here Victor, lovely stuff as usual :)
Posted 7 years ago2017-07-24 21:13:57 UTC Post #336325
Great shots Victor! And I agree with Trempler, you're a great mapper Windawz!

Modelled out a simple fountain:
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Posted 7 years ago2017-07-24 21:22:48 UTC Post #336328
I'm jealous of everyone's mapping/modeling skills ^^
Posted 7 years ago2017-07-24 21:34:37 UTC Post #336334
@Shepard62700FR
But there's someone who's jealous of your programming/coding skills. ;)
Lol.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-24 23:38:33 UTC Post #336343
Thanks to the new cave building method, LeafThread now takes 3 seconds less to finish and the amount of faces (in-editor) has decreased from over 20k to 19010. Not a big improvement, but still better than nothing.
Posted 7 years ago2017-07-25 11:58:45 UTC Post #336346
A decrease of 1000 faces would mean so much to me, mostly for my laptop. XD
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-25 16:39:05 UTC Post #336363
Posted 7 years ago2017-07-25 20:40:03 UTC Post #336371
Before:
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After:
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(the rock texture doesn't have a detail texture, by the way :P)

Cause:
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Consequence:
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What do you think? ;)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-25 21:03:30 UTC Post #336374
I think he meant that there are no detailtextures in use on that rock.

If they don't work, then they must be badly set up in the first place, like texture names not matching or some other problem with setting them up properly.
Posted 7 years ago2017-07-25 22:25:10 UTC Post #336378
Yes, no detail textures have been made for the rock (I make them myself :P).
I've never known that detail textures can be so fun. :D
I can make a texture look dirty, or burnt out, or make it have scratches, and many more stuff. But I mostly use them in the map to cover the 64x64 diffuse textures, which really helps me out with AllocBlock.

Now I reduced the usage from 61/64 to 55/64, which is pretty nice and leaves me more room for things. Since I'm using it in Sven Co-op, though, crossing the old AllocBlock limit shouldn't result in an error, right?

Lastly, people who disable the detail textures on their end will experience a significantly different aesthetic, quality, look and feel in my map as of now.

@SourceSkyBoxer
I can't see your image in your post. It appears to be blocked for me. :o
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-25 23:07:12 UTC Post #336381
I liked those detail textures so much I filled the whole map with these:
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I shouldn't have done that I suppose?
Posted 7 years ago2017-07-25 23:55:31 UTC Post #336382
One DeTx for all? XD
Not really a bad idea, as I'm using the same detail texture for 3 grass textures in Kobbl. But man, you really should try experimenting a bit with them. It can get really interesting sometimes, you know.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-26 01:07:14 UTC Post #336384
There are actually three detail textures: one for the ground, one for the rock and one for all the buildings and interiors. I also adjusted the scale of the Dtextures for every single texture. The effect is great to be honest.
Posted 7 years ago2017-07-26 05:28:10 UTC Post #336387
Lookin' pretty damn sweet, Windawz.
Dimbeak DimbeakRotten Bastard
Posted 7 years ago2017-07-26 08:48:36 UTC Post #336393
Yes, good job, just make sure you don't alter the brightness of the original texture too much. It can mean a huge difference in ambience etc. especially in night maps like Kobbl.

I've discovered that just by tweaking the contrast and brightness, you can get different levels of influence on the main texture. (which is pretty obvious, I knew it already)

If the contrast is high, the bright spots will be even more bright, and dark spots will be very dark, and that's why the detail texture will be very noticeable, so you should be a bit careful with what you choose. On the other hand, lowering the contrast will blend your detail texture more and it will stand out less.

The same thing about brightness goes for making the texture too dark. I have this texture MZ_KOBBL_1, and it's some sort of a pavement.
When I put a black'n'white detail texture on top of the 64x64 main texture, it was pretty dark. But in such a good way that I thought it was wet! :D
Basically, I made a mistake and ruined the map's feel a little bit. Except this wasn't a bad mistake in this case, as it made the texture look wet, which is an excellent reason for me to add rain. Lol.
This stuff is cool. I luv it! <3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-26 08:55:43 UTC Post #336394
Indeed, you can alter the look of the map with just one detail texture.

The detail textures made my map even darker, but that's exactly what I wanted to achieve. This place is "dead" after all.

Also, Sven Coop doesn't have the env_rain entity. How are you going to implement rain then?
Posted 7 years ago2017-07-26 09:00:10 UTC Post #336395
I'll place a few non-solid func_conveyors with a scrolling rain texture, I'll put a few rain-splash sprites, and a rain sound. ;)

Who needs env_rain? >:P

By the way, I found out that Sven Co-op can have more entities per visible packet, so adding this much stuff won't really make entities disappear like it would do in standard GoldSRC.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-26 09:06:59 UTC Post #336396
That trick with func_conveyors seems a bit ugly to me.
Is it possible to add a realistic-looking rain with AngelScript?
Posted 7 years ago2017-07-26 09:16:53 UTC Post #336398
Yes @ Windawz.
Posted 7 years ago2017-07-26 10:39:28 UTC Post #336402
Raised the edges of the cliffs (and retextured them as well) to prevent players from getting there:
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Posted 7 years ago2017-07-26 13:25:57 UTC Post #336410
@Windawz
My problem with AngelScript is that I have insufficient coding knowledge to achieve this stuff. But nothing prevents me from learning it, lol.
But hey, doing the func_conveyor trick isn't really that ugly!
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-26 13:59:36 UTC Post #336411
@Windawz depends on how you want to do it. Client side scripting would make it relatively easy, server side scripting could still cause overflows.
Posted 7 years ago2017-07-26 14:12:11 UTC Post #336412
Client-side scripting would be better as the server wouldn't have to sync all that stuff between every client, right? xd
Thus we'd avoid network traffic issues.

Alright, time for me to get back to work... Kobbl is waiting, Kobbl is my duty, Kobbl is my promise. (of course, until high school begins)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-26 14:46:08 UTC Post #336413
Yeah it avoids having to send messages to clients for it. Server side either you do it reliably and risk overflows, or you do it unreliably and have the effects cutting out when too much data is being sent. Client side your only limit is the maximum number of effects.
Posted 7 years ago2017-07-28 20:35:58 UTC Post #336523
User posted image


I escaped the influence of my laziness yet again, and I made this. :D

I also got a new idea:
Players will spawn in the "Selector", where there will be 3 options:
Victims, Victim 1 and Victim 2.

Victims will spawn in one area together, Victim 1 will experience getting "saved" by one of the terrorists (but Victim 1 will escape after that).
As for Victim 2, I'm not sure yet. Since their role is optional, it surely brings some fun stuff in there. Oh, right, Victim 2 will spawn in the underground cave! :biggrin:

Well, yeah, I've said enough. This concept is pretty interesting, and I tried to pull off a similar thing in Sandstorm where 1 group of players spawned in the truck, while the other group would wait for them at the HQ.

At some point, Victims, Victim 1 and Victim 2 will all meet and continue together. But before that, well, things will be a bit interesting. ;)

Of course, Victim 2 will be optional because I'd like the minimum number of players to be 2.
So yeah, I'm assuming I'd have to prepare a good puzzle for Victim 2. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-28 23:17:42 UTC Post #336527
I hope programming WIPs are allowed here.

VTF loading and "displaying" in Half-Life 1.

https://pastebin.com/yR7qPSaf This is the full file so far, it's a mess.

Funny thing, to "display" the image to make sure it was working correctly I had to abuse a bug within GoldSource. When you generate a texture, when you change a level, the (first? or last) image you generated will flash for a few frames as the level is transitioning.

Here's the result I got:
User posted image
It works! :)

I plan on expanding this into a custom renderer I am making, but realistically it will only be a learning experience and something I will never get done. It's just too damn hard.

I'll probably replace .tga loading function in favour for .vtf's in PARANOIA and test that out... or Trinity, I don't know. But it won't be the new one.

Just thought I'd point it out, it's kinda important to me. If anyone is interested in the sources (as of now, not done) just PM me. Also maybe in the future I may make some comprehensive documentation of VTFLib and HLLib, since none exist so far.

Also a very special and many thanks to Solokiller, none of the technical bits would've been possible/updated without him for this project.

Blue-Green. Neat. Never knew about those.
Posted 7 years ago2017-07-28 23:40:31 UTC Post #336529
Maybe you'd be interested in looking at the VTF loader from the Sedge codebase? I stopped using VTFLib and HLLib because I wanted to implement them myself.

https://github.com/LogicAndTrick/sledge/blob/master/Sledge.Providers/Texture/Vtf/VtfProvider.cs
Penguinboy PenguinboyHaha, I died again!
Posted 7 years ago2017-07-29 00:53:03 UTC Post #336530
I dunno, that's in C#.

I'd rather use VTFLib now at least, since I had to go to hell on Earth just to convert it into a static library. Just got used to it in that time.
Posted 7 years ago2017-07-29 21:08:43 UTC Post #336561
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Just as I was testing out the new "Upper Cave" part of Kobbl...
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I fell through the floor:
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And I kept plummeting down to the bottom of the map.
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I've never fallen through the floor. XD

Anyway, you've seen the new part, and that's what matters.
Also:
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That's why! :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-29 21:34:01 UTC Post #336563
Aren't the clipnode and the face limits supposed to be the same?
Posted 7 years ago2017-07-29 22:09:42 UTC Post #336573
You can have really complex brushwork but with a very simple and low-poly collision, so those 2 shouldn't be the same. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-30 03:35:58 UTC Post #336575
Bringing up a really old post and an even older tutorial, but...
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!
This absolutely is the way that assets should be made (and are made in modern engines, where custom static meshes are used instead of BSP geometry and tiling textures), but I would strongly disagree with manually doing the maths in photoshop to unwrap the uvs when you can just export the geometry and do it properly in any choice of texturing software.
I don't know if I can muster enough motivation to get an entry in for the pockets compo, but if I do I'll be sure to elaborate on a (hopefully) better/simpler method to do this.

Another upside of exporting the geometry is that you have the geometry and can do fancy stuff with it as Instant Mix has discovered in Competition 34, but more on that later.
Crollo CrolloTrollo
Posted 7 years ago2017-07-30 20:05:32 UTC Post #336586
Who uses those silly antennas on their CRT TVs anymore?

Besides, after 29 years I have yet to see one that works.
Posted 7 years ago2017-07-30 21:02:55 UTC Post #336588
Actually, the guy who uses that CRT TV in my map uses it only for his PS1, PS2 and his VHS tapes. :P

Of course, when the terrorists came... ouch.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-31 19:48:44 UTC Post #336615
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[green]roadmotel, Map for CS 1.6… map yet in indev[/green]
Mr. Cowboy Zombie Mr. Cowboy ZombieSemper fidelis
Posted 7 years ago2017-07-31 22:00:07 UTC Post #336620
I was so bored, so I made this:
User posted image
I wonder what to do next...

(and no, the middle platform and the skybox are actually static, only the triangular "cakes" are rotating. The cool part here is that I didn't use any origin brushes ;) )
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-07-31 22:01:49 UTC Post #336621
I'm just surprised you can store a .gif on your computer.
Posted 7 years ago2017-07-31 22:40:46 UTC Post #336622
My biggest weakness is layouts, because I never plan anything. Maps just happen. That said, I scrapped what I had done for the new layout of that map since it was turning into the same thing (big donut with no verticality) and started anew. Probably gonna call it DM_Criticality.
User posted image
also I have an unhealthy obsession with fan shadows: https://www.youtube.com/watch?v=YufrTgjInCQ
Posted 7 years ago2017-07-31 23:22:52 UTC Post #336624
@SourceSkyBoxer
"and no, the middle platform and the skybox are actually static, only the triangular "cakes" are rotating"
Posted 7 years ago2017-07-31 23:29:47 UTC Post #336625
func_rotating with zhlt_usemodel for cycle sky sphere, right? Or you use xashxt moveswith-system for env_model? Playable room with whole null texture brushes?
probably just centered the map since origin-less brushes use 0,0,0 as their origin
Posted 7 years ago2017-08-01 04:49:36 UTC Post #336626
@SourceSkyBoxer

I didn't use that.

Normal skybox, 4 func_pendulums and no origin brushes because the axis is already at 0,0,0.
The sky is not rotating. The platform I was standing on was rotating. Hehehehehe, relative movement is a bi*** sometimes.

@Victor-933
I don't do planning either, but sometimes when I do, it speeds up the mapping process because I simply know what to do next.

@James Luke
Eh, this one was just 2.3MB big, I'm not surprised it can fit.
Admer456 Admer456If it ain't broken, don't fox it!
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