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 ago2017-08-04 11:28:19 UTC Post #336704
Modelled a low-poly, simple, 100% symmetrical humanoid base for models so I won't have to repeat most steps when modelling characters. Lacks hands and feet, hips are set wider to make it more of a feminine base (easy tweak to make masculine base anyways), and is 16 times smaller than player models for GoldSource/id Tech engines. I somewhat prefer to work in small scale then scale it up, as in:

1 = 16
0.5 = 8
0.25 = 4
0.125 = 2

0.0625 and 0.03125 used only for subtle yet noticeable tweaks.
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It's similar to my other human-like models, as I use one quick and efficient method for humanoids. 116 quads, giving 232 tris after tesselation. It won't be that much of a nightmare to animate as well.
Posted 6 years ago2017-08-04 12:25:15 UTC Post #336707
The torso looks stretched in my opinion.
Posted 6 years ago2017-08-04 12:26:41 UTC Post #336708
I think the character's height is generally fine, but the torso/leg ratio is off. Lengthen the legs, squash the torso. :D
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-08-04 12:32:45 UTC Post #336709
Exactly.
Posted 6 years ago2017-08-04 14:03:27 UTC Post #336715
Now I wonder if those legs aren't a bit too long... This is basically how I always do my humanoid models, there's always something to fix in proportions.... Shot without head and arms.
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Posted 6 years ago2017-08-05 07:30:42 UTC Post #336730
Me i decided hold my motel cs map for remake cs_alley1 :)
REBELVODKA REBELVODKASemper fidelis
Posted 6 years ago2017-08-05 20:05:48 UTC Post #336736
Started my 3rd map project this month:
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I decided to do something like ts_untergrund, but for CS 1.6.
Wish me luck. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-08-05 20:18:46 UTC Post #336737
Is it just me or those cliffs look... Familiar?
Posted 6 years ago2017-08-05 23:16:56 UTC Post #336740
Decided to remake several of these textures from scratch so I can finally join the cool kid's club and stop relying on other peoples' textures.
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Posted 6 years ago2017-08-06 21:07:44 UTC Post #336751
"Decided to remake several of these textures from scratch so I can [...] stop relying on other peoples' textures."
You know, you've inspired me. Why use someone else's textures when I can make my own? :P
Besides, I haven't made any custom ones in a while.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-08-07 04:07:41 UTC Post #336759
Here's a thing
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Crypt Crypt120% sorry!
Posted 6 years ago2017-08-07 09:05:36 UTC Post #336761
Great progress Crypt!

My latest tinkering. From this:
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To this:
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I edited dialogue in resource file to change the layout, a few really simple edits but make a big difference, especially when the window is not resizeable and making it one has issues.
Posted 6 years ago2017-08-07 10:55:03 UTC Post #336766
ya but mine's pretty

Lol there's no harm in me working on my own. If people want to play his, they'll play his, if they wanna play mine, they'll play mine. I can guarantee you they will be wildly different.

Also, fun fact: He knows about mine. We spoke to each other a couple years ago about combining projects. It never really took off.
Crypt Crypt120% sorry!
Posted 6 years ago2017-08-07 11:32:38 UTC Post #336767
Making more progress on texturing, I've almost completely replaced everything with ones I've made. Also brightened the map a little -- I want it to be dark and gloomy but not so dark people can't see each other.
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This map will have a lot of crawlspaces and hidey holes like DM_Fenrir, shown by that big fan room thing.
Posted 6 years ago2017-08-07 16:38:01 UTC Post #336772
Latest revolution in GoldSRC door tech:
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And here's one of the huts for the map:
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Any suggestions? :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-08-07 17:15:03 UTC Post #336774
@SourceSkyBoxer
I. Hate. Models.

Not really, I love them. I just believe that good brushwork has a better place in GoldSRC rather than models etc. :P

But yeah, I've used SketchUp before. It's a nice tool. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-08-07 17:59:47 UTC Post #336782
Continued work on base humanoid model. I think that there might be something wrong with head/neck, but it's all a matter of few quick edits.
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Posted 6 years ago2017-08-07 19:22:25 UTC Post #336789
@Snehk

It's way better now.
Posted 6 years ago2017-08-07 19:53:45 UTC Post #336790
Any suggestions? :)
What i like to do with simplistic roofs, as i noticed you like to keep things really basic for performance issues, is add another "board" here and there about 1-2 units high. It's not much, but it breaks the boring linearity of that roof and would add a bit of depth to it.
Btw, i don't think that texture is fitting for a roof :|
Posted 6 years ago2017-08-07 20:24:05 UTC Post #336791
I know it doesn't fit the roof, Kachito. xd
I'll see what I can do.

Edit:
Actually, I'm more like "Screw the performance", as you saw in de_kobbl.
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Now I just need to balance the colours. xd
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-08-07 21:36:29 UTC Post #336793
Here's why not: it would not fit the westwood-ish theme of my map. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-08-07 23:21:01 UTC Post #336794
One of my maps I've stopped working on a long ago:
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Made a few edits to it. Maybe I'll even finish it someday.
Posted 6 years ago2017-08-08 00:08:42 UTC Post #336799
@SSB
"Remember that Tools -> "Lock rotate / scale" and "Lock movement" than you move completed brushwork to connected room or hallway."
Sometimes I think that people here take me as a complete noob.
"Wait I see like background of OpenTK viewport? Or Jack has changing color of background."
Yes, Jackhammer supports the customization of the background color in the 3D viewport. Blue just seems more calm to me.
Posted 6 years ago2017-08-08 02:35:34 UTC Post #336802
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I haven't been putting... well basically any WIP shots of this up in the past months I've been working on it, but it's getting presentable now.
Notewell NotewellGIASFELFEBREHBER
Posted 6 years ago2017-08-08 08:18:50 UTC Post #336807
@SourceSkyBoxer
You can customise a lot of colours in J.A.C.K.
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Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-08-08 08:20:31 UTC Post #336808
[content removed - double post]
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-08-09 07:53:51 UTC Post #336826
Very early WIP texture tests, these won't be used too much, it's to better feel texturing for that engine.
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Posted 6 years ago2017-08-09 19:09:20 UTC Post #336830
Jeff what is that? Looks great
Oskar Potatis Oskar Potatis🦔
Posted 6 years ago2017-08-09 20:18:10 UTC Post #336831
Thanks! It's the highly-anticipated (by nobody) remake of This map, which I've wanted to do since Black Mesa came out as sort of a way to vastly improve upon my previous work.

It's also been in development for far too long and I need to finish it up soon.
Notewell NotewellGIASFELFEBREHBER
Posted 6 years ago2017-08-10 20:07:34 UTC Post #336841
Switching constantly between map projects, wow...
And this time, I came back to 4Way. Lol.
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Hmm, yeah. DirectQ is one heck of a speedy source port. If this was in DarkPlaces, I'd be getting 12fps. :D

Also, some shots of Pustinya:
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ts_untergrund's spiritual successor, lol.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-08-11 18:48:51 UTC Post #336850
Okay, screw the wood in 4Way, stone structures can support themselves after all. :P
So, I didn't want to leave the walls untouched, and that's why I made some changes:
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Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-08-12 01:01:19 UTC Post #336858
Now that stone structure cannot support itself.
Posted 6 years ago2017-08-12 07:22:40 UTC Post #336859
Maybe there's superglue between those stone bricks. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-08-12 16:20:07 UTC Post #336862
Who cares? It's Quake.
Posted 6 years ago2017-08-12 21:42:36 UTC Post #336866
More screenshots: (from the QuakeOne thread)
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Discovered that _minlight can be used on brush entities:
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See more:
Link
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-08-12 22:25:29 UTC Post #336870
Redid the door panel textures. There's several different versions, this one is the malfunctioning version.
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Posted 6 years ago2017-08-12 23:41:42 UTC Post #336871
sexyyyyy
Posted 6 years ago2017-08-13 20:06:15 UTC Post #336872
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Having fun with the Quake FGD because the one which came with J.A.C.K. lacks many parameters.
It's technically a work-in-progress thing, so I decided to post a screenshot. :3

Edit:
Oh, I've noticed a mistake, I should replace some (integer)'s with (choices). Lol.

Edit #2:
I've noticed another mistake. It seems that strings need quotation marks. xd
(that's what I get for being too fast)

Edit #3:
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Hihihi :crowbar:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-08-16 14:20:49 UTC Post #336912
https://www.youtube.com/watch?v=0mBqB_fpC4U

Using snarks to demonstrate the new electrocution effect in the core.
Posted 6 years ago2017-08-16 15:12:47 UTC Post #336913
Beautiful...
Posted 6 years ago2017-08-16 16:12:04 UTC Post #336915
Getting a better hold of terrain modelling in Wings without using heightmap generation nor sculpting. I may test exporting terrain from Terragen 4 one day...
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Posted 6 years ago2017-08-17 10:12:41 UTC Post #336918
Thirded, that's a beautiful map Viktor; would personally say to think about redoing the VOX sound and the reactor hum sounds, but holy crap that's beautiful
Instant Mix Instant MixTitle commitment issues
Posted 6 years ago2017-08-17 19:33:56 UTC Post #336919
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I've decided that a stone wall would fit the map's theme better:
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Bricks! :D
de_kobbl's legacy. ;)

https://www.youtube.com/watch?v=b3ofOEnwTRw
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-08-17 19:43:50 UTC Post #336921
q3map2 doesn't suck. It's awesome.
I just don't want to use it.

I'll stick to TyrUtils-ericw. :3

https://ericwa.github.io/tyrutils-ericw/
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-08-18 05:50:28 UTC Post #336927
@SourceSkyBoxer

Everything is OK, you only need the Q.wad file.
I've also made a WAD with the Skip and Hint texture, as well as my custom Quake FGD.

http://gamebanana.com/tuts/12452
You can find the links there. ^
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-08-19 07:32:09 UTC Post #336931
More screenshots:
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New section:
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My map has grown a lot. :o
But the theme... it's like 4 maps in one at this moment.

Edit:
I've got an idea. In one of the secret apartments, I'll put a text on the wall which says "Admer and Jody were here <3". I think it would be funny.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-08-20 06:37:52 UTC Post #336941
I need to learn to leave things alone.
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@Instant Mix -- I did end up redoing the reactor ambient but I'm keeping the VOX. I actually wanted it to be muffled and garbled since it plays globally.
Posted 6 years ago2017-08-20 13:07:31 UTC Post #336953
aw man that lack of texture filtering makes it look extra beautiful, really can't wait to see the final product Victor!
Instant Mix Instant MixTitle commitment issues
Posted 6 years ago2017-08-20 15:58:55 UTC Post #336956
@Victor
Don't worry, you're not alone. I also need to learn that. xd

Meanwhile:
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So, this will be in a secret room. You press the button, and then there goes a lot of blood. xd
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-08-20 17:04:32 UTC Post #336960
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