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 ago2017-09-02 16:26:19 UTC Post #337242
Posted 6 years ago2017-09-02 21:49:50 UTC Post #337245
@Admer - Several areas like that on one level would kill GS.

@Windawz - Really cool brushwork! You really should start a Quake or HL level pack or mod.

Here's my latest work. The almighty BanHammer...
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It looks kinda unweildy, but it follows the "Banning ain't easy" route.
Posted 6 years ago2017-09-02 21:56:44 UTC Post #337246
@Snehk

Thanks. Actually I tried to make a mappack called "The Shift" a long ago. Made two unfinished maps and then switched to another project.
I'll probably upload some of my unfinished maps so someone else can finish them.
Anyway, to make a nice mappack for Q1/HL, I'll need to team up with somebody.

Nice hammer by the way. I need to try Wings3D.
Posted 6 years ago2017-09-03 06:35:58 UTC Post #337251
"Several areas like that on one level would kill GS."
According to that, the cliffs by Windawz would kill IdTech 2 (Quake engine). Not quite the case. In my Quake map, I have quite a few terrain sections and that's not really low-poly terrain. Also, caves made out of tetrahedra. :P
The clipnodes are at 20k, though, so I'll consider switching to the BSP2 format and to a sourceport which supports BSP2.

And in GoldSRC? Well, the cute, little cliff in my picture up there has around 1100 clipnodes and 900 wpolys. So, having more of these sections in the map wouldn't reach the limits and the framerate impact wouldn't be big. However, it did take 10/64 AllocBlocks, but that's because I scaled all of the textures to 0.500. :P

In short:
Stop underestimating these old engines...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-09-03 06:54:42 UTC Post #337252
I don't underestimate old engines, it's just that their limits often lead to thoughts like that. Fill several complex free-grid cliffs with several grunt squads and aliens, and framerate will drop considerably. This is often the thing for levels built on grid as well. There's also the risk of getting off-grid vertices or clipping issues.
Posted 6 years ago2017-09-03 08:42:23 UTC Post #337253
Epolys crop the framerates less than wpolys, so I don't think it would drop that hard.
Also, the year being 2017, I'm just tired of 'flat' maps. :/

I know that I should just move on to a new engine, but my point is to push the oldies to the limit. :D
It's like trying to increase the speed of an old rust bucket (car). You can break it half-way through. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-09-03 10:12:46 UTC Post #337255
"According to that, the cliffs by Windawz would kill IdTech 2 (Quake engine)."
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The whole terrain is actually a huge func_detail. I know that the cliffs will chop eachother because of that, but I was just lazy to tie every cliff to func_detail. I'd also need to set different detail levels for each cliff.
But it's pretty hard to hit the limits by making terrain this way. VIS also takes seconds to finish.

And don't confuse people, idTech 2 is the engine of Quake 2. Quake 1 runs on
the Quake Engine, or in my case on the Darkplaces engine.
Posted 6 years ago2017-09-03 11:03:41 UTC Post #337257
Doom 1 and 2 runs on id Tech 1. Quake 1 runs on id Tech 2, it was heavily modified for Quake 2, but in the core it's the same engine.
Posted 6 years ago2017-09-03 11:08:53 UTC Post #337258
Posted 6 years ago2017-09-03 16:04:27 UTC Post #337262
@Windawz
If people feel confused, they can either ask someone, or take a look at the idTech family tree.

idTech 2 is the Quake engine but it's also Quake 2's engine (but, as Snehk said, it was modified for it).

Also, look at this... thing:
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Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-09-04 11:46:39 UTC Post #337279
Man, you can map... O_o I repeat... do a good map pack and pack them as a mod, I am sure we all will love it. ^_^
Posted 6 years ago2017-09-04 12:19:12 UTC Post #337281
@abbadon
There's a problem, though: high school. It starts tomorrow and I won't have any time left for mapping. Maybe a few hours per day during the weekends, but until the summer and winter breaks, that's pretty much it. :P

The entire map is pretty much playable now, and it's pretty long. I'm referring to what's been done in the editor. The final half of the map still needs to be created. That's basically the part when you take the path to destroy the castle. :D
The map is currently at 27k clipnodes. I'm not really surprised, considering the size of the map:
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:gak:
It's big.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-09-04 16:44:13 UTC Post #337284
I know, I know, Admer. ;) I was just adding my wishlist for the future ;) "ADMATRON: the Quake 1 Mod", hahahaha!! :walter: sorry :glad:
Posted 6 years ago2017-09-04 17:56:24 UTC Post #337285
QuAdmer would be more fitting...
Posted 6 years ago2017-09-04 19:47:58 UTC Post #337286
"QuAdmer" would be weird to pronounce, lol.
Another alternative name would be Quake456. Lol.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-09-04 20:22:06 UTC Post #337288
QuAdmer sounds nice.
Posted 6 years ago2017-09-04 20:38:13 UTC Post #337289
I once worked on a mod called "Admer: The game".
ROFL.

But yeah, Qadmer, QuAd or QuAdmer would be nice. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-09-05 10:14:09 UTC Post #337298
+1 vote for "Quadmer". Hope to see it some day. :P
Posted 6 years ago2017-09-05 12:09:47 UTC Post #337302
Quadmer is actually easier to say than Admer in my opinion. I have to say "Adam-er"
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-09-05 12:25:46 UTC Post #337303
@Admer456 - You were outvoten, now you have to make that Quake mod.
Posted 6 years ago2017-09-05 12:47:38 UTC Post #337304
Quake vs Admer

Admer Mod: The Quakening

Admer Wrecks Quake

Half Admer Half Quake

Good Morning Quake with Admer
Rimrook RimrookSince 2003
Posted 6 years ago2017-09-05 15:32:13 UTC Post #337309
@Urby
I.m.o. "Quadmer" is like "Qu-adam-er", so it's a bit harder. :lol:
Unless it's pronounced like "Quad-mer".

Admer is even harder to pronounce for us native south-Slavic speakers. "Udd-mehr"
If we ever talk to each other on one occasion, you'd hear the two correct pronunciations. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-09-05 16:36:09 UTC Post #337312
And then we poles pronounce everything just like we write it in our language. Admer is pronounced Admer.
Posted 6 years ago2017-09-05 18:03:02 UTC Post #337313
That's what I meant, I just wanted to make it easier for people who probably don't know the phonetic pronunciation of my name. :P

The original "Admer" is pronounced like "Udd-mehr", while the second version, appropriate for English speakers, is pronounced like "Add-mer". Lol.
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Well, it looks like I've started working on the 3rd part. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-09-05 18:29:55 UTC Post #337314
There is a simple solution for that problem though. Either make player character say it, or let people pronounce it how they want.

Also, polish pronounciation of Admer is similar to Add-mer.
Posted 6 years ago2017-09-05 18:54:03 UTC Post #337315
@Snehk
So, Poles would say my name like the Americans do? XD
You know what? Germans pronounce it the best. My name totally sounds good in German. :P

I actually once worked on my HL mod about me, and yeah... too bad I'll never finish it.
Basically, it would feature a bunch of characters (including good, old Jody the foxgirl :3) and there would be dialogue. My name would be said a lot of times, lol.
For some reason, a part of me wants me to work on the mod again. Uh oh...

Yeah, I'm looking forward to working on it once more. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-09-05 19:14:51 UTC Post #337316
Not the same as American or British, just a bit similar.

You can check with Google Translate using the speaker button - use the one on left though.

Or with Visual Basic Scripts. You can make your sound card say what you write in a script on Windows OS.
Posted 6 years ago2017-09-08 11:15:47 UTC Post #337349
Woo, doublepost!

Gave procedural texture generation a try. It's much quicker and easier to get nice, seamless textures this way.
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Posted 6 years ago2017-09-08 11:34:00 UTC Post #337350
Procedural texture generation?
Posted 6 years ago2017-09-08 11:53:35 UTC Post #337351
I use a node based editor to generate textures using things like patterns, noises and numerous filters.
Posted 6 years ago2017-09-08 12:09:08 UTC Post #337352
Zeuxis or NeoTextureEdit?
Rimrook RimrookSince 2003
Posted 6 years ago2017-09-08 12:10:37 UTC Post #337353
I need to try these out... I have always been bad at texture creation.
Posted 6 years ago2017-09-08 12:16:47 UTC Post #337354
These were done in NeoTextureEdit, but I also can use Blender for this.
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Posted 6 years ago2017-09-09 18:05:45 UTC Post #337362
Cube 2: Sauerbraten.
I decided to check out how Cube mapping is and maybe make a map. I was nicely surprised:
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3D menus + good performance + interesting 'brushwork' flow + co-op mapping feature. I adore it.
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Seriously, these lightmaps are so detailed...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-09-11 15:04:10 UTC Post #337376
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I've decided to go back to my first "big" mapping project. :D
My school map holds a special place in my heart, so I wanted to remake it. And now that I'm going to high school, I'll absolutely have to remember my elementary school somehow. So, this map is super-early, and there will be A LOT of work to do, but I know exactly how to maintain the development. >:)

I have the pictures, I have some textures, I know how it looks.
Oh, also:
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Hahahahaha, south-Slavs will understand the best. ;)
This sprite was made for the event when I played CS at school with my classmate. :3

Except now I'm going for a more friendly theme: defending the school from an alien invasion.

Yes, this is for Sven Co-op. One part of the players will arrive in a battle tractor, while the other part will just wait for them at the school. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-09-11 15:49:34 UTC Post #337377
idTech 2 is the Quake engine but it's also Quake 2's engine (but, as Snehk said, it was modified for it).
id Tech 1 is Quake, id Tech 2 is Quake 2, id Tech 3 is Quake 3, id Tech 4 is DOOM 3, and id Tech 5 is RAGE. DOOM's engine (as well as Wolfenstein's engine) used for the first two games was never really given a name since it was only licensed out to a select few companies. Some call them id Tech 1, some call them id Tech 0, and others call them id Tech, but they're really just called by the name of the game that used them. The "id Tech" names only came about simply for the convenience of licensing and making the engines sound less specific to one game.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 6 years ago2017-09-11 16:59:49 UTC Post #337378
Whatever, I'll call it id Tech 1. >:P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-09-11 21:35:18 UTC Post #337379
Changed several design decisions lately - the project would be slightly more linear, without character customisation and too much rpg mechanics. I started making simple and crude concept arts.
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This is view from Dhynn's Spike, from where you can see Height Keep on mountain tops far away. This would be also an excellent view point in Deadlands, if not for the fact that most of it is hidden behind several layers of thick, green fog. The fog stays at low altitude, but from within the valleys it would look like an overcast, green-ish sky.
Posted 6 years ago2017-09-12 09:55:31 UTC Post #337380
id Tech 1 is Quake
WRONG

id Tech 1 is DOOM, DOOM: Plutonia, DOOM: TNT, DOOM 2 and all the other games that shipped them in a bundle (like Ultimate DOOM).

Quake is "Quake engine". Quake with the multiplayer stuff is "QuakeWorld engine"
Posted 6 years ago2017-09-12 12:33:58 UTC Post #337381
hello i have started to model a helmet, i am planning to work more on materials, giving them rust/scratches :)

there is a little detail i dont like, it came up meanwhile in process of modelling and i cant fix that, just pay attence on the place where glass is connecting with top of helmet
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Posted 6 years ago2017-09-12 14:10:21 UTC Post #337382
So, I'm glad that nobody was a butt, saying bad things about my school map. :)
This version is really more focused on saving the school, rather than destroying it, so I'm not surprised.

@ninja defuse
Looks like a HEV helmet, lol. Since it's somewhat boxy, I'd assume it belonged to a HEV Mark I suit. :D
I don't know, it just looks "classic" to me.

@Shepard
Finally...

Also, I think of this id Tech 2 situation as if it were Source. Like, HL2 is on Source, but CS:GO is also using Source, although it uses a newer version of it. So, I think that Quake and Quake II are both on id Tech 2, but the older iteration of id Tech 2 is called "Quake engine". :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-09-13 08:42:35 UTC Post #337389
Another crappy textures test...
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Posted 6 years ago2017-09-13 11:55:57 UTC Post #337390
Awesome...
Posted 6 years ago2017-09-13 13:23:37 UTC Post #337395
Notice lack of texture blending - engine requires vertex painting for it, so making modelled terrain is not only easier, but also possibly better looking.

Nothing stops from building level completely out of brushes. Engine can handle more than 65k tris. It's lighting that always killed it and required a lot of optimisation.

Next on improvement list: Squash some SE2 bugs, get M&B combat system and Thief like climbing (ports from The Darkmod), implement PoM.
Posted 6 years ago2017-09-13 17:26:24 UTC Post #337401
@Snehk
"Notice lack of texture blending - engine requires vertex painting for it, so making modelled terrain is not only easier, but also possibly better looking."
So idTech 4 doesn't have anything like displacements?
Posted 6 years ago2017-09-13 18:22:07 UTC Post #337402
You have patches and patch subdivision, which works roughly the same. It may not have displacements, but it has curved terrain and supports NURBS and CatmullRom curves (so you can make things like cameras follow easily set up curve instead of path entities). But modelled terrain is easier, and vertex painting gives much more control over the blended texture than messing with displacements (like in source).

Terrain from patch meshes with subdivisions, 2 parts tutorial.
Posted 6 years ago2017-09-15 18:06:23 UTC Post #337414
Looks pretty good Ninja, however you should really relax those edges up.
If you look at any professional 3d art, you'll notice they will have very exaggeratedly smooth edges. This helps translate the edges at lower resolution and/or when not very close to the object.
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Racer445 is a great asset to learn from even if you don't intend to create 3D art for video games. He has worked in the industry for AAA studios and has a wealth of knowledge to share for it.
Crollo CrolloTrollo
Posted 6 years ago2017-09-20 17:07:48 UTC Post #337451
Starting with a simple fence model. It's still low-poly. I'll give it some more details, then make even much higher poly version to bake normals off. Once exported and scaled 16x up (I work in 16x smaller scale than engine), the base will be 24 units high, 16 wide and 136 long. Bars will be 128 units high, so overally the model will be 152 units high.
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It can be snapped together with another fence like this, or an end cap model.
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Edit
More rounded bars, smoothing works nicely on it, though larger bars are still somewhat jaggy.
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Posted 6 years ago2017-09-20 19:38:58 UTC Post #337452
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Since screenshots have been about modelling lately, I guess it's time to show how much of a noob I am in 3DS Max. :P

This is something for CryEngine 1. There will be a beam in the middle, and I'll use the beam to test out some cool things with materials in CE.

Even though the model actually started out as a project for testing texture properties, it served another purpose: practising how to design stuff. I started with just one plane (which I split in half) and a circle. After a few minutes:
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And then:
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As much as I'm a fanboy of CSG-based mapping (or BSP), I sort of like this way of making maps, or at least in CryEngine. :D
I would've used Far Cry 1 assets, but they don't suit my needs. So, I decided to make my own. This is pretty new to me. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-10-02 20:12:51 UTC Post #337663
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