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 ago2017-11-02 12:42:42 UTC Post #337931
I do all my Goldsource texture work in Photoshop. It absolutely can export 8bit bmps, as Rimmeh said. :P
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-11-02 15:06:33 UTC Post #337933
Just ring me for final playtest @ Mr Gnang :) I will ofc help to find bugs but as I know your style, you are doing superb work.
Posted 6 years ago2017-11-02 15:17:51 UTC Post #337935
Don't worry - I will have a quick round of playtests once I have put together all maps. I've been working on this periodically for so long I just want to put an end to it haha!
Posted 6 years ago2017-11-02 15:50:54 UTC Post #337936
I've been working on this periodically for so long I just want to put an end to it
Can't imagine how that feels... :rly:
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-11-02 18:58:50 UTC Post #337937
That's exactly what I felt when I was finishing de_kobbl in August 2017. Ah, it was such a messy time.

I would stay up late and compile 4 versions of the same map in a row. The heat generated by the laptop was unbearable and I couldn't sleep during the night.
And when I finally finished it, it was worth all the time I invested into it. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-11-02 23:11:10 UTC Post #337938
Posted 6 years ago2017-11-04 20:29:34 UTC Post #337962
This reminds me when I scattered a bunch of light entities in one of my early maps:
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Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-11-06 02:01:14 UTC Post #337975
Posted 6 years ago2017-11-06 13:02:17 UTC Post #337983
Thats some lovely quake style ! :)
Posted 6 years ago2017-11-07 15:00:58 UTC Post #337985
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EDIT: Small update
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Posted 6 years ago2017-11-11 08:15:57 UTC Post #338021
Posted 6 years ago2017-11-12 17:02:21 UTC Post #338027
Mhh that reminds me to BORG from StarTrek somehow :o <3
Posted 6 years ago2017-11-13 02:02:42 UTC Post #338030
I feel like with a couple of layered transparent textures (for easy mode), you could make a pretty good-looking Borg cube.
Jessie JessieTrans Rights <3
Posted 6 years ago2017-11-13 12:02:47 UTC Post #338034
The map has nothing to do with StarTrek.
Posted 6 years ago2017-11-18 00:20:55 UTC Post #338093
A small sauna.
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Posted 6 years ago2017-11-19 18:18:46 UTC Post #338110
I decided to start mapping for Quake II. It's going well enough, even though I'll have so much trouble trying to find some of the documentation I need.
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A Quake II GUI Compiler would be neat, except websites are down and digging every snapshot at Web Archive is just going to be time-consuming. :/

I did, at least, find ArghRad, so I'm going to compare it to the QRAD3 which comes with J.A.C.K. ^o^
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-11-19 20:47:43 UTC Post #338113
The terrain looks neat.
Posted 6 years ago2017-11-20 03:55:44 UTC Post #338114
Youtube Link
Got a bit carried away, i might have enough of a satirical desire to actually make a full map out of this as a basis
Instant Mix Instant MixTitle commitment issues
Posted 6 years ago2017-11-20 07:16:53 UTC Post #338115
Wasn't happy with how the PVS-5 turned out, so spent the day touching it up and reworking some things.

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Crollo CrolloTrollo
Posted 6 years ago2017-11-20 21:38:55 UTC Post #338123
Wonder how Alex Jones makes all of his strange supplements?
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I feel I'm channeling my inner Postal 2 with this map
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Posted 6 years ago2017-11-21 09:52:14 UTC Post #338131
You NEED to make a full infowars map! But I get the impression you have made that decision already :)
Posted 6 years ago2017-11-21 11:39:15 UTC Post #338133
I'm having too much fun making it, so I hope I'll actually make the entire thing. Played Sven with a bunch of uni mates a couple days back and remembered how fun it was, and the sense of humor maps like toonrun had. Feel like the game is overdue for something more modern.
Instant Mix Instant MixTitle commitment issues
Posted 6 years ago2017-11-22 02:47:19 UTC Post #338141
I'm starting to get worried that I'm going a bit overboard on faces / brushes. Just a couple quick questions:

1 ) Do faces that are textured in BEVEL contribute to the overall amount of faces in game?
2 ) If so, does this negatively affect performance?
3 ) Is there any performance or resource benefit to making func_details passable, and then manually creating a much simpler clip hull?

MERGE
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Bit more progress. Half the time working on this is being spent making textures, rather than mapping itself. So far the plan seems to be making each "big" room / section in their own maps, and then stitching them into a big one, once I know each small area is perfected. Wish JACK / sledge supported instances, cause this'd be a perfect use for it.
Instant Mix Instant MixTitle commitment issues
Posted 6 years ago2017-11-22 14:24:49 UTC Post #338146
That looks fantastic!

From my experience, I coat every surface not view-able or accessible by the player in the NULL texture and it helps performance.

For all my levels, I create the basic room box or bounding area as brushes, and fill every single element as a func_detail. I am talking hundreds of them. I am getting away with a lot of brushes - for example:
http://www.moddb.com/mods/half-life-echoes/images/clean-up
http://www.moddb.com/mods/half-life-echoes/images/signal-fading

Seems to run fine even on my older laptop!
Posted 6 years ago2017-11-24 19:02:32 UTC Post #338198
Pretty early screenshots:

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Not just going to impress my classmates this time. My class teacher (she's what people would call a "computer freak") is also interested in my project. :crowbar:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-11-24 22:49:27 UTC Post #338200
Your scale is massively off, you're about 1.5x what it should be by the looks of it
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Posted 6 years ago2017-11-25 07:37:15 UTC Post #338204
I know that. I've seen the top-down view of the school in Google Earth, and most things are off.
I'll adjust everything later when I complete all the needed brushwork.
But first, I think I'll need more reference photos. -_-
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-11-25 14:12:11 UTC Post #338206
Wouldn't it be much better to adjust the brushwork now rather than after you've completed half the map? If anything, for making sure everything is still on grid?
Instant Mix Instant MixTitle commitment issues
Posted 6 years ago2017-11-25 15:56:54 UTC Post #338208
Considering what you're thinking, yes. But the needed brushwork is just a fifth of the map, not half a map!

I'm talking about what I call "necessary brushwork", the core geometry of the map, excluding the details and everything. It's low-poly enough and such that adjustments will be very easy to make!

Once I'm 100% sure that the scale is right with the core geometry, I can continue adding detail geometry.

Oh, and besides, school maps don't have to be 1:1 replicas of the map. I can always miss a dozen units or so, at least with the bigger brushes.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-11-26 06:26:34 UTC Post #338210
Posted 6 years ago2017-11-26 06:49:40 UTC Post #338211
Oh, please no, don't waste your good brushwork on dust textures. Your map probably deserves so much better.
Posted 6 years ago2017-11-26 08:51:33 UTC Post #338212
@Admer - put that into Cry of Fear, now that'd be something awesome.
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 6 years ago2017-11-26 08:59:15 UTC Post #338213
@Ghost129er
Once I'm done with the base map, I'll port it to other games, including CS 1.6, Sven Co-op and maybe Cry of Fear as you mentioned. :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-11-26 11:28:26 UTC Post #338214
@MistaX88

I made that piece of shit just out of boredom. When I finish it, I'm gonna start working on something more serious. Now I have more spare time than before.
Posted 6 years ago2017-11-26 23:03:01 UTC Post #338220
@Admer - You may want to keep current scale and make it a rats_ level.
that piece of shit
Correct me if I'm wrong Windawz, but I don't see any shit on the screenshot. I want my money back!
Posted 6 years ago2017-11-27 05:05:35 UTC Post #338222
Started working on another "tag" map for CS. This one is also going to have a "pseudo-siege" element where all entrances into the lab have a 1 way push and all Ts spawn inside the lab. The design is inspired by and based on a map known as "Graveyard Siege" for a standalone Quake 2 mod called Digital Paint: Paintball 2.
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Posted 6 years ago2017-11-27 12:06:40 UTC Post #338223
Posted 6 years ago2017-11-27 14:35:54 UTC Post #338224
@MistaX88
Having played Digital Paint: Paintball 2 as a kid, I'm quite surprised that I've never seen or heard of Graveyard Siege before. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-11-28 00:00:27 UTC Post #338225
@Admer

I fired up Paintball 2 just to grab some screenies. It actually just shows up as "grave" on the map list but the full title is "The Graveyard Siege" by a mapper named Reed. It's a custom map and doesn't come with the game, iirc. I don't know how to get rid of the hud elements and didn't bother trying to figure it out since these screens were just to give you a basic idea of what the map is.
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Obviously, it's waaaay too open for CS. It works fine for paintball due to the limited range and fast Quake II style movement (movement I've never quite been able to get down, I suck at strafe jumping). My map instead involves a laboratory with much more stuff inside, less entrances into the building, and a slightly safer approach towards the building. You can't really mimic the siege mode in CS but my "tag" hostage system should be good for this map.
Posted 6 years ago2017-11-28 11:59:30 UTC Post #338229
"Quake II style movement (movement I've never quite been able to get down, I suck at strafe jumping)"
I really love Quake II-style movement. I'm thinking I should fire up Paintball 2 as well. Childhood memories have to be re-experienced, right? :3 (even though I never got to play with players or bots)

Also:
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I was very surprised by the compile times on this one. On the other hand, Hammer crashed 4 times. I've also played around with the Ray-casted Preview window. It's pretty useful for some things, or at least for me. Many have said that it's too dark and couldn't get it to work.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-12-01 13:56:13 UTC Post #338261
Posted 6 years ago2017-12-01 18:01:35 UTC Post #338264
Is this a HL:DM Or CS map ?
I think it is hard w.i.p. Still like it so far :)

Try to use a Red/Orange sunset like ambient light to make it a bit special :D
Posted 6 years ago2017-12-01 20:07:52 UTC Post #338272
It's a CS map. Initially I made it to test the func_vehicle entity, but I kept detailing it more and more to the point it barely resembled a test map.
"Try to use a Red/Orange sunset like ambient light to make it a bit special"
Noted.
Posted 6 years ago2017-12-02 21:39:43 UTC Post #338279
Did someone say func_vehicle?
Rimrook RimrookSince 2003
Posted 6 years ago2017-12-02 22:24:01 UTC Post #338280
func_vehicle is a right, not a privilege.
Posted 6 years ago2017-12-02 22:26:20 UTC Post #338281
It is an entity. The BEST entity!
Posted 6 years ago2017-12-05 19:25:30 UTC Post #338323
Made a pretty ugly vehicle, but the looks don't really matter that much:
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Added some new sections:
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Now I only have to work on the lighting. I guess I'm gonna need a custom skybox to set the lighting up the way I want.
Posted 6 years ago2017-12-19 03:46:50 UTC Post #338428
MOOOOOOOM, HE'S DOING IT AGAIN!
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Posted 6 years ago2017-12-19 13:01:48 UTC Post #338430
@Victor-933

I envy you so fking much...
Posted 6 years ago2017-12-19 15:03:04 UTC Post #338432
I love those "cages" on the lights. :heart:
(or are they called grates, I don't know)
Admer456 Admer456If it ain't broken, don't fox it!
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