Post your screenshots! WIP thread Created 17 years ago2007-12-16 00:58:58 UTC by doodle doodle

Created 17 years ago2007-12-16 00:58:58 UTC by doodle doodle

Posted 6 years ago2018-01-27 13:17:48 UTC Post #338717
I've been using Real World Paint along with Gimp for a few years and I've been satisfied with it, making textures for a wide variety of engines. Recently I started using Inkscape for vector graphics (though RW Paint supports it and is easier to use).

I'm working on a main menu that'd be compatible with all non-BFG forks of idTech 4. I've already got it working, but it still is highly WIP. I'm writing it completely in Doom 3 guiscript focusing on functionality and minimizing required number of assets. I'll post a video once it's done or more functional.
Posted 6 years ago2018-01-28 06:59:12 UTC Post #338718
I actually use a program named Fireworks, formerly by Macromedia but now Adobe, for making my textures. It's mostly for vectors and graphic design.

Also, working on a new map. Heavily inspired by D3DM4 "The Edge 2" from Doom 3, using stock assets. Can't decide between doing a full remake or just keeping the aesthetic, but I did completely mirror the central arena. Working title is "Danger Close".
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Original D3DM4 for comparison:
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Posted 6 years ago2018-01-29 05:33:06 UTC Post #338720
That is way too dark.
Posted 6 years ago2018-01-29 10:08:05 UTC Post #338723
Something I like to do is to change my monitor settings. My ASUS monitor has presets and that's pretty useful when something is too dark.

So, Victor's maps are just fine in terms of lighting for me. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-01-29 16:41:10 UTC Post #338725
@DiscoStu, I'm almost certain it's just the bright background of this site making it look darker than it really is. Looks fine ingame.
Posted 6 years ago2018-01-29 20:59:54 UTC Post #338728
Posted 6 years ago2018-01-31 18:16:36 UTC Post #338747
Posted 6 years ago2018-02-01 16:16:10 UTC Post #338755
Software mode or gl_texturemode gl_nearest_mipmap_linear? (or it's just the GIF quality messing with me)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-02-02 00:05:01 UTC Post #338757
Now those visuals make my dick hard.
Stojke StojkeUnreal
Posted 6 years ago2018-02-02 12:53:19 UTC Post #338759
@SourceSkyBoxer

What do good boys have to do with that, lol?

Also, I think it's more like a "power beam" than a teleport. Let's see what Victor will say.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-02-02 23:48:08 UTC Post #338761
It's a teleporter. And yes, gl_nearest. That map will run in software though, except that teleporter murders FPS.
Posted 6 years ago2018-02-03 17:04:48 UTC Post #338770
@SourceSB

Stojke no check who is dick hard :walter:
Stojke StojkeUnreal
Posted 6 years ago2018-02-06 17:08:32 UTC Post #338794
A little side project (I seem to have a never ending supply of those). A fan mission for The Dark Mod set in dock warehouses. I'm starting with a small, basic warehouse building.
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That's a warehouse for short-term storage, objects placed there are meant to be moved shortly.
Posted 6 years ago2018-02-07 12:55:07 UTC Post #338796
What software is that?
Stojke StojkeUnreal
Posted 6 years ago2018-02-07 13:05:03 UTC Post #338797
Posted 6 years ago2018-02-07 15:57:19 UTC Post #338798
In comparement to the original Radiant this version is quite awesome. Really enjoyed creating stuff in this one.
Should thank Snehk for showing it to me, would never discover it otherwise.
Posted 6 years ago2018-02-07 17:08:26 UTC Post #338799
in comparement
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DarkRadiant is awesome indeed, it beats even Sledge for me.
Posted 6 years ago2018-02-09 05:53:48 UTC Post #338809
Posted 6 years ago2018-02-10 04:15:29 UTC Post #338812
That looks great. Killer mood.
Strider StriderTuned to a dead channel.
Posted 6 years ago2018-02-11 13:24:02 UTC Post #338816
Posted 6 years ago2018-02-14 00:55:08 UTC Post #338825
Posted 6 years ago2018-02-15 00:25:12 UTC Post #338829
Posted 6 years ago2018-02-15 10:44:24 UTC Post #338831
Who needs 3DS Max or Blender when J.A.C.K. hammers them all? :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-02-15 14:48:31 UTC Post #338832
Somehow, I don't see J.A.C.K becoming the industry standard anytime soon. :D
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2018-02-15 17:06:36 UTC Post #338834
Victor I absolutely love that artstyle & vibe you've gone for. Hope this is for a mod and not just death match maps!

Yeeeeaaahh don't see J.A.C.K being massively adopted by anyone. I tried using VHE to create .obj files and that turned out so awfully that I resorted to properly learn blender
Instant Mix Instant MixTitle commitment issues
Posted 6 years ago2018-02-15 21:05:15 UTC Post #338836
So when somebody makes a joke, I take it seriously. But when I make a joke, literally everyone else takes it seriously. LOL.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-02-15 22:34:02 UTC Post #338837
But who is killer mood?!
Jessie JessieTrans Rights <3
Posted 6 years ago2018-02-15 22:57:49 UTC Post #338838
Posted 6 years ago2018-02-16 02:26:06 UTC Post #338840
@Instant Mix

It is just a deathmatch map, but I have an idea kicking around in my head for a mod based on it.

This map, DM_Crystalline, and DM_Borehole all share the same lore, centered around "Ganymedite", a fictional mineral integral to room temperature superconductors -- but in its raw form is highly toxic and attacks the central nervous system, causing hallucinations, paranoid delusions, and violence (used to explain the violent deathmatch stuff).

The idea I had was you play as a miner and experience his slow descent into madness, with the early maps starting out normal but slowly growing more and more messed up, likely culminating in you going on a hallucination fueled rampage and getting cut down...
Posted 6 years ago2018-02-16 14:50:33 UTC Post #338841
So when somebody makes a joke, I take it seriously. But when I make a joke, literally everyone else takes it seriously. LOL.
My quip was most certainly not in a serious tone. :P
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2018-02-16 23:41:13 UTC Post #338842
Oh no... I took it seriously. Again! facepalm
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2018-02-17 00:01:27 UTC Post #338843
Oh no, own goal!
Posted 6 years ago2018-02-19 01:52:25 UTC Post #338850
Source stuff...
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Posted 6 years ago2018-02-26 15:28:41 UTC Post #338871
Just updated a HLDM map that was 10 or more years old.
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Single room, vertical gameplay. Very hard to balance detail level and not drop FPS.
Posted 6 years ago2018-02-27 06:40:58 UTC Post #338877
Recreating a location but don't have textures for the signs on the front? Just use vanilla Half-Life signs!
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Man... I really need to break out of my habit of sticking to stock HL textures. It's just not going to work for this one...
Jessie JessieTrans Rights <3
Posted 6 years ago2018-02-27 14:34:41 UTC Post #338878
I would say that you're correct...
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2018-02-27 21:13:13 UTC Post #338879
Me im making a .wad for a pack of cs maps about the game "Star Wars Jedi Knight Dark Forces II" ( a game of my childhood)
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Mr. Cowboy Zombie Mr. Cowboy ZombieSemper fidelis
Posted 6 years ago2018-03-01 03:12:10 UTC Post #338904
guess who is apparently working on a sorta maybe single player thing possibly

https://www.youtube.com/watch?v=iHnEY0x3q8E
Posted 6 years ago2018-03-01 03:34:14 UTC Post #338905
Bravo Victor :D That was a wonderfully scripted knock-over. I couldn't see from the video but perhaps some sprites or sparks at the landing area could accent the fall.

I also love the shutters.
Tetsu0 Tetsu0Positive Chaos
Posted 6 years ago2018-03-01 05:48:23 UTC Post #338906
It all looks great but the shutters are the best part!
Penguinboy PenguinboyHaha, I died again!
Posted 6 years ago2018-03-01 14:21:45 UTC Post #338910
Stunning work, Victor. Your custom textures for computer screens and interactive elements are sublime. :D
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2018-03-02 09:36:23 UTC Post #338921
Very nice, Victor. Unfiltered textures too, I see you are a man of taste.

Same for all the work on the last page, people are still rocking GoldSrc.

Killer mood for everyone.
Strider StriderTuned to a dead channel.
Posted 6 years ago2018-03-02 15:02:35 UTC Post #338924
Amazing, Victor.

The little jump at the end :heart:
Archie ArchieGoodbye Moonmen
Posted 6 years ago2018-03-02 15:16:40 UTC Post #338925
Unfiltered textures too, I see you are a man of taste.
Ah yes. Is there a way to set this as the default in a mod? I know the console commands but... I assume the only way to set that is using the config file, but including that in a mod release means you go straight to Hell when you die... :(
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2018-03-02 16:09:26 UTC Post #338926
Ah yes. Is there a way to set this as the default in a mod? I know the console commands but... I assume the only way to set that is using the config file, but including that in a mod release means you go straight to Hell when you die...
valve.rc or autoexec.cfg maybe?
Dr. Orange Dr. OrangeSource good.
Posted 6 years ago2018-03-04 09:26:24 UTC Post #338933
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Progress on my model poser VGUI menu for my sandbox mod Sandpit.
The bars are for bone controllers and the buttons are for changing the origin.
Posted 6 years ago2018-03-05 16:33:33 UTC Post #338943
It's good to see that you're still working on Sandpit! I had a blast toying with it back when I was learning about modding and Half-Life mapping. It brings back some memories - that was 11 years ago!
Posted 6 years ago2018-03-06 11:16:54 UTC Post #338951
Oh thanks!
There have certainly been some quiet patches but it will be 10 years in December - hopefully v4.0 will be ready to go by then.

I've been basing it off https://github.com/tschumann/basis to try and open-source bits and pieces of it.
Posted 6 years ago2018-03-06 18:43:30 UTC Post #338958
Posted 6 years ago2018-03-07 09:27:29 UTC Post #338961
Nice. Looks like Natural Selection.
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