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 4 years ago2019-04-04 07:30:26 UTC Post #342396
Lookin' good.
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2019-04-05 03:26:15 UTC Post #342405
classic indeed, but imo the second screenshot is a bit too detailed for the classic look
but i guess it's too late to make any changes by now
Posted 4 years ago2019-04-09 19:38:35 UTC Post #342442
@sakna
This looks amaizing, I would really love to help you testing these maps ! If you want just write me a message with your steamprofile and I will help you testing these maps =)

I´m totally in love with your style.
Posted 4 years ago2019-04-11 03:48:07 UTC Post #342449
Hey thanks man. I learned a lot when I was starting out from you and other mappers at sven so thanks. Not quite ready for playtesting yet but you're on the top of the list when it is :)

some areas I've been working on:
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Posted 4 years ago2019-04-13 20:54:35 UTC Post #342460
This looks fantastic aswell :) really unique style, I love it. =)
I´m sure you played Prey :P did you ?
Posted 4 years ago2019-04-19 14:48:20 UTC Post #342497
I've been working on a series of singleplayer maps for the past few months. They take place between Forget About Freeman! and Lambda Core, around the cut Black Mesa Central Complex. My original plan was to enter the 20th Anniversary Competition (which closed 4 months ago, oops :) ) with 2-3 maps before I realized I can't do everything I want without making at least 6 big-sized maps.
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This is the third map I started working on and is currently the biggest. The general gameplay involves running on tracks between tree high-speed trains going on it. It will be the second map the player will visit.
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I had a problem about a func_trackchange I couldn't solve, and replaced it with a spiral tunnel. My initial goal was a spiral tunnel anyway, but I was having "ambigious leaf content" errors. I "solved" this by making the floor and ceiling a func_detail and placing NULL walls behind them to enclose the map.
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The first and second maps I started working on are actually the fifth and sixth maps the player will visit, if the map number I am estimating doesn't increase. They are the two of thee maps from the Uplink demo, reimagined to include other enemies introduced at this point of the story and increase the difficulty to match with the previous sections.
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This is the current map I am working on (you can notice this area actually doesn't have a ceiling yet :) ). It comes right after the fight with the tank in c3a1, and will be visited first. It is the entrance and the first floor of Black Mesa Central Complex. It is based on Datacore and I am planning to include some Half-Life Alpha elements in it.

I'm trying to don't go over other maps while making them for consistency, but accidentally trapped myself between the dam from the story and the alcove from the first screenshot :) .

I asked a question about a func_guntarget for an Alien Aircraft sequence I'm planning. I found a cool and better way to make this fight more engaging without func_guntarget, resembling the Hunter Chopper fight from Episode Two a bit, so you can be relieved if you were still trying to come up with an answer :P .
Posted 4 years ago2019-04-19 21:38:15 UTC Post #342498
Nice.

And I thought one of those maps looked a lot like Uplink.
Posted 4 years ago2019-04-19 22:59:20 UTC Post #342499
Woah, I love those screenshots. :D
One of the screenshots does indeed look like Uplink.
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Now, it's been a while after I posted those screenshots up there. After some technical problems, I eventually got these hands to work.
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The Old Bridge in Mostar. :D
It's going to be in the intro, basically. (no, it won't get destroyed xd)
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Missing slide lock mechanism, magazine and trigger are unfinished. But it's all fine for now. :)
It works in-game, even:
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I'll likely fully finish the model after the competition. I don't have time for smaller details right now. :/
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The Zastava M70. Not an AK-47, but it's pretty much based off the design. I'm pretty much making the "as-is-poly" model and throwing it into the game, just as it is. No high-poly-to-low-poly workflows, none of that stuff. I don't quite have the time to get used to that right now, so I paint my bump maps manually. :P (well, all the other maps as well; never used stuff like Substance Painter)

The to-do list is pretty broad, but actually a tiny bit smaller than the "have-done" list, comparing the number of lines:
  • make textures for the M70
  • rig and animate M70’s viewmodel
  • import M70 into the game and write a script
  • convert soldier models from Battlefield Balkan, rig and animate
  • write NPC scripts
  • make a bunch of textures from existing photos, reuse older textures
  • make materials for bullet holes, blood, and particle effects for gun smoke, explosions and whatnot (20%)
  • make map 1
  • make map 2
  • make map 3
  • make map 4
  • make map 5
  • make credits
  • make music?
  • make a full main menu UI
  • make a HUD
  • submit the game (15th May) - development deadline
  • make a trailer and a presentation
  • present the game (23rd May)
In a matter of 3 weeks, I did more than I'd do within 3 months. So I realised, deadlines make me run really fast. ;)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 years ago2019-04-20 18:25:04 UTC Post #342501
Lots of good looking stuff in here from the last couple of days. Bravo everyone. :D
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2019-04-21 16:25:13 UTC Post #342503
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This is the Icarus hovercraft.
I have started from 0 with the UV maps, it looked a bit too grayish. As I finish it I´ll post new pics. Also there´s the Vishnu Ship, but I want to add more detail to it before posting pics :)

Oh!!, I am working on the Neb´s landing animation!!, I hope the menuzion map will be 100% done soon. :P

EDIT: posted the skinned UV maps. Now they look 100% accurate. :P
Posted 4 years ago2019-04-23 20:00:58 UTC Post #342508
Very cool!
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2019-05-18 21:08:41 UTC Post #342632
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Back to the place that started it all.
The engine that cries, version 5 this time. (to clarify, the place that started it all was version 1, and later 2)

Just gotta add the trees, the grass, the clouds, and maybe set up a day-night cycle and this test scene is done. And yes, most assets were made by me as well. UwU
Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 years ago2019-05-19 19:48:59 UTC Post #342635
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I'd say it needs tweaking, but that's about it. Now I got an idea for next year's gamedev challenge. I might work on my HL mod alongside this in parallel. It's feasible because I would be making assets for both, just high-poly for one, and converting to low-poly for the other. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 years ago2019-05-20 13:21:55 UTC Post #342638
Dayum. That looks pretty nice.
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2019-05-20 15:14:30 UTC Post #342639
give some rotation variation for them trees cause all look same
Posted 4 years ago2019-05-20 17:57:04 UTC Post #342640
They all use the same model, so they are exactly the same, lol. Different scaling and rotation would surely help a lot.
After all, I said it needed tweaking.

Now I'm working on the layout of a map that will actually be in the game:
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The original game idea was in the Bosnian War setting with a story about a journalist who struggles to survive until he reaches the coast. Then he escapes with a boat and goes to Italy, ending the game. :)

Sadly, because I only had 2 months to work on it, I cut 60% of the game, replaced the Bosnian War setting with a "Martian soldiers invade Bosnia" scenario, and on top of that, the assets were half-made. Everything was rushed etc. But now I'm taking it slowly but surely, and in CryEngine instead of idTech 4. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 years ago2019-05-29 22:19:48 UTC Post #342671
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So, a classmate of mine approached me and asked me about the school map. I told him "I'm still working on it", even though I actually hadn't been. So this progress was made in the last 2 days. Classrooms, rooms, slight basement expansion, 4 buildings (one hotel-like, two houses, one gym which can be fully entered), some new textures and so on.
I'm hoping to push out a playable version by the end of June, as well as a finished ts_untergrund, because when it comes to ts_untergrund, literally the only few things left to do are to finish the helicopter texture, and do some optimisations. :D

For the ones who don't know, here's what it'll be like:
Vast outdoor areasVast outdoor areas
Tight indoor areas - gonna be brighter in the final releaseTight indoor areas - gonna be brighter in the final release
And then? Gonna work on UAS and the CryEngine 5 game demo thingy. I'm so excited since I also got a lovely new member in my mod team now. ^^
Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 years ago2019-05-30 11:51:05 UTC Post #342673
I'm so excited since I also got a lovely new member in my mod team now. ^^
You mean me?
Screamernail ScreamernailYour personal Fear
Posted 4 years ago2019-05-30 14:48:35 UTC Post #342674
You said "I don't know".
The moment you say "yes", then we're talking. :)

The new member I mentioned is someone I met a few weeks ago, they were interested in the mod, willing to work on it, contributing to the story and sharing their ideas (proposed a few vehicles, added a new character too, massively improved the plot and gave more sense to it). They make me happy. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 years ago2019-06-01 22:40:25 UTC Post #342681
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Whew, this one will need AlexCorruptor levels of optimisation to get running on a 2007 laptop. But I can do it. I HAVE THE POWER.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 years ago2019-06-02 13:42:40 UTC Post #342684
Nice work.

That brushwork window though. Couldn’t you make that a texture?
Rimrook RimrookSince 2003
Posted 4 years ago2019-06-02 16:28:50 UTC Post #342685
Any chance you could be more specific? ^^
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I'm assuming it's this one. But yeah, it'll probably get converted to a texture during the "great optimisation" phase. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 years ago2019-06-03 21:09:52 UTC Post #342688
Early compile! And it runs like a charm. :D
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4.5k wpolys max, averaging around 2k on the outdoors, and less than 1k on the indoors.
I'll try to reduce these numbers. Oh yeah, definitely. :)

Next thing to do would be to detail the indoors, and then I'll make the vegetation for the outdoor areas.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 years ago2019-06-04 17:04:33 UTC Post #342689
That dirt/ grass texture is cool! ! !
Posted 4 years ago2019-06-04 21:19:58 UTC Post #342692
@zeeba-G
Thank you. :D

Here are some of the others:
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Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 years ago2019-06-08 12:28:12 UTC Post #342704
Yes that window, and the rest of it is looking really well done!
Rimrook RimrookSince 2003
Posted 4 years ago2019-06-17 22:50:24 UTC Post #342748
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Me: Hey GoldSrc, will you open this map for me, pretty pleas-
GoldSrc: NO! NOOOOOOO! GET AWAY FROM ME! YOU MONSTER! YOU WILL KILL MEEEE!!! jumps and kicks all over the place
Me: It won't hurt, I promise. Come on... :3
GoldSrc: sigh Fiiiine. loads the map Holy hell, I never knew I can take so much. >-<

This is ts_untergrund. I'm finishing it this summer and it'll be released. I promise. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 years ago2019-06-19 16:55:06 UTC Post #342757
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ts_untergrund2019 is almost ready. :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 years ago2019-06-19 21:09:29 UTC Post #342761
Master level terrain. Nice job, looks really good.
Posted 4 years ago2019-06-20 06:00:28 UTC Post #342762
@Admer Nice quality! What are the performance numbers on that design?
Stojke StojkeUnreal
Posted 4 years ago2019-06-20 10:50:25 UTC Post #342763
Very, very surprising. Much better than I thought.

On average, there are 900-1300 wpolys, in some areas they're as low as 400 wpolys. In the worst case (only on one spot), almost 3000 wpolys. I'm getting 400 fps on my GTX 1050 Ti PC there.
The epolys, while playing alone, vary from 3k to 5k - take into consideration the giant cliffs, sand, rocks ("3D skybox") and the helicopter. The heli itself is probably about a 1000 tris, and the outer, inaccessible terrain model is about 1600 tris.

I'll test it on my 2007 laptop, because these numbers seem pretty good.

The map takes a while to compile, especially VIS, but with terrain like this, eh, I'm glad it compiles. This super open design needs at least about, I dunno, 30 minutes of VIS (with -full), but it's worth it. You cannot really optimise it further unless you turn it into some sort of maze.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 years ago2019-06-21 05:16:21 UTC Post #342766
A model of 1000poly is nothing to the gold source engine, we had multiple 10k+ (up to 30 at a time) models in my 2010 CS server with out it crashing the server. If you manage to make a 3D skybox or ingame terrain and clip it properly (With a fence infront or something) you wont loose any performance. Go to russian map hosting websites and take a loot at some of their top rated maps there is even one with a whole industrial structure as a background model.

Asside from that, what do you use to generate models for gs? (always wondered how to easily go about that)
Stojke StojkeUnreal
Posted 4 years ago2019-06-24 21:11:41 UTC Post #342790
I always wanted to say this:

In collaboration with Trempler and AlexCorruptor:
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What an honour this is. :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 years ago2019-07-19 20:36:39 UTC Post #342881
I've returned to my old project. The plot and the idea on the map are slowly coming into being.
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Posted 4 years ago2019-07-20 16:13:25 UTC Post #342882
https://imgur.com/gallery/PkW9NyQ

I gotta rebuild it on an new engine update but it should be the last time I need to do that. May still be a while until considerable progress is made. This screenshot shows a test of some hand-made stuff, which also tested some new art programs and a new creation pipeline. Basically things opened up for a large scale for art which was a goal I had for the project. :)
Rimrook RimrookSince 2003
Posted 4 years ago2019-07-20 19:36:44 UTC Post #342883
It looks nice. :3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 years ago2019-07-26 23:43:26 UTC Post #342915
Learning blender. Might make this a skin for new vegas. And, sadly or maybe fortunately i migrated from goldsource to unreal. Now learning unreal and also learning new vegas :DLearning blender. Might make this a skin for new vegas. And, sadly or maybe fortunately i migrated from goldsource to unreal. Now learning unreal and also learning new vegas :D
Also :D
has this WIP completed? i like it. ill give it a try
Posted 4 years ago2019-07-27 10:26:22 UTC Post #342916
Well, it's both fortunate and sad. Fortunate because now you can make HUGE maps.
Sad because it's gonna be a lot more complex, buuut, it's UE4 after all.

Keep going, mate. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 years ago2019-07-27 20:16:58 UTC Post #342917
Levels for my personal Half-Life mod. It's based on the early artstyle of Half-Life 2, around 1999 to 2001.
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Posted 4 years ago2019-07-27 21:16:45 UTC Post #342919
Oh wow. :D
Nice.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 years ago2019-07-28 01:06:42 UTC Post #342923
Looking good.
Posted 4 years ago2019-08-04 12:09:16 UTC Post #342955
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Once I'm done with the brushwork, I'll definitely have to make some textures for this stuff. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 years ago2019-08-17 18:06:36 UTC Post #343039
it's young. nothing exciting so far.
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Rimrook RimrookSince 2003
Posted 4 years ago2019-08-18 13:00:20 UTC Post #343040
Intriguing.
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2019-08-21 10:35:15 UTC Post #343057
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Bosnian village roads. :D
Also, an offroad variant:
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Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 years ago2019-11-05 02:02:11 UTC Post #343307
Ok, I think it's ready to be showcased here:
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HLDM.
Posted 4 years ago2019-11-05 02:24:43 UTC Post #343308
What is it you're building with that, Admer?

Looking good, Windawz
Posted 4 years ago2019-11-05 05:57:03 UTC Post #343309
@potatis_invalid
It's for an idTech 4 game of mine. I wanted to have some modular road pieces for some flat grounds, though I'll mostly model each one uniquely, i.e. make one model that is specific to one area, because most of the terrain will be bumpy anyway.

Speaking of the game, I am implementing interactive computer terminals into it (ones that you come up to and type), and now I'm getting an idea how to do the same in my HL mod. ;)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 years ago2019-11-08 15:58:03 UTC Post #343326
Tower WIPs!
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Dr. Orange Dr. OrangeSource good.
Posted 4 years ago2019-11-08 16:57:33 UTC Post #343327
Looks great, agent Orange! Looks both new and Half-Lifey at the same time. :)
Tower submission can be much bigger than I thought.
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