Post your screenshots! WIP thread Created 11 years ago2007-12-16 00:58:58 UTC by doodle doodle

Created 11 years ago2007-12-16 00:58:58 UTC by doodle doodle

Posted 3 years ago2016-02-22 15:20:43 UTC Post #328979
I did a compo once, I improved it by moving over to Unreal Engine 4.

Any tips on improving further?
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Oh, here's the old one for comparison:
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As I first made the level in Source for the competition I thought at least someone would be interested in where it has led up to.
Moaby MoabyMk. III
Posted 3 years ago2016-02-22 17:43:35 UTC Post #328981
Looks good, i think fog and volumetric lighting would do wonders for your scene, at a sunset/sunrise time. Also much more moss and maybe a tad bit of a darker tint for the bottom parts of those floating rocks, just my 2 cents.
Posted 3 years ago2016-02-28 05:35:17 UTC Post #329042
Something seems off with the lighting in the second screenshot, like the areas of the rocks which are in shadow are still quite bright. If the undersides were lit up by light reflected by the ocean, you'd expect the light to be tinted blueish or perhaps for there to be those rippled reflections from the wavy surface.

I've been experimenting with Rainmeter in order to display information on my desktop a little more neatly. For the past few years my wallpaper has been a picture of my college timetable, and I've had several text files of information I don't want to forget in my startup folder. This is fairly messy however, and since it's a pain in the arse to add/remove stuff from my startup folder whenever I want a reminder of something, I've decided to give Rainmeter a go, so this morning I installed it and spent some time on the tutorial pages.

I spent all day making this:
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It's my timetable, but it's only visible when I mouse over the black bar on the left of the screen. The Windows 8 aesthetic isn't really intentional, it's just that flat colour rectangles are easy to make. :P

As well as this, I've spent the last hour or so on a desktop Shoutbox:
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I'm not sure yet how I'm going to deal with links, or shouts that are very long. As well as that, at the moment it only shows the 8 oldest shouts, rather than the newest. I suppose I'll fix those problems tomorrow, and I might see if I can get it to play an alert sound if anything is different after it refreshes itself.
Posted 3 years ago2016-02-28 17:47:33 UTC Post #329045
aircraft design, propulsors? are you a NASA men or what? O_o
Posted 3 years ago2016-02-29 03:38:49 UTC Post #329047
That desktop calendar looks neat! Does it tie up with Google Calendar or is it a manual thing?

Also, brb.

Just visiting you on your desktop shoutbox.
Posted 3 years ago2016-02-29 04:19:24 UTC Post #329048
@TJB: Neat, but don't spend too much time on any scraping stuff because TWHL4 will change it. There'll be an API though, so that'll probably help!
Penguinboy PenguinboyHaha, I died again!
Posted 3 years ago2016-02-29 09:27:21 UTC Post #329049
You could throw an RSS feed in while you're at it :P
Posted 3 years ago2016-02-29 11:18:46 UTC Post #329051
I could. But RSS feeds for what? Forum posts? Vault items?
Penguinboy PenguinboyHaha, I died again!
Posted 3 years ago2016-03-01 23:57:52 UTC Post #329098
@abbadon: I'm an aircraft engineer, but my end goal is to be a NASA man, or perhaps an ESA man. :P

@Stu: Purely manual at the moment. My timetable doesn't change during the semester, so there wouldn't really be any point in connecting it to any online service. Also, I'm sorry to disappoint but you never appeared on it. You made your shout before I'd figured out how to get it to ignore the first 42 shouts, and by the time I had it was too late.

@PB: I thought that TWHL4 might change things, but mainly I was making the shoutbox to familiarise myself with getting it to fetch information from the internet.

Speaking of that, I was intending to make a feed for my YouTube subscriptions, but I found out that as of last year that's not really possible anymore. Rainmeter's not really able to interact with websites if a login is required, so I couldn't figure out a workaround either.
What I ended up doing was making a system where I choose a channel from submenus and it will display the last five videos from that channel.
So for example:
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Clicking the YouTube tile opens a group of categories. Clicking the 'Educational' tile opens a group of educational channels, and then clicking on the DeepSkyVideos tile opens a list of that channel's five most recent videos. Clicking on any of them opens the video in Chrome.
Unfortunately however there's no tile to fix the fact that hexagonal tiles don't fit well visually with rectangular tiles.
Posted 3 years ago2016-03-02 00:07:10 UTC Post #329099
I could. But RSS feeds for what? Forum posts? Vault items?
Everything! :P
Posted 3 years ago2016-03-07 15:09:16 UTC Post #329243
I found a way to orginize my map sectors. Other than that, here's a brand new screenshot of the Sector F Lambda Labs entrance:
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Dr. Orange Dr. OrangeBoth a fruit and a color
Posted 3 years ago2016-03-08 21:01:21 UTC Post #329264
Wow I am reading and looking nice jobs, you work different maps wow. Great work! I see Urby, Trempler and other good mappers are you good mapper of TWHL :)

I would like to publish my screenshots - I am using only Goldsource Engine and I am working sometime thing for Advanced and strong version like they use Spirit of Half-life 1.9 or 1.10 ( not sure if who released version of SoHL - If you like to use "movewith" system for example. I know that.

Keep our job! I am surpised because you guys are good mappers and show nice hard drawing to brushes like curving/cylinder-like primitives and different types. Wow But I am not sure for brushes are not good to small sphere or small cylinder or small primitives need to use models like gMax or Blender..

I will show you about screenshots. If I am complete for mapping and modelling...
Posted 3 years ago2016-03-20 16:14:48 UTC Post #329480
@SourceSkyBoxer
It's a w.i.p. thread, feel free to post your unfinished stuff as well :P

Also, some progress over the weekend, now mostly drawing random shapes without any plans whatsoever anymore:
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Posted 3 years ago2016-03-20 18:29:27 UTC Post #329483
Looks good!
Posted 3 years ago2016-04-02 21:27:57 UTC Post #329633
Hello guys, I am working mod or map pack for Sven Coop 5.0 But i don't know if I decide hard...
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Other not finish.... I am working hard for my own development.

Possible I world like to move to Spirit of Half-Life 1.9 to my own mod.

How do i like mod-title like "Back to the Future!", "Travel into the Future!" or "Skycar flies over"? I don't know mod-title if my maps are completed than I will call mod-title. If you check my screenshots. You can see how do i draw advanced brushworks. And rounded window-borders look futurity. That is why....
Posted 3 years ago2016-04-03 02:01:09 UTC Post #329638
Hallways look good! What else do you have?
Tetsu0 Tetsu0Original Cowboy
Posted 3 years ago2016-04-03 08:15:44 UTC Post #329639
Hallways look good! What else do you have?
Yes I build so hard and advanced brush works. I am not sure what is mod-title if my maps are finish than I will show screenshots. Thanks!
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Posted 3 years ago2016-04-03 08:30:39 UTC Post #329645
Those are some lovely hallways!
UrbaNebula UrbaNebulaGoldSourcerer
Posted 3 years ago2016-04-03 11:55:23 UTC Post #329647
@Zrby thanks
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You think i create curving hallways :D You know other level designers use only cornable hallway.. But never use "curvable" Now i have realistic curvable hallway
PS: there are screenshots with hidden black sorry just it is an issues. I fix near light. Now it is clean now.
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Big black hole means It will creating door.
Posted 3 years ago2016-04-03 14:41:51 UTC Post #329648
Some very, very early WIP of the town -
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Posted 3 years ago2016-04-03 15:10:22 UTC Post #329649
I am working as nice door's boarder
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I will fix next time for pipeline... sorry my bad texturing..
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I hope you like my map?
Posted 3 years ago2016-04-03 15:47:13 UTC Post #329650
Wow, just wow. Those are some very sleek and well made corridors, good job!
Posted 3 years ago2016-04-03 17:08:55 UTC Post #329651
Is there a new wave of good mappers coming to TWHL lately?
Striker StrikerI seriously doubt myself
Posted 3 years ago2016-04-03 17:31:16 UTC Post #329652
@Yashka thanks because I am thinking and how do I draw good. Since I draw initial sphere / in-Sphere than trows-like brush work than now I get good architecture because my old teacher always said me because I draw good volumes like cube, quader, sphere or triangle-soul, cylinder, pyramid or different souls... I never forget that my old teacher always call me: "You are good architect / genius." I remember always...

@Striker
Yes I knew sometimes like Trempler, RNG, Silencer, Urby and Streamfox. Now I am latest good mapper from today. Is it correct or wrong?
Posted 3 years ago2016-04-03 17:57:56 UTC Post #329653
Is there a new wave of good mappers coming to TWHL lately?
I certainly think so! It's refreshing to see new styles :D
Tetsu0 Tetsu0Original Cowboy
Posted 3 years ago2016-04-03 18:20:15 UTC Post #329654
After door's border:
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@Tetsu0 Correct! Because they like mappers refresh cleanned and best brush architectures. If you work so hard with brush architectures than you can release to "sell" mod if you earn money. Example I create advanced and best brush architectures than I want sell my own mod ( just uses hallway and outside of maps. That is why I want earn money because mappers have hard work of brush architectures. If it is simple architecture like Half-Life or Opposing Force ( wrong skybox "hack" ) Than it couldn't sell because Opposing Force has bad development because skybox sees like "liable" Spirit of Half-Life is good helper because env_sky can change skybox if you haven't wrong mixed skybox textures because I hate liable mixed skybox-textures. You know since I am mad to GearBox. I am trying to develop sky-changer But it sees risk because map is always full and movable because camera of player sees wrong if built-in skybox-brush can not move. Later GasMaskGuy ( Developer of SoHL ) steals my idea or he found sky-mover from Unreal Engine. Than I try initial version of SoHL.
Later I know SoHL is good supporter for improvement. SoHL is honest and serious!!! GearBox is like liar! That is why I can not get back my money. Now I am clever because GearBox is out. Okay.. I am happy now because SoHL 1.9 works fine under Steam Half-Life good. But maybe not work. Whatever. I want sell my own mod with serious and honest. I don't like liable or scamming to bad mapping. I am sad because I loose my old time of MappingBase and other but they don't believe me. Because I am bad for Gearbox. No i am serious and honest mapper.

Thanks I hope you understand me because it is my reason with opposing Force's skybox-texture. I promise that I am good architect for brush works. :)
Posted 3 years ago2016-04-03 19:56:21 UTC Post #329655
I don't think you will legally be able to sell a GoldSource mod. Not without licensing the engine, if that is even possible these days...
UrbaNebula UrbaNebulaGoldSourcerer
Posted 3 years ago2016-04-03 21:04:54 UTC Post #329656
That's looking good!
Posted 3 years ago2016-04-04 13:43:09 UTC Post #329658
dude calm down and learn some english lol... thats what modern education does to people
Posted 3 years ago2016-04-04 18:01:16 UTC Post #329660
At least he's polite! I suspect this may even be the result of Google Translate.
Posted 3 years ago2016-04-04 18:24:56 UTC Post #329661
The PNG's are impolite.
Moaby MoabyMk. III
Posted 3 years ago2016-04-04 19:27:11 UTC Post #329662
@DiscoStu
Thanks you like my brush architectures?

@Bruce
What are you kidding me? I do not use Google Translator. I am deaf Why do you rush my deafness? Shy to you! I hate you because you always hurt my deafness. My English is not advanced that is why. I am not American. Only I am German but I speak British English because I speak international with Germany and European States.

@Moaby what do you mean? png is impolite? No I am using png because it is very smaller than jpeg.

Stop and please respect me! I don't like who abuses me.
Posted 3 years ago2016-04-04 19:36:15 UTC Post #329664
png because it is very smaller than jpeg
no, not really... PNG's are lossless and Jpegs are compressed.

google translate is good but it's not great. some ideas might get lost in translation.
Tetsu0 Tetsu0Original Cowboy
Posted 3 years ago2016-04-05 01:08:09 UTC Post #329666
both are compressed only jpeg is lossy and png isnt ;)
Posted 3 years ago2016-04-05 03:51:24 UTC Post #329667
@DiscoStu
Thanks you like my brush architectures?
Yes I do!
I am deaf
How does this affect how you write in any language? :P :lol:
Stop and please respect me! I don't like who abuses me.
Relax, nobody is abusing you nor mocking you. People are just observing some of your sentences are a bit hard to understand fully. Keep practicing your English and it will improve with time! :)
Posted 3 years ago2016-04-05 04:59:47 UTC Post #329669
Looking great, Skyboxer! All that bsp geometry going to be a pain in the butt to optimize though.
Posted 3 years ago2016-04-05 11:35:39 UTC Post #329670
Trying out some different designs for the inn's exterior.
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Not really sure what to choose between these two.
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Posted 3 years ago2016-04-05 12:14:50 UTC Post #329671
I like the second pic - it seems a more natural transition between the floors than the first.
Tetsu0 Tetsu0Original Cowboy
Posted 3 years ago2016-04-06 06:05:30 UTC Post #329688
@Tetsu0 and @Bruce you're right....

@Kachito
Thanks!
PS. I think you like naked girl with butt. My brush architecture is very better than naked girl. My map has not butt.

Don't worry me! Please don't be shy! I ask only. Sorry I am engaged my girl friend and am very serious and honesty.

@Yashka great map! Look like castle in the top. Good job!
Posted 3 years ago2016-04-06 14:46:34 UTC Post #329691
:o :biggrin: :crowbar:
Tetsu0 Tetsu0Original Cowboy
Posted 3 years ago2016-04-06 14:51:15 UTC Post #329692
Uh...

(NineTnine, I'm starting to see why you might think that.)
Jessie JessieLadytype
Posted 3 years ago2016-04-06 20:54:41 UTC Post #329703
@SourceSkyBoxer - Tell me your secrets! How do you made that "realistic curvable hallway" when I try to do anything like that it is very time consuming and sometimes gives me errors. Could you pass me .rmf file just for learning purposes? :)
Posted 3 years ago2016-04-07 14:25:33 UTC Post #329713
Hi @KB90, no problem you want to know how do I draw? You know like Displacement of Source-Engine with curving brush and I found good solution like trimesh for Valve Hammer Editor. just create traingle look like four corners of pyramid! that is truth:
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( Just jpg format )
It is not hard to draw for curving hallways or roads and more...

If you want get rmf than file

PS: Archie is right because they are not liars and they are good mappers and want know how do you draw brushworks? :D
Posted 3 years ago2016-04-07 19:11:48 UTC Post #329714
That looks complex, how do you put them together so it makes solid wall?
Posted 3 years ago2016-04-07 19:21:09 UTC Post #329715
You know group and ungroup from Valve Hammer Editor Not hard? Are you beginner?
Posted 3 years ago2016-04-07 19:37:13 UTC Post #329717
I'm not beginner I just have never done anything complex with hammer. I know about grouping, never understood what it is for. How did you learned all this stuff?
Posted 3 years ago2016-04-07 19:39:53 UTC Post #329718
There's a tutorial on this:
http://twhl.info/tutorial.php?id=146
Archie ArchieGoodbye Moonmen
Posted 3 years ago2016-04-07 21:09:13 UTC Post #329721
Hi @KB90,
Haha you don't know grouping...

@Archiv,
Nope I know since I try to ungroup from arch tool brush than I know how do I know group / ungroup. It isn't hard xD
Posted 3 years ago2016-04-08 16:20:02 UTC Post #329733
SourceSkyBoxer, I don't know if it's translation software you're using but you're sounding awfully obnoxious. It's not cool to laugh at someone for not knowing something. Nor is it acceptable to assume someone is talking to you when they post a tutorial - That isn't even about subject you're proceeding to reply with! Gah.

Anyway, big update on the floating island piece:
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More pictures if you scroll down here:
https://ashleykeyart.wordpress.com/2016/03/15/floating-islands-2/

Really trying to get to grips with the Unreal Engine 4. There's quite a lot of large difference from the Source Engine.
Moaby MoabyMk. III
Posted 3 years ago2016-04-08 21:31:28 UTC Post #329736
Hot damn, Moaby. That looks fantastic! Are all the assets yours?
Archie ArchieGoodbye Moonmen
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