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 ago2016-07-09 11:33:06 UTC Post #330763
Hehe @Urby nice suggestion :P I will continue again
SourceSkyBoxer SourceSkyBoxerC# Developer and Linux Creator
Posted 3 years ago2016-07-14 14:52:53 UTC Post #330830
While this doesn't really show off any actual mapping I've done, I'm pretty sure it'll give you a hint of a feature I've implemented that'll make it a lot more fun to mess with players >:)
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It's also one of the first thing I've ever programmed so I'm proud.
Dr. Orange Dr. OrangeBoth a fruit and a color
Posted 3 years ago2016-07-14 17:52:05 UTC Post #330831
How does it happen?
Posted 3 years ago2016-07-15 14:40:34 UTC Post #330837
Also, how does it work in relation to difficulty settings?
UrbaNebula UrbaNebulaGoldSourcerer
Posted 3 years ago2016-07-15 19:30:14 UTC Post #330839
How does it happen?
Also, how does it work in relation to difficulty settings?
Like this:
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Dr. Orange Dr. OrangeBoth a fruit and a color
Posted 3 years ago2016-07-15 19:34:57 UTC Post #330840
Ah well, lookit that.

Nice job. :P
UrbaNebula UrbaNebulaGoldSourcerer
Posted 3 years ago2016-08-05 20:42:14 UTC Post #331095
STRESS TEST!
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the idea of mass using models in maps isn't dead for me XD
Posted 3 years ago2016-08-05 22:04:07 UTC Post #331096
It is, however, a lot more work for the mapper.
Posted 3 years ago2016-08-06 06:52:27 UTC Post #331097
It also has the potential of looking off in game in terms of lighting, especially in Steam HL and when using the flashlight.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 3 years ago2016-08-06 19:34:59 UTC Post #331099
It's going to look weird unless all the lighting is baked in. And then you go through all that work and the player and weapon models will be pitch black.
Posted 3 years ago2016-08-06 20:43:03 UTC Post #331100
so you saying this really dons't work in case scenarios as the screenshots?
btw i plan to disable flashlight overall it looks poor.
The idea is to use big models for certain parts of the map with consistent light like arenas ect.
Posted 3 years ago2016-08-06 21:43:35 UTC Post #331101
@Dr. Orange: Some lovely work. I will see to it to get some sort of replica done in my own engine modification for opposing force. I don't think anyone ever considered this what you did. So this is unique. :)

@Urby: I wasn't aware you were building some sort of Alien Colonial Marines mod in secrecy.. Well what ever it is.. It looks intriguing to say the least. :P

I truly wish we could add an endless amount of models in hl just like in the Unreal Engine now that would be cool.
Posted 3 years ago2016-08-07 11:17:22 UTC Post #331104
I've been experimenting with making a Cycles material in Blender to generate fabric type textures, as even with CGTextures I could never get a nice looking fabric or carpet in GoldSrc. Hopefully this way I can mess with the fabric contrast and scale to get something that looks pretty nice.
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At the moment it's only set up to make single colour plain weave fabric, I'm going to try to set it up to generate multiple colour and twill fabrics.
Posted 3 years ago2016-08-07 21:08:24 UTC Post #331117
@Urby: I wasn't aware you were building some sort of Alien Colonial Marines mod in secrecy.. Well what ever it is.. It looks intriguing to say the least.
Heh... wait. Neither was I... wat?
UrbaNebula UrbaNebulaGoldSourcerer
Posted 3 years ago2016-08-09 11:00:52 UTC Post #331129
Dont worry, Ill trash the piano.
https://youtu.be/3U83TEnlLmY
REBELVODKA REBELVODKAAlea iacta est
Posted 3 years ago2016-08-09 16:25:37 UTC Post #331133
That piano is fantastic! Just get the faces fixed and it'll look lovely. I always wanted to use a piano. And I love what you did with the statue ;P

@TJB: Doesn't that texture need to be TINY for it to look natural in game?
Posted 3 years ago2016-08-09 16:57:54 UTC Post #331136
The problem is I dont know fix the sides :(
REBELVODKA REBELVODKAAlea iacta est
Posted 3 years ago2016-08-10 02:43:04 UTC Post #331140
I'm not experienced enough to advise you on that but there's plenty of people here that are.
Posted 3 years ago2016-08-10 06:21:58 UTC Post #331142
@vodka95

Don't trash that hard work because of a small, tiny error. You probably made the piano too smooth, or perhaps you resized using the selection tool, so some vertices went off-grid.

Or maybe you just applied Null textures by accident.
Admer456 Admer456Lean, mean, mapping machine :3
Posted 3 years ago2016-08-21 18:50:46 UTC Post #331351
This one's turning into a bit of a headache...
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Archie ArchieGoodbye Moonmen
Posted 3 years ago2016-08-21 20:07:21 UTC Post #331354
the idea of mass using models in maps isn't dead for me XD
Are you using HL1 GS 1.1.1.0 or HL1 Steam 1.1.2.0?, if you are using GS...how do you make the models block light and cast shadows?, are you using cyclers?. O_o
Posted 3 years ago2016-08-21 20:09:34 UTC Post #331355
Lovely screens Archie.. This almost looks pre cascade?
Posted 3 years ago2016-08-21 20:31:29 UTC Post #331357
I imagine he created the environment in a modeling suite and baked the lighting into the textures, abbadon.
Crollo CrolloTrollo
Posted 3 years ago2016-08-22 09:25:23 UTC Post #331363
mmmm, tricky!! :\
Posted 3 years ago2016-08-22 21:15:45 UTC Post #331375
those models seem to be just thin detail on top of brush pillars
Posted 3 years ago2016-08-23 13:11:49 UTC Post #331390
those models seem to be just thin detail on top of brush pillars
yep, its just that
you can do some funn things if you use some tricks with models
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image upload no size limit
Posted 3 years ago2016-08-29 17:54:20 UTC Post #331471
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Very WIP, but I'm pleased with how this is turning out. Needs a HLFIX compile, for sure.
Archie ArchieGoodbye Moonmen
Posted 3 years ago2016-08-30 23:15:03 UTC Post #331481
Is that GoldSource? :o It looks too good.

Here's a pic of my TWHLworld map:
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Practically done, just gonna fix some bugs. Largest map I've ever made.
ChickenFist ChickenFist<Witty Title>
Posted 3 years ago2016-08-31 08:58:32 UTC Post #331489
MOOMINADE !

light
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Posted 3 years ago2016-08-31 10:11:41 UTC Post #331491
Nice particles arch, how on earth are you managing to do that in GS? ( or is it Spirit? )
Are those models with baked animations or brushes; there's quite a few mini seams on the closest ring!

Looks cool as hell though
Instant Mix Instant MixTitle commitment issues
Posted 3 years ago2016-09-01 15:28:02 UTC Post #331498
Very WIP, but I'm pleased with how this is turning out. Needs a HLFIX compile, for sure.
Archie, do you need custom prop models for that scene? I can make some if you want. That would fix some floating point error post-compile (if using HLFIX still don't fix it).

Now tell me how much would you love to have a func_instance entity on Goldsource? :D
Alberto309 Alberto309weapon_spaghetti
Posted 3 years ago2016-09-11 09:54:52 UTC Post #331633
I made something Half-Life 2-ish
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Dr. Orange Dr. OrangeBoth a fruit and a color
Posted 3 years ago2016-09-14 13:26:32 UTC Post #331672
The lighting in the second shot is pretty damn sexy.
Suparsonik SuparsonikWho writes reality?
Posted 3 years ago2016-09-14 16:02:30 UTC Post #331676
It's quite nice but I personally don't like the lighting. It's too grey, and for some reasons it makes me think of Raven Shield (I think the lighting is quite grey as well in it). I also don't like pure yellow like that.
Posted 3 years ago2016-09-14 19:40:21 UTC Post #331677
Looks like there is a custom renderer or something (the light on the hand) ^^

I love the HUD, it's simple and it's clear.

I like the lighting as it is, I just have the feeling that the red light on the roof is a little bit weird.
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Posted 3 years ago2016-09-14 20:27:09 UTC Post #331678
hmm looks really decent, maybe add a dark green light in the middle of the trees? will be a bit brighter and could support the color of the trees.
BTW what mod is it?
Posted 3 years ago2016-09-14 21:35:31 UTC Post #331680
I really like the design and lighting, though I wonder if the scene could use a more lit focal point without detracting too much from the gorgeous dark ambience.

The film grain really doesn't work for me, though. Just looks like bad JPEG compression.
Archie ArchieGoodbye Moonmen
Posted 3 years ago2016-09-17 21:12:44 UTC Post #331710
!WARNING! Ridiculously big resolution screenshots incoming !WARNING!
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A little update on the HLDM map I'm working on. :3
Alberto309 Alberto309weapon_spaghetti
Posted 3 years ago2016-09-18 04:07:39 UTC Post #331712
Looking good!
Posted 3 years ago2016-09-18 15:40:29 UTC Post #331719
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A lot of func_breakable's.
This part, the U-turn, is mostly complete.
Admer456 Admer456Lean, mean, mapping machine :3
Posted 3 years ago2016-09-18 20:25:19 UTC Post #331721
@ChickenFist: Nice screenshot looking forward to that worldmap competition release once it's done I wish I had the time to join it.

Either way I would eventually make the red light larger and place it in the middle of that stripe textured brush. Also I'd make the light shine a little more.

In addition I'd change the ground let the rock or ground intersect round shaped instead of square shaped into one another..

@Admer456: Not bad not spectacular either. The chosen textures are to repetitive for my taste they all look very much alike "grey". The ceiling for a structure this size needs support pillars or other supportive constructions of sorts to make it believable.

Also add some vents or pipes up there you can never make something wrong with that. Look how @Chickenfist did it in his screenshot. Other than that perhaps some larger gates to the right of the boxes. And some forklift model props or containers even. Stripes and signs - walk ways - drive ways. Some high-level racks.

The first premise is good though for a WIP screen.
Posted 3 years ago2016-09-19 14:26:20 UTC Post #331726
@23-down

Don't worry about the repetitive textures, I'm going for the method used in the first DOOM games.

In fact, here's some more screenshots:
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And when a lot of it is broken:
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And a realistic approach to light bulbs:
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Behold! The latest and greatest lightbulb tech!
Shoot one, and it's off until it re-spawns :D
Admer456 Admer456Lean, mean, mapping machine :3
Posted 3 years ago2016-09-19 17:04:55 UTC Post #331730
So this is for CS?
Posted 3 years ago2016-09-20 13:34:53 UTC Post #331739
@DiscoStu

If you refer to my map, ts_untergrund is not a map for CS, but rather for TS, another great Half-Life mod.

And that's the exact reason why I'm putting so many func_breakables in there, so you can have more fun when you kill an enemy in-air, and then the enemy's body falls into the fragile crates, and breaks them. And of course, bullet time!

But, this will be the first map of mine to have a port to other GoldSrc games, so it's:
-25% for The Specialists,
-25% for Half-Life,
-25% for Counter-Strike,
-and 25% for Sven Co-op if it gets a port.
Admer456 Admer456Lean, mean, mapping machine :3
Posted 3 years ago2016-09-21 05:11:21 UTC Post #331745
Oh yeah that mod. I played it exactly once.
Posted 3 years ago2016-09-21 14:45:16 UTC Post #331746
Don't worry about the repetitive textures, I'm going for the method used in the first DOOM games.
Psuedo-3D?
Hidden areas marked with discoloured sections?
No Filtering?
Sector-based lighting?

There were a lot of methods used in those two, you're gonna have to be more specific.
JeffMOD JeffMODCall 141.12
Posted 3 years ago2016-09-22 19:23:35 UTC Post #331748
@JeffMOD

Pseudo-3D? I'm not sure what that is, but I guess it's the 2.5D feature of DOOM, because it was essentially 2.5D, but rendered as 3D.

There will be hidden areas if I make them fit into the map (and probably I will, such as a mini-cinema).

No filtering? Maybe if you turn on Software mode.

Sector-based lighting? Heh, GoldSource doesn't probably support that natively, however I could convert each "sector" to a func_wall, and then control their minimum light level. But no.

What I really meant by the mentioned method, was actually this: "every floor; different wall texture".

It implies that for every new floor/sector, there has to be a different wall or floor texture for each floor.
Admer456 Admer456Lean, mean, mapping machine :3
Posted 3 years ago2016-09-24 18:37:26 UTC Post #331754
Anyways, here are some more photos, now in-game:
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The map is now in beta, a week after I began working on it.
Admer456 Admer456Lean, mean, mapping machine :3
Posted 3 years ago2016-09-24 20:43:41 UTC Post #331755
Can't make out a thing in that first shot. 640 x 480??? Really?

The road is cool, but it's barely wide enough for one lane, let alone two.
Archie ArchieGoodbye Moonmen
Posted 3 years ago2016-09-25 02:12:06 UTC Post #331756
It's 800x600 :P But still too dark

A standard lane is 3m wide. Except in the US where it's more like 4m. At ~40 units per metre, each lane would be between 120 and 160 units depending on whether you want International or American size.

[Edit] Joke's on us. IT'S A BICYCLE PATH!
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