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 ago2016-09-25 15:45:48 UTC Post #331757
Definitely 640x480.
Archie ArchieGoodbye Moonmen
Posted 3 years ago2016-09-25 18:07:43 UTC Post #331758
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.
By the way, have you heard of this FAN-TAS-TIC tool allowing you to convert meters to hammer units? :o
More seriously, it might have to be larger than that. I'm saying that because I noticed that if you strictly apply the correct dimensions to Half-Life maps, they look vertically squeezed! Vertical dimensions look correct, but horizontal don't. You even can't go through a lot of doors! I think everything in the Half-Life engine is larger than in reality (doors, characters), so you'd better use another conversion factor for horizontal dimensions, may be 50 units for 1 meter?
Posted 3 years ago2016-09-25 19:42:09 UTC Post #331759
Half-Maths: Dimensions ^^

@Loulimi : I think it also depends on the camera and rendering stuff for the horizontal line thingy.
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Posted 3 years ago2016-09-25 20:47:21 UTC Post #331760
As much as I remember it was 800x600. That stupid bangs head into wall, integrated bangs again, Intel breaks skull, frickin' GMA... the lagggg!!!
And now I'm dead for hitting the wall with my head.

And don't worry, I already made the roads wider, before anyone told me.
Also, my settings are different, I have a bit more gamma and contrast (the sliders in the Video tab). Therefore, I'll use my phone's screen to see what you see.
Admer456 Admer456Lean, mean, mapping machine :3
Posted 3 years ago2016-09-25 22:46:09 UTC Post #331761
Testing some reflective floor using a combination of brushes and a model with its texture set to "Chrome" and "Additive".
User posted image
Any thoughts or suggestions?
Alberto309 Alberto309weapon_spaghetti
Posted 3 years ago2016-09-25 23:30:37 UTC Post #331762
Yes, here's a suggestion: If you want it reflective, try making it reflective.
:P
Posted 3 years ago2016-09-26 02:08:40 UTC Post #331764
Are you saying this because you can't see any fake reflection, or are you simply implying to add specular and normal maps to HL? :|

You can't really see the full effect since you'd need to move around the model when the "chrome" effect is applied to it. Those bright parts on the tiles is the fake specular effect, by the way.

EDIT: This should explain better.
Alberto309 Alberto309weapon_spaghetti
Posted 3 years ago2016-09-26 06:11:42 UTC Post #331765
That looks lovely!
Posted 3 years ago2016-09-26 17:15:08 UTC Post #331767
Thank you SugarMan. :3

Any real suggestions now? :P
About toning down the specularity effect strenght, I'm working on it btw.
Alberto309 Alberto309weapon_spaghetti
Posted 3 years ago2016-09-26 17:49:07 UTC Post #331768
@Alberto309

This could be used for fake water, or even simulating mercury (the liquid metal).

However, in its current state, the tiles seem to be reflecting clouds.

In my opinion, you could maybe trigger an env_render entity, to set the Render FX to something like 50, which would certainly lessen the effect.
Admer456 Admer456Lean, mean, mapping machine :3
Posted 3 years ago2016-09-27 01:13:48 UTC Post #331769
I tried this once for some glass and metal trims. It looked great until I shined the flashlight on them and the reflection became unusually bright. Have you found a way around that?
Strider StriderTuned to a dead channel.
Posted 3 years ago2016-09-27 08:16:34 UTC Post #331770
A friendly advice: faking reflective surfaces/mirrors/specular is bad, winners uses true reflective surfaces/mirrors/specular ^^

The flashlight will kill everything ^^
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Posted 3 years ago2016-09-27 08:27:18 UTC Post #331772
This could be used for fake water
Tried that 2 years ago already. Didn't work that well since the model needs to be animated to give the needed effect (I don't know how to animate).
you could maybe trigger an env_render entity
Good catch! Will try that soon. ;)
the reflection became unusually bright. Have you found a way around that?
Since Half-Life models have a single point-light origin, if you point the flashlight on it, it will be brighter. To avoid that just move the model away from the origin (in a modeling software) and let it be lit by a light entity placed on a place that the player can't reach (like a hollowed brush outside the map with a light in it). That way you can decide which light color and brightness amount you want your model to have without being affected by any sort of light, either dynamic or not.
Also, don't worry about the model's size, because the thing that really matters is the actual origin, so you don't need a big space to put it in. You can simply make a hollowed brush a bit bigger than a light entity and you'd do the trick.
winners uses true reflective surfaces/mirrors/specular
This is literally not possible as that would mean I'd need to make a mod and release a map for it since vanilla Goldsource doesn't support that stuff.
Also, it's bad only if you fail in your intent. I will not.
Alberto309 Alberto309weapon_spaghetti
Posted 3 years ago2016-09-27 09:30:16 UTC Post #331773
Yeah @Loulimi unit 40 = ca 1 metre long.

@Alberto, yeah you use Trinity renderer? Or metahook with valve or Sohl 1.9.1?

If you use metahook than you can get normal map textures in resources/tga/ than metahook -game valve -steam -dev -console +map youmap.bsp

It looks like reflection of brick or floor
SourceSkyBoxer SourceSkyBoxerC# Developer and Linux Creator
Posted 3 years ago2016-09-27 14:34:20 UTC Post #331775
I only use vanilla Goldsource. Standard Half-Life copy on Steam.

My goal is to achieve a nice effect on the vanilla engine.
Alberto309 Alberto309weapon_spaghetti
Posted 3 years ago2016-09-29 11:38:10 UTC Post #331800
If you don't know how to animate, then don't do it for GoldSource. Instead, look for some tutorials on general animation, and then expand that knowledge to GoldSource.

And as much as I know, vertex animation should be used for fake water, if GoldSRC supports vertex animation (I highly doubt it does, since it's a 1998 engine).
Admer456 Admer456Lean, mean, mapping machine :3
Posted 3 years ago2016-09-29 20:00:11 UTC Post #331808
@Admer456 : Nope, it's "skeletal animation". Unless you are ready to write your own animation system (and model renderer because you won't be able to achieve that with a format such as MDL), you won't see that in Gold Source.
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Posted 3 years ago2016-09-29 20:49:40 UTC Post #331809
Also I wouldn't say 1998 engines can't support vertex animation - Half-Life was, if memory serves, the first game to use skeletal animation. Quake had vertex animation ONLY, for instance.
JeffMOD JeffMODCall 141.12
Posted 3 years ago2016-09-29 21:02:45 UTC Post #331810
Half-Life and Quake both use vertex subdivision for water surfaces. That's how func_water wave effects work. It calculates waves using the current time, so it's not animation exactly, just a sine wave. Half-Life pioneered skeletal animation in video games using meshes made up out of vertices, whereas Quake only had the simpler vertex stuff.

Here's a video about Half-Life's skeletal animation system that explains the advantages over then-current techniques: https://www.youtube.com/watch?v=3rvRENAT0Cw
Posted 3 years ago2016-09-30 00:43:15 UTC Post #331811
If you don't know how to animate, then don't do it for GoldSource.
I never wanted to animate for Goldsource, indeed. So I can't understand why you say that, since I've never stated that I want to animate.
Instead, look for some tutorials on general animation, and then expand that knowledge to GoldSource.
Probably not gonna happen. I want to focus myself on level design, not modelling. If I'd really need a specific model for a map, I'd ask help to someone else that's definitely better than me in accomplish such task.
Reason why videogames made by a group of people are most of the times better than the ones made by only one person. Everyone focuses on what he can do better. In my case: level design.
Alberto309 Alberto309weapon_spaghetti
Posted 3 years ago2016-09-30 11:29:28 UTC Post #331813
@Alberto309

Well, you made your point.
I, however, will be a 1-man modding machine, because of the numerous advantages: making my own music, textures, sounds, models and other assets by myself.

To be, or not to be? That is the question.
Admer456 Admer456Lean, mean, mapping machine :3
Posted 3 years ago2016-09-30 13:38:21 UTC Post #331814
To be a man with free time or not to be a man with free time? That is the question :P
Posted 3 years ago2016-09-30 15:22:45 UTC Post #331815
I prefer to focus on what I can do best instead of doing everything myself and compromise the quality of the final product.
If you really want to make your own music, textures, sounds, models and other things, then you should spend a lot of time on all of these to get better and better. The main point is: would you like to spend the amount of years of your life you used to learn the thing you can do the most just to learn how to do every single thing you said? I personally have almost 12 years of level design experience. That would mean spending 60 years to be the best at everything. That's a no-no for me.
It's not only something that you can learn in books, it's mostly about experience.
To be a man with free time or not to be a man with free time? That is the question :P
That too, indeed. :P
Alberto309 Alberto309weapon_spaghetti
Posted 3 years ago2016-09-30 16:51:40 UTC Post #331817
Please do stay that way, for me it's too late.

Meh, I only have 2 years of mapping experience, 1.5 years of texturing, 1 year of music production, 6 years of video-editing (man, since I was 8 years old), and only 6 months of modelling experience.

But at the very least I know coding. I only spent a few weeks in coding, but luckily I wasn't lazy enough to find tutorials and try to learn basic programming :)
To be a man with free time or not to be a man with free time? That is the question :P
I don't know about you, but I never have free time even when I'm not at my "beloved" laptop. There's always something. :\
Admer456 Admer456Lean, mean, mapping machine :3
Posted 3 years ago2016-09-30 17:05:16 UTC Post #331818
Hello guys, if you use metarenderer than you can metahook -game <yourmod> -lightmaps 512 +map your map ( over than 100 % allocblock is full from 64 )

That is like to Xash 3D - I know Valve doesn't support because initial Xash released to Steam than Valve Software stopped to Xash. They are very sad because Xash is like vanilla half-life. I know reason because Valve Software is a very stubborn cowboy :(

Don't worry metarenderer is like okay because it is "plugin"

I have tested meta renderer 1.5c and it works fine with standalone mod spirit of half-life 1.9.1 = So close Source Engine with -/+ 32768 or -/+65536! That is why it is almost very better than xash 3D. meta renderer has support to up 2048x2048 testures details, normalmap, specular and more... If you create custom shader vertex and fragment example fire effects or aurora effects and it can render to normalmap and specular to models...

How do we get flashlight from shader? If somebody knows to write fragment- and vertex-shader - If who knows than it sees awesome vanilla half-life mod :)

Why do we love "vanilla half-life" because it is stabler than Source Engine, right?

Thanks for suggestion with meta renderer because meta renderer can crack lightmaps
SourceSkyBoxer SourceSkyBoxerC# Developer and Linux Creator
Posted 3 years ago2016-09-30 20:51:55 UTC Post #331830
Hello guys, if you use metarenderer than you can metahook -game <yourmod> -lightmaps 512 +map your map ( over than 100 % allocblock is full from 64 )
Never managed to get this working on both my laptop and my desktop PC.
That is like to Xash 3D - I know Valve doesn't support because initial Xash released to Steam than Valve Software stopped to Xash. They are very sad because Xash is like vanilla half-life. I know reason because Valve Software is a very stubborn cowboy unhappy - :(
Xash3D is NOT like vanilla Half-Life, there are a lot of differences between the standard Gold Source and Xash3D itself.
I have tested meta renderer 1.5c and it works fine with standalone mod spirit of half-life 1.9.1
SoHL is dead since Laurie Cheers abandoned it, the Gold Source modding community killed it. People should downgrade to 1.2 (or 1.5 because it's the only not messed up community release) or even better, not use SoHL at all.
spirit of half-life 1.9.1 = So close Source Engine with -/+ 32768 or -/+65536!
Does SoHL 1.9.1 has Havok ? Does it has HL2 arsenal and NPCs ? No, so your comparison of Gold Source VS Source Engine is invalid (especially the word "so close"). Question about the map size, that "additional space" works for everything or just for a "Source style skybos" ? Because in the past, someone already extended the map's limits but only world brushes would work (player/entities were not "allowed" in that space).
meta renderer has support to up 2048x2048 testures details
2048x2048 is just pointless, you are wasting a ton of CPU/GPU memory for something that the player won't stare at it for 15 minutes. Even if we do have in ARRANGEMENT an enhanced PARANOIA renderer and such, we're not some crazy details maniacs, we still limit ourselves to 512x512 and 1024x1024. Nobody would like to play a game with 1 FPS even on a very recent hardware.
If you create custom shader vertex and fragment example fire effects or aurora effects and it can render to normalmap and specular to models...
Unless I'm drunk (or stupid), Aurora is the name of particle system within SoHL, so I don't know how you could render normal maps and specular maps on particles.
How do we get flashlight from shader? If somebody knows to write fragment- and vertex-shader - If who knows than it sees awesome vanilla half-life mod smile - :)
Friendly advice: keep the standard HL flashlight, make a VGUI overlay (similar to PARANOIA), it will only cost you a TGA image and it will look pretty. It also saves you the time of writing the shader.
Why do we love "vanilla half-life" because it is stabler than Source Engine, right?
No, I love HL1 because it's one of the first FPS games I've played and modded and I have little (not none) interest with Unity/UE3/UE4.
Thanks for suggestion with meta renderer because meta renderer can crack lightmaps
What do you mean by "cracking lightmaps" ?
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Posted 3 years ago2016-10-01 06:41:43 UTC Post #331845
@SShepard62700FR
Xash3D is NOT like vanilla Half-Life, there are a lot of differences between the standard Gold Source and Xash3D itself.
Yeah you said. But I saw Xash 3D like advanced Half-Life.
SoHL is dead since Laurie Cheers abandoned it, the Gold Source modding community killed it. People should downgrade to 1.2 (or 1.5 because it's the only not messed up community release) or even better, not use SoHL at all.
Oh Spirit of Half-life was stopped - Oh no that is sadly... But downgrade to 1.2 and 1.5 ?? But 1.5 has not features like train door and advanced move with system but Spirit of Half-Life 1.6 to 1.8 Alpha 1 have buggy of fog if sometimes can not show fog... But 1.9.1 build by HL-FX.ru Forum it has a lot of features like advanced move with systems. example brush should move with ladder ...
Does SoHL 1.9.1 has Havok ? Does it has HL2 arsenal and NPCs ? No, so your comparison of Gold Source VS Source Engine is invalid (especially the word "so close"). Question about the map size, that "additional space" works for everything or just for a "Source style skybos" ? Because in the past, someone already extended the map's limits but only world brushes would work (player/entities were not "allowed" in that space).
No no I mean you miss understand - I have written meta renderer "with" SoHL Mod it is not using Source Engine models. Just it is original from SoHL 1.9.1 because it has advanced features.
2048x2048 is just pointless, you are wasting a ton of CPU/GPU memory for something that the player won't stare at it for 15 minutes. Even if we do have in ARRANGEMENT an enhanced PARANOIA renderer and such, we're not some crazy details maniacs, we still limit ourselves to 512x512 and 1024x1024. Nobody would like to play a game with 1 FPS even on a very recent hardware.
No no I am mot fan of Paranoria just use Meta Renderer 1.5c because it has advanced like Source Engine's Materials or Unreal Engine 4 Textures.
Friendly advice: keep the standard HL flashlight, make a VGUI overlay (similar to PARANOIA), it will only cost you a TGA image and it will look pretty. It also saves you the time of writing the shader.
Grrr it is holy shit because it has not shadow effect but Trinity Renderer is very better than Paranoria's Flashlight. :/
No, I love HL1 because it's one of the first FPS games I've played and modded and I have little (not none) interest with Unity/UE3/UE4.
Oh your are hater of Unity, UE4? I think other members want just learn because UE4 sees better than Source Engine 1 / 2. I have used UE4 but my computer is very slow. That is why I don't want happen my computer. That is why I will buy new strong computer than i get UE4. But Unity 5.3 has whole platforms like Mac, Linux, Windows, HTML5 and Television-app and more more.. very good but I am beginner of Unity :/ I need to learn about Unity 5.3
What do you mean by "cracking lightmaps" ?
It means sometime advanced lightmaps can load with over 100 % allocboc able maps if your compiled map has example:
* AllocBlock 128/64 0/0 (200.0%)
Than you can see if cracking lightmap able hl like xash and plugin meta renderer loads map and you can see that.

Thanks for understanding
SourceSkyBoxer SourceSkyBoxerC# Developer and Linux Creator
Posted 3 years ago2016-10-01 11:55:11 UTC Post #331856
Be careful when you are going with Xash, because you are risking legal issues with Valve, like that Subtitles Mod on MODDB:
http://www.moddb.com/mods/half-life-subtitl
es-mod/news/sad-news-legal-issues-lack-of
-time
Don't worry! I know that. So stupid for Russians! That is why so sadly! Why do you not use Meta Renderer 1.5c is just plugin and it is not illegally. I would like to use only Meta Renderer and SoHL = looks realistic like so close Trinity Renderer!
SourceSkyBoxer SourceSkyBoxerC# Developer and Linux Creator
Posted 3 years ago2016-10-01 12:14:57 UTC Post #331858
I don't need the Meta Renderer, I already have my own custom graphics rendering code, and any limits I can just circumvent with further code.
Oh yeah you get custom rendering? How do I get? I will make back to custom rendering with shadows, reflections, particle systems and move with system more without xash

only fresh HL-SDK and hl:vanilla should be good...
SourceSkyBoxer SourceSkyBoxerC# Developer and Linux Creator
Posted 3 years ago2016-10-01 12:46:53 UTC Post #331863
How to write a custom renderer:

1) Learn C/C++.
2) Learn modern OpenGL.
3) Learn how Gold Source works technically.
4) DIY (Do It Yourself).
5) Profit!
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Posted 3 years ago2016-10-01 14:29:24 UTC Post #331866
Thanks I must learn C++ - I will know how do I write custom renderer?
Thanks for explanation!
SourceSkyBoxer SourceSkyBoxerC# Developer and Linux Creator
Posted 3 years ago2016-10-01 14:35:41 UTC Post #331867
You're going to need a few years of C++ experience before you can even think about writing a renderer.
Posted 3 years ago2016-10-01 15:41:10 UTC Post #331868
I know it can quite simple to write a renderer in less than a day though. I was in a PHP meetup and the guy just showed how to create a renderer able to load .obj using PHP and OpenGl and some other technologies, so if you could do it as well in C++ I wouldn't be surprised. Of course, it was quite basic and understanding what's going on/improving the renderer would take far more skills.

But I still think writing a 3D engine in PHP is worth it. Anyone up for PhpSource? :)
(don't kill me)
Posted 3 years ago2016-10-01 16:19:08 UTC Post #331869
Eh @Loulimi,
PHP OpenGL? I think you dream about php OpenGL or you have seen php with OpenGL, proof? But why not show simple with BabylonJS or ThreeJS for Html5/JS?

But I never listen about php OpenGL. I know about ThreeJS and BabylonJS. :) Thanks explanation Solokikler!
SourceSkyBoxer SourceSkyBoxerC# Developer and Linux Creator
Posted 3 years ago2016-10-01 16:30:52 UTC Post #331870
WebGL would be more appropriate.

Quake 3 BSP renderer using WebGL
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Posted 3 years ago2016-10-01 16:49:20 UTC Post #331871
What in christ's name is wrong with the camera control in that demo...
Crollo CrolloTrollo
Posted 3 years ago2016-10-01 17:09:20 UTC Post #331872
WebGL would be more appropriate.

Quake 3 BSP renderer using WebGL
I have tested it and Goldsource Engine :D
https://dl.dropboxusercontent.com/u/11531325/hlbsp/index.html
SourceSkyBoxer SourceSkyBoxerC# Developer and Linux Creator
Posted 3 years ago2016-10-01 17:28:39 UTC Post #331873
It's a rendering demo, not a gameplay demo. It doesn't mean it isn't shit, but the rendering is quite good for being in a browser. The rest sucks. I lasted thirty seconds after wildly disagreeing with the game's interpretation of "forward".
Posted 3 years ago2016-10-02 13:57:28 UTC Post #331879
I'll attempt at modeling the fake water.
That's pretty much all you need to know.

Edit: Here's the plan:
User posted image
Admer456 Admer456Lean, mean, mapping machine :3
Posted 3 years ago2016-10-02 16:07:48 UTC Post #331880
Oh your are hater of Unity, UE4? I think other members want just learn because UE4 sees better than Source Engine 1 / 2. I have used UE4 but my computer is very slow. That is why I don't want happen my computer. That is why I will buy new strong computer than i get UE4. But Unity 5.3 has whole platforms like Mac, Linux, Windows, HTML5 and Television-app and more more.. very good but I am beginner of Unity :/ I need to learn about Unity 5.3
I'm not an Unity/UE hater, one problem I have with modern engines is their method of licensing for paid games and the fact that it encourages people to do "quality over quantity". Look at Abzu (a UE4 diving game), it looks great but you finish it in a single hour, done.

Another problem I also have is the feeling that levels aren't created in a specific editor anymore, the whole level is made of meshes (Unity)/static meshes (UE) and this just annoy the hell of out me. Look at Borderlands, Painkiller, Killing Floor 2, XIII (the map where you crash inside of an ambulance). Try to make a level in Unity/UE with only using meshes/static meshes as props and you'll see what I mean.

I do use Unity for a little project (and also education purposes) and making the map using only the built-in editor is a pain in the ass and I hate using third party dependencies/plugins if I could use the built-in tools.

Double post be gone! -Urby ;)
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Posted 3 years ago2016-10-03 18:55:49 UTC Post #331888
I weren't asked anything, but here we go:
I'm a CryEngine fan. CE1 can even run well on my "tomato" laptop.
Admer456 Admer456Lean, mean, mapping machine :3
Posted 3 years ago2016-10-03 20:21:06 UTC Post #331889
I am still preparing cool gate border for subway / train from black Mesa. I am thinking better because I know you said better I use default textures like original Half-Life or Nightwatch Textures.
User posted image
If you don't like my style of gate border than you can write here - I Should change...

PS: You can add me as friend from moddb, http://www.moddb.com/members/ssbje If you want... Because you are good supporters.
SourceSkyBoxer SourceSkyBoxerC# Developer and Linux Creator
Posted 3 years ago2016-10-04 16:39:05 UTC Post #331892
I don't think you are risking anything with Xash, just dont try to make any money off of it. Doesnt take much brain to understand that
Posted 3 years ago2016-10-04 19:50:04 UTC Post #331893
Doesnt take much brain to understand that
I am brainless then :( :crowbar:

But, could not valve sue you for using the hl sdk to do a mod and run that mod under another engine, or distribute the mod togheter with other engine or even point others to use another engine than Valve's one? , the more I read the EULA the more I get confused, probably it is because my english sucks, I must give you that ;)
Posted 3 years ago2016-10-04 22:24:51 UTC Post #331896
they are more likely to offer you a job
Posted 3 years ago2016-10-05 12:17:59 UTC Post #331898
they are more likely to offer you a job
Yes,probably as shiner :\ :crowbar: , no seiously, I mean what I did say, acording to the EULA you are limited to Valve´s "environment", so I was confused about using other engine like Xash3D, not only to run, but also to distribute the mod with. :confused:
Posted 3 years ago2016-10-05 14:34:01 UTC Post #331899
G. Restrictions on Use of Content and Services

You may not use the Content and Services for any purpose other than the permitted access to Steam and your Subscriptions, and to make personal, non-commercial use of your Subscriptions, except as otherwise permitted by this Agreement or applicable Subscription Terms.
TL;DR

Xash3D is illegal
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Posted 3 years ago2016-10-05 14:49:13 UTC Post #331900
Oh,crap... :gak:
Posted 3 years ago2016-10-05 15:00:02 UTC Post #331901
they are more likely to offer you a job
Yeah, like the guy who hacked their servers in 2003. Valve promised they would give him a job too.

Now, more seriously, you're certainly taking risks, not opportunities. That being said, risks are more likely to be very low.
Posted 3 years ago2016-10-05 15:47:25 UTC Post #331902
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