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

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

Posted 3 years ago2017-02-23 06:18:02 UTC Post #333712
Jeez, I had a serious stick up my arse that day. I should rewrite those results :/
Penguinboy PenguinboyHaha, I died again!
Posted 3 years ago2017-02-23 21:26:17 UTC Post #333715
Scrolls to bottom reviews.
... Ouch...
Posted 3 years ago2017-02-23 22:04:14 UTC Post #333716
HeH XD still those type of reviews can build character :>
BTW could add some screenshot if possible to give a idea of the map, oh well.
Posted 3 years ago2017-02-24 14:03:15 UTC Post #333724
Heh, some of my favourite MOTM reviews were the ones where I could be a dick... so, all of them then
UrbaNebula UrbaNebulaGoldSourcerer
Posted 3 years ago2017-02-25 16:54:54 UTC Post #333740
I mean it's not like he just said they sucked and moved on, he gave good reasons.
Crypt Crypt120% sorry!
Posted 3 years ago2017-03-02 20:16:42 UTC Post #333826
Mapping without the grid lines:
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The snap-to-grid feature is still on, though. Apparently, it's easier than I thought.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2017-03-03 14:26:37 UTC Post #333842
My OCD would not let me settle... That screenshot alone, the missing grid and the texture alignment, just makes my skin crawl. :zomg:
UrbaNebula UrbaNebulaGoldSourcerer
Posted 3 years ago2017-03-03 17:16:41 UTC Post #333846
The texture problems are temporary, I will fix that ;)
However, I will not map with the grid in that map!
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2017-03-03 17:42:11 UTC Post #333847
Here's from a map pack I'm working on:
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Crypt Crypt120% sorry!
Posted 3 years ago2017-03-03 21:47:01 UTC Post #333854
What kind of map pack?
Posted 3 years ago2017-03-04 02:10:47 UTC Post #333861
Looks like a remake of Uplink for Black Mesa. Awesome.
Strider StriderTuned to a dead channel.
Posted 3 years ago2017-03-04 03:46:48 UTC Post #333862
Wasn't that done already?

Not saying you can't also do it of course? :P
UrbaNebula UrbaNebulaGoldSourcerer
Posted 3 years ago2017-03-04 06:29:18 UTC Post #333863
It was done, yes. Designer you may be familiar with, Hezus took it on like 5 years ago. But I thought it was kinda mediocre, didn't go as far as it could have. I have a very different direction overall, and think I'm doing things in a unique enough manner to warrant doing and not make people feel like they're playing the same maps again.

Also to give it that extra "Oomph", I'm doing various small extensions throughout, and only really paying attention to the core aspects of the original, taking plenty of artistic liberties, both things the other guy didn't do. I have entire segments that just didn't exist in Uplink, or play extremely differently, or what have you.

Here's some comparison images to anyone wanting to see some difference. Just some that I could find a reasonable comparison between both maps for. I have other cool areas that don't have a counterpart in the original or Hezus' version:
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Crypt Crypt120% sorry!
Posted 3 years ago2017-03-04 19:13:47 UTC Post #333865
:heart: Uplink :heart:
The Mad Carrot The Mad CarrotMad Carrot
Posted 3 years ago2017-03-04 20:13:19 UTC Post #333866
It's looking pretty God damn sexy. Let me know if you want any voice acting. :glad:
UrbaNebula UrbaNebulaGoldSourcerer
Posted 3 years ago2017-03-12 12:47:06 UTC Post #333917
Been far too long since I've worked on anything.
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Crollo CrolloTrollo
Posted 3 years ago2017-03-12 12:50:49 UTC Post #333918
Looks fantastic! Is it Blender?
Posted 3 years ago2017-03-12 13:09:28 UTC Post #333919
Nope, 3DS Max. I still haven't been able to get used to blender. :(
If I could make something half as good as that in blender, I'd switch in a heartbeat.
Crollo CrolloTrollo
Posted 3 years ago2017-03-12 13:53:34 UTC Post #333921
Autodesk for the win~
Posted 3 years ago2017-03-12 15:32:52 UTC Post #333922
Oh my... I almost want to lick that. It looks delicious Crollo, even if it's metal!
Striker StrikerI forgot to check the oil pressure
Posted 3 years ago2017-03-12 16:11:57 UTC Post #333923
Absolutely love it.
Posted 3 years ago2017-03-12 17:10:20 UTC Post #333925
Thanks guys, it means a lot to me to get back on track after a long period of full-mental block. I suppose if you hang around other motivated people long enough it's bound to wear off on you a little. :P
Crollo CrolloTrollo
Posted 3 years ago2017-03-12 17:37:59 UTC Post #333927
Meanwhile, I found an older version of Blender (i.e. version 2.60) and it seems to not minimally require OpenGL 2.1, but something that my laptop is actually able to support.
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I seriously love the sculpting tools which Blender has to offer.
Though, for some of my projects, I'll still stay with 3ds Max 6 and 9. ;)

And @Crollo, holy ship, you've made something that would cause a "R.I.P. my laptop".
Good job.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2017-03-12 18:48:18 UTC Post #333928
Working on a little HL2 port for HL1. Just getting the textures over and making sure they work correctly.

I'm not a mapper... :(
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Posted 3 years ago2017-03-13 07:07:21 UTC Post #333929
If you're intending to make a HL2-themed mod/mappack then that's great. But I wouldn't get your hopes up for making much more, many of the core game mechanics simply cannot translate into goldsource.

@Admer Nice! Sculpting is yet another skill I managed to miss, so enjoy it while it's still easy to learn. :P

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Found a new way to create tapped holes. It makes the threads slightly less accurate, but decreases my stress and simplifies the geometry significantly.
Crollo CrolloTrollo
Posted 3 years ago2017-03-13 07:20:12 UTC Post #333930
Mind showing some topo to compare both methods?
Crypt Crypt120% sorry!
Posted 3 years ago2017-03-13 11:54:06 UTC Post #333931
"enjoy it while it's still easy to learn."
Well, to be honest I believe that I'm already approaching the end of my ability to learn things easier. (I mean, new skills)
I learned so much when I was 12, 13 and 14, although the real progress started when I was 13. (regarding mapping, modelling, texturing etc.)

Or maybe I just feel too old because 15 (my age) is a nice number, lol.
But I definitely know that I need to find some tutorials for Blender, because where on Earth is the material editor!? (that's just an example :3)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2017-03-13 16:18:50 UTC Post #333934
many of the core game mechanics simply cannot translate into goldsource.
You'd be surprised what you can do with coding and a little bit of patience. :)

EDIT: I think the hardest things would be physics and terrain. Everything else has been done before.
Posted 3 years ago2017-03-13 17:03:29 UTC Post #333936
I have an idea for the terrain:

1. Make a model of a random mountain or something
2. Place that into the map
3. Cover (if necessary) with CLIP brushes on appropriate spots

Easy peasy. Or just use the old-fashioned "fake displacements".
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2017-03-13 17:25:34 UTC Post #333937
@Admer456 : nice try son, you forgot one thing : clipnodes.
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Posted 3 years ago2017-03-13 17:30:37 UTC Post #333938
Yeah, Shepard is right.

Physics in Half-Life 1 isn't gonna cut it. AT ALL. Unless you want to clip-brush everything, or take up MASSIVE w-poly counts with using vertex-modifying terrain.

So, chances are I'll have to port over my source code to Xash and beg the Russians to help with building physics collisions in Newton. And also getting my Newton to work again, since I somehow broke that.

EDIT: And I'm not too keen on porting my stuff over too...My version of the SDK looks completely different than the standard 2.3/4 SDK.
Posted 3 years ago2017-03-13 18:56:58 UTC Post #333939
I ported Parasomnia to Xash3D source code once.

Couldn't compile in Release.
GoldAudio (FMOD) refused to work.

If you have the courage, look at PhysX or ODE or Bullet.
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Posted 3 years ago2017-03-13 19:18:31 UTC Post #333940
What was the error log exactly? I have a lot of extra code packed on and I dunno if mine would ever get under ~1000 errors/warnings.

Chances are if I'd ever move to the mess that is Xash3D/XT, I'd look into implementing the IVP and Havok physics engine, and studying Valve's implementation of it.

Which to me I find funny in it's own right...putting leaked illegal code into code that is based on illegal leaked code.

But I'd invest in fixing up Newton and having simple, stupid physics. Just don't know why mine doesn't work anyone. Something I did must've messed it up. Hopefully someone or I can fix that in the near future.

The only problem I see is that I can't access collision data from server/client's all engine code. And Valve aren't way too keen on releasing that either. Although it would probably benefit them.

So that might have to be delayed.

Aside from that, I finished all the main textures from Half-Life 2..just need to add the transparency to some of the textures. Also converted all the skyboxes over, blurry, but I hope fixing up the PARANOIA renderer will allow me to replace that with a 512-version like HL2. Also just finished converting the weapons and weapon items. Just need the sounds and I'll being coding. Then onto the actual HUD. And so forth. A lot of work to be done.
Posted 3 years ago2017-03-13 21:04:33 UTC Post #333941
Post your screenshots!
how about I post a video instead
Posted 3 years ago2017-03-13 21:48:22 UTC Post #333942
how about I post a video instead
Well that was sudden...
I know it's a bit off-topic, but should I use VGUI or stick with regular HUD sprites to display the HUD? It's supposed to look like the Half-Life 2 HUD.
Posted 3 years ago2017-03-13 22:33:56 UTC Post #333943
I think "sprites" will be enough considering that you have most of the job already done.
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Posted 3 years ago2017-03-13 23:00:21 UTC Post #333944
I guess I'll have to figure out how to do that. Thanks.

I may as well post some pictures when I'm done with that so we can be on-topic.
Posted 3 years ago2017-03-14 07:02:18 UTC Post #333948
@Crypt Will do when I get a minute.
User posted image

This midsection was a real bitch, and will continue to be while I tap the remaining holes on the bottom. Next time I'm not chamfering any edges until I know I will have an equal amount for the holes that will be put in later.

@Victor That is the first time I've seen somebody use func_train for an actual train.
Crollo CrolloTrollo
Posted 3 years ago2017-03-14 13:07:08 UTC Post #333949
"nice try son, you forgot one thing : clipnodes."
Nice try, and that "try" had its success in one of my maps.
If you've seen my The Specialists map, ts_untergrund, you'd have noticed that it has a lot of triangles and tetrahedrons. The rest are, well, 4-sided prisms, i.e. usual brushes.

I only had the clipnodes problem when I converted the terrain into a func_detail. But then we have the bevel texture which supposedly removes clipping from the surface it's applied onto.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2017-03-14 18:28:39 UTC Post #333962
@Victor That is the first time I've seen somebody use func_train for an actual train.
technically it's 14 func_trains set to passable, with a ton of func_wall_toggle and trigger_hurt to maintain the illusion of running people over; if I simply relied on func_train collision detection they'd "stick" on people and get out of sync. It's split up because if they were all one brush entity it'd be longer than Hammer's max allowable dimensions.
Posted 3 years ago2017-03-14 22:37:59 UTC Post #333967
@Admer : Your map has nice terrain for the Gold Source engine and if it runs well on old PCs then it's good. But I think you missed the point that HL2 displacements is a different story than what GS mappers can achieve with vertex manipulation.
Add the fact that Source maps are x4 times bigger than Gold Source maps we can conclude that standard Gold Source will likely cry (I even doubt if the map would be compilable).

Take a look at this image I've found on Google Images :
User posted image
I highly doubt that if you replace the displacements by brushes under GS it would compile.

@James Luke : about the physics engine, I think you don't really need to access engine data to achieve that. Server side should be enough.
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Posted 3 years ago2017-03-15 01:42:27 UTC Post #333969

I just checked, there are some physics calls being handled within the engine.

But that aside, it would be a lot better to handle everything client-side. Not as many pre-defined limits there. Also the networking would kill your PC...even after having like 100 physics-entities. And I have a relatively powerful computer.

The only problem would be is changing the physics code engine-side to handle Newton within Half-Life, and allowing for collisions with Newton objects. Regular Half-Life only supports SIMPLE collisions. Very SIMPLE collisions.

That's why HL2 changes that with Havok, it adds new collision types that makes it compatible with dynamically-shaped objects. But that's done in the engine. Which is locked closely by Valve. Hopefully they can change that sometime though... But I highly doubt it. Even then, I still have to fix it because I found some way to break it. Something about random access violations.
Posted 3 years ago2017-03-15 22:17:39 UTC Post #333972
was doing some more textures for fun
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Posted 3 years ago2017-03-16 00:01:02 UTC Post #333973

It looks great.

Anyways, starting to add in all the effects. Decided I'm gonna use VGUI for the HUD now. No more nasty sprites and that would free up some precaching limits I believe.

Just gotta get that done and the renderer, along with completing all of the weapons, for now...they're just fancy viewmodel displayers.

Also did the lazy-weapon from an old tutorial. But there are flaws like waving the weapon up-and-down makes the viewmodel look STUPID. But that aside. Progressing well. Here are some test screenshots.
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Posted 3 years ago2017-03-16 02:17:41 UTC Post #333974
Well, just finished implementing the renderer. Needs a lot of fixing and cleaning up since it was written in 2006 and needs an old .dll that will """"break"""" it if it isn't there.

Wonder if I can ever set the depth-ranges without the .dll...or the stencil buffer and alpha buffer...
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Posted 3 years ago2017-03-16 06:34:10 UTC Post #333975
I saw a map on GameBanana which took 15 days to compile. Guess because of who? HlVis!
To be honest, I would be fine with letting my laptop compile a map as long as that, lol.

Interestingly, I have a Half-Life map, FILLED with these triangles (inside a 2048^3 area) and HlVis runs it all in under 4 minutes.

Well, I admit, it doesn't have very high-poly terrain. They're in the parts of the map. One part is very detailed, the other part isn't so detailed. I.e. one is higer-poly, and one is lesser-poly.

And this is where problems start...
Some triangles (even if they're covered with a non-null texture) still appear invisible.
But, other than that, I haven't had any major problems with triangular terrain.

Mmm, yeah. There's 1 additional problem. This long compile time is in fact very needy and greedy.
I compiled ts_untergrund with fast HlVis. triggers everyone
So, when I'm standing on one specific place, all the entities go invisible.
I only experienced these problems:
  • Long compile time (although, I am patient and willing to wait :3)
Well, I have an almost-10-year-old laptop! Of course it takes forever. I wonder, though, how quick would the Core i3-6100 do the job. ;D
  • Some missing faces (not a HlVis bug)
I don't know. Locate the brush and cover it entirely with non-null textures? I can always try.
  • Invisible entities, if standing on a specific spot (fast HlVis)
This one could also be that the player exits the 4096^3 area, but I doubt that.
  • Max clipnodes exceeded if I turn my terrain into a func_detail
So, the clipnodes one was fixed this way:
I selected it and turned on "passable". Then I copied the whole terrain on the same spot and covered the copied one in CLIP (only the top faces, the rest was in Bevel).
Yeah, much effort for a not-so-great improvement.

But still, us mappers can find a way out, most of the time. :3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2017-03-16 07:15:57 UTC Post #333976
As a Source level designer, I cry at the idea of VIS taking more than a fraction of a second, let alone 15 days.
Crypt Crypt120% sorry!
Posted 3 years ago2017-03-16 08:05:36 UTC Post #333977
I remember when i first started mapping in Source and it took 30 minutes to compile the map. That was bad enough, but 15 days? How complex is this map?
Posted 3 years ago2017-03-16 08:37:01 UTC Post #333978
I was talking about GoldSource, not Source.
And it's true, compiling Source maps takes waaay less time than GoldSrc. :D

I was so so surprised that 1 simple room with 1 light took like 2 seconds to compile for Source. Meanwhile, it takes longer for GoldSrc.

And hey, I usually wait 5 or 10 minutes for VIS, and then 30 to 40 minutes for RAD, for GoldSRC.
I guess that's what happens when you have a 10-year-old laptop with a 2.4GHz dual-core processor with 2GB of DDR2 (Shepard gets triggered) memory.

As for the map itself, let me find it...
It's basically a map from Rainbow Six: Siege ported to CS 1.6.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2017-03-16 10:40:31 UTC Post #333980
I think the problem with GS compiling is that the compilers themselves are old and unoptimized. Basically built on top of quake compilers used in the first versions of GS.

Someone could really do a rewrite for them instead of making "yet another goldsource renderer" :)

And if someone could point me in the right direction that explains the whole process in detail i would appreciate it a lot.
rufee rufeeSledge fanboy
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