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 2 years ago2017-02-15 13:54:40 UTC Post #333533
Your lighting doesn't really make sense. You've got a completely exposed bulb, so the most realistic light to choose is a light right at your model. If you had a directional light, it would make more sense to use a light_spot. The first picture seems more accurate but the whole thing should be much brighter; would even combine an env_glow or env_sprite with it as well.

Your second picture's lighting is probably equivalent to having a small desk lamp on the ceiling pointing straight down
Instant Mix Instant MixTitle commitment issues
Posted 2 years ago2017-02-15 18:18:50 UTC Post #333534
How's this?
I was trying to get a slightly eerie feeling off of the map, but I guess the lighting itself didn't really fit right in the end, either that or I need to brush different lighting devices.

Now that I think of it, making an entire map of lighting stuff might be helpful for me in the future, beats having to brush a new light every time I want to make a specific mood.
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Funny enough, I actually found an image of the map before the first HDD crash before the other one (it was THAT bad), it looks like this:
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This map's more of a refresher course mapping than actual ingame map that I was doing in the other image, so, things might look too overdone.
Posted 2 years ago2017-02-15 21:57:43 UTC Post #333537
Resident Evil!!
Posted 2 years ago2017-02-16 02:25:47 UTC Post #333540
Exactly!
But the school looks more like a jail, rather than a school xD
Yeah I can actually imagine the inmates in it, smoking and selling drugs at the stands and all with the same colour overalls and the guards watching from afar.
Posted 2 years ago2017-02-16 12:13:57 UTC Post #333545
1 smokes, 1 drinks beer, 1 takes drugs, and everyone else drinks rakia (south-Slav version of vodka). Except me, I am the only guy who is quiet and unnoticeable.
Hmm, maybe I could add some details into the map which tell a mini story for themselves :D
Admer456 Admer456Lean, mean, mapping machine :3
Posted 2 years ago2017-02-16 12:59:20 UTC Post #333546
Hello. Check out this.
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Posted 2 years ago2017-02-16 13:00:50 UTC Post #333547
Cant see the pics@ Asphalt Snake, try using imgur :)
Posted 2 years ago2017-02-16 13:02:47 UTC Post #333548
Refresh the page. I think, I fixed.
Posted 2 years ago2017-02-16 13:11:54 UTC Post #333549
Fixed the links for you.

E1M1. I like it.
Strider StriderTuned to a dead channel.
Posted 2 years ago2017-02-16 13:17:14 UTC Post #333550
The first two look a little bit off somehow. It could just be the textures used... but that third shot is awesome! I love it.
UrbaNebula UrbaNebulamonster_urby
Posted 2 years ago2017-02-17 04:44:45 UTC Post #333574
I knew I had seen it somewhere before...
Posted 2 years ago2017-02-17 08:32:59 UTC Post #333576
That would be a great competition 35 to re imagine retro FPS games level.
Stojke StojkeOPL - 3
Posted 2 years ago2017-02-17 09:16:18 UTC Post #333577
I already know what I'd do.
UrbaNebula UrbaNebulamonster_urby
Posted 2 years ago2017-02-17 11:37:14 UTC Post #333579
Make it a little more general and that is then my bread and butter.
Jessie JessieLadytype
Posted 2 years ago2017-02-17 17:26:58 UTC Post #333580
Why just limit to FPSs?
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(Nostalgia for Cry of Fear, already released, so, not really WIP, but you get the point.)
Posted 2 years ago2017-02-21 17:09:33 UTC Post #333679
Why just limit to FPSs?
heh this could be really cool idea for a competition ;]
Posted 2 years ago2017-02-22 14:44:11 UTC Post #333693
Posted 2 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 2 years ago2017-02-23 21:26:17 UTC Post #333715
Scrolls to bottom reviews.
... Ouch...
Posted 2 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 2 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 UrbaNebulamonster_urby
Posted 2 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 2 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 Admer456Lean, mean, mapping machine :3
Posted 2 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 UrbaNebulamonster_urby
Posted 2 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 Admer456Lean, mean, mapping machine :3
Posted 2 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 2 years ago2017-03-03 21:47:01 UTC Post #333854
What kind of map pack?
Posted 2 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 2 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 UrbaNebulamonster_urby
Posted 2 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 2 years ago2017-03-04 19:13:47 UTC Post #333865
:heart: Uplink :heart:
The Mad Carrot The Mad CarrotMad Carrot
Posted 2 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 UrbaNebulamonster_urby
Posted 2 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 2 years ago2017-03-12 12:50:49 UTC Post #333918
Looks fantastic! Is it Blender?
Posted 2 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 2 years ago2017-03-12 13:53:34 UTC Post #333921
Autodesk for the win~
Posted 2 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 seriously doubt myself
Posted 2 years ago2017-03-12 16:11:57 UTC Post #333923
Absolutely love it.
Posted 2 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 2 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 Admer456Lean, mean, mapping machine :3
Posted 2 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 2 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 2 years ago2017-03-13 07:20:12 UTC Post #333930
Mind showing some topo to compare both methods?
Crypt Crypt120% sorry!
Posted 2 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 Admer456Lean, mean, mapping machine :3
Posted 2 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 2 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 Admer456Lean, mean, mapping machine :3
Posted 2 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 2 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 2 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 2 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 side...it'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.
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