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 ago2017-04-21 09:56:24 UTC Post #334523
Base model completed! Poly count turned out higher than expected, with 7524 faces. I'm going to make lower-poly versions of all models for LOD and lower graphics quality settings anyway.
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Smooth:
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Tesselated + scene info (info might look blurry):
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Posted 2 years ago2017-04-21 10:50:47 UTC Post #334524
@Snehk

I think arms look so strange because you didn't add the elbows. You should try to remodel them I think.
Posted 2 years ago2017-04-21 12:32:18 UTC Post #334526
Got round to trying to replicate Cabal's vocal FX in Reason.. using some TTS programmes, this as close as I can get.

vocaroo link

Have tried recording my own vocals but haven't figured out the accent / intonation of the original VA.
Instant Mix Instant MixTitle commitment issues
Posted 2 years ago2017-04-21 12:40:56 UTC Post #334527
The best vocal is 00:00 - 00:12. I liked it the most.
00:12 - 00:22 sounds more like LEGION from C&C3 than CABAL.
Posted 2 years ago2017-04-21 13:46:11 UTC Post #334528
Looks better now?
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Posted 2 years ago2017-04-21 14:07:40 UTC Post #334530
@Snehk

To be honest I can't see the difference, elbows are still missing, sorry. However, I don't know the way you model things in Wings3D and maybe it's more difficult than it seems to be. I've never tried to model something myself.
You can leave this model as is and remake it later when you get better.
However, except arms, the model looks pretty good overall.
Posted 2 years ago2017-04-21 14:08:59 UTC Post #334531
I thought that you meant edges creating elbow joint that'd allow model's hand to bend better during animation. Making those armored elbows would be quite easy without remodelling whole hands.
Posted 2 years ago2017-04-21 14:15:46 UTC Post #334532
Oh, I'm sorry. It's just my bad English then. Should have said cubit instead of elbow :)
Posted 2 years ago2017-04-21 14:21:20 UTC Post #334533
Something similar to this?
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Posted 2 years ago2017-04-21 14:23:55 UTC Post #334534
Yeah, this looks much better!
Posted 2 years ago2017-04-21 14:58:23 UTC Post #334535
Went ahead and armored up some more bits.
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Posted 2 years ago2017-04-21 15:30:54 UTC Post #334536
@Snehk

One more question to ask: which genre will your mod belong to? Is it going to be an RPG-mod or it will be something like Strife?
Posted 2 years ago2017-04-21 16:49:33 UTC Post #334537
Something like Hexen or Heretic, with more RPG mechanics thrown in (a bit like in Dark Souls, but more forgiving). Already posted some info on my ModDB page (link in my journal).
Posted 2 years ago2017-04-21 17:29:12 UTC Post #334540
Used some blend textures for a smooth transition between the normal area and the tiberium field:
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Posted 2 years ago2017-04-21 18:57:03 UTC Post #334541
That starts to look really cool man ! :) Why not make it for svencoop ? you have higher engine limits there :)
Posted 2 years ago2017-04-21 18:57:25 UTC Post #334542
Double fuck.
Posted 2 years ago2017-04-21 20:53:27 UTC Post #334543
@Trempler

As far as I know Sven Coop has it's own hammer version, so no. I can't just switch from J.A.C.K. to Hammer because of the .jmf format and because I really like Jackhammer, can't say that about Sven Coop though. I think those limits are enough for me. Maybe I will swith to PowerSource when it's done, but there are several problems I may encounter. So I'll keep mapping for the original HL.

EDIT: Gonna unpack some of .mix files Renegade uses. Finally I'll be able to use some of the game's sounds.
Posted 2 years ago2017-04-21 21:12:40 UTC Post #334545
You can use J.A.C.K. for Sven Co-op with 0 issues. :)
That's how I started out with sc_sandstorm.
Admer456 Admer456Lean, mean, mapping machine :3
Posted 2 years ago2017-04-21 21:52:24 UTC Post #334546
The only differences between Hammer 3.4 and SC Hammer are the increased grid size and a few bug fixes, no features were added.
Any map editor will do.
Posted 2 years ago2017-04-21 21:55:17 UTC Post #334547
If no features were added, then there's no point for me to switch to SC. The standart limits of the original Half-Life are enough for me, at least for now.
Posted 2 years ago2017-04-21 22:02:01 UTC Post #334548
The only differences between Hammer 3.4 and SC Hammer
Not the engine.
Crollo CrolloTrollo
Posted 2 years ago2017-04-21 22:10:48 UTC Post #334550
@Crollo

Oh, my bad. :\
For some reason I just don't want to switch to sc. Maybe I'm just lazy.
Posted 2 years ago2017-04-22 06:08:34 UTC Post #334553
@Windawz
Sven Co-op is really nice to map for. But if you want good ratings, you'll have to make your standards higher (just a little bit) compared to Half-Life 1.

Basically, there's not much to do other than installing Sven Co-op and the SC SDK. The FGD comes with the SDK, and you can grab everything else (WADs, sprites and sounds) from SC itself.

Though, what I like about the good old Half-Life 1 is:
1. Its limits are a nice challenge for 2017 mapping
2. It lags less than Sven Co-op
3. It supports co-op even though it wasn't made for it

Yes, HL1 natively supports co-op if you didn't know. Though, it's not as explicit as in Sven Co-op. It's literally deathmatch with the addition of monsters, and you need mp_allowmonsters 1. (I think I wrote it right)
Admer456 Admer456Lean, mean, mapping machine :3
Posted 2 years ago2017-04-22 07:57:16 UTC Post #334554
@Admer456

Yes, Half-Life indeed was supposed to have a coop mode. You can find some info_nodes on valve's hldm maps and even a level change on boot_camp which makes the game crash.
What about sven coop... I doubt I'll ever switch to it anyway because I will need to adapt my levels for multiple players and I just don't like sven coop. It's not as satisfying to play as Half-Life is. And I don't think that mapping for a game you don't like is a good idea.
I don't even know will my map compile without problems like missing faces anyway so first I need to compile it, fix all errors I can find and maybe then I'll think about SC.
However if I could make sp maps for sc with it's features I'd switch.
Posted 2 years ago2017-04-22 08:08:28 UTC Post #334555
Here's something I made a long while ago:
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Apparently, I might pick it up and work on it again. :)
Maybe...

But with Sven Co-op, I'll definitely not have such a hard time extending the terrain.
Admer456 Admer456Lean, mean, mapping machine :3
Posted 2 years ago2017-04-22 08:53:30 UTC Post #334556
@Admer456

You can make a great map/mappack/mod without such effects like moving terrain.
You could make it move slower, then add an env_fade and trigger_teleport with master, and then make an another moving terrain near the first one, so player teleports there, so the scene will take more time.

Also, did you use ZHLT Lightflags for the shadows? Because I wonder how it was made in Op4 along with changing skybox at the ending cutscene.
Posted 2 years ago2017-04-22 10:15:01 UTC Post #334557
There's a tutorial on that about the Op4 opening sequence.
I just used a lot of func_trains with ZHLT Lightflags: Opaque (Concave Fix).

Next, I'd like to add some sandstorm fog. >:D
Admer456 Admer456Lean, mean, mapping machine :3
Posted 2 years ago2017-04-22 11:14:00 UTC Post #334558
@Admer456

I don't think Gearbox had at least Zoners Half-Life Tools at that moment, but maybe I'm wrong.
And still, how did they make skybox to change during the ending sequence without changing the level?
Posted 2 years ago2017-04-22 11:14:05 UTC Post #334559
Signature weapon of sunrise knights. I think I need to adjust the blade to look better when smoothed.
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Posted 2 years ago2017-04-22 12:34:12 UTC Post #334560
And still, how did they make skybox to change during the ending sequence without changing the level?
It's actually pretty clever how they did that. One half of the skybox they used in that map is the cliff skybox, and the other half is the Xen skybox. You can't see both sides at the same time while in that level.
Dr. Orange Dr. OrangeBoth a fruit and a color
Posted 2 years ago2017-04-22 13:26:49 UTC Post #334561
@Dr. Orange

Uhh... How could I not think about that? Damn it, it sounds so simple and I haven't been able to understand how it works for a really long time until now.
What's interesting is there's no info at the web how it's done, except TWHL of course.

@Snehk

As always - nice. But can you use smoothing on a certain part of a model or you can only smooth the whole model?
Posted 2 years ago2017-04-22 14:50:40 UTC Post #334562
Thanks! There are many things to improve in my models yet.

As for smoothing: pretty much yes. Quick smoothing preview in Wings 3D shows the whole model smoothed after subdivisions. I'll be using different smoothing methods, less poly intensive.

After exporting the model to Milkshape i could re-group the model and apply different smoothing on each body group for example. Not sure about Blender, I keep it mostly for .iqm export/import scripts.

I'm thinking about giving the knight a scabbard for this sword, but can't decide in which place. Strapped to belt, or on the back?
Posted 2 years ago2017-04-22 14:57:36 UTC Post #334563
@Snehk

You should strap the scabbard to the back I think since it's a longsword I suppose.
Posted 2 years ago2017-04-22 17:59:23 UTC Post #334565
I should've scalled the sword and scabbard better. Let's assume that for the time being it's something similar to a bastard sword.
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It's sheathed on screens. I actually reworked the blade to make it better.
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Posted 2 years ago2017-04-22 17:59:36 UTC Post #334566
You should make the blade longer and scale down the handle.
Posted 2 years ago2017-04-22 18:21:44 UTC Post #334567
Yeah, currently it has a handle of a greatsword and blade of a broadsword. Also, there's no bardic (those leather straps that scabbard holds on), but I don't think that I'm going to add more geometry to it right now. The knight on it's own is already above 8000 polies (tesselated), not counting the weapon and sheathe. Even though the engine has an on-model limit of 65536 triangles.
Posted 2 years ago2017-04-22 22:59:55 UTC Post #334568
I've discovered so many new words thanks to you lol. What's funny is that I didn't know the meaning of some of these even in russian. Yep, I seem to be that stupid xD.

Also, how do you apply a texture on a model? Do you, uhm, paint on the model itself?
Posted 2 years ago2017-04-22 23:00:01 UTC Post #334572
So much of SC advertisement going on here, I'll pour a bit too. :)
SC is not hte only co-op mod out there, and it is proprietary and uses modified engine. Why not try this http://twhl.info/vault.php?map=6172 ?
Works like a mod even with WON HL, does not even use custom rendering hacks. Windawz have you tried it?
Posted 2 years ago2017-04-23 01:47:31 UTC Post #334573
@xawari

I watched a vid on Youtube and... No offense but all those "memefaces" along with lots of strange weapons have ruined my expectations from this mod. I thought it turns Half-Life to some kind of an UT alternative so I'd be able to make UT-Styled maps without learning how to use the dreadful UnrealEd (this is the most inconvinient editor I've seen). Sorry about that.
Posted 2 years ago2017-04-23 07:21:32 UTC Post #334576
@Windawz
Unreal uses subtractive space. In Hammer terms, it's literally carving. Yes, you make rooms by carving stuff. It seems inconvenient, but that's up to personal preference.

@xawari
Hmm, seems cool. I might try mapping for it (alongside +50 unfinished projects, ahahahahaha).
Admer456 Admer456Lean, mean, mapping machine :3
Posted 2 years ago2017-04-23 09:03:38 UTC Post #334577
@Admer456

The problem is not the substractive space. I like it a lot and it's so bad HL lacks it. UnrealEd is just... Too complex. Also editing geometry is not as easy and quick as in hammer, that's why Epics even added 2D shape editor there. And of course some weird bugs. When I create a mover and compile the map, the mover has no collisions. UT is one of the best shooters ever, but the editor... I hate it. Now I only use it to change the music on a map.
Posted 2 years ago2017-04-23 09:40:24 UTC Post #334579
I wonder how's the texture alignment in UnrealEd.
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(map not made by me)

Look at those seams, man!

It looks like every face on the cliff has the Face alignment instead of World.
Admer456 Admer456Lean, mean, mapping machine :3
Posted 2 years ago2017-04-23 10:06:44 UTC Post #334580
@Admer456

There's no such thing as Alt+Right Click or Shift+F6. There's just a menu with some buttons that move the texture by 16 or 32 in a specified direction. I don't even know is there a "Fit" button. It would be wonderful if you'd be able to edit Unreal levels with a different, hammer-like editor, but I know it sounds stupid.
Posted 2 years ago2017-04-23 10:13:12 UTC Post #334581
I know that there aren't any Hammer/J.A.C.K. controls in UnrealEd, because I used it. I just forgot how it looks like, lol.
Admer456 Admer456Lean, mean, mapping machine :3
Posted 2 years ago2017-04-23 11:27:44 UTC Post #334582
Almost completed the cave. Only need to add some tiberium crystals and figure out what's the purpose of this cave, lol:
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Was just flying around the map and noticed this cool effect:
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Posted 2 years ago2017-04-23 13:37:41 UTC Post #334584
really good lookin O.o
sadly I suck in making caves
Posted 2 years ago2017-04-23 13:40:05 UTC Post #334585
I'm so surprised by hearing that from you specifically. :gak:

"I suck in making caves"
Admer456 Admer456Lean, mean, mapping machine :3
Posted 2 years ago2017-04-23 13:40:15 UTC Post #334586
Oh I could show something I never released:
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Posted 2 years ago2017-04-23 14:28:32 UTC Post #334587
Was this "The Xenomorphs Are Screaming"?
Posted 2 years ago2017-04-23 15:20:19 UTC Post #334588
Those tiberium crystals are models, right? They just look too good to be brush-based. Unfortunately my Blender skills are crap. And this map looks far more pretty than the one I'm making.

Added a fade-textured brush here. I think it looks a bit nicer now:
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Edit: map is going through the first compile.
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