Post your screenshots! WIP thread Created 10 years ago2007-12-16 00:58:58 UTC by doodle doodle

Created 10 years ago2007-12-16 00:58:58 UTC by doodle doodle

Posted 1 year 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 1 year 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 1 year ago2017-04-22 17:59:36 UTC Post #334566
You should make the blade longer and scale down the handle.
Posted 1 year 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 1 year 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 1 year 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 1 year 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 1 year 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 Admer456What's this? Custom title? OwO
Posted 1 year 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 1 year 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 Admer456What's this? Custom title? OwO
Posted 1 year 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 1 year 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 Admer456What's this? Custom title? OwO
Posted 1 year 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 1 year ago2017-04-23 13:37:41 UTC Post #334584
really good lookin O.o
sadly I suck in making caves
Posted 1 year 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 Admer456What's this? Custom title? OwO
Posted 1 year ago2017-04-23 13:40:15 UTC Post #334586
Oh I could show something I never released:
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Posted 1 year ago2017-04-23 14:28:32 UTC Post #334587
Was this "The Xenomorphs Are Screaming"?
Posted 1 year 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.
Posted 1 year ago2017-04-23 15:30:22 UTC Post #334589
Some screenies for you!
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Posted 1 year ago2017-04-23 16:22:45 UTC Post #334590
Nice caves mate ! :) really good.
And yeah Unq you got a cookie there :)
Posted 1 year ago2017-04-23 16:30:16 UTC Post #334591
Maybe caves are nice, but I'm really bad at architecture. Play Smog map and you'll see what I mean. You can find it at the "Unfinished Stuff" category.
Posted 1 year ago2017-04-23 18:03:02 UTC Post #334592
So I decided to write a PDF tutorial. Basically, it's supposed to cover most of GoldSrc mapping from bottom to top.

Since this is a WiP thread, tutorials can be counted as WiPs too. So I'll show some stuff:
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Those are 2 of the pages. I'll show one more:
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The table of contents seems never-ending... (lol, the ToC alone takes 4 or 5 pages)

Considering that I wrote 11 pages by now, I am sure that the total number of pages will end up being like the Crytek's Far Cry mapping manual: over 100 pages! xD

Man, I could write a book. :]
Admer456 Admer456What's this? Custom title? OwO
Posted 1 year ago2017-04-23 18:44:41 UTC Post #334593
Interesting. Especially 6.3, 6.4 and 4.7. I wonder how do I make game_end work in WON Half-Life.
Posted 1 year ago2017-04-23 18:50:18 UTC Post #334594
Great work with those caves Windawz!

That mapping guide for GoldSrc seems like a great idea Admer456. Will it be only for J.A.C.K, or do you plan extending it for Quark and VHE?

Haven't had much time to do anything today, so I'll post only minor changes this time. Scaled down handle and hilt, lenghtened blade and made the handle longer (for 2-handed grab).
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Slowly moving towards a project update. Things that I still need to do: Finish all geometry related stuff, texture models, rig and animate, get proper height mapping on world brushes (make better height maps), write something more about factions present in the game's world.
Posted 1 year ago2017-04-23 18:53:24 UTC Post #334595
The sword looks nice indeed, but in my opinion it looks more like a heroic weapon than a common sword used by the guards, unless it's supposed to.
Posted 1 year ago2017-04-23 19:10:49 UTC Post #334596
It is intended. The faction would be the most powerful and influential knightly order in game's world, not just common guards. They'd have big roles in both mundane and dark fantasy plots. And there'd be only few knights using this weapon, rest would be lower rank and with different weapons and armor.

Basically, if you'd be an enemy of this faction, knights with these swords would be one of those high-level nasties that can shred you to pieces in no time if you're too weak.
Posted 1 year ago2017-04-23 19:39:59 UTC Post #334597
if you'd be an enemy of this faction
So player will be able to select which faction he will belong to? I think Darkplaces engine is not good enough to handle this but I hope I'm wrong, since all this sounds interesting.
Posted 1 year ago2017-04-23 20:06:29 UTC Post #334598
@Snehk
VHE? Definitely no.
In the tutorial, I will do this, though:

When I write a command shortcut, I'll also write the VHE equivalent if it has one.

As for QuArK, well...
Maybe? I mean, my current mapping experience is 2 years. It would take me 1 year to learn QuArK, you know. Or maybe not, who knows? I'm certainly looking forward to mapping in QuArK because it supports Medal of Honor: Allied Assault. :D

@Windawz
Well, game_end worked for multiplayer on my end. I haven't tried it in singleplayer, lol.
I think you have to trigger it or something like that.
Admer456 Admer456What's this? Custom title? OwO
Posted 1 year ago2017-04-23 20:32:23 UTC Post #334599
@Admer456

I did but game_end just doesn't work, at least in singleplayer. Even in the ending sequence you're supposed to get disconnected from the server when the sequence ends. But after credits nothing happens. I think it's a WON Half-Life bug.

Also, you should include a cs 1.6 env_rain tutorial, since I don't get how does this damn thing work. When I put it in one of my map nothing happened. Then I tried to find something about env_rain at the web and found a tutorial at GameBanana but it didn't help. However, env_rain worked in the example map. Copy-pasting the env_rain itself didn't give any results but when I copy-pasted the whole room from the example map, it worked. Resizing and retexturing the room didn't affect anything at all. No idea what the hell was that, but if it wouldn't work then dm_ascension would have no rain at all.
Posted 1 year ago2017-04-23 21:00:43 UTC Post #334600
Try trigger_endsection in singleplayer in place of game_end
Posted 1 year ago2017-04-23 21:23:07 UTC Post #334601
@Unq

Thanks, I'll find a use for it.

Tiberium is power!
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Posted 1 year ago2017-04-23 21:46:48 UTC Post #334602
Admer, if you're trying to create something that looks fairly professional, I'd seriously consider reading into LaTeX. I write pretty much everything using it now, and it just oozes sexiness.
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2017-04-23 21:54:27 UTC Post #334603
Really enjoying seeing this evolve, Windawz. Great work! :crowbar: :crowbar:
Archie ArchieGoodbye Moonmen
Posted 1 year ago2017-04-23 22:16:33 UTC Post #334604
Thank you Archie, but it was very easy to make. The hardest part will be modelling and animating GDI and Nod soldiers (If I won't succeed at ripping them off from renegade ;) ).
Posted 1 year ago2017-04-24 05:40:57 UTC Post #334605
I think Darkplaces engine is not good enough to handle this
QuakeC is more than enough. Should be as simple as a Boolean that'd return false to knights ai in the part where it determines if they'd attack, if you're not part of their faction. Not sure about enemy neutrality, but then player is a revenant and they'd be more than happy to slay him/her.

I really like how your map is turning out Windawz!

@Admer456 I used Quark for some time. It's quite different than VHE or J.A.C.K and has ability to make models. I actually started mapping for hl with it, before I took the path of hammer.
Posted 1 year ago2017-04-24 07:52:33 UTC Post #334606
@Instant Mix
No, but thanks for the suggestion. Word 2007 is more than enough for me. :P

I mean, would you rather write tutorials in Notepad or something more advanced, lol?

@Snehk
I actually saw a few QuArK tutorials and it seems quite different. :gak:
Though, it shouldn't be hard to adapt to. :)
Admer456 Admer456What's this? Custom title? OwO
Posted 1 year ago2017-04-24 11:47:47 UTC Post #334608
Gonna try this QuArK editor out. I hope it's as easy to use as VHE.
Posted 1 year ago2017-04-24 12:05:40 UTC Post #334609
Fields of green

I like what you're doing, Windawz, I'm a big C&C fan, however my faith in the series has diminished since the release of C&C4 and the cancellation of Command & Conquer 2013.

Because EA. User posted image

Anyhoo, keep this going, I'd love to see what comes out of this. :)

Peace Through Power!
The Mad Carrot The Mad CarrotMad Carrot
Posted 1 year ago2017-04-24 18:58:31 UTC Post #334610
To give the knight a bit rest, I've been trying to get a level editor for q3bsp. Got quark, but it's more of a back-up if other ways won't work.

Tried to get GtkRadiant. Hardcoded in support for Darkplaces engine and my game, changed the toolchain to one I'm using (VS 2013) and tried to compile. Got several errors - checked documentation, it requires lots of additional shit to properly compile. Thrown it away.

Now trying with NetRadiant, will need to hardcode support again and compile with MinGW. At least it has Darkplaces support out of the box, just need to code game support.

EDIT

Got it working without coding, making the editor treat the game like a quake mod.
Posted 1 year ago2017-04-24 21:05:20 UTC Post #334612
You can always use J.A.C.K., lol. Though, I'm not sure whether Q3BSP has patches/beziers or not. :/
Admer456 Admer456What's this? Custom title? OwO
Posted 1 year ago2017-04-25 02:05:18 UTC Post #334614
Really crappy models! woo!
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Duck Ship!
Also Snehk, I've used Sledge to make a darkplaces-compatible map
Tetsu0 Tetsu0Original Cowboy
Posted 1 year ago2017-04-25 04:08:16 UTC Post #334615
"Really crappy models!"

Still, better than what I could do, lol.
Admer456 Admer456What's this? Custom title? OwO
Posted 1 year ago2017-04-25 05:42:15 UTC Post #334616
@Admer456 - yes, q3bsp uses patches and bezier curves.

@Tetsu0 - There's no problem with making quake 1 bsp in sledge, already tried it. But can I make a quake 3 bsp that uses curved terrain with it?

There's also another option - modeling level geometry in a 3d suite, export as obj and place it in level. DP supports obj, collision detection and dynamic lightning on models. Would still have to pair it with q3bsp for better lighting (light-grids quite improve it). Lights can be placed from within game with r_edit_lights 1 and r_editlights_spawn. Would have to search Blood Omnicide for sources of their GUI tools to speed it up.

The shuttle doesn't look that bad.
Posted 1 year ago2017-04-25 12:05:41 UTC Post #334618
Those side vents are a nice addition, Tet.
Archie ArchieGoodbye Moonmen
Posted 1 year ago2017-04-25 12:16:01 UTC Post #334619
Thanks guys. I feel better now with moving forward on textures. Gonna be like an airplane. Lots of panels all riveted on top of each other.

Snehk, blender exports to .obj and it's a wonder to work with. If you haven't used it before I can show you a few things to get you going.
Tetsu0 Tetsu0Original Cowboy
Posted 1 year ago2017-04-25 13:15:21 UTC Post #334621
Cool idea for texture, a bit realistic too since rockets sent to space usually have coating made of ceramic plates that protect them from high temperature (not sure if the info is outdated and they haven't found better thermal protection, been a while since I seen anything space related).

I already have blender for iqm export, worked with it for quite a while too. However, working with Wings feels much better for me (and I already tried other software: gmax, 3ds max, lightwave, milkshape, some sculpting tools). For modeling, nothing works quite like wings. I think it exports to obj too.

If I'll make obj as levels, then I'll be modelling them with wings and tweaking with blender (texturing mostly).
Posted 1 year ago2017-04-25 15:01:37 UTC Post #334625
I thought it turns Half-Life to some kind of an UT alternative so I'd be able to...
Well, it is somewhat true. XDM can be customized (using cvars mostly) to be from EXACTLY HL1 to UT1-like game.
And about those meme event icons - I had no time drawing something better and though that would be fun. I've disabled that by default long ago.
Anyway, watch youtube less, save time for mapping, MORE MAPPING! :D

@Admer456
thanks! I see you're a busy one too :)
Posted 1 year ago2017-04-25 15:18:59 UTC Post #334626
So I finally got to make a half-decent normal+relief mapping on a q3bsp. I compiled it without lights then used the in-engine console commands to add dynamic lights. The mapping on textures looks whole lot better than on q1bsp too.
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Gotta check Blood Omnicide sources, they had extremely good GUI tools to place all kinds of objects, models, triggers and lights from within the game.
Posted 1 year ago2017-04-25 16:14:35 UTC Post #334632
@xawari

Ok then. I'll give it a try.

@Snehk

So Darkplaces supports bump-mapping?
Posted 1 year ago2017-04-25 17:50:07 UTC Post #334633
Yes. It supports also diffuse color + alpha, specular color + specular exponent, glow color, reflection mask for cubemap environment mapping and limited Quake 3 style shaders.
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