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

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

Posted 15 years ago2009-01-25 18:21:06 UTC Post #261980
Or do something like in the third movie where it was in that desert, although that would just be silly. :P
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 15 years ago2009-01-25 18:50:55 UTC Post #261983
oh ya lol with all the crabs... :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-01-25 23:30:35 UTC Post #261985
Hence Work in progress guys ;)
Thanks for the comments tho.

I don't think i'm going to animate the sails. Soo much work, plus i dont have 3DS anymore.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-01-28 11:09:30 UTC Post #262064
Posted 15 years ago2009-01-28 11:14:28 UTC Post #262065
I remember Life's End although I never finished it. It was longer than HL1, I swear :S

One of those pics looks exactly like the tunnel in the silo at White Forest but in HL1 form :) I wonder if there's a connection to HL2 in your mod. Hmmm ;O
Habboi HabboiSticky White Love Glue
Posted 15 years ago2009-01-28 11:20:26 UTC Post #262066
There is. I won't spoil it for you, but If you want to know the basic plot, check out the article in the VDC.
http://developer.valvesoftware.com/wiki/Time%27s_End

Images from Colony 42:
http://developer.valvesoftware.com/wiki/Ima
ge:S0a2_charlie.JPG This is charlie.
http://developer.valvesoftware.com/wiki/Ima
ge:S0a0_surgeon.JPG And this is a houndeye about to be dissected. Any questions?
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-01-28 12:14:01 UTC Post #262072
So if you're making a mod, you can simply post a wiki article about it on the Valve Dev Wiki, like what KingDaniel did with this mod Time's End?
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2009-01-28 12:17:59 UTC Post #262074
If you follow the proper formats, yes. And the links appear to be broken in my images... QQ.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-01-31 23:03:31 UTC Post #262154
:pwned:
In my haste to get this finished, look what I've done!!!
User posted image
I essentially turned about 40 brushes inside out, and now i'm getting brush out of world. :( Gotta go fix em now.

EDIT
Just fixed em. :)
Turns out it was only about 6 pieces of rope. All i did was flip the end vertices around and viola!

Sidenote, turns out the crew photos i've been basing the ship off of are incomplete. In the movie the ship has 3 sails on the main mast. The actual photos only have one. I'm gonna have to put in a lot more work than i thought.

EDIT------
Progress :
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Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-01-31 23:13:17 UTC Post #262201
God this just keeps getting better... Interiors and deck area starting to look good too! Jeez can't wait to play this... I CAN HAS BETA TESTER?

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-01-31 23:40:38 UTC Post #262203
Are the cannons func_tank's? :P
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 15 years ago2009-01-31 23:43:58 UTC Post #262204
You could totally make them that way but could you possibly transplant cannon from the BG (battlegrounds) mod? I remember some of the cannons from that mod were pimp, but i don't know if they were tanks or coded in. If nothing else you could steal some of their pimp cannon models (but i know how you and i share the desire to make these things out of brushes!)

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-02-01 00:00:37 UTC Post #262206
Totally insane brushwork there dude. Keep it up. :D
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-02-01 00:23:10 UTC Post #262210
Are the cannons func_tank's
No, but they will work. Just wait until it's all done ;)

The top deck cannons are smaller thank the below deck cannons. Just for scaling reasons. That might change later, I don't know.

I'll have to take a look at some func_tank's to see what my options are. Because i've had a brainstorm about the cannons a while ago. Just a few things i would like to try. :)
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-02-06 03:33:04 UTC Post #262359
Looks awesome, Tetsu0. Hurry up and finish it :-)
Posted 15 years ago2009-02-26 12:51:01 UTC Post #263324
Lookin' good Tetsuo, not too often you see ships done in HL1.. tis difficult to make it look good, tried it awhile ago.. lol..
Now go on, finish it!

So I made a model of a ship in class, its not UV mapped yet and the render is using the mental ray sky.. eww.
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Unbreakable UnbreakableWindows 7.9 Rating!
Posted 15 years ago2009-02-27 21:40:08 UTC Post #263430
I tried something new today.

I think you all remember my upcoming space shuttle mod in which you can see how NASA prepares the shuttle for launch.

I had to create the entire shuttle stack, the towers, the launchpad, the crawler transporter and what not scaled down, because there's limited build space in Hammer.

Today tried to make the launchpad, the towers, the shuttle etc fullsize for Half-Life 2 Deathmatch. I think i succeeded:
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Again, this is fullsize, as you can tell by the Breen npc's.

The goal is to make a HL2DM map taking place on Launch Complex 39-B, Kennedy Space Center, Florida.

You'll be able to walk around on the concrete launchpad (not the pad's permiter), on the mobile launcher platform, inside bother towers where there are plenty of levels/platforms, and maybe, JUST MAYBE, get inside the Orbiter.

All this to promote my upcoming shuttle mod.

Hopefully i will succeed. This has never been done! :D
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2009-02-27 21:46:15 UTC Post #263431
Looking pretty fucking sweet.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-02-28 10:06:40 UTC Post #263438
Ah did not see this thread a while ago and stupid me made a new one about the ship I've been working on and no I had no clue Tetsu0 was working on one too for I had not logged or even been to the TWHL for a long while :|

Guess I'll just update my work here instead of that individual thread from now on, a mod could go ahead and delete it infact.

I've not yet compiled my ship so the pictures will be from Hammer.
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Posted 15 years ago2009-03-01 13:02:30 UTC Post #263526
The 2D views look bootiful, fold.

I'm new by the way. [1st post]
Posted 15 years ago2009-03-01 16:47:50 UTC Post #263542
Updated screenshot:
User posted image
Posted 15 years ago2009-03-02 00:15:59 UTC Post #263570
Nice, does it have a specific purpose or just for jokes?

I just started a map myself (why I signed up). I haven't mapped for years and I can't even run HL1 on my computer at the moment because of a crappy Uni connection! So if anyone would like to playtest my map, I certainly don't mind if you steal the .rmf and claim it as your own... I've just got quite a few decent ideas for small and intense de_ maps and want to see them made.

Set in a London council estate/ghetto.
12 story tower blocks,
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I will turn this square into a covered market (keeping the garages)
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The lower floors of the tower blocks have four 2 bedroom apartments (per floor) in them!
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...and I want to add vehicles, some of which explode (when shot in a very specific place) and some of which have alarms that go off when shot... I feel that will give the map a certain intensity.
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Any tips and/or questions welcomed! There's certainly a lot of trail and error I'm missing out on seeing as I can't compile or play the map...
Posted 15 years ago2009-03-02 02:10:57 UTC Post #263571
I'll compile and playtest for ya. Looks real good so far.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-03-02 05:33:01 UTC Post #263575
what does WIP stand for anyway?
Jessie JessieTrans Rights <3
Posted 15 years ago2009-03-02 05:59:49 UTC Post #263576
"Work In Progress"
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2009-03-02 10:42:27 UTC Post #263586
Thanks tetsu0! Give it until Friday and I'll have something playable. I may even get all the brushwork done today or tomorrow. In which case I'll post it here.
Posted 15 years ago2009-03-02 12:46:50 UTC Post #263587
what does WIP stand for anyway?
O M G !
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 15 years ago2009-03-02 13:26:25 UTC Post #263591
EDIT BLOCKED! HAHHAHAH!!!!
Rimrook RimrookSince 2003
Posted 15 years ago2009-03-02 13:38:20 UTC Post #263592
LMAO
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-02 23:28:39 UTC Post #263620
This is the indoor market. Turned out pretty perrdy. I tried to keep all the planes perfectly aligned but that got a bit impossible so I got lazy. There's quite a lot of intersecting brushes and gaps (although invisible from the floor). What can I do to minimise the damage of these sloppy brush strokes? Turn them into func_wall's?
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Also this little underpass might look pretty nifty when tastefully lit...
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Plus this little lighting concept... flood lights that turn on at the start of every round?? To give a sports arena type feel.
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Posted 15 years ago2009-03-03 01:06:57 UTC Post #263625
Turn all the things like the trusses into func_walls. That way vis doesn't choke and die over all the complex brushwork.
Posted 15 years ago2009-03-03 03:39:11 UTC Post #263626
Lookin' nice so far Mowgli, though you best make sure you texture that tall building facade with some killer textures, as otherwise it may end up very bland.
Daubster DaubsterVault Dweller
Posted 15 years ago2009-03-03 15:01:33 UTC Post #263666
God Mowgli that looks great so far! To elaborate on what Guinea pirate said, i would turn those trusses to func_illusionaries to save yourself clipnodes, or get rid of the brushwork altogether and use a transparent texture on a solid block. i mean, it looks really cool, but that kind of depth of detail for the most part will be lost on most players, and the much simpler transparent texture will look almost as spiffy (not to mention save you a lot of mapping resources imo).

Same goes from the massive amount of detail you have on that housing tower, i think you are going to run out of resources and you might find you have to scale back your design and use fancy texturing to get by, but hey, if you can pull it off, all the better!

YOur first set of pics look JUST LIKE a mixed housing complex--apartments, suites, and a big dining hall--, where i went to school. I shold share some of my screenshots with you for laughs = )

Anyway, i'd love to help beta test if you need it, just let me know! Your stuff looks really good... = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-04 03:27:27 UTC Post #263684
Holy fuckstorm.

You guys can map.

EDIT: Shut up, unbreakable, or ill break you.
Jessie JessieTrans Rights <3
Posted 15 years ago2009-03-04 07:40:00 UTC Post #263731
It's a good idea about the transparent texture! But sadly, I can'nae be bothered to make it. I think it would even possibly look better than the what I have now. Because I apparently have to texture all that...

Currently working on texturing the building. It shouldn't take up too much resources if everything but the outside is NULL'd... right? I got some incredible windows from CG Textures!
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It makes that wall look embarrassing. (+ The top/bottom bordering are separate brushes). Only thing is that it's 256x?. Maybe a bit massive for purpose. Does that matter these days?

But yeah it would be cool to see some of those pics you're on about. The buildings on the left of the areal shot from the first set of images don't have a purpose yet!

Darkie: I know man... I went through the thread. Quite amazed/intimidated by the epic skill of people here.
Posted 15 years ago2009-03-04 08:50:29 UTC Post #263734
EDIT: Shut up, unbreakable, or ill break you -Darkie
Haha, fair enough man.. we've all been there at one point or another. :D
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 15 years ago2009-03-04 14:38:11 UTC Post #263745
I had created a monster. The tall ship I had been working on exploded into so many errors (I knew I had that coming) when I had slacked with the sails & ropes. During the last couple days I've gone trough with all the crappy parts and boy were there loads of those. Finaly after the revamp process... I'm on clean waters and rebuilding from what I was left with :plastered:

Now... I take careful steps on with the sails and the ropes. Not only will I do an check for problems (alt+p) type of search, but also a compile with CSG only to scan it thoroughly :pirate:
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Posted 15 years ago2009-03-04 14:59:32 UTC Post #263747
It would make a pretty epic gmod boat D:
Habboi HabboiSticky White Love Glue
Posted 15 years ago2009-03-04 16:02:11 UTC Post #263749
That's fucking awesome !!! :nuts:
How did you make the sails look roundish like that ?
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2009-03-04 16:10:37 UTC Post #263750
they're cut into triangles, then VM'd, albeit very nicely
Archie ArchieGoodbye Moonmen
Posted 15 years ago2009-03-04 16:20:03 UTC Post #263751
Epic brushwork there, man. Pull that ship off without any off-grid vertices and I will salute you. :o
Daubster DaubsterVault Dweller
Posted 15 years ago2009-03-04 17:21:23 UTC Post #263756
Thanks for the compliments but I deserve no salutations, the ship is already busted and broken with my silly shortcuts. I regret now that I did not do the hull with care when I still had a chance to. To fix it now would take a day or two with the VM tool alone... :pirate:

PS. The current version of the ship holds a total of 4626 solids and 27808 faces... I dread the day when I get to the point of letting my computer compile her let alone be able to play it ingame !
Posted 15 years ago2009-03-04 18:11:15 UTC Post #263760
Pull that ship off without any off-grid vertices and I will salute you. surprised - :o
How come muzz didn't leave a response yet here, advertising his "The compilator" that uses the mighty HLfix ?!
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2009-03-04 22:46:11 UTC Post #263774
That DOES look great fold! do you have any shots of it compiled yet? (i would definitely recommend using HLFix if you don't already... it'll reduce many brushwork-related headaches for you)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-04 23:38:12 UTC Post #263777
Epic brushwork there, man. Pull that ship off without any off-grid vertices and I will salute you.
Hey man my boat has zero off grid vertices WITHOUT hl-fix.

I just haven't finished it yet ;)
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-03-05 07:48:41 UTC Post #263794
Lets just agree that there both fine ships that both are still unfinished :pirate:

I'm debating with a friend about what mod should I make mine for. Day of Defeat would be an interresting pick for a ship, any thoughts ?

Update:
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Posted 15 years ago2009-03-05 09:36:18 UTC Post #263804
Hey man my boat has zero off grid vertices WITHOUT hl-fix.
That's the kind of care for detail worth salutations.
/me salutes Tetsu0! :pirate:

Fold: I doubt any MP and possibly even SP map would be playable with an object with such detail. Just make it a nice showcase map.. and fix those errors!
Daubster DaubsterVault Dweller
Posted 15 years ago2009-03-05 09:48:19 UTC Post #263805
Christ that looks epic but it's one thing to render it i Hammer, quite something else to have it compiled and in the game... Have you tried compiling at all yet? =/
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-05 10:02:36 UTC Post #263806
Yeah and I learned its not possible due to the complexity of the sails and all the railings. Today was the day I had in mind of compiling her but then it turned out that it had way too many planes :death:

Guess I'll just continue to make it like a showcase map, just like Daubster there mentioned. It probably could be made into a playable map, I'd just have to tone down the sails by alot and find a way to replce the railing...perhaps by models, but I'm no modeler so :\

PS. each sail consists of no less than 120 blocks. Meaning all of the sails in that ship equals to 2,160 blocks... a size of an avarage map alone would have :D
Posted 15 years ago2009-03-05 10:07:47 UTC Post #263807
I would advise compiling frequently from the beginning (if you plan to make a playable map). Compiling frequently helps you catch/isolate errors much easier than building an entire map and then trying to run it. Errors and problems can pile up quickly making your .rmf completely impossible to debug.

Compiling often also helps you get a feel for when you start running into limits of what the compiler and game can handle, all errors aside. Can't stress enough how important this is...

Still looks bomb tho.. = )
Captain Terror Captain Terrorwhen a man loves a woman
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