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 2 years ago2017-05-09 07:10:08 UTC Post #334828
Those were 2 env_renders and 2 func_door_rotatings, if I remember well. I'm in school now, so I can't check what it's exactly made out of.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 years ago2017-05-09 08:21:45 UTC Post #334829
@Snehk

Paths? Oh that reminds me of Tetsu0's modelling stream.

@Admer456

I know already, just didn't see that:
Looks like I am applying env_renders and func_door_rotating's very well
I suppose the second (invisible) support beam has no collisions?
Posted 2 years ago2017-05-09 10:17:28 UTC Post #334830
Well, it actually has collisions.
env_render just modifies its Render Mode and Render Amount parameters (it can also modify an entity's Render FX and Render Colour or whatever, but I didn't need those 2 for this setup).

That's a problem, since the 2nd one is already touching the floor and the player might hit it. :o
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 years ago2017-05-09 10:51:30 UTC Post #334831
Well, it actually has collisions.
env_render just modifies its Render Mode and Render Amount parameters
I know. Was just wondering did you make the support beam passable.

This map gets way too complex for a CS map:
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Posted 2 years ago2017-05-09 19:59:56 UTC Post #334838
But before I made that destruction sequence, I had made a little Wiremod contraption in Garry's Mod:
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I don't know why, but I just love making these things, as well as twisted pillars and entity setups in GoldSrc.
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^ From the back side you can see the rear gunner's seat. The rear gunner is the only one on the ship who controls 2 rotatable machineguns.
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^ This is what it's controlled with. Basically, if you place the cursor up, the turrets aim up. :)
Clever, isn't it?
The side bathtubs also have that feature, except they control 1 turret each and have a limited cone of aiming.
User posted image
This is the Central Measuring Unit. It doesn't do anything yet, but it's supposed to display the angles (Pitch, Yaw and Roll, and the speed of the space-cart). Hmm, if I figure out how, I might implement a stabilisation mechanism, maybe...

Yes, it does fly:
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(sorry for the small size, but I had to keep the filesize short)
So yeah, it can fly, although I will certainly need to change the control scheme. Controlling it can be messy sometimes, especially if you hit something then it starts tumbling around. It's really disorientating. :plastered:

I wish I could have more appropriate solutions, but I guess it's enough for now. :biggrin:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 years ago2017-05-09 20:33:41 UTC Post #334840
Wiremod and coding are the things I'll never manage to understand.
Posted 2 years ago2017-05-09 21:00:37 UTC Post #334843
Wiremod and coding, hmm...
Well, they have a few things in common:

A problem
Basically, you want to make a car. That's the "problem".

A solution
Every problem supposedly has a solution. There are many solutions, and if there aren't any, then we have workarounds.

In order to imagine a solution to the problem, you need to know how things behave, and what each of them does.

In Wiremod, for example, I used an Eye Pod Controller to make the rockets controllable only when the player is sitting in a specific chair. Of course, I don't know coding enough so I can't explain how anything works there. :P

The rotating machineguns, however, are a bit more complex, haha. The hardest part was making the rotating mechanism. Basically, it's 2 wheels strapped to a box. One wheel provides up/down rotation, and the other one does left/right.
And to actually move the turret, I used a pair if thrusters and I wired them to the tablet. Yeah...
Of course, this is far from a perfect system, but I hope I'll work on it. ;)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 years ago2017-05-10 19:49:38 UTC Post #334859
My fgd is really bad:
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I need a better one.
Posted 2 years ago2017-05-12 11:39:01 UTC Post #334865
So, I'm making a CS 1.6 documentary, for Turkish class. I know it's odd, but I just want to do it since my "Yaşlı dede" (Old grandpa) movie for GMod is too late to ge made now.

Screenshots coming soon...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 years ago2017-05-12 15:35:55 UTC Post #334866
@Windawz - Maybe there's some better .fgd in the web?

@Admer456 - How's your GoldSrc mapping tutorial-book going?

I should work on proper q3bsp entity test map, and on textures for my UV Mapped model (as well as on much more stuff), but I'm kinda out of my dev mood - matura exams and two incoming courses somewhat knocked me out of it....
Posted 2 years ago2017-05-12 18:17:16 UTC Post #334868
@Snehk
but I'm kinda out of my dev mood
Same problem here.
Maybe there's some better .fgd in the web?
It's actually good because it allows hammer to render models but for some reason it works only in hammer 3.5. I'm pleased with this .fgd anyway, this info_vip_start just made me smile.

@Admer456

Does "dede" mean "Grandpa" or it actually means "Old"? Since there's a similar word in russian.
Also, what's so difficult about setting up jackhammer to work with Sven Co-op? That was pretty easy, only needed to change "cl_skyname(string)" to "cl_skyname(sky)" and now I have a dropping-down list with all the skies available.
Posted 2 years ago2017-05-12 19:56:28 UTC Post #334870
@Snehk
Paused in the middle of my school project and 1 presentation in chemistry. :P

@Windawz
Moy dedushka i moya babushka! xD

"Dede" in fact means "grandpa". And "Yaşlı" means "old", pronounced like "Yash-luhh" (the "uhh" is totally deaf, don't even pronounce it, lol).
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 years ago2017-05-12 22:07:08 UTC Post #334871
"Dede" in fact means "grandpa"
Just as I thought.
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I think it's too detailed for a cs map. 5423 faces.
Posted 2 years ago2017-05-13 06:22:04 UTC Post #334873
Screenshot #1 reminds me of that section in ts_untergrund. :biggrin:
Nah, a map can never be detailed enough. What matters is the balance of detail. E.g. you shouldn't have a super-detailed room with 6666 polys connected to another room with only 660 polys. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 years ago2017-05-13 14:11:54 UTC Post #334874
Cs map must be simple and fun. If it's too complicated nobody will like it. Dm_ascension had a simple symmetrical layout, which I think is pretty good. The problem was the wpolys. So it's the best cs map I've made so far.
Now I'm thinking of how to simplify the research lab without making it look ugly.

Retextured the outdoor area a bit:
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You will be able to get there only through the vent at the generator room. You can't reach any of the func_vip_safetyzones from there, but I will add some sniper sports. You will be able to see one of the func_bombtargets from one of the spots.
Posted 2 years ago2017-05-13 19:29:57 UTC Post #334876
My school project about CS 1.6, for Turkish class:
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So yeah, this is the one in English. Basically, I translated it into Turkish afterwards:
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It's kind of ironic how I listened to anti-Kebab songs while doing all of this. :P
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The luxury of recording in 800x600 at 24fps. :]
Finally, I got a new recording app (Camtasia Studio 8) and it does the job far, far better than HyperCam 2. I hope the classmates won't complain too much about my resolution, ahahaha.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 years ago2017-05-13 20:10:15 UTC Post #334877
Vehicle War? That's interesting... When I finish that asde_ map I'll try to get into this gamemode.
The progress is slow though. Instead of working on the map I'm playing HL1... I don't know how much times I have completed it. 30? 40? I don't know.
Posted 2 years ago2017-05-13 20:26:32 UTC Post #334878
I've never completed HL1. Like, never. I'm in the process of doing that, though, but I don't have the time to play it these days.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 years ago2017-05-13 21:20:25 UTC Post #334879
This is for a short documentary, right? Is your 'script' going to be voiceover?

Rather than just explaining what each part is like an instruction manual, you should try to find an actual story to tell about your subject. Documentary is an incredibly creative format - don't limit yourself to just listing things.
Archie ArchieGoodbye Moonmen
Posted 2 years ago2017-05-13 21:39:43 UTC Post #334880
I wouldn't have limited myself if my Turkish knowledge had been richer. XD
I had to keep my sentences short and simple. The scripts will, in fact, be a voiceover, rather than plain text in the video.

But yeah, it's a very short documentary-like film. I just need to get that A, ahaha, otherwise I wouldn't have made this.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 years ago2017-05-14 10:53:06 UTC Post #334881
Almost finished making this area:
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Posted 2 years ago2017-05-14 11:35:43 UTC Post #334882
That looks very nice for GoldSrc, Windawz.
Striker StrikerI seriously doubt myself
Posted 2 years ago2017-05-14 11:38:13 UTC Post #334883
That reminds me of ts_untergrund. :3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 years ago2017-05-14 16:01:24 UTC Post #334885
Since the map has lots of triangular prisms already, I had to find another way of making caves. Adding more triangular prisms would make the performance impact even more extreme, so I cheated:
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Looks worse than the ones made of tprisms, but it's less laggy and easier to make.

EDIT: Phew, almost showed my taskbar. That was close.
Posted 2 years ago2017-05-14 19:10:55 UTC Post #334887
Worked a bit on the UV Map (it was hastily box mapped previously). Need to know if the current map is any good, as I'm not expert in UV Mapping field.
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Edit: Texture on head and torso map perfectly, but there's some stretching on limbs. First I'll check if I messed it up with scaling. If it's not the case, I'll try using different mapping methods or break them in parts (which is something I'd like to avoid).
Posted 2 years ago2017-05-14 19:21:42 UTC Post #334888
You haven't been updating your moddb page for quite a long time.
Posted 2 years ago2017-05-14 19:47:45 UTC Post #334889
I'm updating it only with bigger updates. Next one will be when: I make better entity test level, get the model fully textured, animated and coded, add some weapon, script in client side QC and some gameplay code.

On the UV Mapping side of thing: Now got to fix stretching on hands and it'll be ready for texturing.
Posted 2 years ago2017-05-14 19:55:03 UTC Post #334890
So, what if he doesn't update it as often?
My mod's ModDB page hasn't been updated with photos or articles in a year, I think. Something close to that. XD
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 years ago2017-05-14 20:03:40 UTC Post #334891
So, what if he doesn't update it as often?
Usually your rank decreases, but it is not important. Sometimes you did a BIG update and never pass through the first 1000th position on the ranking :( , sometimes you don´t post anything in weeks and, unexplainabily, your rank seats between the 2000th and 3000th position. If you are lucky you will remain between the first 300 mods for two maybe three days. XD There are mods like Brutal Doom that never decreases their positions, which are between the 10 first positions for weeks, even months!! :)
Posted 2 years ago2017-05-14 20:51:12 UTC Post #334892
@abbadon

Brutal Doom doesn't deserve such popularity. What a shity balance-breaking mod.

@Snehk

Sorry then. I thought you have forgotten about that page.
Also, will there be multiple classes in your mod? Like common Warrior/Thief/Mage options?

@Admer456

So you were working on a mod?
Posted 2 years ago2017-05-14 21:31:42 UTC Post #334893
@Windawz
Correction, I used to work on a mod. (if you want an explanation of "used to" and what it means, then feel free to ask)

Yes, I worked on a mod in my good old days.
Basically, that's the time when I first met the concept of furries. I wanted to add new characters to fit this new setting and I thought that (at first) human-like gamer foxes co-existing with humans would be a cool idea.

Later I thought I should add human-like wolves etc. and I also met Jody in the meantime, but the truth is, I've never implemented ANY of those. XD
It's because my modelling skills were the ones of a 13-year-old.

Then time passed on as I kept toying around with mostly meaningless maps (i.e. test maps nobody except me cares about) and I eventually dipped into coding. Funnily enough, despite having 0 experience in C++, I was able to copy-paste some tutorials' codes and fix the errors which came with them after compiling! :biggrin:

And mid 2016 was really the time when I admitted to myself that I should give up on it due to my low skills. Later I confirmed that by announcing the mod's stop of development. :(

The development, however, got carried to another mod and it has much more potential (and success). Basically, I'm talking about Quest for Burek, the sequel to An Unknown Game (pr.k.a Admer: The Game). It's a WiP mod for Far Cry 1. I.m.o. CryEngine is a bit easier to mod for because of the way how it works and coding is much easier with Lua scripts. :3

Of course, the only downside to it is the complexity of types of models (even though there are only 2 model formats: .cga (animated) and .cgf (static)) and the software you work with to make the models. But I can cope with that! :D

So yeah, that HL mod gave me a lot. It made me establish my foundation for my modelling and coding skills, and I improved in mapping as well as texturing. I started composing in FL Studio, too.

Overall, it was surely fun but I eventually got bored of it and I'm hoping I'd return to it someday, at least to finish that story because the story is perhaps the most beautiful thing about the whole mod - even if it's about me saving L.o.G. (L.o.G. is a parallel, programmable universe accidentally discovered by dropping a big crystal into a concentrated proton beam, thus forming a portal into it, lol) from total corruption and collapse.

Yeah, An Unknown Game: Quest for Burek won't be about me this time, but rather about someone else. I just wish Jody was real so she could help me make the mod. :3

Edit:
Darn, she's so cute when she wags her tail and gives me that look, hihihi. :3
But seriously, if she had been real, I could've made her player model more easily. But I still didn't because I don't even have the time nor a reference photo of her (the last of which I'll never have, hahaha).
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 years ago2017-05-14 21:34:19 UTC Post #334894
Funnily enough, despite having 0 experience in C++, I was able to copy-paste some tutorials' codes and fix the errors which came with them after compiling! big grin - :biggrin:
I think I'm gonna have a heart attack.
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Posted 2 years ago2017-05-14 22:03:17 UTC Post #334896
It made me establish my foundation for my modelling and coding skills
So what are you better at - modelling or coding?
Correction, I used to work on a mod. (if you want an explanation of "used to" and what it means, then feel free to ask)
I know. Sometimes can't pick a more suitable word. Either because of my bad english knowledge or because of my bad memory. Sometimes I even forget the date of my own birthday, lol. I can start placing a "sorry for bad english" mark at the end of every of my posts if you want.

Some screenies of the lab, since it's a WIP thread:
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Those two yellow boxes are light_shadows. You can toggle the shadow of an entity with these things. Why didn't I know about it before?
Posted 2 years ago2017-05-14 22:45:00 UTC Post #334898
I think I'm gonna have a heart attack.
Don´be so mean XD :P , that´s the way all of us newbies start the world of coding !! ;)
Posted 2 years ago2017-05-15 00:37:41 UTC Post #334899
Hey, we all had to start somewhere in coding.

I was copy-pasting tutorials for almost 3 years before trying anything on my own. I didn't regret it though, taught me a lot.
Posted 2 years ago2017-05-15 04:15:46 UTC Post #334900
I know that everyone started somewhere, but he should consider learning the proper techniques/terminology if he doesn't want his project to be a laggy and/or crash fest.
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Posted 2 years ago2017-05-15 13:25:34 UTC Post #334901
Amen!

Btw: that's the story of my life... :(
Posted 2 years ago2017-05-15 16:07:04 UTC Post #334904
Improved the UV Map (rearranged the model into T-pose, much easier hand unwrapping). I expect some slight stretching on fingers, will fix it if it'd look bad when textured. Better scaling and more-less tightly packed.
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Posted 2 years ago2017-05-15 16:23:36 UTC Post #334905
Ah, the T-Pose. Now I know why everybody uses it.
Posted 2 years ago2017-05-15 16:52:29 UTC Post #334906
Pack similar faces into a single face, so you can do more detailed textures. i.e: the foot sides, pack both sides into a single one (unless they are asymetrical).That character should fit well on a 512x512 bmp with pretty high detail. If you want you can left things like some accesories and the face and hands for another UV map, and if you can use alphas you can do very detailed things!! ;) Try also to not left so much space between each part into the UV map, it´s a true waste! ;)
Posted 2 years ago2017-05-15 17:32:47 UTC Post #334907
Most parts of it should be symetrical, though I can't be fully sure, I did each side one by one rather than mirroring (I know it's stupid, but even without it that was rather quick model). Planned to use mirroring for quicker modelling and better UV Mapping, I might even remodel the knight anyway, it won't take too long and it'll be symetrical.

Currently the model is more like a test if I can get it working in the engine, so not everything has to be done perfectly. I'm trying to make it as good as I can though, to make transition from test to final quality easier.

Thanks for good advices Abbadon! Seen some of your works for Zion Warcry before I even started my current project. If I can reach the same level of quality, then I'd consider my works well done.
Also, will there be multiple classes in your mod? Like common Warrior/Thief/Mage options?
I don't think classes would be needed at all. I won't go crazy with number of stats, though they'd have an effect on gameplay and you'll be able to distribute points on level-up. Magic abilities would be limited as well, and getting anything resembling spells of mass destruction would require exploration and plot progression. Would go well with an idea of interconnected net of hubs (each hub has several paths, leading to other hubs or blind paths).
Posted 2 years ago2017-05-15 19:04:30 UTC Post #334909
"So what are you better at - modelling or coding?"
Coding is my least developed modding skill, sadly. :(
(lol, right after animation)

So yeah, I'm better at modelling. Not far better, literally just "better".
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This is a not-yet-fully-textured tactical shotgun model for my Far Cry mod. :3
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Look at those ATVs. :)

Also, my first 2 models in Far Cry:
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"Sometimes I even forget the date of my own birthday, lol."
Yeah, I sometimes forget which side is left, and which one is right. :D
"I know that everyone started somewhere, but he should consider learning the proper techniques/terminology if he doesn't want his project to be a laggy and/or crash fest."
Exactly. :)
In fact, let me launch VS 6.0 (after an entire year of not using it xD):
User posted image
"#define PDRONE_MELEE_BOTH ( 6 )"
THIS thing wasn't defined, and adding THIS LINE ended my 2-month-long problem. XD
Oh, the good old days. :biggrin:

The game would crash as soon as this little PDrone would see me. :3

And that's partially why I'd like to learn all that stuff so I can at least understand the problem a little bit better and hopefully solve it a little bit easier.

Edit:
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There we go, I at least learned how to add comments. :3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 years ago2017-05-15 19:57:44 UTC Post #334910
The game would crash as soon as this little PDrone would see me. :3
Programmers have an awesome (secondary) girlfriend in common: the debugger ^^
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Posted 2 years ago2017-05-15 20:22:00 UTC Post #334911
VS6's debugger isn't so great though. I'd switch to the newest version if i were you.
Posted 2 years ago2017-05-15 21:06:31 UTC Post #334913
@Admer456
So yeah, I'm better at modelling. Not far better, literally just "better".
I hoped you'll say that. Because I understand modelling better. Can't say I'm good at it though:
User posted image
Couldn't even properly shape it, lol.

I'm better at mapping. Way better.
Posted 2 years ago2017-05-15 21:29:11 UTC Post #334916
"Programmers have an awesome (secondary) girlfriend in common: the debugger ^^"
You're saying that as if I've never heard of the debugger. My problem was my laziness so I didn't even think about touching it. :P
Of course, I'm not a programmer yet, so it's not unusual that I've never used one before.

Speaking of girlfriends:
My girlfriend, though, could've helped me but she has an odd policy of not teaching me anything nor pointing out my mistakes during my work. Jody wants me to learn from my mistakes, lol. What a sly fox. =3
"VS6's debugger isn't so great though. I'd switch to the newest version if i were you."
Fine, fine, fine...
How about Visual Studio 2010 or Visual Studio 9 Express? I mean, I'd do the code writing and compiling in VS6.0, but your knowledge about that is x³ of mine, haha.
Also, I doubt I could run the latest one well on my 10-year-old laptop. -_-

@Windawz
Use a reference photo, that's what God said!
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 years ago2017-05-15 21:52:21 UTC Post #334917
@Admer456

I would, but since I'm just messing around with modelling software I don't need it. I need to get used to the controls first.

Now I need to figure out how the hell do I snap those two edges:
User posted image
Posted 2 years ago2017-05-15 22:21:23 UTC Post #334918
Make the basic shape in 2D into the editor, then select all faces, extrude in the X axis (side) and you are done (this way you create the "sides" of the model) each time you extrude a full side is done. Imagine a square, if you extrude you make the four sides of the box, if you extrude again, another 4 sides are done next to the first ones, and so on, the more sides, the more curved will be the sides of the box; with weapons you will only need to extrude three times. To continue you must duplicate the original 2D shape you did before and mirror it in the X axis aswell, align it if needed with the verts, and, TA-DA!, a full model in three simple steps!, ;)

Oooooh-h-h-h, I wish I could learn well C++, that´s my first handicap, no matter how much times I tried... At least HL SDK is written in english and I can identify something here and another little thing there to do very basic things. O_o
:(
Posted 2 years ago2017-05-15 23:11:27 UTC Post #334919
Thank you, but that's not the problem. I can't allign these two edges on the screenie.
Posted 2 years ago2017-05-16 01:53:42 UTC Post #334921
Select all the vertices and scale the y axis to 0. So press S, Y, type "0", press enter.
Could also be the X axis too. Not sure.

Holding ctrl while moving things snaps to specific increments but it doesn't follow the grid exactly.

You can also set the location in global space.
Tetsu0 Tetsu0Original Cowboy
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