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 10 months ago2017-07-26 14:12:11 UTC Post #336412
Client-side scripting would be better as the server wouldn't have to sync all that stuff between every client, right? xd
Thus we'd avoid network traffic issues.

Alright, time for me to get back to work... Kobbl is waiting, Kobbl is my duty, Kobbl is my promise. (of course, until high school begins)
Admer456 Admer456What's this? Custom title? OwO
Posted 10 months ago2017-07-26 14:46:08 UTC Post #336413
Yeah it avoids having to send messages to clients for it. Server side either you do it reliably and risk overflows, or you do it unreliably and have the effects cutting out when too much data is being sent. Client side your only limit is the maximum number of effects.
Posted 10 months ago2017-07-28 20:35:58 UTC Post #336523
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I escaped the influence of my laziness yet again, and I made this. :D

I also got a new idea:
Players will spawn in the "Selector", where there will be 3 options:
Victims, Victim 1 and Victim 2.

Victims will spawn in one area together, Victim 1 will experience getting "saved" by one of the terrorists (but Victim 1 will escape after that).
As for Victim 2, I'm not sure yet. Since their role is optional, it surely brings some fun stuff in there. Oh, right, Victim 2 will spawn in the underground cave! :biggrin:

Well, yeah, I've said enough. This concept is pretty interesting, and I tried to pull off a similar thing in Sandstorm where 1 group of players spawned in the truck, while the other group would wait for them at the HQ.

At some point, Victims, Victim 1 and Victim 2 will all meet and continue together. But before that, well, things will be a bit interesting. ;)

Of course, Victim 2 will be optional because I'd like the minimum number of players to be 2.
So yeah, I'm assuming I'd have to prepare a good puzzle for Victim 2. :P
Admer456 Admer456What's this? Custom title? OwO
Posted 10 months ago2017-07-28 23:17:42 UTC Post #336527
I hope programming WIPs are allowed here.

VTF loading and "displaying" in Half-Life 1.

https://pastebin.com/yR7qPSaf This is the full file so far, it's a mess.

Funny thing, to "display" the image to make sure it was working correctly I had to abuse a bug within GoldSource. When you generate a texture, when you change a level, the (first? or last) image you generated will flash for a few frames as the level is transitioning.

Here's the result I got:
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It works! :)

I plan on expanding this into a custom renderer I am making, but realistically it will only be a learning experience and something I will never get done. It's just too damn hard.

I'll probably replace .tga loading function in favour for .vtf's in PARANOIA and test that out... or Trinity, I don't know. But it won't be the new one.

Just thought I'd point it out, it's kinda important to me. If anyone is interested in the sources (as of now, not done) just PM me. Also maybe in the future I may make some comprehensive documentation of VTFLib and HLLib, since none exist so far.

Also a very special and many thanks to Solokiller, none of the technical bits would've been possible/updated without him for this project.

Blue-Green. Neat. Never knew about those.
Posted 10 months ago2017-07-28 23:40:31 UTC Post #336529
Maybe you'd be interested in looking at the VTF loader from the Sedge codebase? I stopped using VTFLib and HLLib because I wanted to implement them myself.

https://github.com/LogicAndTrick/sledge/blob/master/Sledge.Providers/Texture/Vtf/VtfProvider.cs
Penguinboy PenguinboyHaha, I died again!
Posted 10 months ago2017-07-29 00:53:03 UTC Post #336530
I dunno, that's in C#.

I'd rather use VTFLib now at least, since I had to go to hell on Earth just to convert it into a static library. Just got used to it in that time.
Posted 10 months ago2017-07-29 21:08:43 UTC Post #336561
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Just as I was testing out the new "Upper Cave" part of Kobbl...
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I fell through the floor:
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And I kept plummeting down to the bottom of the map.
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I've never fallen through the floor. XD

Anyway, you've seen the new part, and that's what matters.
Also:
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That's why! :D
Admer456 Admer456What's this? Custom title? OwO
Posted 10 months ago2017-07-29 21:34:01 UTC Post #336563
Aren't the clipnode and the face limits supposed to be the same?
Posted 10 months ago2017-07-29 22:09:42 UTC Post #336573
You can have really complex brushwork but with a very simple and low-poly collision, so those 2 shouldn't be the same. :P
Admer456 Admer456What's this? Custom title? OwO
Posted 10 months ago2017-07-30 03:35:58 UTC Post #336575
Bringing up a really old post and an even older tutorial, but...
funny that you bring up Jedi Academy - it was the first game I created custom assets for outside of the HL universe.

It's also BSP based - you could create that screenshot in Goldsource pretty easily. I have a tutorial on how to create textures for brushwork like that:

Click!
This absolutely is the way that assets should be made (and are made in modern engines, where custom static meshes are used instead of BSP geometry and tiling textures), but I would strongly disagree with manually doing the maths in photoshop to unwrap the uvs when you can just export the geometry and do it properly in any choice of texturing software.
I don't know if I can muster enough motivation to get an entry in for the pockets compo, but if I do I'll be sure to elaborate on a (hopefully) better/simpler method to do this.

Another upside of exporting the geometry is that you have the geometry and can do fancy stuff with it as Instant Mix has discovered in Competition 34, but more on that later.
Crollo CrolloTrollo
Posted 10 months ago2017-07-30 20:05:32 UTC Post #336586
Who uses those silly antennas on their CRT TVs anymore?

Besides, after 29 years I have yet to see one that works.
Posted 10 months ago2017-07-30 21:02:55 UTC Post #336588
Actually, the guy who uses that CRT TV in my map uses it only for his PS1, PS2 and his VHS tapes. :P

Of course, when the terrorists came... ouch.
Admer456 Admer456What's this? Custom title? OwO
Posted 10 months ago2017-07-31 19:48:44 UTC Post #336615
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[green]roadmotel, Map for CS 1.6… map yet in indev[/green]
sample vodka sample vodkaThe life is like game chance
Posted 10 months ago2017-07-31 22:00:07 UTC Post #336620
I was so bored, so I made this:
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I wonder what to do next...

(and no, the middle platform and the skybox are actually static, only the triangular "cakes" are rotating. The cool part here is that I didn't use any origin brushes ;) )
Admer456 Admer456What's this? Custom title? OwO
Posted 10 months ago2017-07-31 22:01:49 UTC Post #336621
I'm just surprised you can store a .gif on your computer.
Posted 10 months ago2017-07-31 22:40:46 UTC Post #336622
My biggest weakness is layouts, because I never plan anything. Maps just happen. That said, I scrapped what I had done for the new layout of that map since it was turning into the same thing (big donut with no verticality) and started anew. Probably gonna call it DM_Criticality.
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also I have an unhealthy obsession with fan shadows: https://www.youtube.com/watch?v=YufrTgjInCQ
Posted 10 months ago2017-07-31 23:03:17 UTC Post #336623
Lol @Admer is it correct or wrong?

func_rotating with zhlt_usemodel for cycle sky sphere, right? Or you use xashxt moveswith-system for env_model? Playable room with whole null texture brushes? :P
Posted 10 months ago2017-07-31 23:22:52 UTC Post #336624
@SourceSkyBoxer
"and no, the middle platform and the skybox are actually static, only the triangular "cakes" are rotating"
Posted 10 months ago2017-07-31 23:29:47 UTC Post #336625
func_rotating with zhlt_usemodel for cycle sky sphere, right? Or you use xashxt moveswith-system for env_model? Playable room with whole null texture brushes?
probably just centered the map since origin-less brushes use 0,0,0 as their origin
Posted 10 months ago2017-08-01 04:49:36 UTC Post #336626
@SourceSkyBoxer

I didn't use that.

Normal skybox, 4 func_pendulums and no origin brushes because the axis is already at 0,0,0.
The sky is not rotating. The platform I was standing on was rotating. Hehehehehe, relative movement is a bi*** sometimes.

@Victor-933
I don't do planning either, but sometimes when I do, it speeds up the mapping process because I simply know what to do next.

@James Luke
Eh, this one was just 2.3MB big, I'm not surprised it can fit.
Admer456 Admer456What's this? Custom title? OwO
Posted 10 months ago2017-08-04 11:28:19 UTC Post #336704
Modelled a low-poly, simple, 100% symmetrical humanoid base for models so I won't have to repeat most steps when modelling characters. Lacks hands and feet, hips are set wider to make it more of a feminine base (easy tweak to make masculine base anyways), and is 16 times smaller than player models for GoldSource/id Tech engines. I somewhat prefer to work in small scale then scale it up, as in:

1 = 16
0.5 = 8
0.25 = 4
0.125 = 2

0.0625 and 0.03125 used only for subtle yet noticeable tweaks.
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It's similar to my other human-like models, as I use one quick and efficient method for humanoids. 116 quads, giving 232 tris after tesselation. It won't be that much of a nightmare to animate as well.
Posted 10 months ago2017-08-04 12:25:15 UTC Post #336707
The torso looks stretched in my opinion.
Posted 10 months ago2017-08-04 12:26:41 UTC Post #336708
I think the character's height is generally fine, but the torso/leg ratio is off. Lengthen the legs, squash the torso. :D
UrbaNebula UrbaNebulamonster_urby
Posted 10 months ago2017-08-04 12:32:45 UTC Post #336709
Exactly.
Posted 10 months ago2017-08-04 13:48:30 UTC Post #336712
Yeah I am using SketchUp because it is easy to draw. 1 meter = 1 Half-Life's Unit.

Example I draw model pipeline for twhlpockets...
From SketchUp
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From Blender ( assignning and painting )
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Into J.A.C.K!!
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Posted 10 months ago2017-08-04 14:03:27 UTC Post #336715
Now I wonder if those legs aren't a bit too long... This is basically how I always do my humanoid models, there's always something to fix in proportions.... Shot without head and arms.
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Posted 10 months ago2017-08-05 07:30:42 UTC Post #336730
Me i decided hold my motel cs map for remake cs_alley1 :)
sample vodka sample vodkaThe life is like game chance
Posted 10 months ago2017-08-05 20:05:48 UTC Post #336736
Started my 3rd map project this month:
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I decided to do something like ts_untergrund, but for CS 1.6.
Wish me luck. :)
Admer456 Admer456What's this? Custom title? OwO
Posted 10 months ago2017-08-05 20:18:46 UTC Post #336737
Is it just me or those cliffs look... Familiar?
Posted 10 months ago2017-08-05 23:16:56 UTC Post #336740
Decided to remake several of these textures from scratch so I can finally join the cool kid's club and stop relying on other peoples' textures.
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Posted 10 months ago2017-08-06 21:07:44 UTC Post #336751
"Decided to remake several of these textures from scratch so I can [...] stop relying on other peoples' textures."
You know, you've inspired me. Why use someone else's textures when I can make my own? :P
Besides, I haven't made any custom ones in a while.
Admer456 Admer456What's this? Custom title? OwO
Posted 10 months ago2017-08-07 04:07:41 UTC Post #336759
Here's a thing
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Crypt Crypt120% sorry!
Posted 10 months ago2017-08-07 09:05:36 UTC Post #336761
Great progress Crypt!

My latest tinkering. From this:
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To this:
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I edited dialogue in resource file to change the layout, a few really simple edits but make a big difference, especially when the window is not resizeable and making it one has issues.
Posted 10 months ago2017-08-07 09:30:55 UTC Post #336762
Oh @Crypt sorry Hezus has already released Black Mesa Uplink
You cannot disturb release. Please respect him! He is admin of SVen Coop Forum. You need ask him - If you get allowance by Hezus.
Posted 10 months ago2017-08-07 09:49:39 UTC Post #336763
No he doesn't. Hezus doesn't own Uplink and can't claim to be the only one to remake it. The fact that he's a forum admin makes absolutely no difference either.
Posted 10 months ago2017-08-07 10:36:28 UTC Post #336765
@SoloKiller, allright!

@Crypt you can conitune your remaking. Good job! :biggrin:
Posted 10 months ago2017-08-07 10:55:03 UTC Post #336766
ya but mine's pretty

Lol there's no harm in me working on my own. If people want to play his, they'll play his, if they wanna play mine, they'll play mine. I can guarantee you they will be wildly different.

Also, fun fact: He knows about mine. We spoke to each other a couple years ago about combining projects. It never really took off.
Crypt Crypt120% sorry!
Posted 10 months ago2017-08-07 11:32:38 UTC Post #336767
Making more progress on texturing, I've almost completely replaced everything with ones I've made. Also brightened the map a little -- I want it to be dark and gloomy but not so dark people can't see each other.
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This map will have a lot of crawlspaces and hidey holes like DM_Fenrir, shown by that big fan room thing.
Posted 10 months ago2017-08-07 13:15:37 UTC Post #336768
Great architectur Victor933 :)
Posted 10 months ago2017-08-07 16:38:01 UTC Post #336772
Latest revolution in GoldSRC door tech:
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And here's one of the huts for the map:
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Any suggestions? :)
Admer456 Admer456What's this? Custom title? OwO
Posted 10 months ago2017-08-07 17:03:52 UTC Post #336773
And you would like to draw SKetchUp and export to wavefront obj

Than you can assign and make material system / paint than you can feel model better than your hut. than you can load into J.A.C.K. and Make sure clip brush for same wall, same floor, same roof. it is better than like Source Engine :)
Posted 10 months ago2017-08-07 17:15:03 UTC Post #336774
@SourceSkyBoxer
I. Hate. Models.

Not really, I love them. I just believe that good brushwork has a better place in GoldSRC rather than models etc. :P

But yeah, I've used SketchUp before. It's a nice tool. :)
Admer456 Admer456What's this? Custom title? OwO
Posted 10 months ago2017-08-07 17:59:47 UTC Post #336782
Continued work on base humanoid model. I think that there might be something wrong with head/neck, but it's all a matter of few quick edits.
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Posted 10 months ago2017-08-07 18:05:50 UTC Post #336783
@Admer,
Haha you hate models me too. I hold and I work with models. I do not worry with creating models and I need before calculation.

Example 128 is real for Half-Life Unit. And I draw SKetchUp with 32 Meters.
QC script:
"Scale = 4.0"

Now I have not problem with models. Yay!
Posted 10 months ago2017-08-07 19:22:25 UTC Post #336789
@Snehk

It's way better now.
Posted 10 months ago2017-08-07 19:53:45 UTC Post #336790
Any suggestions? :)
What i like to do with simplistic roofs, as i noticed you like to keep things really basic for performance issues, is add another "board" here and there about 1-2 units high. It's not much, but it breaks the boring linearity of that roof and would add a bit of depth to it.
Btw, i don't think that texture is fitting for a roof :|
Posted 10 months ago2017-08-07 20:24:05 UTC Post #336791
I know it doesn't fit the roof, Kachito. xd
I'll see what I can do.

Edit:
Actually, I'm more like "Screw the performance", as you saw in de_kobbl.
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Now I just need to balance the colours. xd
Admer456 Admer456What's this? Custom title? OwO
Posted 10 months ago2017-08-07 20:35:03 UTC Post #336792
Great work :D Why not put realistic forest like hut with many trees and broken fences and campfire near hut. If you like that. ;)
Posted 10 months ago2017-08-07 21:36:29 UTC Post #336793
Here's why not: it would not fit the westwood-ish theme of my map. :P
Admer456 Admer456What's this? Custom title? OwO
Posted 10 months ago2017-08-07 23:21:01 UTC Post #336794
One of my maps I've stopped working on a long ago:
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Made a few edits to it. Maybe I'll even finish it someday.
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