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 7 years ago2017-08-20 19:31:39 UTC Post #336964
Admer, please, do a quake mod... one like soa or doe.
Posted 7 years ago2017-08-20 21:06:27 UTC Post #336966
@abbadon

Problem:
I don't know enough to start Quake modding.

This is a mistake I've done in the past (albeit, a good mistake because I met Jody and I improved my mapping skills, and started texturing etc.).
I tried to make a Half-Life mod when I was a noob, and I got bored of it.

I'm afraid that the same thing will happen in Quake.
I'd need to learn Quake modding first...

Hmm, also, I'm much more into singleplayer than multiplayer, so my mod would likely die pretty soon. Or I could add co-op missions... yessss. Muahaha.

But no, I'll not make a mod. Not yet.

If I do, however, I know who to pick for my mod team.
@Windawz I'm looking at you. wink wink
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-20 21:16:11 UTC Post #336967
"If I do, however, I know who to pick for my mod team.
@Windawz I'm looking at you. wink wink"
Uhh...
Posted 7 years ago2017-08-20 21:47:48 UTC Post #336968
Yes, but I think a good map pack it is a mod too. ;) Coding will not be a problem if you do not intend to make a very twisted monster or weapon, models are not a problem (I can model pretty fast), so, I think that a Quake mod made by you could be cool if some day you decide to do so. ;)
Posted 7 years ago2017-08-21 08:02:45 UTC Post #336972
@abbadon
Well, I am a total noob in modelling, but I don't want anybody's assets. :P
It took me 1.5 years to become a mapping 'expert', now I'm a pro in mapping. xD
The ranks after that: master, semi-god, god.

As for modelling, I'm still a baby. :c
I guess I could somehow adjust Blender to work like 3DS Max, at least in terms of hotkeys. And then, time to look for tutorials, and spend one year in trying to become better.
Now, this is the problem of making a mod:

You're giving me ideas to work on while I'm already fed up with projects of my own. I'll release my 32nd tutorial today, for example.

This is what I haven't finished yet:
  • Kobbl for Sven Co-op
  • My giant megatutorial
  • My tutorial series for Far Cry 1
  • My school map
  • My Quake map, 4Way
  • My 32nd tutorial
  • My carving tutorial
  • fun_kobbl for Counter-Strike 1.6 (now that the clipnodes are okay, I guess I can work on it again)
  • My Far Cry mod about burek
  • My school map for Sven Co-op
  • My 'crater' map
  • My de_dust2 port to Far Cry
  • Sandstorm for Sven Co-op and Obsidian Conflict
  • My tutorial series in Bosnian
  • Left 4 Crabs for Sven Co-op
  • Jungle Mission for Sven Co-op
  • My HL mod (but I'll just not work on that one any more)
One option would be to just release all of the source files, but then, some people would be terribly disappointed.

And last, but not least, I didn't finish:
  • My education
So, the time when I can work on my projects is a bit limited. And once high school starts, it will be even more limited! That's why I want to spend some time, and actually finish something, instead of starting a new project and not finishing it.

Not finishing my projects makes me feel empty and sorry for myself, and sorry for others that they won't get to see it in the project's full potential.
Finishing projects makes me feel happy and more complete. And other people will feel a bit better as well.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-21 09:17:22 UTC Post #336973
[quote]And last, but not least, I didn't finish:
  • My education[/quote]
One does not simply finish education. Shit takes whole your life and at the end you realize that you don't really know anything...

Quake modding is very similar to HL modding. Main difference is that you script game logic in QC and compile it into progs.dat, rather than compile .dll
Posted 7 years ago2017-08-21 09:35:34 UTC Post #336974
I meant education as in 'elementary school -> high school -> college', not "learning". If I wanted to point that out, I would've said "I haven't finished learning".

Once I become a retired grandpa or something, then I'll probably have more time... ah... mapping in the 2060's. :] (assuming I live that long)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-21 10:25:22 UTC Post #336975
Hey!, you are making me feel old...
Posted 7 years ago2017-08-21 11:03:06 UTC Post #336976
After playing that (rather hilarious) HLDM match on Saturday, it's inspired me to at least release one HLDM map under my belt before GS becomes completely obsolete.

Decided to attempt my Xth iteration of "Map in which available routes and pathways continuously change". Had a few aesthetic issues trying to figure out how to gas places or make gas emitters fit the style. Decided to take a completely different route, and go for turrets rather than a slow, painful death.

They're a bit of a pain, but here's the work so far. They don't seem incredibly accurate, but I'm going to design all of the turret rooms in such a way that you're always, no matter what, going to be in direct line of sight.

Youtube Vidyo
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Posted 7 years ago2017-08-21 11:10:03 UTC Post #336977
@Instant Mix
"After playing that (rather hilarious) HLDM match on Saturday"
What was your nickname by the way?
Posted 7 years ago2017-08-21 11:18:47 UTC Post #336978
Anything along the lines of "Animal cruelty is OK sometimes" / "that fucking voice man" / "hello i'm allergic to bees"
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Posted 7 years ago2017-08-22 02:23:03 UTC Post #336990
uh oh, he's at it again...
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Posted 7 years ago2017-08-22 07:23:15 UTC Post #336992
This is GoldSRC, I swear:
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"The work of a man who once had too much time on his hands, and now finds time for nothing but the work of salvation."

I.m.o. the quote describes it well. My tutorial can be considered as salvation, and the map is pretty much for the screenshots in the tutorial. XD
Many mappers still don't know how to make terrain. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-22 11:14:35 UTC Post #336994
Victor you are nailing the quake vibes man!
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Posted 7 years ago2017-08-22 21:31:59 UTC Post #336998
Learned how to make UV Maps in Wings 3D - much easier, quicker and more effective than LithUnwrap.
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I assigned each body parts different colors, then I could select parts of the model by material, separately UV Map them, combine them into one proper UV Map (uniform scaling, move and rotations), created texture and then exported it.

Exported to 256x256 .bmp, no stretching issues. I actually UV Mapped only half of the model - the other half is a virtual mirror!
Posted 7 years ago2017-08-22 22:30:59 UTC Post #336999
Decided to do a wee timelapse of a room being blocked out, give it a watch if you wish: Youtube Video
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Posted 7 years ago2017-08-23 01:47:14 UTC Post #337000
Posted 7 years ago2017-08-23 06:20:53 UTC Post #337001
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I wonder if Quake supports texture lighting.
Posted 7 years ago2017-08-23 07:40:44 UTC Post #337002
Texlights? Just create a light entity and, you know, my FGD will probably help you. :3
No need to define any spotlight cone angles, just leave them as they are.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-23 08:41:29 UTC Post #337003
So Quake doesn't have texlights... Great
Posted 7 years ago2017-08-23 17:39:05 UTC Post #337004
Windawz: So Quake doesn't have texlights... Great
But then again, it doesn't have colored or bounced lights either.
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-08-23 21:35:04 UTC Post #337005
Windawz, just create one light per texture and specify the texture name in the keyvalues, and you'll see! It's 2017, not 1996.

I got incredibly pissed off right now, thanks to you two. >:(
First, it's not Quake itself that has texlights, but it's the compiler that supports them or not.

Second, Quake maps can have coloured lights and bounced lights. Why are you so stubborn?
Bounced lights are up to the compiler, and coloured lights are up to the compiler and the sourceport.

Tyrutils-ericw is a special branch of TyrUtils that was made for better lighting stuff.
Including projecting textures themselves into lightmaps!

Sorry for getting mad like this, but I tried to calm down. xd
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-24 15:14:28 UTC Post #337008
a few brushwork errors that I'll need to investigate ( vertex wise, they are OK ) but apart from that, surprised this thing is even stable. In no rush to recompile it, thing took at least 5 minutes. And it's a single room.
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also absolutely fuck going off grid, it's a pain in the arse trying to keep room dimensions the same at ~120 degrees, but J.A.C.K doesn't have the "rotate by 0" trick to snap all vertices to the grid.. Pain in the arse.
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Posted 7 years ago2017-08-25 02:15:14 UTC Post #337011
@Instant Mix

If you have any missing faces in your map, try tying the problem brushwork to func_detail. Or you can try UMVHLT as SSB suggested. It should work for GS.
Posted 7 years ago2017-08-25 08:53:08 UTC Post #337018
I gave UMVHLT a bash, seems to have fixed the issues ( and surprisingly seemed like it had a much faster compile time). Doesn't avoid J.A.C.K's offgrid issues however
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Posted 7 years ago2017-08-25 11:20:08 UTC Post #337024
Leaving my comment here:
I use J.A.C.K. 1.1.1064, which is the free version, and I rarely had any problems with off-grid brushes.
When I create arches, cylinders or anything curved, I mostly use the Block tool for that, because whatever you produce, the shape gets no off-grid vertices.

And, when I want to make slanted surfaces on structures like that, I'd use a pencil and the VM tool. I basically place the pencil on the screen, and I use that as a line from one edge to the centre of the brush. And that's how I 'scale' the vertices without using the Vertex Scale function. :P

Use pencils! They're your best friends! :biggrin:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-25 11:27:09 UTC Post #337025
I'm not going to buy J.A.C.K from steam; unless it has something that's worth the £15+ compared to the completely viable,free tools we've been using for almost 20 years, it ain't worth that price.

I was more implying the inability to snap points to the grid which I can do by firing up 3.5 & rotating by 0. Most of those issues arose from rotating quite detailed sections of the map; if its an accurate rotation the likelihood of any of the vertices remaining on the grid is virtually nonexistent.

I've also realised I can use a shitload of func_trains as doors; the angle of the path_corner allows them to fit in offset hallways, and they also force close by crush - something func_doors can't do. Will post results of the experiment once I'm back from el fringe
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Posted 7 years ago2017-08-25 11:29:57 UTC Post #337026
unless it has something that's worth the £15+
That's the thing. It doesn't. At least not yet.
I.m.o. it's more like a way of saying "Thank you" to the developer, which I might do after I open that bank account. :P

Hey, at least it's not €45 or something! xD

Lastly:
I.m.o. having to rotate a detailed part of the map is probably the result of not-so-good planning. This is why I don't like mapping according to my instincts, but then again, I don't have much to worry about because I add the real details much later on.

In the end, everything can simply be reworked, and even if it takes time, it's worth it, no?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-25 15:30:14 UTC Post #337036
I'd be happy to thank the developer by donation, or if there really was some game-changing feature that the full version had in comparison to the free version; however for the amount of money they're wanting, it's not very enticing.

I'd disagree about having to rotate sections of the map Admer; the main arched area of the map has 72 sections; this would be a complete and utter waste of my time to texture, align and edit each individual section of the arch; rather than exploiting the 120 degree symmetry of the map. I also delibrately wanted to go off the standard axes as I think it's fairly noticeable in game that you only really travel in 4 dimensions; adding that extra bit of dimensionality spices it up a tad. Obviously, you have to deal with the issue of the frustrating geometry.

From this, I can tell I prefer doing the bulk of mapping in J.A.C.K due to the model previews and transparent / animated textures and target field selection; doing any further edits (ie. snapping to grid) in VHE.

True Admer, however unfortunately when you have to adult you don't have a large amount of time on your hands, and as a physicist / programmer, I want to optimise everything as much as I can - knowingly redoing parts of the map or doing things that I know I can speed up frustrates me.
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Posted 7 years ago2017-08-25 17:34:21 UTC Post #337046
Instant, your screens are awesome and inspirational!
Posted 7 years ago2017-08-25 17:46:11 UTC Post #337048
@SSB
"My J.A.C.K.10.12x from steam version same Windawz."
I use the free version actually.
Posted 7 years ago2017-08-25 21:38:19 UTC Post #337059
@Instant Mix
Lucky me, I guess. I did have to rework parts a bunch of times, though. And not just simple things. It includes detail props like pillows (pretty not-easy to make!), a blanket and a toilet (yeah, I literally redid those).

Grigori's quotes from HL2 truly fit me well. "The work of a man who once had too much time on his hands [...].".
I have a whole life in front of me, so do you, and some people have lived through a half of it. Don't worry, there's still time, you and I will finish our projects someday (and that applies to all mappers!). There's time, and that's all that matters. :)

Hmm, but once (or if) we become grandpas...

Man, imagine mapping in the 2050's and 60's. NHLT v55 is released, mapping tools are so sophisticated, etc.
Or, wouldn't Source (or Source 2) then become what GoldSRC is now? :o
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-26 01:33:00 UTC Post #337061
Man literally just think about what you're posting sometimes
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Posted 7 years ago2017-08-26 07:19:10 UTC Post #337062
Maybe I should post less when it's midnight. Or not post at all.

But, it's true, I've reworked stuff in my maps. One part I can remember is the bricks in de_kobbl (as well as a part of the terrain and that wash basin).
There were moments where I had to do it in not just mapping, but modelling as well... now that was a pain in the neck. At least I managed to do it. :P

Anyway, going back on topic:
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No, I don't want to learn modelling because I don't have as much time as I us-
Oh, wait. If I wanted to learn modelling, I'd have to do it the same way I learned mapping - by simply not doing anything else on my laptop and completely focusing on modelling.
I don't want to do that. :P
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Yeah... this is Quake 1 alright. XD
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-28 15:39:13 UTC Post #337142
Posted 7 years ago2017-08-28 17:41:31 UTC Post #337143
Haha, Windawz does it like it's done in the classical mapping times. :D
I like it, just beware of the "Reached occupant" error, i.e. don't make your cliphulls leak.

I've mostly textured these, though:
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Don't even mention the air conditioner. xd
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Silly me, I forgot to add toilet paper. :lol:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-31 15:04:33 UTC Post #337181
First serious project in blender.
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It's a pain not knowing the hotkeys yet, but the tool set is surprisingly well-featured and makes more sense IMO than 3ds max in some ways.
Crollo CrolloTrollo
Posted 7 years ago2017-08-31 17:42:07 UTC Post #337193
Intercoursey
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-08-31 18:16:36 UTC Post #337194
It's a pain not knowing the hotkeys yet, but the tool set is surprisingly well-featured and makes more sense IMO than 3ds max in some ways.
HEH XD personally i'm moving from max to blender after 10 years working on max -.-, after 3 months workin on blender i can tell it's a good decision. And there is a definite future with Blender since its evolving dynamically compared to max.

There are some issues especially with animating overall i like it.
But it can be a pain for a previous MAX user XD

Nice model and render BTW ;]
Posted 7 years ago2017-08-31 18:49:10 UTC Post #337195
Great model and render Crollo!

I use Blender only for animating and exporting, I somehow can't stand it's UI and workflow when working on anything else...

After a loong while of procrastinating and being busy as hell, here is my latest work. A really simple ruined wall with window, made with quads and tesselated, should be about 256 units high and long after scaling it 16 times up. It's already UV Mapped, but I haven't worked on it's texture yet.
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Posted 7 years ago2017-08-31 23:26:05 UTC Post #337197
I moved to blender from max after ten years as well.
Welcome to the 'I moved from max to blender after ten years' club.

We have hats.

That model is super nice though. I haven't yet done anything serious yet in blender.
Rimrook RimrookSince 2003
Posted 7 years ago2017-09-01 10:22:31 UTC Post #337209
"I haven't yet done anything serious yet"
:gak:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-09-01 12:49:22 UTC Post #337214
I know that bad grammar I'm sorry plz forgiv
Rimrook RimrookSince 2003
Posted 7 years ago2017-09-01 16:11:14 UTC Post #337215
To be honest, I'm the one who should be sorry. :P
Anyway, back to some screenshots:
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Aww, this is cute. :3
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This is cuter! <3
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This is more of an imitation of CryEngine's terrain. The textures are projected mostly in one axis (in this case it's the Z axis).
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Now that looks less like GoldSRC i.m.h.o. :P

Lastly, I've tried out J.A.C.K.'s built-in UV-mapping lock emulator.
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It works well enough if you move the vertices in one axis.
The left side was moved in both the X and Y axis, while the vertices on the right side were only moved in the Y axis. ;)
(and then the Z axis but without the UV lock :P )
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-09-01 18:04:06 UTC Post #337217
I don't want to live in a world where goldsource has smooth seemless edges.
Rimrook RimrookSince 2003
Posted 7 years ago2017-09-01 18:58:34 UTC Post #337220
As long as you're working with tetrahedra, power of 2 and texture features disabled, you'd have to try really hard to get anything but seamless edges, j.a.c.k or not.
Posted 7 years ago2017-09-01 20:00:59 UTC Post #337221
Not just tetrahedra. In this case, I used triangular prisms.
Also, this UV lock testing was for the purpose of what I'm about to write:

You basically have a 'grid' of triangles in the top view, which are actually either tetrahedra or triangular prisms.
However, you want a seamless texture, but it has to be applied on a huge surface yet stay detailed enough:
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(this one is small, so 512x512 is enough)

You'd have to have four 1024x256 textures applied on 4 rows. :P

This testing was simply my way to check if the grid should be "strict":
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Or if it can also be a "free" grid:
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Here's why:
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The free grid would have seams. :P
But, this way, we can avoid seams! :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-09-02 11:01:26 UTC Post #337232
...

Why would you use something like in 2nd or 3rd screenshot anyway?
That "free grid" isn't really suited for a volumetric engine because you'll run into optimization issues as soon as you'll draw the first couple of brushes.
Posted 7 years ago2017-09-02 12:27:45 UTC Post #337233
@Kachito
Because nobody is preventing me from doing that. :P

Also, this doesn't even have a "grid":
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I care and I don't care about optimisation at the same time. Haha.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-09-02 15:45:16 UTC Post #337237
Ok, mate... :walter:
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