Post your screenshots! WIP thread Created 11 years ago2007-12-16 00:58:58 UTC by doodle doodle

Created 11 years ago2007-12-16 00:58:58 UTC by doodle doodle

Posted 1 year ago2017-11-18 00:20:55 UTC Post #338093
A small sauna.
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Posted 1 year ago2017-11-19 18:18:46 UTC Post #338110
I decided to start mapping for Quake II. It's going well enough, even though I'll have so much trouble trying to find some of the documentation I need.
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A Quake II GUI Compiler would be neat, except websites are down and digging every snapshot at Web Archive is just going to be time-consuming. :/

I did, at least, find ArghRad, so I'm going to compare it to the QRAD3 which comes with J.A.C.K. ^o^
Admer456 Admer456Lean, mean, mapping machine :3
Posted 1 year ago2017-11-19 20:47:43 UTC Post #338113
The terrain looks neat.
Windawz WindawzI'm not a robot.
Posted 1 year ago2017-11-20 03:55:44 UTC Post #338114
Youtube Link
Got a bit carried away, i might have enough of a satirical desire to actually make a full map out of this as a basis
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Posted 1 year ago2017-11-20 07:16:53 UTC Post #338115
Wasn't happy with how the PVS-5 turned out, so spent the day touching it up and reworking some things.

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Crollo CrolloTrollo
Posted 1 year ago2017-11-20 21:38:55 UTC Post #338123
Wonder how Alex Jones makes all of his strange supplements?
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I feel I'm channeling my inner Postal 2 with this map
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Posted 1 year ago2017-11-21 09:52:14 UTC Post #338131
You NEED to make a full infowars map! But I get the impression you have made that decision already :)
Posted 1 year ago2017-11-21 11:39:15 UTC Post #338133
I'm having too much fun making it, so I hope I'll actually make the entire thing. Played Sven with a bunch of uni mates a couple days back and remembered how fun it was, and the sense of humor maps like toonrun had. Feel like the game is overdue for something more modern.
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Posted 1 year ago2017-11-22 02:47:19 UTC Post #338141
I'm starting to get worried that I'm going a bit overboard on faces / brushes. Just a couple quick questions:

1 ) Do faces that are textured in BEVEL contribute to the overall amount of faces in game?
2 ) If so, does this negatively affect performance?
3 ) Is there any performance or resource benefit to making func_details passable, and then manually creating a much simpler clip hull?

MERGE
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Bit more progress. Half the time working on this is being spent making textures, rather than mapping itself. So far the plan seems to be making each "big" room / section in their own maps, and then stitching them into a big one, once I know each small area is perfected. Wish JACK / sledge supported instances, cause this'd be a perfect use for it.
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Posted 1 year ago2017-11-22 14:24:49 UTC Post #338146
That looks fantastic!

From my experience, I coat every surface not view-able or accessible by the player in the NULL texture and it helps performance.

For all my levels, I create the basic room box or bounding area as brushes, and fill every single element as a func_detail. I am talking hundreds of them. I am getting away with a lot of brushes - for example:
http://www.moddb.com/mods/half-life-echoes/images/clean-up
http://www.moddb.com/mods/half-life-echoes/images/signal-fading

Seems to run fine even on my older laptop!
Posted 1 year ago2017-11-24 19:02:32 UTC Post #338198
Pretty early screenshots:

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Not just going to impress my classmates this time. My class teacher (she's what people would call a "computer freak") is also interested in my project. :crowbar:
Admer456 Admer456Lean, mean, mapping machine :3
Posted 1 year ago2017-11-24 22:49:27 UTC Post #338200
Your scale is massively off, you're about 1.5x what it should be by the looks of it
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Posted 1 year ago2017-11-25 07:37:15 UTC Post #338204
I know that. I've seen the top-down view of the school in Google Earth, and most things are off.
I'll adjust everything later when I complete all the needed brushwork.
But first, I think I'll need more reference photos. -_-
Admer456 Admer456Lean, mean, mapping machine :3
Posted 1 year ago2017-11-25 14:12:11 UTC Post #338206
Wouldn't it be much better to adjust the brushwork now rather than after you've completed half the map? If anything, for making sure everything is still on grid?
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Posted 1 year ago2017-11-25 15:56:54 UTC Post #338208
Considering what you're thinking, yes. But the needed brushwork is just a fifth of the map, not half a map!

I'm talking about what I call "necessary brushwork", the core geometry of the map, excluding the details and everything. It's low-poly enough and such that adjustments will be very easy to make!

Once I'm 100% sure that the scale is right with the core geometry, I can continue adding detail geometry.

Oh, and besides, school maps don't have to be 1:1 replicas of the map. I can always miss a dozen units or so, at least with the bigger brushes.
Admer456 Admer456Lean, mean, mapping machine :3
Posted 1 year ago2017-11-26 06:26:34 UTC Post #338210
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Windawz WindawzI'm not a robot.
Posted 1 year ago2017-11-26 06:49:40 UTC Post #338211
Oh, please no, don't waste your good brushwork on dust textures. Your map probably deserves so much better.
Posted 1 year ago2017-11-26 08:51:33 UTC Post #338212
@Admer - put that into Cry of Fear, now that'd be something awesome.
Posted 1 year ago2017-11-26 08:59:15 UTC Post #338213
@Ghost129er
Once I'm done with the base map, I'll port it to other games, including CS 1.6, Sven Co-op and maybe Cry of Fear as you mentioned. :D
Admer456 Admer456Lean, mean, mapping machine :3
Posted 1 year ago2017-11-26 11:28:26 UTC Post #338214
@MistaX88

I made that piece of shit just out of boredom. When I finish it, I'm gonna start working on something more serious. Now I have more spare time than before.
Windawz WindawzI'm not a robot.
Posted 1 year ago2017-11-26 23:03:01 UTC Post #338220
@Admer - You may want to keep current scale and make it a rats_ level.
that piece of shit
Correct me if I'm wrong Windawz, but I don't see any shit on the screenshot. I want my money back!
Posted 1 year ago2017-11-27 05:05:35 UTC Post #338222
Started working on another "tag" map for CS. This one is also going to have a "pseudo-siege" element where all entrances into the lab have a 1 way push and all Ts spawn inside the lab. The design is inspired by and based on a map known as "Graveyard Siege" for a standalone Quake 2 mod called Digital Paint: Paintball 2.
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Posted 1 year ago2017-11-27 12:06:40 UTC Post #338223
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Windawz WindawzI'm not a robot.
Posted 1 year ago2017-11-27 14:35:54 UTC Post #338224
@MistaX88
Having played Digital Paint: Paintball 2 as a kid, I'm quite surprised that I've never seen or heard of Graveyard Siege before. :P
Admer456 Admer456Lean, mean, mapping machine :3
Posted 1 year ago2017-11-28 00:00:27 UTC Post #338225
@Admer

I fired up Paintball 2 just to grab some screenies. It actually just shows up as "grave" on the map list but the full title is "The Graveyard Siege" by a mapper named Reed. It's a custom map and doesn't come with the game, iirc. I don't know how to get rid of the hud elements and didn't bother trying to figure it out since these screens were just to give you a basic idea of what the map is.
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Obviously, it's waaaay too open for CS. It works fine for paintball due to the limited range and fast Quake II style movement (movement I've never quite been able to get down, I suck at strafe jumping). My map instead involves a laboratory with much more stuff inside, less entrances into the building, and a slightly safer approach towards the building. You can't really mimic the siege mode in CS but my "tag" hostage system should be good for this map.
Posted 1 year ago2017-11-28 11:59:30 UTC Post #338229
"Quake II style movement (movement I've never quite been able to get down, I suck at strafe jumping)"
I really love Quake II-style movement. I'm thinking I should fire up Paintball 2 as well. Childhood memories have to be re-experienced, right? :3 (even though I never got to play with players or bots)

Also:
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I was very surprised by the compile times on this one. On the other hand, Hammer crashed 4 times. I've also played around with the Ray-casted Preview window. It's pretty useful for some things, or at least for me. Many have said that it's too dark and couldn't get it to work.
Admer456 Admer456Lean, mean, mapping machine :3
Posted 1 year ago2017-12-01 13:56:13 UTC Post #338261
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Windawz WindawzI'm not a robot.
Posted 1 year ago2017-12-01 18:01:35 UTC Post #338264
Is this a HL:DM Or CS map ?
I think it is hard w.i.p. Still like it so far :)

Try to use a Red/Orange sunset like ambient light to make it a bit special :D
Posted 1 year ago2017-12-01 20:07:52 UTC Post #338272
It's a CS map. Initially I made it to test the func_vehicle entity, but I kept detailing it more and more to the point it barely resembled a test map.
"Try to use a Red/Orange sunset like ambient light to make it a bit special"
Noted.
Windawz WindawzI'm not a robot.
Posted 1 year ago2017-12-02 21:39:43 UTC Post #338279
Did someone say func_vehicle?
Rimrook RimrookGoldsource Guru
Posted 1 year ago2017-12-02 22:24:01 UTC Post #338280
func_vehicle is a right, not a privilege.
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Posted 1 year ago2017-12-02 22:26:20 UTC Post #338281
It is an entity. The BEST entity!
Posted 1 year ago2017-12-05 19:25:30 UTC Post #338323
Made a pretty ugly vehicle, but the looks don't really matter that much:
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Added some new sections:
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Now I only have to work on the lighting. I guess I'm gonna need a custom skybox to set the lighting up the way I want.
Windawz WindawzI'm not a robot.
Posted 1 year ago2017-12-19 03:46:50 UTC Post #338428
MOOOOOOOM, HE'S DOING IT AGAIN!
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Posted 1 year ago2017-12-19 12:22:19 UTC Post #338429
Wow @Victor-933 Nice work! It looks like real architecture!
SourceSkyBoxer SourceSkyBoxerC# Developer and Linux Creator
Posted 1 year ago2017-12-19 13:01:48 UTC Post #338430
@Victor-933

I envy you so fking much...
Windawz WindawzI'm not a robot.
Posted 1 year ago2017-12-19 15:03:04 UTC Post #338432
I love those "cages" on the lights. :heart:
(or are they called grates, I don't know)
Admer456 Admer456Lean, mean, mapping machine :3
Posted 1 year ago2017-12-19 22:16:40 UTC Post #338435
They are official called cage lights. I guess they don't want the light to escape. :rly:
UrbaNebula UrbaNebulaGoldSourcerer
Posted 1 year ago2017-12-20 14:48:22 UTC Post #338441
oui, dey be caged lights. Only reason the cage is on them is so something doesn't swing / hit into it and smash the glass so they're mostly used in industrial applications. Probably wouldn't be used on the almost street lighting you've got going on but it fits the aesthetic so well so w/e
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Posted 1 year ago2017-12-20 15:01:30 UTC Post #338442
Aesthetics > Logic. Aka. Why are there lights in the vents? Because shut your mouth.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 1 year ago2017-12-20 20:15:13 UTC Post #338444
Because the vents were intended for the players, not the air. :lol:
Admer456 Admer456Lean, mean, mapping machine :3
Posted 1 year ago2017-12-21 00:36:22 UTC Post #338447
so much common sense here... cars often have grating in front of lights as well to protect them from being smashed
Posted 1 year ago2017-12-21 08:15:47 UTC Post #338452
I cannot say I see many cars with grating at all to be honest. Maybe the occasional farm vehicle, which makes sense.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 1 year ago2017-12-21 17:44:43 UTC Post #338456
Uh... maybe off-road vehicles? It's all I can think of. And even then, not all of them.
Posted 1 year ago2017-12-24 14:25:37 UTC Post #338484
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Windawz WindawzI'm not a robot.
Posted 1 year ago2017-12-24 14:47:08 UTC Post #338485
Oooh, very cool - very cool
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Posted 1 year ago2017-12-24 14:55:21 UTC Post #338486
Compiled it:
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Windawz WindawzI'm not a robot.
Posted 1 year ago2017-12-24 18:47:04 UTC Post #338487
Beautiful!
Posted 1 year ago2017-12-26 22:20:04 UTC Post #338492
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For some reason, I just love torturing this engine sometimes. >:3

This had to be taken in D3D, but that's because my Windows 7 x64 drivers for Intel GMA X3100 Mobile don't work well with HL in OpenGL. They work just fine on Windows XP, though. :)

I'm back at mapping in J.A.C.K., after 3 months of being left in the pitch black. I wonder if my mapping skills have decreased.
Admer456 Admer456Lean, mean, mapping machine :3
Posted 1 year ago2017-12-28 14:39:49 UTC Post #338517
Very nice, but if that's considered torture then mappers are doing pretty unspeakable things to Goldsource these days. There are bound to be some laws being broken somewhere...
UrbaNebula UrbaNebulaGoldSourcerer
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