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 8 months ago2018-02-27 21:13:13 UTC Post #338879
Me im making a .wad for a pack of cs maps about the game "Star Wars Jedi Knight Dark Forces II" ( a game of my childhood)
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sample vodka sample vodkaThe religion is the opium for a country
Posted 8 months ago2018-03-01 03:12:10 UTC Post #338904
guess who is apparently working on a sorta maybe single player thing possibly

https://www.youtube.com/watch?v=iHnEY0x3q8E
Posted 8 months ago2018-03-01 03:34:14 UTC Post #338905
Bravo Victor :D That was a wonderfully scripted knock-over. I couldn't see from the video but perhaps some sprites or sparks at the landing area could accent the fall.

I also love the shutters.
Tetsu0 Tetsu0Original Cowboy
Posted 8 months ago2018-03-01 05:48:23 UTC Post #338906
It all looks great but the shutters are the best part!
Penguinboy PenguinboyHaha, I died again!
Posted 8 months ago2018-03-01 14:21:45 UTC Post #338910
Stunning work, Victor. Your custom textures for computer screens and interactive elements are sublime. :D
UrbaNebula UrbaNebulamonster_urby
Posted 8 months ago2018-03-02 09:36:23 UTC Post #338921
Very nice, Victor. Unfiltered textures too, I see you are a man of taste.

Same for all the work on the last page, people are still rocking GoldSrc.

Killer mood for everyone.
Strider StriderTuned to a dead channel.
Posted 8 months ago2018-03-02 15:02:35 UTC Post #338924
Amazing, Victor.

The little jump at the end :heart:
Archie ArchieGoodbye Moonmen
Posted 8 months ago2018-03-02 15:16:40 UTC Post #338925
Unfiltered textures too, I see you are a man of taste.
Ah yes. Is there a way to set this as the default in a mod? I know the console commands but... I assume the only way to set that is using the config file, but including that in a mod release means you go straight to Hell when you die... :(
UrbaNebula UrbaNebulamonster_urby
Posted 8 months ago2018-03-02 16:09:26 UTC Post #338926
Ah yes. Is there a way to set this as the default in a mod? I know the console commands but... I assume the only way to set that is using the config file, but including that in a mod release means you go straight to Hell when you die...
valve.rc or autoexec.cfg maybe?
Dr. Orange Dr. OrangeBoth a fruit and a color
Posted 8 months ago2018-03-04 09:26:24 UTC Post #338933
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Progress on my model poser VGUI menu for my sandbox mod Sandpit.
The bars are for bone controllers and the buttons are for changing the origin.
Posted 8 months ago2018-03-05 16:33:33 UTC Post #338943
It's good to see that you're still working on Sandpit! I had a blast toying with it back when I was learning about modding and Half-Life mapping. It brings back some memories - that was 11 years ago!
Posted 8 months ago2018-03-06 11:16:54 UTC Post #338951
Oh thanks!
There have certainly been some quiet patches but it will be 10 years in December - hopefully v4.0 will be ready to go by then.

I've been basing it off https://github.com/tschumann/basis to try and open-source bits and pieces of it.
Posted 8 months ago2018-03-06 18:43:30 UTC Post #338958
Posted 8 months ago2018-03-07 09:27:29 UTC Post #338961
Nice. Looks like Natural Selection.
Posted 8 months ago2018-03-09 02:34:56 UTC Post #338977
...and then I scrapped all that and remade it from the ground up because I wanted to reduce wpolys.
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also made some sexy new textures for it
Posted 8 months ago2018-03-09 09:42:24 UTC Post #338980
I can't imagine whatever r_speeds the old version was getting were worth worrying about, but the new one looks fine too! Your textures are groovy.
Strider StriderTuned to a dead channel.
Posted 8 months ago2018-03-11 03:54:13 UTC Post #338995
I can't imagine whatever r_speeds the old version was getting were worth worrying about
I'm a freakin' wierdo with absurd standards. Most people don't care about r_speeds.

...I, on the other hand, try my damnedest to stay below 1200.. and the old iteration was over 1400.
Posted 8 months ago2018-03-11 08:54:57 UTC Post #338997
That's some serious dedication. :D
UrbaNebula UrbaNebulamonster_urby
Posted 8 months ago2018-03-11 09:20:37 UTC Post #338998
So my laptop should be able to run your maps at 40fps or more. Good to know! :P
Admer456 Admer456What's this? Custom title? OwO
Posted 8 months ago2018-03-12 21:26:43 UTC Post #339009
Posted 8 months ago2018-03-13 11:12:53 UTC Post #339014
NOTICE:

Is not a mod of hl1, is I have skins customized
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sample vodka sample vodkaThe religion is the opium for a country
Posted 8 months ago2018-03-14 22:26:25 UTC Post #339022
Posted 8 months ago2018-03-15 17:41:18 UTC Post #339028
Victor, that's so beautiful. What does it look like with filtered textures on rather than off?
Instant Mix Instant MixTitle commitment issues
Posted 8 months ago2018-03-15 18:15:10 UTC Post #339029
I never thought to make vibrating machinery. That's brilliant!
Posted 8 months ago2018-03-15 21:09:51 UTC Post #339030
Said a man who's never lived life to its fullest.
Crollo CrolloTrollo
Posted 8 months ago2018-03-15 22:51:14 UTC Post #339032
Victor, that's so beautiful. What does it look like with filtered textures on rather than off?
Blurry
UrbaNebula UrbaNebulamonster_urby
Posted 8 months ago2018-03-16 04:38:31 UTC Post #339034
yeah, what Urby said.
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vs.
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Posted 8 months ago2018-03-16 04:49:46 UTC Post #339035
Posted 8 months ago2018-03-16 13:10:50 UTC Post #339036
Nice. Try putting a bright env_light in front of the door. Let the shadows play across the geometry of those cylinders. Make it dramatic, ya know?
Rimrook RimrookGoldsource Guru
Posted 8 months ago2018-03-17 07:21:11 UTC Post #339040
I love that 1 2 3 4 5 6 though. :]
Admer456 Admer456What's this? Custom title? OwO
Posted 8 months ago2018-03-17 11:57:37 UTC Post #339041
I just noticed that those two pics were different because of the texture filtering. That isn't very clear on a phone screen.

I like the unfiltered one, and I've always like unfiltered HL1. :)
Rimrook RimrookGoldsource Guru
Posted 8 months ago2018-03-17 21:33:15 UTC Post #339044
Changed the small temporary storage building into a larger warehouse. It's split into three parts and there will be offices on the second floor. It's still WIP and not textured, and there are placeholder "stairs".
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The map is going to feature a ship (it's a dock-based mission). I'm going to build it according to "The Northwind" plans. I'll most likely build it with brushes and patches.
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Posted 8 months ago2018-03-19 03:22:53 UTC Post #339051
But- it's popular culture that captains have a large luxurious suite at the back with large windows.
Posted 8 months ago2018-03-19 23:20:16 UTC Post #339054
Posted 8 months ago2018-03-20 09:34:26 UTC Post #339056
That's funky looking. Lots of grey in the textures, but I assume you will be adding some varied lighting and such to jazz things up?
UrbaNebula UrbaNebulamonster_urby
Posted 8 months ago2018-03-20 15:23:51 UTC Post #339057
The map will mostly be lit with purple lights so I can't promise a great color diversity. I can't think of anything else that'd fit.
Posted 8 months ago2018-03-21 10:57:43 UTC Post #339058
I did some stuff.
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UrbaNebula UrbaNebulamonster_urby
Posted 8 months ago2018-03-21 13:34:16 UTC Post #339059
Looks nice, Insert The Core release date joke here.
Posted 8 months ago2018-03-21 15:42:36 UTC Post #339060
Urba, you should try using light_shadow of VHLT for those doors so the light does not bleed or arrange the lighting so that it doesnt happen! :P
Posted 8 months ago2018-03-21 16:04:53 UTC Post #339061
sample vodka sample vodkaThe religion is the opium for a country
Posted 8 months ago2018-03-21 16:26:24 UTC Post #339062
trying again at single player crap
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I should probably learn to plan things out instead of just winging it.
Posted 8 months ago2018-03-21 23:36:55 UTC Post #339064
Urba, you should try using light_shadow of VHLT for those doors so the light does not bleed or arrange the lighting so that it doesnt happen! tongue - :P
I usually do... I must have missed those ones.
UrbaNebula UrbaNebulamonster_urby
Posted 8 months ago2018-03-22 05:09:15 UTC Post #339066
If the core has custom code i hope you release a linux version too!
Posted 7 months ago2018-03-22 11:14:18 UTC Post #339069
Does Spirit work on linux?
UrbaNebula UrbaNebulamonster_urby
Posted 7 months ago2018-03-22 12:05:37 UTC Post #339070
google seems to say yes!
Posted 7 months ago2018-03-22 13:26:58 UTC Post #339071
Well then... it might work.
UrbaNebula UrbaNebulamonster_urby
Posted 7 months ago2018-03-24 22:21:41 UTC Post #339102
Posted 7 months ago2018-03-24 22:33:19 UTC Post #339103
Lovely stuff
UrbaNebula UrbaNebulamonster_urby
Posted 7 months ago2018-03-25 15:48:47 UTC Post #339104
Victor, I absolutely love all of the stuff you produce. The what, 8 bit gif you have just reinforces such a "quake 2 but not naff" vibe. Really, really love it. Is the condensation getting less visible at the bottom or am I making that up?
Instant Mix Instant MixTitle commitment issues
Posted 7 months ago2018-03-25 16:00:25 UTC Post #339105
Victor, I absolutely love all of the stuff you produce. The what, 8 bit gif you have just reinforces such a "quake 2 but not naff" vibe. Really, really love it. Is the condensation getting less visible at the bottom or am I making that up?
Thanks. And yes, it's four different func_conveyors set to texture rendermode with decreasing opacity on each (80 -> 60 -> 40 -> 20). I used the same trick in DM_Subterrane to make the waterfalls fade into the darkness in that room with the big pit.

Funny you mention Quake 2, I actually took a lot of inspiration from id's industrial art styles, especially Doom 3.
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