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 11 months ago2018-11-21 14:11:28 UTC Post #341292
Holy pants!
UrbaNebula UrbaNebulaGoldSourcerer
Posted 11 months ago2018-11-24 06:28:59 UTC Post #341307
Next version of Sandpit is getting close:
Monster MenuMonster Menu
Prop MenuProp Menu
Pose MenuPose Menu
Everything seems to be working; just tying up a few loose ends at this point.
Posted 11 months ago2018-12-06 17:13:32 UTC Post #341396
First CS map I'm working on.
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Originally based on a street in my town.
NovaDelta NovaDeltainfo_player_novadelta
Posted 11 months ago2018-12-06 19:40:29 UTC Post #341397
Nice. :3
It reminds me of the style of CS 1.0-era maps.
Admer456 Admer456Lean, mean, mapping machine :3
Posted 11 months ago2018-12-07 07:45:49 UTC Post #341399
@Strider thats some Unreal quality you have got there
Stojke StojkeOPL - 3
Posted 11 months ago2018-12-07 21:11:27 UTC Post #341403
Strider, port it to HLDM, pleeeease =)

tschumann, is that for adding entities on a map? I did something similar a few years ago. Even made custom K/V fields and ability to work together online. Did you make a FGD parser or it's just hard-coded?
Posted 11 months ago2018-12-07 21:39:55 UTC Post #341404
Absolutely awesome work posted on this page!

I'm floating around id Tech 4 community lately, working on two projects based on this engine. But here's something completely unrelated to GoldSrc and id engines. A little tile-map based game I'm coding from scratch in C++ using SFML library. Player texture is a placeholder, level aesthetics were designed by my roommate (aiming for dirty, retro looks), and there's not much of game logic yet, but it's damn awesome to get something working!
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Posted 11 months ago2018-12-07 21:54:04 UTC Post #341405
tschumann, is that for adding entities on a map? I did something similar a few years ago. Even made custom K/V fields and ability to work together online. Did you make a FGD parser or it's just hard-coded?
Yeah it's for spawning and posing entities.Nothing fancy like key/value editing (yet anyway) and it is hard-coded.
Posted 10 months ago2019-01-01 06:50:23 UTC Post #341526
Has been doing some mapping for a couple of months:
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Ignore the black pit on some of the screenshots, it's still very unfinished.
Windawz WindawzI'm not a robot.
Posted 10 months ago2019-01-01 10:45:58 UTC Post #341527
Images aren't showing up for me, normal?

Nevermind, mobile browser is drunk, looks good.
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Posted 10 months ago2019-01-01 17:41:34 UTC Post #341530
Dayum.

Looking good, Windawz.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 10 months ago2019-01-01 17:47:28 UTC Post #341531
The geometry looks great, but some of the textures are very pixelly
Oskar Potatis Oskar Potatish̲͚̤̿͑̔̒̃̉̓ȋ͂͋̉̿̎͋̈́͏͚͖͇̭̩͓͔͝
Posted 10 months ago2019-01-01 19:56:40 UTC Post #341532
Thanks <3. More coming soon I hope.
some of the textures are very pixelly
I like the uninterpolated look more, sorry about that :\
Better have texes look crunchy and pixelated that blurred to hell.
Windawz WindawzI'm not a robot.
Posted 10 months ago2019-01-01 20:15:04 UTC Post #341533
Don't be sorry! I don't understand it, but you do whatever makes you happy 🙂
Oskar Potatis Oskar Potatish̲͚̤̿͑̔̒̃̉̓ȋ͂͋̉̿̎͋̈́͏͚͖͇̭̩͓͔͝
Posted 10 months ago2019-01-03 00:11:40 UTC Post #341535
I must say I prefer the pixellated look on textures more these days. Blurry OpenGL textures in Half-Life look hideous. Also, the far worse issues in the steam version of Half-Life really bug me now.
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UrbaNebula UrbaNebulaGoldSourcerer
Posted 10 months ago2019-01-03 01:37:21 UTC Post #341536
Well yeah. Another bad thing about interpolation is that it makes seams between different textures even more obvious. It takes a while to get used to the pixelated look of the game, but when you do, you'll want to have interpolation turned off most of the time, trust me.
IMO interpolation doesn't make the game look any better or more real, it just gives it a look of a melted ice cream.
Windawz WindawzI'm not a robot.
Posted 9 months ago2019-01-30 15:16:51 UTC Post #341891
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Logoss Hovercraft
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Vigilant Hovercraft

I have added more ships to the Zion map. The Logoss is still WIP, the textures are done, but I wanted them be more accurate. ;)
Posted 9 months ago2019-01-30 20:18:34 UTC Post #341892
nice work. Am I seeing some Half-Life textures on it?
Posted 9 months ago2019-01-30 21:11:47 UTC Post #341893
Yes!!, it´s the main hull texture. I think its name is graywall, it comes from a backup CD that I have when I started making maps for Counter-Strike in 1999.
Posted 9 months ago2019-02-02 04:04:39 UTC Post #341919
More work on the next version of Sandpit:
Sprite MenuSprite Menu
In going through and finding sprites to put on it I found at least two sprites that shipped with Half-Life that had visible green backgrounds (I guess they weren't compiled right or something).
Posted 9 months ago2019-02-02 18:42:42 UTC Post #341928
Made this for fun while testing how texture Importation works, will eventually turn it to a full adventure-style map hopefully.
ContraContra
LOZ98 LOZ98Insert Creative "Custom Title Text" here
Posted 9 months ago2019-02-12 22:08:09 UTC Post #342020
logoss hovercraftlogoss hovercraft
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I know that this models look a bit underdetailed, but they are intended to be seen from a far point of view... :P
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Posted 9 months ago2019-02-13 22:01:44 UTC Post #342022
I'm glad to see you're still making progress on Zion Warcry!!
Tetsu0 Tetsu0Original Cowboy
Posted 8 months ago2019-02-14 15:27:29 UTC Post #342023
Yes !, although in the end I can only distribute it privately, I refuse to leave the project abandoned.

I am working on the Icarus ship. It is still WIP. ;)
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Posted 8 months ago2019-02-16 18:04:59 UTC Post #342037
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meanwhile, this is happening
Posted 8 months ago2019-02-16 19:45:51 UTC Post #342042
Posted 8 months ago2019-02-17 11:50:24 UTC Post #342047
Whoa. Great mood!
Strider StriderTuned to a dead channel.
Posted 8 months ago2019-02-17 18:14:47 UTC Post #342052
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I still haven't compiled this thing, lol.
Admer456 Admer456Lean, mean, mapping machine :3
Posted 8 months ago2019-02-17 20:36:16 UTC Post #342053
Hats off... Admer has come :crowbar: Wonderful work!! Is that your school?
Posted 8 months ago2019-02-17 21:03:29 UTC Post #342054
Hats off... Admer has come
He has a-lot of come to deliver
Screamernail ScreamernailYour personal Fear
Posted 8 months ago2019-02-18 00:27:16 UTC Post #342055
I've got lots of everything to deliver, lol.

@abbadon
Yes, that is my high school. :)
Recently a construction site was built around the school, they seem to be doing something about the facade. So I think it'll be a nice detail to add eventually.
Admer456 Admer456Lean, mean, mapping machine :3
Posted 8 months ago2019-02-20 00:09:40 UTC Post #342061
That drink machine looks like RTX is on.
Rimrook RimrookGoldsource Guru
Posted 8 months ago2019-02-20 15:45:10 UTC Post #342062
Oh, now I've got even more plans for that drink machine. I know just the right thing to do. ;)
Admer456 Admer456Lean, mean, mapping machine :3
Posted 8 months ago2019-02-23 18:51:17 UTC Post #342072
Awfully behind schedule but I've done worse... I guess.
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CPripyatUit CPripyatUitshe/her, they/them
Posted 8 months ago2019-02-23 22:14:46 UTC Post #342075
Myles Chumchal - Concentric House 1Myles Chumchal - Concentric House 1
Just testing a cool house.
Posted 8 months ago2019-03-01 11:34:53 UTC Post #342100
Playing around in Sandpit:
Half-Life SoccerHalf-Life Soccer
Posted 7 months ago2019-03-20 22:44:31 UTC Post #342287
Posted 7 months ago2019-03-21 08:09:29 UTC Post #342288
You have my attention... :zomg:

(Have you considered using the "constant glow" FX setting for your light glow sprites? It would stop them being clipped by the brushwork ;)
UrbaNebula UrbaNebulaGoldSourcerer
Posted 7 months ago2019-03-21 09:12:33 UTC Post #342289
I don't know what it is, but I love it.

Some kind of cyberpunky space bar?
Strider StriderTuned to a dead channel.
Posted 7 months ago2019-03-21 10:52:34 UTC Post #342290
2 sakna
All those shots you have posted a while ago look very impressive! It this just a map (Sven Co-op?) or something more?
Posted 7 months ago2019-03-22 22:20:52 UTC Post #342308
Hey thanks UrbaNebula, I didn't know about that,

It's going to be a series of large maps for sven coop, set in a massive underground hub, trying to mix retro future with apocalyptic.
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Posted 7 months ago2019-03-22 23:10:08 UTC Post #342311
Are you using texture lights?
Posted 7 months ago2019-03-31 23:34:37 UTC Post #342371
After 22 photos of my left hand, I managed to do it:
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Here are some earlier renders:
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Did the mesh in 3ds Max, did the texturing in GIMP, and the last touches in Blender. :D
This is gonna be used in my game about the Bosnian War. I had to make something to replace these hands which came with a starter asset pack:
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( Guess the engine and you'll get a cookie. :) )
Admer456 Admer456Lean, mean, mapping machine :3
Posted 7 months ago2019-04-01 08:53:17 UTC Post #342374
( Guess the engine and you'll get a cookie. :) )
Doom 3's engine?
Screamernail ScreamernailYour personal Fear
Posted 7 months ago2019-04-01 11:08:09 UTC Post #342375
Doom 3's engine
You got a cookie! :crowbar:
Now guess the fork and you'll get a cake. :P
Admer456 Admer456Lean, mean, mapping machine :3
Posted 7 months ago2019-04-01 11:38:42 UTC Post #342376
RB-DOOM3-BFG?
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Posted 7 months ago2019-04-01 13:56:22 UTC Post #342380
I think you can use Milkshape 3D to make models for Doom3, it is easier to use, and you can use a lot of example work from other mods. :)
Posted 7 months ago2019-04-01 14:29:29 UTC Post #342381
Wouldn't you work in the Cafu engine instead? To make it look more complete?
Screamernail ScreamernailYour personal Fear
Posted 7 months ago2019-04-01 18:43:29 UTC Post #342387
RB-DOOM3-BFG?
Hot damn, very close. RBDOOM3-BFG has shadow mapping IIRC, and this one has it too. Buuut, it's not RBDOOM3.

@abbadon
But I don't like MS3D. :/

@Screamernail
Because I never worked in the Cafu engine and I don't know what it's like yet. I know Source and GoldSrc workflows but they're proprietary engines. :/
I was thinking if I should use Quake 2's idTech 2, or Quake 3's idTech 3, but then I realised, idTech 4 is so damn powerful yet so damn rapid for development. :D

Edit: now, onto the weapons...
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I haven't modeled weapons in a while. This Zastava M57 will probably be done by the end of the week.
Also, hooray, I finally made the switch to Blender. UwU
Now my Free Development Arsenal is even more complete. :3
Admer456 Admer456Lean, mean, mapping machine :3
Posted 7 months ago2019-04-02 16:00:52 UTC Post #342391
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teleporter holocaust coming together nicely
Dimbeak DimbeakRotten Bastard
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