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 3 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 3 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 3 months ago2019-03-01 11:34:53 UTC Post #342100
Playing around in Sandpit:
Half-Life SoccerHalf-Life Soccer
Posted 2 months ago2019-03-20 22:44:31 UTC Post #342287
Posted 2 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 2 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 2 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 2 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 2 months ago2019-03-22 23:10:08 UTC Post #342311
Are you using texture lights?
Posted 2 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 2 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 2 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 2 months ago2019-04-01 11:38:42 UTC Post #342376
RB-DOOM3-BFG?
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Posted 2 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 2 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 2 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 2 months ago2019-04-02 16:00:52 UTC Post #342391
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teleporter holocaust coming together nicely
Dimbeak DimbeakRotten Bastard
Posted 2 months ago2019-04-03 09:18:18 UTC Post #342392
ncie vibes dimbark
Posted 2 months ago2019-04-04 04:38:12 UTC Post #342395
Yeah I like that, feels very classic.
Strider StriderTuned to a dead channel.
Posted 2 months ago2019-04-04 07:30:26 UTC Post #342396
Lookin' good.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 2 months ago2019-04-05 03:26:15 UTC Post #342405
classic indeed, but imo the second screenshot is a bit too detailed for the classic look
but i guess it's too late to make any changes by now
Posted 2 months ago2019-04-09 19:38:35 UTC Post #342442
@sakna
This looks amaizing, I would really love to help you testing these maps ! If you want just write me a message with your steamprofile and I will help you testing these maps =)

I´m totally in love with your style.
Posted 2 months ago2019-04-11 03:48:07 UTC Post #342449
Hey thanks man. I learned a lot when I was starting out from you and other mappers at sven so thanks. Not quite ready for playtesting yet but you're on the top of the list when it is :)

some areas I've been working on:
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Posted 2 months ago2019-04-13 20:54:35 UTC Post #342460
This looks fantastic aswell :) really unique style, I love it. =)
I´m sure you played Prey :P did you ?
Posted 2 months ago2019-04-19 14:48:20 UTC Post #342497
I've been working on a series of singleplayer maps for the past few months. They take place between Forget About Freeman! and Lambda Core, around the cut Black Mesa Central Complex. My original plan was to enter the 20th Anniversary Competition (which closed 4 months ago, oops :) ) with 2-3 maps before I realized I can't do everything I want without making at least 6 big-sized maps.
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This is the third map I started working on and is currently the biggest. The general gameplay involves running on tracks between tree high-speed trains going on it. It will be the second map the player will visit.
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I had a problem about a func_trackchange I couldn't solve, and replaced it with a spiral tunnel. My initial goal was a spiral tunnel anyway, but I was having "ambigious leaf content" errors. I "solved" this by making the floor and ceiling a func_detail and placing NULL walls behind them to enclose the map.
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The first and second maps I started working on are actually the fifth and sixth maps the player will visit, if the map number I am estimating doesn't increase. They are the two of thee maps from the Uplink demo, reimagined to include other enemies introduced at this point of the story and increase the difficulty to match with the previous sections.
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This is the current map I am working on (you can notice this area actually doesn't have a ceiling yet :) ). It comes right after the fight with the tank in c3a1, and will be visited first. It is the entrance and the first floor of Black Mesa Central Complex. It is based on Datacore and I am planning to include some Half-Life Alpha elements in it.

I'm trying to don't go over other maps while making them for consistency, but accidentally trapped myself between the dam from the story and the alcove from the first screenshot :) .

I asked a question about a func_guntarget for an Alien Aircraft sequence I'm planning. I found a cool and better way to make this fight more engaging without func_guntarget, resembling the Hunter Chopper fight from Episode Two a bit, so you can be relieved if you were still trying to come up with an answer :P .
Posted 2 months ago2019-04-19 21:38:15 UTC Post #342498
Nice.

And I thought one of those maps looked a lot like Uplink.
Posted 2 months ago2019-04-19 22:59:20 UTC Post #342499
Woah, I love those screenshots. :D
One of the screenshots does indeed look like Uplink.
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Now, it's been a while after I posted those screenshots up there. After some technical problems, I eventually got these hands to work.
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The Old Bridge in Mostar. :D
It's going to be in the intro, basically. (no, it won't get destroyed xd)
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Missing slide lock mechanism, magazine and trigger are unfinished. But it's all fine for now. :)
It works in-game, even:
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I'll likely fully finish the model after the competition. I don't have time for smaller details right now. :/
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The Zastava M70. Not an AK-47, but it's pretty much based off the design. I'm pretty much making the "as-is-poly" model and throwing it into the game, just as it is. No high-poly-to-low-poly workflows, none of that stuff. I don't quite have the time to get used to that right now, so I paint my bump maps manually. :P (well, all the other maps as well; never used stuff like Substance Painter)

The to-do list is pretty broad, but actually a tiny bit smaller than the "have-done" list, comparing the number of lines:
  • make textures for the M70
  • rig and animate M70’s viewmodel
  • import M70 into the game and write a script
  • convert soldier models from Battlefield Balkan, rig and animate
  • write NPC scripts
  • make a bunch of textures from existing photos, reuse older textures
  • make materials for bullet holes, blood, and particle effects for gun smoke, explosions and whatnot (20%)
  • make map 1
  • make map 2
  • make map 3
  • make map 4
  • make map 5
  • make credits
  • make music?
  • make a full main menu UI
  • make a HUD
  • submit the game (15th May) - development deadline
  • make a trailer and a presentation
  • present the game (23rd May)
In a matter of 3 weeks, I did more than I'd do within 3 months. So I realised, deadlines make me run really fast. ;)
Admer456 Admer456Lean, mean, mapping machine :3
Posted 1 month ago2019-04-20 18:25:04 UTC Post #342501
Lots of good looking stuff in here from the last couple of days. Bravo everyone. :D
UrbaNebula UrbaNebulaGoldSourcerer
Posted 1 month ago2019-04-21 16:25:13 UTC Post #342503
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This is the Icarus hovercraft.
I have started from 0 with the UV maps, it looked a bit too grayish. As I finish it I´ll post new pics. Also there´s the Vishnu Ship, but I want to add more detail to it before posting pics :)

Oh!!, I am working on the Neb´s landing animation!!, I hope the menuzion map will be 100% done soon. :P

EDIT: posted the skinned UV maps. Now they look 100% accurate. :P
Posted 1 month ago2019-04-23 20:00:58 UTC Post #342508
Very cool!
UrbaNebula UrbaNebulaGoldSourcerer
Posted 1 month ago2019-05-18 21:08:41 UTC Post #342632
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Back to the place that started it all.
The engine that cries, version 5 this time. (to clarify, the place that started it all was version 1, and later 2)

Just gotta add the trees, the grass, the clouds, and maybe set up a day-night cycle and this test scene is done. And yes, most assets were made by me as well. UwU
Admer456 Admer456Lean, mean, mapping machine :3
Posted 1 month ago2019-05-19 19:48:59 UTC Post #342635
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I'd say it needs tweaking, but that's about it. Now I got an idea for next year's gamedev challenge. I might work on my HL mod alongside this in parallel. It's feasible because I would be making assets for both, just high-poly for one, and converting to low-poly for the other. :)
Admer456 Admer456Lean, mean, mapping machine :3
Posted 4 weeks ago2019-05-20 13:21:55 UTC Post #342638
Dayum. That looks pretty nice.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 4 weeks ago2019-05-20 15:14:30 UTC Post #342639
give some rotation variation for them trees cause all look same
Posted 4 weeks ago2019-05-20 17:57:04 UTC Post #342640
They all use the same model, so they are exactly the same, lol. Different scaling and rotation would surely help a lot.
After all, I said it needed tweaking.

Now I'm working on the layout of a map that will actually be in the game:
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The original game idea was in the Bosnian War setting with a story about a journalist who struggles to survive until he reaches the coast. Then he escapes with a boat and goes to Italy, ending the game. :)

Sadly, because I only had 2 months to work on it, I cut 60% of the game, replaced the Bosnian War setting with a "Martian soldiers invade Bosnia" scenario, and on top of that, the assets were half-made. Everything was rushed etc. But now I'm taking it slowly but surely, and in CryEngine instead of idTech 4. :)
Admer456 Admer456Lean, mean, mapping machine :3
Posted 3 weeks ago2019-05-29 22:19:48 UTC Post #342671
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So, a classmate of mine approached me and asked me about the school map. I told him "I'm still working on it", even though I actually hadn't been. So this progress was made in the last 2 days. Classrooms, rooms, slight basement expansion, 4 buildings (one hotel-like, two houses, one gym which can be fully entered), some new textures and so on.
I'm hoping to push out a playable version by the end of June, as well as a finished ts_untergrund, because when it comes to ts_untergrund, literally the only few things left to do are to finish the helicopter texture, and do some optimisations. :D

For the ones who don't know, here's what it'll be like:
Vast outdoor areasVast outdoor areas
Tight indoor areas - gonna be brighter in the final releaseTight indoor areas - gonna be brighter in the final release
And then? Gonna work on UAS and the CryEngine 5 game demo thingy. I'm so excited since I also got a lovely new member in my mod team now. ^^
Admer456 Admer456Lean, mean, mapping machine :3
Posted 2 weeks ago2019-05-30 11:51:05 UTC Post #342673
I'm so excited since I also got a lovely new member in my mod team now. ^^
You mean me?
Screamernail ScreamernailYour personal Fear
Posted 2 weeks ago2019-05-30 14:48:35 UTC Post #342674
You said "I don't know".
The moment you say "yes", then we're talking. :)

The new member I mentioned is someone I met a few weeks ago, they were interested in the mod, willing to work on it, contributing to the story and sharing their ideas (proposed a few vehicles, added a new character too, massively improved the plot and gave more sense to it). They make me happy. :)
Admer456 Admer456Lean, mean, mapping machine :3
Posted 2 weeks ago2019-06-01 22:40:25 UTC Post #342681
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Whew, this one will need AlexCorruptor levels of optimisation to get running on a 2007 laptop. But I can do it. I HAVE THE POWER.
Admer456 Admer456Lean, mean, mapping machine :3
Posted 2 weeks ago2019-06-02 13:42:40 UTC Post #342684
Nice work.

That brushwork window though. Couldn’t you make that a texture?
Rimrook RimrookGoldsource Guru
Posted 2 weeks ago2019-06-02 16:28:50 UTC Post #342685
Any chance you could be more specific? ^^
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I'm assuming it's this one. But yeah, it'll probably get converted to a texture during the "great optimisation" phase. :)
Admer456 Admer456Lean, mean, mapping machine :3
Posted 2 weeks ago2019-06-03 21:09:52 UTC Post #342688
Early compile! And it runs like a charm. :D
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4.5k wpolys max, averaging around 2k on the outdoors, and less than 1k on the indoors.
I'll try to reduce these numbers. Oh yeah, definitely. :)

Next thing to do would be to detail the indoors, and then I'll make the vegetation for the outdoor areas.
Admer456 Admer456Lean, mean, mapping machine :3
Posted 2 weeks ago2019-06-04 17:04:33 UTC Post #342689
That dirt/ grass texture is cool! ! !
Posted 2 weeks ago2019-06-04 21:19:58 UTC Post #342692
@zeeba-G
Thank you. :D

Here are some of the others:
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Admer456 Admer456Lean, mean, mapping machine :3
Posted 1 week ago2019-06-08 12:28:12 UTC Post #342704
Yes that window, and the rest of it is looking really well done!
Rimrook RimrookGoldsource Guru
Posted 2 days ago2019-06-17 22:50:24 UTC Post #342748
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Me: Hey GoldSrc, will you open this map for me, pretty pleas-
GoldSrc: NO! NOOOOOOO! GET AWAY FROM ME! YOU MONSTER! YOU WILL KILL MEEEE!!! jumps and kicks all over the place
Me: It won't hurt, I promise. Come on... :3
GoldSrc: sigh Fiiiine. loads the map Holy hell, I never knew I can take so much. >-<

This is ts_untergrund. I'm finishing it this summer and it'll be released. I promise. :)
Admer456 Admer456Lean, mean, mapping machine :3
Posted 6 hours ago2019-06-19 16:55:06 UTC Post #342757
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ts_untergrund2019 is almost ready. :D
Admer456 Admer456Lean, mean, mapping machine :3
Posted 2 hours ago2019-06-19 21:09:29 UTC Post #342761
Master level terrain. Nice job, looks really good.
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