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 13 years ago2010-10-02 12:11:56 UTC Post #285994
Rimrook, how am I supposed to levitate a model? Plus those sinks looks even worse than the ones I made in the first place lol.
Skals SkalsLevel Designer
Posted 13 years ago2010-10-03 02:25:09 UTC Post #286030
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That is all.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2010-10-03 02:32:12 UTC Post #286032
What's the B?
Posted 13 years ago2010-10-03 03:40:43 UTC Post #286035
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UPDATE:
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Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2010-10-03 12:10:39 UTC Post #286036
Are those custom hl textures?
Those buildings look weird, dunno what they're supposed to be, but pretty creative. Are they from beta/alpha hl?

Edit: Hey guys, look what I found in my mapfiles folder:
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It's an entrance for my comp28 map I created some time ago, I'm putting it in my final map I've just recreated (it's finished), It's a sort of rail-way station.
Skals SkalsLevel Designer
Posted 13 years ago2010-10-03 12:23:22 UTC Post #286043
Looks cool, Joe! :D

@DiscoStu: It's the BEVEL texture. Check out our Wiki to find out what it does.
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2010-10-03 13:03:16 UTC Post #286044
Yep, alpha.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2010-10-03 13:14:16 UTC Post #286045
Muzz the glossary doesn't actually say what it does, it's supposed to be the same as null only it does not create the solid face, which it doesn't state.
Skals SkalsLevel Designer
Posted 13 years ago2010-10-03 14:11:22 UTC Post #286048
It does create a solid face, its like the CLIP brush, except that it also blocks bullets. The big difference is that it doesn't expand clip hulls. Yes, that sounds confusing, but its better than the NULL texture.
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2010-10-03 14:54:09 UTC Post #286049
then how come you can walk through bevel?
Skals SkalsLevel Designer
Posted 13 years ago2010-10-03 15:04:22 UTC Post #286050
You can only walk about halfway trough a bevel brush.
Oskar Potatis Oskar Potatis🦔
Posted 13 years ago2010-10-03 15:11:30 UTC Post #286051
Wut? I've never had any issues with BEVEL. I can just stand on a beveled face and without sinking halfway into it.
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2010-10-03 15:22:57 UTC Post #286052
I can walk through a bevel-textured face too, but not pass it.
Striker StrikerI forgot to check the oil pressure
Posted 13 years ago2010-10-03 16:18:16 UTC Post #286057
You cant walk through the bevel texture at any point, but if there is a texture on the other side of the bevel face you wont get through, you'll only get half way, but ofc if there is a bevel texture on both opposite faces you'll get through.

Also guys I need some help: I have a problem in my map, For some reason when I am now recompiling the 1st mission of my competition map, I'm using the entire same compiler setup and texlights values for the hammer entity, but for some reason the map is a lot darker, and some of the texlights are lit in my map but emit absolutely no light! Any ideas what might be causing this? Again I'm using proper texlight entity values and extra rad.
Skals SkalsLevel Designer
Posted 13 years ago2010-10-03 17:35:55 UTC Post #286061
I'm only more confused regarding the use of bevel.
Posted 13 years ago2010-10-03 18:44:34 UTC Post #286065
I don't get why he covered the floor with one gigantic BEVEL brush, that doesn't make any sense to me, and it doesn't seem like the correct usage of it at all.

Stu, you know when you're walking over vertex-manipulated terrain, and you hit those weird little "bumps" in the ground when you reach the peak of a brush where two brushes meet? In technical terms, that's because the clipping plane perpendicular to the surface the player is walking on (my terminology's a little rusty here) is extruding outwards at those points, and blocking your path, so your player kind of "jumps" over those edges. Same thing with rounded corners that are created with multiple brushes. Those hidden faces perpendicular to the exposed, outside edge are supposed to be clipped off during the compiling process, and they are, but for whatever reason the clipping hull still detects the corner as being there, so it kind of extrudes out into the player's path and presents an obstacle for them. It's really annoying when you're walking over vertex manipulated terrain or going round a corner and you run into an invisible "nub" in the ground, blocking the player. Putting the bevel texture on those hidden faces is supposed to alleviate this, but the feature was never fully developed from what I understand, so it doesn't always work perfectly.
Posted 13 years ago2010-10-03 18:57:34 UTC Post #286066
it was just bevel for the moment. it's changed now
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2010-10-04 19:28:44 UTC Post #286118
My latest attempted '60s-ish themed room:
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Posted 13 years ago2010-10-04 23:14:32 UTC Post #286131
so the 60s just looked like black mesa?
Trapt Traptlegend
Posted 13 years ago2010-10-05 00:32:44 UTC Post #286138
I meant to say a slightly '60s influenced room in Black Mesa. I'm still working on it.
Posted 13 years ago2010-10-05 13:16:40 UTC Post #286156
Ok guys here's my new fight yard. Figure eight layout, good fps. Everything is fast vis and fast rad compiled for now, havent dedicated time to full yet.
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View from CT spawn
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View to the left from CT spawn
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View into the fight yard from T spawn
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Middle lane from CT side. You can jump the gap across the middle shooting lane, but you won't do it on the first try.

Thoughts?
Posted 13 years ago2010-10-05 13:36:53 UTC Post #286159
it looks really sexy, the cliffs for the most part at least, way better than your last map on twhl. As for advice, I can't give you much regarding the environment, but since it is a css map, it would be useful if you gave this map some more hiding spots and objects to hide behind, like crates or other stuff, since you don't want snipers and rifles to over power everything else.
Skals SkalsLevel Designer
Posted 13 years ago2010-10-05 13:41:45 UTC Post #286160
Hmm.. why don't I put a couple dips in the sides of the outside walls so that two players hugging the same wall can't see eachother until they step out a bit?

I did't want to use crates because they are so cliche, but maybe i can think of something else to take up that same amount of space.
Posted 13 years ago2010-10-05 13:52:29 UTC Post #286162
Well you always need some places to hide, If the player ever needs to reload or has the gun disadvantage inside one of those rock alleys, he should ideally be able to find a place to hide, or he will die. They don't have to be crates... heres an idea: You can add rocks the size of the player in some places of those alleys and make them look like they fell from the cliffs, that could work well.
Skals SkalsLevel Designer
Posted 13 years ago2010-10-05 19:07:45 UTC Post #286174
looks good.

and yeah, i agree. not very much cover yet.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2010-10-05 23:19:56 UTC Post #286176
i see some white lines.... bad sewing?
Looks damn sexy blitz.
Where'd u get those plant models? or were they always there?
idk i havent played CS:S in so long.
Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2010-10-06 08:22:40 UTC Post #286178
I can't seem to fix that tearing, there was no sewing done there. I might just have to cheat and put something black underneath it?

Yeah those plants are official. Ideally I'd like to have some models of some illicit plants, either poppys or weed but these look real good for now imho.
Posted 13 years ago2010-10-09 17:10:15 UTC Post #286242
Haven't posted in this thread in a while. Thought I'd take the chance to show off a map WIP and my first from scratch weapon model and skin. :)
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monster_urby monster_urbyGoldsourcerer
Posted 13 years ago2010-10-09 18:42:34 UTC Post #286245
Yeah, I saw that on ModDB a few hours ago. Looks good! Better than... Everything... I've made for Goldsource.
:\
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2010-10-15 20:59:36 UTC Post #286409
Well, it's been a time i hadn't shown up in TWHL, but it's all for a good reason, me and Joebama were working on my new project (Overturn), and i'd like to share some screens with you guys! :D

Map Progress 1
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Map Progress 2
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Map Progress 3
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Map Progress 4
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New HUD
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Mutated Grunts
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Ivan Grigorovitch, Mark II HEV, and Gasmask (Model hack by Urby, texturework by Joebama)
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That's all folks! If anyone is interested there is the ModDB page:
http://www.moddb.com/mods/overturn/

Bye! :D
Posted 13 years ago2010-10-16 16:33:32 UTC Post #286425
I had one of these back in the day! Lucky I haven't finished it yet, so it still qualifies for WIP. Woo for Atari!
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Posted 13 years ago2010-10-17 16:55:52 UTC Post #286449
Needs "dirty'ing" up.
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Moaby MoabyMk. III
Posted 13 years ago2010-10-17 18:25:14 UTC Post #286450
Moar Atari!
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I spent a day on this, it is my first model :biggrin:
Posted 13 years ago2010-10-17 18:25:54 UTC Post #286451
Yes, that floor is way too shiny.
Posted 13 years ago2010-10-17 21:02:45 UTC Post #286457
wow, that looks crazy high poly!

Whats the polycount?
like 30K?
Other than the polies, looks good

And Stu, I don't find it that shiny, you just have to think, looks like an office type place where in the past yes they had very shiny floors, but now with all the dust collecting, maybe turn down the reflection just a bit.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 13 years ago2010-10-18 00:30:11 UTC Post #286459
WIP Body armour, Kevlar vest for NPC.
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Crollo CrolloTrollo
Posted 13 years ago2010-10-18 09:10:59 UTC Post #286464
Looks good IngSoc, It looks a lot like quake, in a good way.
Skals SkalsLevel Designer
Posted 13 years ago2010-10-18 15:25:34 UTC Post #286483
@unbreakable: exactly, I'd expect it to be near opaque.
Posted 13 years ago2010-10-20 14:51:43 UTC Post #286542
Doing this for unity3D;
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Planing on adding some fog/dust, (like I did in spirit of half-life,
the one that I made a smoke sprite, then had it scaled up, had had 3 of them slowly move, you could hardly see them)

In unity I got the scene set up with two pulsing lights (blue and red)
only thing is, the lights pulse at the same time, I don't know how to delay one light, they automatically start! :(
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 13 years ago2010-10-20 15:46:16 UTC Post #286543
You'll probably have to code it. If you need help go on the Unity forums, they helped me figure out how to make a trigger that lets the player open a door when they're inside it.
Habboi HabboiSticky White Love Glue
Posted 13 years ago2010-10-20 17:48:30 UTC Post #286544
Has Unity opened up their development tools to Windows now?
AJ AJGlorious Overlord
Posted 13 years ago2010-10-21 06:57:54 UTC Post #286561
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Hmm, Half-Life: Particle Fusion... eh?
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2010-10-21 09:28:41 UTC Post #286563
black guy on the left looks like hes got a stump :D
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 13 years ago2010-10-21 18:02:32 UTC Post #286567
lol, yeah. He's probably the best subhead yet.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2010-10-21 18:44:37 UTC Post #286569
I have to say, I'm not really digging the "SD" textures. Too much fake bumpmapping/emboss is what always turns me off a "SD" model, which is why I usually go for just plain old HD with AI/Romka's quality in polys and textures.
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2010-10-22 06:32:42 UTC Post #286570
Well, the show pic is edited, like a lot.

the actual models aren't that bad in bumpmapping, also, we have an SD hassault model now, thanks to Urby. ;)

Day One animations rigged on by Barneyinblue. (Barnz)
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2010-10-30 23:30:04 UTC Post #286632
[Edit] Finished it just now.
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A matte render.

Colt Navy Model 1851
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I still need to do the trigger, hammer, wood part of the handle, and the loading lever. I also need to learn how to use 3DS Max so I can actually use some of these models.

[Edit]
I'll do the loading lever tomorrow, it could be considered complete as it is because not all Model 1851's came with a loading lever.
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Alabastor_Twob Alabastor_Twobformerly TJB
Posted 13 years ago2010-10-31 14:23:59 UTC Post #286720
Looks good. What program is that? Cos you're right - learning Max or XSI or some other, more "main-stream" modeling program will quickly do away with any problems of getting models into Source. :D

What do you plan to do with this model? If you intend it to be a view model, the only advice I might give would involve adding a few more polygons to the handle of the gun to smooth it out. If you intend on making it a world model for NPC's to wield, on the other hand, you could probably stand to remove a few polygons until just the basic shape remains, and imply any roundness in how you shade the weapon's texture.

If you don't intend on using it for either of the above two purposes, please ignore everything I just said. :D
Posted 13 years ago2010-10-31 15:11:17 UTC Post #286721
That particular model has no purpose, I basically did it because I had nothing better to do. And I made it in Sketchup, because while I have both Blender and 3DS, I haven't yet learned to use them.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 13 years ago2010-11-01 14:17:42 UTC Post #286734
...Do you have MAYA!?
Unbreakable UnbreakableWindows 7.9 Rating!
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