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 7 years ago2012-02-12 19:07:30 UTC Post #303340
Haha.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 7 years ago2012-02-12 19:49:28 UTC Post #303341
Damn that's hot! Maybe just slightly yellower lighting? A few feint glowing red lights (switches of some kind, or emergency lights) here and there would really flush it out and compliment the splashes of blue IMHO.
Posted 7 years ago2012-02-12 20:37:11 UTC Post #303342
I think for goldsource that is incredibly detailed, very well done noSICK sir. I like those hi-def textures a lot.
Skals SkalsGame / Level Designer
Posted 7 years ago2012-02-13 01:21:37 UTC Post #303349
noSICK, that looks awesome. I especially like the cell-shaded style textures, you don't see those very often, in either games or mods.
Urby, those are some nice models. I kind of want to complain about the vending machines though, because while the shape is a cut above the standard, they don't look functional at all.
JeffMOD JeffMODCall 141.12
Posted 7 years ago2012-02-15 11:44:52 UTC Post #303397
HAH! I spend about 30 minutes just trying to figure out how to do this and another 30 just building it and getting it to texture correctly, but I bring to you...AN 8 PIECE CURVED SIX-SIDED PIPE WITH ACCURATE TEXTURING!
User posted image
I don't care if someone has done this already, I'm really impressed with myself for this one.
Posted 7 years ago2012-02-15 11:57:17 UTC Post #303398
That is impressive. Is... is that hollow, too?
Holy crap.
JeffMOD JeffMODCall 141.12
Posted 7 years ago2012-02-15 12:30:38 UTC Post #303399
Yeah, it has to be hollow. It needs to be made of pyramids/triangles because if you try to acheive this with flats you'll get invalid solids. In all, it's 128 solids and 64 rendered faces.

Oh, and its 8-sided...I can't count :P

Theoretically, I could make it actually hollow and player crawlable, but it would double in brushes and faces.

EDIT: There, I actually did it. It's hollow inside now, with double the amount of brushes and faces.
User posted image
Posted 7 years ago2012-02-15 12:41:14 UTC Post #303400
You know you can do this very quickly by creating a pipe with the arch tool, chop it up into many segments and vertex manipulate it.

Is that how you did it? Though both ends become parallel with my method instead of the pipe actually curving.
Posted 7 years ago2012-02-15 13:39:48 UTC Post #303401
Not bad. Similar to my one I posted before.
User posted image
Posted 7 years ago2012-02-15 16:51:08 UTC Post #303410
Skyrim mod WIP.
User posted image
Dimbeak DimbeakRotten Bastard
Posted 7 years ago2012-02-15 19:17:54 UTC Post #303414
Well, your writing is somehow not blowing my mind, but props on learning the construction kit. I still haven't figured anything out.
Posted 7 years ago2012-02-16 17:58:48 UTC Post #303441
Posted 7 years ago2012-02-16 18:54:05 UTC Post #303444
I was so excited with the skyrim creation kit, but I got back into goldsource mapping, and now I have to do unreal editor 3. Damn youuuuu!
Skals SkalsGame / Level Designer
Posted 7 years ago2012-02-20 04:26:11 UTC Post #303578
You might remember this from 2009-2010. Well I was a noob at displacements when I started it and it eventually failed to compile at all...

Fast forward 2 years and here we have the brand new reboot. Totally built from scratch over the past two weeks, none of the original map survived and it compiles an 80mb BSP in around 12 minutes.
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
Archie ArchieGoodbye Moonmen
Posted 7 years ago2012-02-20 13:08:19 UTC Post #303585
Posted 7 years ago2012-02-20 13:40:01 UTC Post #303586
That looks awesome Archie!

And you got BC2 in our CS:S! :D
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 7 years ago2012-02-20 14:15:11 UTC Post #303587
Hah, that's an awesome lighting solution for the office - good stuff. :]

And that looks pretty epic, hotdog! Loving the lighting as well.
Daubster DaubsterVault Dweller
Posted 7 years ago2012-02-20 17:24:30 UTC Post #303590
Awesome work guys. Hope to see more soon!
JeffMOD JeffMODCall 141.12
Posted 7 years ago2012-02-26 16:36:54 UTC Post #303765
Some experiments. Note the complex geometry metal walls, made of brushes by hand, also one my first texture painting attempts.

Also some logic behind it:

/ - Low weight
Y - Medium weight
X - High weight

To save metal ^^
User posted image
User posted image
User posted image
Posted 7 years ago2012-02-26 16:46:24 UTC Post #303766
My first box in unreal - only took me about an hour total.
Unreal > source unfortunately for custom content.
Mesh imported No problem, material creation is cake. :)
User posted image
Im PRAYING Valve takes some notes from the UDK devs so i can mod HL3 easily when i comes out. I like the idea of Half life and really like all you guys here so i don't want to move away from it!
Tetsu0 Tetsu0Original Cowboy
Posted 7 years ago2012-02-26 17:31:08 UTC Post #303767
Does UDK have dynamic radiosity/real-time global illumination?
Posted 7 years ago2012-02-28 15:00:52 UTC Post #303819
That is really neat stuff Bruce, it's reminding me of the cargo containers and ship from Pitch Black :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 7 years ago2012-02-28 18:38:57 UTC Post #303820
It's a shame Goldsource fucks the lighting up on those smooth corners. Nice work, none-the-less, Bruce
Archie ArchieGoodbye Moonmen
Posted 7 years ago2012-02-28 20:57:34 UTC Post #303821
Thank you. It is inspired by Pitch Black! Haha. Those corners aren't really that nasty, VHLT does great job on smoothing compared to previous tools. Such bugs happen when a surface/polygon is tinier than a single unit of the lightmap on it. You can fix it by lowering the scale of lightmap (by lowering the scale of texture). Anyway, GoldSrc is just too old for such level of complexity, especially when it comes to brushwork. But if you map very efficiently, I'm sure you could use it in some places.

Here, some up-close texture testing:

From left to right:

1.Original 1024x1024 to 512x512 (scaled by nearest neighbor)
2.1024x1024 to 128x128 (bilinear)
3.1024x1024 to 128x128 (nearest neighbor)
User posted image
Posted 7 years ago2012-02-28 22:04:54 UTC Post #303823
I liked that movie, Pitch Black that is.
Skals SkalsGame / Level Designer
Posted 7 years ago2012-03-06 21:10:37 UTC Post #304015
User posted image
Suparsonik Suparsonik#fartbag
Posted 7 years ago2012-03-06 21:22:32 UTC Post #304016
Is that a remake of Industrious I see?
Posted 7 years ago2012-03-06 22:01:27 UTC Post #304017
Yes, sir.
Suparsonik Suparsonik#fartbag
Posted 7 years ago2012-03-06 22:47:31 UTC Post #304018
Really nice work on the texturing, Bruce. Loving the little highlights, etc. Gives the structure a smooth look.
Daubster DaubsterVault Dweller
Posted 7 years ago2012-03-06 23:13:18 UTC Post #304021
Indeed they are smooth they look like something to eat =)

JoeBAMba: 'tis looking pimp sir. WE TRUE HOMIE.

Still working to improve de_747, hoping to upload it to the vault in a couple days if i hit no major snags, but i'm not releasing it 'till it's "done". =)

User posted image

Optimization: DONE
3dskybox: 90%
Brushwork: 95%
Lighting: 50%
Custom textures: 05% ='(
Clipping: 80%

Improved mostly the 3dsky and outside areas of the map, added detail, and major optimization improvements to fps. (i may use fog_controller to increase it more, but right now it plays very smooth on my computer at 60-80 fps)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 7 years ago2012-03-06 23:13:24 UTC Post #304022
First compile:
User posted image
User posted image
User posted image
Suparsonik Suparsonik#fartbag
Posted 7 years ago2012-03-06 23:19:46 UTC Post #304023
Joebama, those screen shots are angry!
Amazing work, very cool stuff!

Also Bruce, your screen shot links are dead :/
Stojke StojkeOPL - 3
Posted 7 years ago2012-03-07 00:29:31 UTC Post #304025
Joebama, those screen shots are angry!
User posted image
Posted 7 years ago2012-03-07 03:28:14 UTC Post #304026
Lovin' it joe those are angerlily zexy as hell sir. :angry:

Question:
User posted image

i'm either gonna propper & prop static these with fade distanace, or use func_lod.. is either one better performance-wise? i know the prop static has a begin fade where lod doesn not...
Captain Terror Captain Terrorwhen a man loves a woman
Posted 7 years ago2012-03-07 12:34:17 UTC Post #304034
Updated the storage areas:
User posted image
Suparsonik Suparsonik#fartbag
Posted 7 years ago2012-03-07 12:48:52 UTC Post #304035
Looks awesome. What's it a remake of? Don't know what Industrious is... should I?
Strider StriderTuned to a dead channel.
Posted 7 years ago2012-03-07 16:48:51 UTC Post #304042
Water tower mode. Currently working on texturing.
User posted image
Posted 7 years ago2012-03-07 20:45:08 UTC Post #304047
Industrious is one of Joe's old maps.
And I like that water tower. It reminds me of the one in the town I lived in when I was younger.
Posted 7 years ago2012-03-07 23:20:26 UTC Post #304051
User posted image
User posted image
Industriosus, btw. Though, now that I think of it, Industrious sounds cooler.

I would say go play the original map but, my god it sucks.
Suparsonik Suparsonik#fartbag
Posted 7 years ago2012-03-08 03:15:40 UTC Post #304059
More eyecandy!
User posted image
User posted image
User posted image
Suparsonik Suparsonik#fartbag
Posted 7 years ago2012-03-08 03:40:08 UTC Post #304060
Get some details in and make the lighting a bit less uniform!

This has great potential.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2012-03-08 17:35:45 UTC Post #304068
So does this mean that MotM is always two months behind?
Instant Mix Instant MixTitle commitment issues
Posted 7 years ago2012-03-08 19:01:47 UTC Post #304069
Pretty much.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 7 years ago2012-03-08 19:21:38 UTC Post #304070
Cool. If it wasn't for these fucking exams and practical exam I have next week , i'd be mapping like hell...
Instant Mix Instant MixTitle commitment issues
Posted 7 years ago2012-03-08 21:54:10 UTC Post #304074
This limited texture budget isn't as bad as I initially thought.
User posted image
User posted image
User posted image
Suparsonik Suparsonik#fartbag
Posted 7 years ago2012-03-09 01:10:55 UTC Post #304077
I'd take another look at those cables. They are far too curvy and... well, no cable is going to fall on the ground the way you have them laid out. I know you just want those curves to come off as more detail, but they look too sharp.
User posted image
Also, in that first screenshot, don't have the cables crossing over each other. Take a look at how I build the cables in this map. I've included the rmf.
Posted 7 years ago2012-03-09 01:23:03 UTC Post #304078
Also, tripping hazard much? :P
UrbaNebula UrbaNebulaGoldSourcerer
Posted 7 years ago2012-03-09 02:22:43 UTC Post #304079
Looked into it. Aaaaaaand point taken.
User posted image
User posted image
User posted image
Suparsonik Suparsonik#fartbag
Posted 7 years ago2012-03-09 03:03:29 UTC Post #304080
Pretty :)
Posted 7 years ago2012-03-09 04:10:17 UTC Post #304081
That is some beautiful stuff Joebamba! =P
Captain Terror Captain Terrorwhen a man loves a woman
You must be logged in to post a response.