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 11 years ago2012-06-25 10:28:16 UTC Post #307391
I thought those were cheese wheels lol
Stojke StojkeUnreal
Posted 11 years ago2012-06-25 11:06:16 UTC Post #307392
More dm_waterlogged wippage.
User posted image
I like my little lightbulbs, but I think the lighting might be too dark here. :|
monster_urby monster_urbyGoldsourcerer
Posted 11 years ago2012-06-25 11:10:13 UTC Post #307394
I like the old half-life style you are creating. Is this for some kind of mod, or a single map?
Skals SkalsLevel Designer
Posted 11 years ago2012-06-25 11:31:43 UTC Post #307395
It's just an HLDM map.

I also made this:
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I'm not sure what these things are, or why I'm making them. It's just kinda fun. :P
monster_urby monster_urbyGoldsourcerer
Posted 11 years ago2012-06-25 11:34:52 UTC Post #307396
Can i use it as avatar :cool:
It looks pretty cool
Posted 11 years ago2012-06-25 11:40:39 UTC Post #307397
Heh, go for it.
monster_urby monster_urbyGoldsourcerer
Posted 11 years ago2012-06-25 22:21:28 UTC Post #307402
these little blob people are cute =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2012-06-26 00:48:30 UTC Post #307403
it seems its time to move to source.. using modified hl engine with bloom and bump mapping, with increased max_map_nodes limit.. millions of errors, max_map something, didn't know that this would be such pain in the a**. so frustrated right now, and all that work now I have to convert to source.. is it difficult to convert? i have little experience with source...

http://www.youtube.com/watch?v=fc39hCRI10A
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User posted image
Posted 11 years ago2012-06-26 07:47:27 UTC Post #307406
I love Goldsource, but I never understood the point in all the effort people put in to making it use features similar to Source when they can use... well... Source.

As far as I'm aware (and I could be very wrong since I don't use Source) you'd be better off rebuilding since all your entities, props and models etc will be incompatible.
monster_urby monster_urbyGoldsourcerer
Posted 11 years ago2012-06-26 08:53:43 UTC Post #307407
Because GoldSrc is like a fucking big good old loud 69 Charger...
Posted 11 years ago2012-06-26 09:49:19 UTC Post #307408
...sort of.
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Archie ArchieGoodbye Moonmen
Posted 11 years ago2012-06-26 10:45:23 UTC Post #307409
or maybe:
User posted image
Posted 11 years ago2012-06-26 10:54:42 UTC Post #307410
That is a really nice looking map, but I just don't understand why you wouldn't do it on Source, especially since you're using ported HL2 textures. You could be having shaders with those windows.

You should be able to convert it quite easily, assuming you can get Hammer 4 to open a .map or .rmf. I think it should be possible, since it's been done plenty of times. You will have to recompile or replace your models, though.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2012-06-26 11:05:11 UTC Post #307411
Thanks, the main reason is i never did anything serious with Source, maybe one room or two just for fun, but I always thought that Source is so complicated especially using the new entities, shaders, textures, bump mapping etc... really don't know where to start with it right now
Posted 11 years ago2012-06-26 16:16:34 UTC Post #307412
New textures are more complex, because you need to make both the texture and the material, define any shaders the texture should have, etc, but it does give you a lot more options. The new entities are fairly straightforward, and brushwork is even easier than goldsource, because Hammer will remember the dimensions of the last brush you selected, which makes mass-creation of brushes with the same height or thickness much quicker- definitely makes placing walls and floors much faster.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2012-06-26 17:49:25 UTC Post #307413
*Waiting for jeffmod to submit some texturing tutorials for all us nub source mappers AND/OR host some texture-making minicompos ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2012-06-26 18:06:29 UTC Post #307414
Making textures for source can be a pain in the ass. It is a fairly simple process:

Convert, add additional images if needed and define some shit.

A bit time taking, but worth it in the end, with all the effects and stuff.
There is a tutorial here on TWHL about it Captain T man.
Stojke StojkeUnreal
Posted 11 years ago2012-06-26 18:27:58 UTC Post #307415
Tutorial? pfsssst, i DON'T READ ;)

'Tis more fun if 'tis a game, like a compo... read very bad, compo is good, very good my son.

The hulk no likes haz reading, now hulk commence smash! :RAWR:

hulk edit
Ok hulk try tutorial, hulk thank stojkens. :hulk is smiling:
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2012-06-26 19:30:53 UTC Post #307417
Hawlk smash >:O Da link MO FO

Yeah, thats the tutorial i read as well.
Stojke StojkeUnreal
Posted 11 years ago2012-06-29 19:54:26 UTC Post #307515
My processor fell out with me a bit over compiling this one.
User posted image
User posted image
What's particularly frustrating is the knowledge that this map never actually appears in The Core. I made it purely for in-game Black Mesa promotional signs.
Archie ArchieGoodbye Moonmen
Posted 11 years ago2012-06-29 20:16:16 UTC Post #307516
Good old tetrahedron terrain...
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2012-06-29 20:36:03 UTC Post #307517
Thats kinda sad, the cliffs are awesome! (also the hole is too thin)
Stojke StojkeUnreal
Posted 11 years ago2012-06-29 20:54:10 UTC Post #307518
Actually, it appears to be exactly the same size as the same hole in the map that's based on. It wasn't a very big hole.
Looks great, though.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2012-06-29 21:06:25 UTC Post #307519
It wasn't a very big hole.
That's what she said.
Dimbeak DimbeakRotten Bastard
Posted 11 years ago2012-06-29 21:13:09 UTC Post #307520
Even if its based on it, some realism needs to be applied, the tram could easily hit the edges or something.
When it comes to remakes, some people really do appreciate more realism added to the construction.
Stojke StojkeUnreal
Posted 11 years ago2012-06-29 21:16:49 UTC Post #307521
why are you still using the old apache model?

tell urby to grab this model
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 11 years ago2012-06-29 21:23:14 UTC Post #307522
the tram could easily hit the edges
... It's on a rail. It can't really deviate from that path in order to hit the cave walls.

Joebama, no download link?
Archie ArchieGoodbye Moonmen
Posted 11 years ago2012-06-29 21:32:27 UTC Post #307524
Irrelevant Joe. It's only going to appear in the one flip sign. :P
monster_urby monster_urbyGoldsourcerer
Posted 11 years ago2012-06-29 21:39:49 UTC Post #307525
Nigga!

By the way Archie, may we see a wireframe view of that terrain?
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 11 years ago2012-06-29 21:40:32 UTC Post #307526
Nigga!
User posted image
ModDB... Just, wow. You know?
monster_urby monster_urbyGoldsourcerer
Posted 11 years ago2012-06-29 21:41:57 UTC Post #307527
link to the mod pls
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 11 years ago2012-06-29 21:45:44 UTC Post #307528
By the way Archie, may we see a wireframe view of that terrain?
No.

Well, ok.
User posted image
Archie ArchieGoodbye Moonmen
Posted 11 years ago2012-06-29 21:49:16 UTC Post #307529
damn son
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 11 years ago2012-06-29 22:06:20 UTC Post #307530
I was expecting the typical four triangles X shape way of doing rolling terrain, that there is pretty nuts, looks awesome.
Posted 11 years ago2012-06-29 23:25:16 UTC Post #307533
I'm actually a fan of skewing brushes myself. It's what Valve did for rock formations. Worked pretty gud for them.
Posted 11 years ago2012-06-29 23:31:23 UTC Post #307534
Blitz, this is almost identical to that technique, but it's more efficient. Daubster wrote a tutorial about it right here.
Archie ArchieGoodbye Moonmen
Posted 11 years ago2012-06-29 23:37:43 UTC Post #307535
Oh, nice! I must've missed it since I had switched to source before then, that's a nice tut.
Posted 11 years ago2012-06-30 02:18:35 UTC Post #307536
Jeez Archie i thought those were displacements! Hands down, that is got the be the best GoldSrc terrian in history :o
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2012-06-30 04:50:39 UTC Post #307537
Oh man, i hated doing those types of displacments so much.

I did a shortcut and just used proper on a source displacment then converted the model for gldscr
Posted 11 years ago2012-06-30 05:31:19 UTC Post #307538
That terrain is...wow. Mother of polygons.
Taylor TaylorJohn Romero's Bitch
Posted 11 years ago2012-06-30 10:02:37 UTC Post #307539
No offence, but that terrain is not the best I've seen. It just looks like some displacement where some noise was applied. Sure, the manual work has to be appreciated, but you can obviously see the pattern, there's no real variation.

Btw, is it possible to achieve this with Penguiboy's Twister?
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2012-06-30 10:03:39 UTC Post #307540
@Striker: Twister will convert a VMF with displacements into tetrahedron terrain. The results are extremely untested and you'll have to align the textures manually too.
Penguinboy PenguinboyHaha, I died again!
Posted 11 years ago2012-06-30 10:23:18 UTC Post #307541
I'm not sure what you mean by "no real variation", but regardless - for the purpose it doesn't matter if you can see patterns in the wide shot, it's never seen in-game. This is all you'll ever see of the map in The Core:
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Also, of course I won't take offence at you saying it's not the best you've seen, haha! I know it's not, I'm only showing it because I'm impressed that the engine compiled it without errors, not because I'm impressed with the map!
Archie ArchieGoodbye Moonmen
Posted 11 years ago2012-06-30 10:33:39 UTC Post #307542
Oh man, that's a whole bunch of tetrahedrons. Oh, the horrid flash backs of all vertex manipulations I've done are coming back. VIS-grouping in hammer is a must because trying to select the right nodes is always hard.

Good job, looks awesome!
Posted 11 years ago2012-06-30 11:04:47 UTC Post #307543
Ah, well, seeing what you're putting it to use... I retract my criticism. The panels look rather nice! You can't do that type of lighting anymore in Source...
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2012-06-30 11:17:42 UTC Post #307544
I said what the purpose of the map was in the original post! :P
Archie ArchieGoodbye Moonmen
Posted 11 years ago2012-06-30 11:44:49 UTC Post #307545
Wait, you said that? *rubbing my eyes
Oh well. But hey, I still don't understand why did you put such massive effort for 2 panels that showcase a minor part of the terrain. You're going to make more panels than those 2, right?
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2012-06-30 20:46:55 UTC Post #307547
So that whole thing was made to screenshot and use for a custom texture? That's hardcore. That's some real effort right there.
Posted 11 years ago2012-07-01 06:16:23 UTC Post #307548
i think u should change color of the photo or something
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Posted 11 years ago2012-07-01 06:59:51 UTC Post #307551
I bet he put zero effort..
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