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 12 years ago2012-09-10 21:09:37 UTC Post #309766
Does anyone know how to solve the problem of func_tracktrains always stopping slightly offset?
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Only seems to happen when going backwards - i've tried setting the path_track to stop the train and teleport it to that path_track, but it's not working too well.
Instant Mix Instant MixTitle commitment issues
Posted 12 years ago2012-09-11 02:00:19 UTC Post #309768
I have not the slightest idea of what I am looking at in that screenshot.
Posted 12 years ago2012-09-11 07:29:09 UTC Post #309769
My thoughts exactly Stu, my thoughts exactly.
Skals SkalsLevel Designer
Posted 12 years ago2012-09-11 08:16:19 UTC Post #309770
It's obviously some sort of door...like a tram door and you can see the blue line which is where the gap is. Anyway no idea why it'd do that but I'm pretty sure trains in HL2 are still kind of buggy. What about covering it up by adding an extruded bottom section so that it always covers it.
Habboi HabboiSticky White Love Glue
Posted 12 years ago2012-09-11 09:57:03 UTC Post #309771
After a few hours trying to get my materials into the darn bsp file with bspzip I gave up, I'm just going to hand them out to everyone :<
Skals SkalsLevel Designer
Posted 12 years ago2012-09-11 10:01:18 UTC Post #309772
When the workshop comes out it probably wont matter. If it's anything like Portal 2 it'll install it all for you so I wouldn't worry too much about it. Regardless the people on steam forums said they use pakrat though I couldn't get it to work with the playtest BSP I sent you.
Habboi HabboiSticky White Love Glue
Posted 12 years ago2012-09-11 13:52:11 UTC Post #309775
Hey so, incase anyone is interested (I know Habboi might be), I asked for help on adding detail to my map, and I did exactly that!

This is kind of what the area looked like at first:
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Then I took in advice to make custom textures, I made custom wall textures and grass, this is what that looked like:
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I still wanted more detail, so I added more props, and made a blend texture between a concrete pavement and the same grass, also tried CC:
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However I thought it was still lacking something, and that was atmosphere, I was using a bad sky, the lighting was meh, it wasn't that great, so then I made this:
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The end result.
I changed the sky and lighting, added fog, and put more detail into the surrounding areas.
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I think I did one hell of a job considering it was pretty much my first Source map (although I did make some really bad ones 3 years ago maybe? That doesn't count!) and my first time experimenting with all these new features :)
Skals SkalsLevel Designer
Posted 12 years ago2012-09-11 14:01:17 UTC Post #309776
Cheers habboi, nice to know somebody has problem solving skills. I'm not entirely sure how i'm going to solve it but a shit-tonne of trial and error will probably be required.
Instant Mix Instant MixTitle commitment issues
Posted 12 years ago2012-09-11 14:25:51 UTC Post #309777
Very nice Skals. That's more professional than your last set of pictures. my crits are to displace the paths so they are dipped downwards slightly giving it more of a 3D look than just painted on.

I would also maybe add more grass models scattered around the level. GO has some decent grass models, some for edges, others for just slapping in the middle.

Lastly it might be nice to have some vehicles or something to suggest how the teams got there in the first place. Oh yeah and I'm still thinking you should destroy those far away trees with something more detailed...but I think what's damaging it is also the distance. It's obvious where the map ends and you can easily make a 3D skybox to further extend the view and create the illusion of a bigger world.

edit, one last thing: In this pic: http://img88.imageshack.us/img88/7699/2012091100006.jpg

displace the grass so it's not flat where the buildings touch it. In other words just raise some of the displacements where the buildings meet it to just break up the flatness. It could also be the scale of the grass but it looks quite big, I dunno if scaling will fuck up your alpha painting but it might help just lowering it a litle more.
Habboi HabboiSticky White Love Glue
Posted 12 years ago2012-09-11 14:31:36 UTC Post #309778
Thanks Habboi! and I don't think you quite comprehend where the skybox begins :D

http://img189.imageshack.us/img189/2311/2012091100015.jpg
See that 1 floor building and trash heep? that's part of the skybox, and so are those trees and all the mountains. I can't make them more detailed since they are skybox models, very low detail :P

The skybox pretty much seamlessly blends into the map.
Skals SkalsLevel Designer
Posted 12 years ago2012-09-11 15:05:30 UTC Post #309779
Well it fooled me. Can't even see the seam.

But really it's the part to the right in that screenshot that bugs me. I'm assuming the players can see out those windows on the left? If so then they'll see the hill on the right where it ends against the grey sky. You see what I'm getting at? Even if you put some tiny tiny buildings in the distance, at least then it'll break the boundary feeling.

Keep in mind I'm just basing my thoughts on your screens. I don't know what's walkable or what is really visible to the player.

I drew a picture to put the idea across better anyway. Take it however you feel. Just ideas really.

http://upload.habboi.co.uk/crit1.jpg
http://upload.habboi.co.uk/crit2.jpg

Anyway keep at it. You've shown what you can do to push it and already it looks tons better. You can do more!
Habboi HabboiSticky White Love Glue
Posted 12 years ago2012-09-11 15:53:53 UTC Post #309780
Heh those are some good ideas, but I can't add stuff such as power lines and lights because this building, it's an abandoned soviet time apartment building, basically as the soviet armies went from location to location, they would build apartments like this, for short stay, but they left a lot of them unfinished, that's what it's based on. It was never taken to the point where it had electricity or water pipes or anything of the kind, so it wouldn't have any lights... and I'm basing the map in Europe in an area that has almost no mountains, I actually tried to make it as flat as possible but that led to the landscape just cutting off :D

...and where you placed the car, that's the skybox :D

I already released the map: http://gamebanana.com/csgo/maps/168954
but I'll make some more changes just for the sake of learning. I'll take up your advice and make a larger landscape in the skybox visible further.

Edit: Oh and it's a deathrun map, so no cover, and the players jump around the insides of the buildings till they reach the top... so that kinda makes it worse since they can see out in the open from the roof :D
Skals SkalsLevel Designer
Posted 12 years ago2012-09-11 17:53:38 UTC Post #309781
I think it's looking great. The only bit that kind of irks me is in this picture:
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Being unfinished, the edge of that wall on the right is too straight and neat and tidy. I'd break it up a bit, or recede it a bit, or deform it a bit, or all three.
Posted 12 years ago2012-09-11 19:24:05 UTC Post #309782
You sure have an eye for detail, DiscoStu.

These scenes are looking really nice, although I'm not a fan of urban mapping.

Do the birch tree props come by default in CS:GO?
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-09-11 19:38:31 UTC Post #309783
I believe they're from L4D since Valve ported a lot of content over to CS:GO or maybe they built around it.
Habboi HabboiSticky White Love Glue
Posted 12 years ago2012-09-11 20:20:50 UTC Post #309784
Thanks guys!
I'm not sure about the trees, most of the content is new, however there is some stuff from hl2, but it's an independent game, and being that, it doesn't share it's content with any other game, it only contains the models and materials that they ported over from the other games.

Also, 'tis a good idea Stu, There are a lot of edges like that in my map, might put a little displacement over each just for extra detail.
Skals SkalsLevel Designer
Posted 12 years ago2012-09-11 22:03:56 UTC Post #309785
Yeah if you break it up a bit, with some debris and junk inside it'll be looking awesome.
Posted 12 years ago2012-09-12 09:24:56 UTC Post #309787
Reminds me of Chernobyl, actually.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 12 years ago2012-09-12 11:06:16 UTC Post #309788
Hehe yeah the theme is very similar. DiscoStu I took up your advice and remade the building, I followed the reference images I had more thoroughly and made the building more detailed.
Skals SkalsLevel Designer
Posted 12 years ago2012-09-12 16:29:41 UTC Post #309789
Great! Can't wait to see.
Posted 12 years ago2012-09-12 18:48:32 UTC Post #309790
That's some massive progress Skals, looking forward to see further progress :)
Taylor TaylorJohn Romero's Bitch
Posted 12 years ago2012-09-14 11:31:31 UTC Post #309813
Skals, since you're experimenting with CS:GO mapping, do you know how to run the map "developer" style? Because even if those commands are applied, and whatever I do, it still starts a standard match when opening the map.

Also, do you people have problems with shaded textured polygons not showing up in hammer? (for me, only simply textured works). Also, any occasional crashes or black windows?
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-09-14 12:16:19 UTC Post #309818
I know a few launch options, you can try putting -dev and -tools in the launch options, the game will open in a much more developer friendly way, and you'll be able to use tools such as Colour correction. Also putting +sv_cheats and +developer 1 in there can save some time too :)

...and an easy way to solve your problem is; you can type bot_kick as your map launches in the console, right before you join the match yourself, and there will be no bots and no warm up etc.
Skals SkalsLevel Designer
Posted 12 years ago2012-09-14 15:45:44 UTC Post #309822
Well, the bot_kick command seems to be working. Thanks.

[EDIT] Well, it seems that it works only when it wants. The blurring of the screen stays blocked at times, and it's annoying.
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-09-14 17:05:08 UTC Post #309823
ah, for my pc it never lags up, just as soon as you join the game and it says auto joining in 5 4 3 2 1 etc... then just open the console and do bot_kick.

Edit:
So here is what them soviet buildings look like now, I improved the interior.
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As you can see there is some difference between the previous model:
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Skals SkalsLevel Designer
Posted 12 years ago2012-09-16 10:46:26 UTC Post #309852
it looks like the place where i use to live xD
Posted 12 years ago2012-09-16 12:41:09 UTC Post #309855
I always loved the CCCP jungle
Posted 12 years ago2012-09-19 05:54:03 UTC Post #309938
Hi boys.

Need your input on a new map I made.

Please be aware that it is a concept and not really detailed.

Download it here
Posted 12 years ago2012-09-19 10:40:03 UTC Post #309944
I haven't downloaded it but I reckon the following would be a good start.
  • Add lighting.
  • Better textures.
  • Re-import (or redo completely) the Nissan Silvia.
  • Better effect for the implosion of the buildings.
  • More details like lamp posts, semaphores, road markings, etc.
I am aware that this is the list you wrote yourself. Basically, I don't quite understand why you're asking for input when you already know what needs doing to it. Keep working on it and maybe ask for feedback a little further down the line. :P

It's a de map, based in a city. While it's not overly original its a working formula so just keep going with it.
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2012-09-20 11:42:23 UTC Post #309956
Some more progress on the map. I recently finished this area which is bomb a and I need to fix some glitches etc etc and then I can move on to the lesser areas and finally FINALLY get some real lighting in it cause right now it's using some freaky sun that casts "purple" around everything it touches. Really weird.
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Habboi HabboiSticky White Love Glue
Posted 12 years ago2012-09-20 12:11:23 UTC Post #309957
Needs more boshi.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-09-20 12:14:55 UTC Post #309958
I think that can be arranged. cough radio
Habboi HabboiSticky White Love Glue
Posted 12 years ago2012-09-21 07:38:03 UTC Post #309959
fuck habboi that looks top class.

very nice.
Trapt Traptlegend
Posted 12 years ago2012-09-21 08:34:25 UTC Post #309960
Lookin' pretty good there Habboi.

I don't mean to nit-pick, but something caught my eye that doesn't quite look right aesthetically/structurally. It's all those pipes; they all seem to span a large distance without having anything supporting them. You can definitely see it in the last two pictures.

Pipes that run along the ceiling like that typically either have some sort of scaffolding, for larger/heavier diameter pipes, or "simply" supported by a drop-down cross-beam every "x" feet.

Something like this for those red pipes: Link

And maybe something a bit heavier-duty for those large gray ones in the bomb site.

It'll also help to break up the monotony of the ceiling on that bottom-right picture.
  • Nef
Posted 12 years ago2012-09-21 09:55:51 UTC Post #309962
Thanks Trapt, I've come a long way since de_boshi eh?

And useful crits Nef. I did work on a sort of pipe support for the red ones based on a screenshot from Black Mesa. I only placed in a few because I had to work on more important parts of the map but I will probably re-examine how pipes are supported.

http://puu.sh/17aY3

And as for the bottom right you're probably right. I didn't actually notice it because it's not a place you stand in very often.

I might have to think about adding supports there or maybe sky windows. I'll look at my ref folder for ideas but thanks for giving me a fresh insight. The only one who crits it is my mapping partner and I think his involvement makes him also blind to mistakes and stuff.
Habboi HabboiSticky White Love Glue
Posted 12 years ago2012-09-21 17:20:58 UTC Post #309967
Very nice Habboi! It looks like professional standard work!
I myself have had no time recently to play around with hammer, have to do Maya and C++ for Uni, actually on that subject, I guess I'll make some models for Source whilst I'm messing around with Maya.
Skals SkalsLevel Designer
Posted 12 years ago2012-09-22 05:53:24 UTC Post #309974
is there a free version of MAYA or something?
Posted 12 years ago2012-09-22 09:01:12 UTC Post #309976
Yes, for students.
Skals SkalsLevel Designer
Posted 12 years ago2012-09-22 16:13:22 UTC Post #309977
What are the cons and pros of using a 3D modelling program when comparing Blender, 3DsMax or Maya? I'm quite interested in how some of these commercial programs(besides Blender) offer free versions to students, since I'm also starting college. Also, what kind of other programs have free versions for students?
Sorry for the off-topic.
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-09-22 16:59:31 UTC Post #309979
Does the Uni/College provide the soft or do you have to get it youreself ?
rufee rufeeSledge fanboy
Posted 12 years ago2012-09-22 17:12:46 UTC Post #309980
I don't know. Haven't started college, and I was just curious to learn about these things.
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-09-22 19:41:15 UTC Post #309985
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Yep another deathrun map >_>

Half-Life DeathMatch map
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Posted 12 years ago2012-09-22 20:06:33 UTC Post #309987
About the blender maya topic: 3ds/maya are a billion times better than what you get for free, although most of that is features that if you are not a advanced modeller wont use anyway. I think Blender is sh*t, launched it, played with it, then never used it again, but that's just my opinion. For me its really down to the feel of the interface and how close it is to hammer, 3ds looks ok, but to get what you want you have to use a strange menu to apply a modification to an object. Softimage (XSI if youre old) fits my needs perfectly, an easy to work with interface, not overloaded with useless features. Never tried Maya though, wonder how that goes. Anyway i don't do much modelling. Just thoughts about some of the options.
rufee rufeeSledge fanboy
Posted 12 years ago2012-09-28 17:48:36 UTC Post #310124
De_octogon starting to take it's final form...

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Although I'm pretty much hitting the epoly limit, I still feel that the main octogonal square is a bit empty. Any ideas to how to make it more detailed?
Taylor TaylorJohn Romero's Bitch
Posted 12 years ago2012-09-28 17:50:46 UTC Post #310126
That. Is fucking beautiful.
What fantastic tone!
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-09-28 18:54:27 UTC Post #310128
beautiful map!
Posted 12 years ago2012-09-28 19:44:59 UTC Post #310129
Wow that is spectacular! As for how you could add more detail to the square, you could place trashbin models at the top of the stairs down to the subway I assume it is. You could also add bikeracks, that could be as simple as one brush with an transparent texture of vertical bars. Maybe some flowers or more decorative foliage in those tree planters. Maybe a postal box on the sidewalk somewhere? I really think it looks pretty detailed as it is but those are the first things to come to mind.
Posted 12 years ago2012-09-29 01:54:30 UTC Post #310132
Gorgeous as it is, I hope to fuck that is not going to be your sky texture.
Jessie JessieTrans Rights <3
Posted 12 years ago2012-09-29 06:46:20 UTC Post #310134
Thanks for the love guys! :)

@Blitz: Great ideas, thanks a lot! I've already had some flowers in the tree planters, but the texture sucked and altogether looked awful. Those are nice alternatives, I'll be sure to include them.

@Scotch: Yup, definitely gonna change that. That, and some ambient sounds.
Taylor TaylorJohn Romero's Bitch
Posted 12 years ago2012-09-30 18:53:24 UTC Post #310162
Working on some jailbreak maps for a server or two.

Made this WIP in no more than an hour.
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Dimbeak DimbeakRotten Bastard
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