Post your screenshots! WIP thread Created 12 years ago2007-12-16 00:58:58 UTC by doodle doodle

Created 12 years ago2007-12-16 00:58:58 UTC by doodle doodle

Posted 2 months ago2020-09-07 05:47:01 UTC Post #344700
Thanks, Its taken awhile to get to there! considering how broke CZDZ is in some regards. But its something :)

Again, I love all the stuff you've worked on with your mod base! It looks so neat!
The renderer is certainly a massive discovery! you should be super proud! I cant wait until the next update!
Posted 2 months ago2020-09-07 12:43:06 UTC Post #344701
"The renderer is certainly a massive discovery! you should be super proud! I cant wait until the next update!"
I'm super duper proud already, as with all my work so far.

It's not much of a discovery TBH. People have done it multiple times in the past, they just didn't share too much stuff around. I primarily wanted to do the experiment when I saw this old video again:
In fact, I once saw a Vulkan renderer from the same guy in 2017. There were screenshots on the old Valve Developer Union Discord, but that place is gone now. IIRC engine updates broke some things so he stopped working on it.

The thing is, however, a lot of these renderers from scratch tend to never get released, and most of them that do are mostly renderer additions, not rewrites. The most significant releases I can think of are Trinity Renderer, Paranoia's renderer (in the Paranoia Toolkit) and MetaRenderer. But they all have flaws. Paranoia's renderer is slow and sometimes buggy IIRC, MetaRenderer can get you a VACation due to its usage of a hacked opengl32.dll etc.

So, I thought it'd be a good time to plant the seed of a fast, safe & public renderer rewrite. The best part about this IMO is that it doesn't use any extra DLLs, and it doesn't do anything yet that would trip VAC. We'll see about it in 5 years lol.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 months ago2020-09-07 18:33:31 UTC Post #344702
In addition to the above-described renders, there are also

Sister Renderer - metahook
cgeffect-opengl32, metahook
Metahook -MetaSystem - In progress
However, there is nothing to cheat
The mentioned relate engine looks the best of all the renderings
A few years ago I managed to get in touch with the author of this mod, but unfortunately I was unable to convince him to make the engine code public

ps the ACG module also has its render but I have never been interested in it
Posted 2 months ago2020-09-08 03:05:12 UTC Post #344703
Posted 2 months ago2020-09-19 16:12:11 UTC Post #344723
I'm working towards the first (beta) release of MESS. Currently working on some example maps:
Other examples are about using macro_insert entities to easily reuse a monster warp effect, or using a macro_fill entity to fill a pool with leeches, or using macro_brush entities to create fences and railings that do not block bullets (without having to manually cover them with clip brushes). I think I'll make a rat-hunt example map as well, to demonstrate the power of recursive templates.

The only things left to do now are writing additional documentation and fixing a few issues here and there. Almost there! :)
Posted 2 months ago2020-09-20 11:23:35 UTC Post #344726
Spawning models in 007 NightfireSpawning models in 007 Nightfire
I've been doing some playing around in 007 Nightfire:
It doesn't have VGUI though which is a shame.
Posted 2 months ago2020-09-20 14:35:55 UTC Post #344732
Fog... or fumes?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 months ago2020-09-20 14:56:05 UTC Post #344733
Update on c1m1!
We have leaves boisWe have leaves bois
Posted 2 months ago2020-09-25 07:34:02 UTC Post #344737
That is some really solid work Plan, good job.
Posted 2 months ago2020-09-29 05:14:09 UTC Post #344741
Another update:
Action ver.
Stealth ver.
Posted 1 month ago2020-10-01 04:57:55 UTC Post #344742
hi everyone, i'm new here! i recently got back into cs 1.6 mapping after 12 years off. i'm working on a gungame map called gg_twinmotels, it's about 60-70% finished. it's inspired by mid century modern architecture, a hotel i stayed in once called Tuve, and hiroshi nagai paintings. here are some screenshots:
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i hope to set up a playtest at some point and i welcome any feedback!
Posted 1 month ago2020-10-01 09:46:45 UTC Post #344743
Nice and welcome back. :3
Are you using ZHLT map compilers? Lots of stuff has changed in the last 12 years.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 month ago2020-10-01 14:48:39 UTC Post #344744
thanks! it's really refreshing to use a tool with a single purpose again, now that we live in the unity/unreal/godot era.

i'm using vluzacn's tools v34, through nem's batch compiler. i also saw seedee's tools but it doesn't seem like i need any of the extra features for my current map, so i'll try them next time. are there any settings i should know about that nem's batch compiler doesn't expose?
Posted 1 month ago2020-10-01 17:18:48 UTC Post #344745
Seedee's tools basically introduce a new tooltexture and fix the portal files.
Hammer, J.A.C.K., Sledge, basically any editor out there, refuse to open .prt files due to the way VHLT generates them. Seedee's tools basically fix that AFAIK. (so do my tools, but I won't mention those any time soon ;) )
Portal boundariesPortal boundaries
Nem's batch compiler should expose everything you need to do with VHLT for now. There are maybe some features that it doesn't expose, but they're rarely used anyway.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 month ago2020-10-06 11:31:47 UTC Post #344752
Lemme just drop a slight thingy here ;) all using CZ assets to make an actual character.
Oh, Poster for a custom kitbash and re-rigOh, Poster for a custom kitbash and re-rig
Posted 1 month ago2020-10-11 17:12:27 UTC Post #344758
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My classmates have been waiting for basically 3 years at this point LOL
I will probably make a few new big textures to cover larger areas, and release some sorta preview.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 month ago2020-10-11 18:43:14 UTC Post #344759
I feel like you've been working on this map for as long as you've been alive
Archie ArchieGoodbye Moonmen
Posted 1 month ago2020-10-11 19:02:57 UTC Post #344760
In reality, I just worked on it sporadically throughout the last 3 years, which is basically how I work on any large map. Lol
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 month ago2020-10-13 17:00:05 UTC Post #344766
Made very little progress on my Sven Co-op campaign lately (because of my free time becoming an increasingly sporadic resource), but I'm pretty proud of the "ceiling" I managed to come up with, even though it took me more than an afternoon:
ceiling WIPceiling WIP
Posted 1 month ago2020-10-13 17:37:54 UTC Post #344767
Looking good. :D
UrbaNebula UrbaNebulaGoldSourcerer
Posted 1 month ago2020-10-14 14:05:23 UTC Post #344772
Hi Admer, got the same effect in ZWC using smoke sprites. :)
Posted 1 month ago2020-10-14 19:36:28 UTC Post #344773
I mean, I used to do it with smoke sprites too. It's just that smoke sprites are, well, entities. They use edicts, and you can't have too many of them. :|
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 month ago2020-10-17 13:27:30 UTC Post #344777
Time to show some dumb screenshots from my even dumber ioquake3 fork.
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Since school started, I decided to start working on a little engine project for next year's Bosnian gamedev competition. It's gonna be a heavily modified Quake 3 engine that shares some of its ideas and philosophy with GoldSRC and CryEngine. What that actually means will be explained some other day.

So... what is this? A blue dynamic light entity? No. It only looks like it. I'll explain what's going on. Simply put, the engine is managing two entity systems at once.

The engine was originally written in C, and as such, the concept of entity classes isn't achieved via classes themselves. It still does it the way Quake and Quake 2 did it, by using structs and function pointers. Nothing wrong with the approach, depending on the scale of the game.
For example:
void func_breakable_pain( gentity_t* self, gentity_t* attacker, int damage )
    if ( self->health - damage <= 0 )
        // Gib me
        GibEntity( self, 0 );
        // Remove entity from world
        G_FreeEntity( self );

void func_breakable_use( gentity_t* self, gentity_t* other, gentity_t* activator )
    // Damage itself when triggered
    func_breakable_pain( self, activator, self->health );

void SP_func_breakable( gentity_t* self )
    G_SpawnInt( "health", "50", &self->health );
    G_SpawnString( "model", 0, &self->model );

    trap_SetBrushModel( self, self->model );

    // Link entity into world
    trap_LinkEntity( self );
    self->takedamage = 1;
    self->pain = func_breakable_pain;
    self->use = func_breakable_use;
I'm not satisfied with that though. To get what satisfies me, it'd take much more work to modify the existing system, than to make a new one from scratch. So the latter is exactly what I'm doing.

This is how it'd approximately be in the new system:
class FuncBreakable : public BaseQuakeEntity
    void Spawn() override
        health = spawnArgs->GetInt( "health", 50 );
        takeDamage = DamageTypes::All;

    void Use( IEntity* activator, IEntity* caller, UseType useType, float value ) override
        Pain( activator, health );

    void Pain( IEntity* attacker, int damage ) override
        if ( health - damage <= 0 )
            SpawnGibs( GetOrigin(), 20, "models/somegibs.md3" );
            MarkForRemoval(); // next tick, this entity is gone

    const int GetEntityFlags() override
        return EntityFlags::SolidBrushEntity | EntityFlags::Static; // will automatically set up a brush model, movement type and solidity

    int health{ 0 };
This is just there to get you the basic idea. There's a ton of other stuff I've had in mind for this project.

The blue light is there instead of a visible brush entity, because I didn't finish the networking code. The netcode treats the entity from the new system as if it were one from the legacy system, so it ends up writing the data entirely wrongly, and the client, of course, interprets it wrongly. It's a miracle that it didn't crash the game LOL

Other than that, I'm messing with it just so I can get an excuse to use TrenchBroom instead of J.A.C.K. (even though J.A.C.K. also supports Q3)
I'm loving it so far!
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Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 week ago2020-11-20 13:11:31 UTC Post #344903
Hi! I've been mapping for Source/GoldSrc since 2009 but haven't shown my face here yet. I've got some Goldsrc bits I've been working on to show though!
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I finished my first full-sized project this Halloween in the form of a story based Gmod map. These days I'm more oriented on art/design and music work, but I wanted to have something to put out after years of learning the craft:
Posted 1 week ago2020-11-20 13:15:05 UTC Post #344904
I remember those two first screenshots from a ModDB video or something. owo
Nice work!
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 week ago2020-11-20 13:24:23 UTC Post #344905
Yeah! I had plans to build a mod a while ago, but I ran out of steam for it. This might be the video!
Posted 1 week ago2020-11-20 13:58:16 UTC Post #344907
Oh yes, that is the video indeed. Very cool stuff.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 days ago2020-11-27 22:41:51 UTC Post #344960
Hi there!

Long term lurker on TWHL so thought I'd finally post something! I've been modding/mapping Half-Life since my teens but only recently got back into it as something to occupy me during lockdown this year. Below are a few images from my mod 'Crossfire' that, in all honesty, was never intended to be a playable mod, but now seems to have taken over my free time! I'm about 8 maps deep at the moment, I might make a ModDB page in the future, but for now, enjoy some screengrabs :)
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Posted 2 days ago2020-11-28 10:49:23 UTC Post #344961
That's looking good. Nightwatch textures always give great brushwork a little extra kick.

@sirdownloadsalot: That brushwork and the gameplay looks great, but something about the lighting looks off. It's all a little one-note. It looks to use a single colour overall and there isn't a lot of variety and barely any shadows. Talking to a couple of mappers about the shots last night and it could be that you're compiling RAD with too many bounces or there are just too many light sources that are the same colour?

I hate to dwell on the negatives, but literally everything else in those shots and that footage look fantastic!
UrbaNebula UrbaNebulaGoldSourcerer
Posted 9 hours ago2020-11-30 13:56:34 UTC Post #344979
@UrbaNebula You're right! It might just be a lack of colour contrast, a lot of the lighting was too dark looking back on it now too. If I go back to these maps I'll have to experiment with the colours. As for the RAD compiling, I didn't adjust any settings so they should be default. But thank you!!
Posted 3 hours ago2020-11-30 19:43:17 UTC Post #344982
A bare and generic but cozy hallway because i keep deleting everything i make 1 week later.
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