WiP in WiP, post your screenshots!

Dec 2, 2012
49
138
I've barely posted on this site, so here's a bunch of wips I've made over the years.

Spoilers so I don't flood the page with images

2013
14B557A3903AE8218602359EE048ACF6D8EDE7B0

2014

B8E712A6097BBAF8D0C122B6EEA774E8A718D563

67042E014B645152EF3A318880573ED368806E2D


CA3D935BFD03CD9046196F7DA73483ACAE6955E1


AF319074E38F2529C7E861E7DEF36349DDC22848

4289D3CDCBFA13697E93522E420DE21C764C8917

2015

B4AC56BAD6D7314356CAFE02280F930C8D6268A8

929EAF1EB28E090B97DB366792644B67DD3E8A4E


C3EA47ED21D00DE9E8B50ABC4643B4109409C84D

AD03815AA23DBF108422641C54DDAF9EA304B64E


8E151B4FC109719BFBF76F69016006D49578DB25

9438B6D0924F9B274BFD0915F700192B92DD4B95

2016

3DDD76ED95865E78537716EF9186C9F59B8663CE

ECA7978DF2A014D0FDEB3A659515EA69BFC5AE28


FJo2CA3.jpg
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
I've barely posted on this site, so here's a bunch of wips I've made over the years.

Spoilers so I don't flood the page with images

2013
14B557A3903AE8218602359EE048ACF6D8EDE7B0

2014

B8E712A6097BBAF8D0C122B6EEA774E8A718D563

67042E014B645152EF3A318880573ED368806E2D


CA3D935BFD03CD9046196F7DA73483ACAE6955E1


AF319074E38F2529C7E861E7DEF36349DDC22848

4289D3CDCBFA13697E93522E420DE21C764C8917

2015

B4AC56BAD6D7314356CAFE02280F930C8D6268A8

929EAF1EB28E090B97DB366792644B67DD3E8A4E


C3EA47ED21D00DE9E8B50ABC4643B4109409C84D

AD03815AA23DBF108422641C54DDAF9EA304B64E


8E151B4FC109719BFBF76F69016006D49578DB25

9438B6D0924F9B274BFD0915F700192B92DD4B95

2016

3DDD76ED95865E78537716EF9186C9F59B8663CE

ECA7978DF2A014D0FDEB3A659515EA69BFC5AE28


FJo2CA3.jpg
Those 2016 images...

I wanna run around that.
 

Idolon

they/them
aa
Feb 7, 2008
2,123
6,137

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
I have a hard time telling what's in the foreground and what's in the background. Fine detail and/or a more diverse color palette could help.

Most games that do analogous color schemes like this well will often have the diffuse textures be "correct" colors and then smother it in the more limited color scheme with post-processing. This is a painting and not a screenshot, but I think it gets the idea across.

I agree, but I would think that the parallax from moving around the scene would help distinguish areas at least a bit?

btw Bak I think you've coming across something fantastic. Can't wait to see more.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
New light settings and skybox used:
2016-02-15_00003.jpg

2016-02-15_00004.jpg


The light settings are currently a bit off (as currently thats the unmodified badlands settings). But the fog at least matches partialy (screenshot 2 has matching fog) and the brightness became more acceptable to the eyes of many people. Hopefully i can make the map match the light setting of the skybox a bit more. Especialy the fog on the pyramid currently doesnt match the skybox.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
And valve thought they did a good job at pyrovision... Yours is far more extreme
You call that Pyrovision alone?

Mate, that's Pyrovision combined with LSD and pure ethanol.

On-topic: who needs color correction when you can do this?

Also, @Crash how do you feel about someone practically destroying your lovely Glassworks?

reminds me of my previous experimentations

cp_orange_x30002.jpg

cp_orange_x30001.jpg

cp_orange_x30000.jpg

the things we do when we get bored...

And I thought you couldn't make cp_orangex3 even worse...

Finally, @Geit what exactly did you do in the bsp to make it all wonky 'n stuff?
 

Geit

💜 I probably broke it 💜
aa
May 28, 2009
598
1,161
reminds me of my previous experimentations

the things we do when we get bored...

Looks like we had the exact same thought order, except I don't think I'm going to bother making a painting app out of it. :p

I was tempted to dump them out as texture atlases though, just to see what it'd look like.

Finally, @Geit what exactly did you do in the bsp to make it all wonky 'n stuff?

4UJ0Yj.png

If you don't read code: Iterate over every face in the BSP, assign it a random colour then assign that colour to each of the lightmap samples used by that face.
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,721
1,985
seriously tho, more people should mess around with bsp, it may look impossible to decipher at first but it's reasonably documented and you can do a lot of crazy stuff once you're in there. This is how we can get tools like compilepal's paking.

at some point I was thinking about implementing a curve editor and achieve some sort of static/lightmap based color correction but eh, I don't think it would be that useful. I'd have to look into vertex lighting also
 

Badhamknibbs | trade.tf

L1: Registered
Jan 19, 2016
1
8
Baby's first TF2 map, I like space so I decided to make a space MvM map. Mostly lacking buildings & details, if only Valve would hurry up and make stuff for asteroid to be usable...
2016-02-16_00001.jpg

2016-02-16_00003.jpg

2016-02-16_00002.jpg

2016-02-16_00004.jpg
 

Attachments

  • 2016-02-16_00001.jpg
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Geit

💜 I probably broke it 💜
aa
May 28, 2009
598
1,161
So I extracted all the lightmaps from Glassworks and stitched them together, it doesn't look as great as I would've liked because it completely ignores the physical layout of the map)

(warning this image is 16000px wide)

http://geit.uk/uploads/lightmap.png
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
Geit, do you know the world space coords of each luxel? You could do a smooth rainbow of colours across the map if you did...
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,317
2,759
itd be cool if you could get the worldspace coords and use them with heatmap data to show the heatmaps visually inside the map
 

Geit

💜 I probably broke it 💜
aa
May 28, 2009
598
1,161
Geit, do you know the world space coords of each luxel? You could do a smooth rainbow of colours across the map if you did...

I think I can extract it: if I'm understanding the documentation correctly each face has a texinfo_t (Texture info) which contains a lightmapVecs[2][4] member, which contains the xyz location and the x/y spacing between each sample, perhaps? Fubar might know more.

I'll do some playing at some point.

itd be cool if you could get the worldspace coords and use them with heatmap data to show the heatmaps visually inside the map

Part of the reason for doing these experiments is because part of my dissertation is to draw a BSP using WebGL, so I'm actually hoping to have real 3D heatmap "clouds" overlaid over a smoothshaded version of the map.

Overlaying them in the actual map itself though is a really interesting idea that I might have to keep in mind.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
2016_02_16_00001.jpg

2016_02_16_00002.jpg

2016_02_16_00003.jpg


I think I'm starting to like this theming... it's somewhere between Yukon and Frontier... imma keep it
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,721
1,985
I think I can extract it: if I'm understanding the documentation correctly each face has a texinfo_t (Texture info) which contains a lightmapVecs[2][4] member, which contains the xyz location and the x/y spacing between each sample, perhaps? Fubar might know more.
yep that sounds right, we don't have the exact coords for luxels but we can calculate them for sure, displacements would be dreadful tho.