WiP in WiP, post your screenshots!

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
nothing to see here...

Animation2.gif
That's not nothing, that's a white question mark in a blue square.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
nothing to see here...

Animation2.gif

What happens if players are standing on that when it goes down? Animated collisions can be a little twitchy and janky in TF2.

Also, your image doesn't show up unless you use "view image" so people might be confused and think I'm making a joke, heh.
 

Moonrat

nothing left
aa
Jul 30, 2014
932
585
My second ever proper venture into 3D skybox creation went strangely okay...

2ZfTor6.jpg

JE0z4wb.jpg


Not sure why the clouds look like shit, blame my graphics settings.
Wish I had half that talent when I made my Skyboxes. I avoid them because they end up being absolute calamities. Some of my Skyboxes are right on the edge of infringing on Geneva Conventions....
 

Muddy

Muddy
aa
Sep 5, 2014
2,581
4,597
Wish I had half that talent when I made my Skyboxes. I avoid them because they end up being absolute calamities. Some of my Skyboxes are right on the edge of infringing on Geneva Conventions....
To be fair 90% of this skybox was modelled after Granary :p
 
Nov 13, 2015
138
512
Good shit. I love the stone edge detail. A few small nitpicks, though - the level of contrast in the stone (stone face vs. edges between stones) is a lot higher than the contrast in the wood texture right above it, which looks a little inconsistent. I'd either reduce the contrast in the stone, or increase the contrast in the wood.

I'd also extend the wood out in this doorway to cover the entire face. The inner faces of a doorway are almost always covered entirely by a doorframe in order to cover up any ugly construction methods, or simply left exposed.

There's also a small alignment issue.


Lowered the contrast in the stones and swapped some wood textures, also added some light and some new props, feels better :)

B60A9955D778EE52A24B6E762762AFE69B02BF71


A4375588BE8E3055983836C1B7C55576F2E435A8
 
Oct 6, 2008
1,965
450
Woah, for a moment I thought your payload HUD uses hazard stripes


Sorry I haven't been on the forums for awhile but you can put those stripes on the HUD if you like.
 
D

Digaag Wa Riz

No sound effects or jet ski models yet. Also I don't want players to carry the intelligence outside of a boat but I don't want the water to kill them. I'll figure that out later.
 

Lain

lobotomy success story
aa
Jan 8, 2015
723
757
I finally broke the curse. After 2 hours in development, i hope it will have been worth the weight.

c60b490279.jpg
 

Jusa

aa
May 28, 2013
380
620
DEC2386E1204E77461D5DAB5A00FFF7E1FD05078


I also want a special snowflake ;-;

Ramjam is now Jinglejam. And it has booby trapped presents. Because whats a better way to make sure mercs don't open their gifts early than a few kilos of explosives?

Combined the modified present models by Tyler with the tf_generic_bomb with a neat little confetti explosion.

Edit: also thanks Crash for the tutorial on generic_bomb!
 
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Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
DEC2386E1204E77461D5DAB5A00FFF7E1FD05078


I also want a special snowflake ;-;

Ramjam is now Jinglejam. And it has booby trapped presents. Because whats a better way to make sure mercs don't open their gifts early than a few kilos of explosives?

Combined the modified present models by Tyler with the tf_generic_bomb with a neat little confetti explosion.
Nice.

Changed mid on Snowville. Christmas tree is now the main point.
dGNdqje.jpg
 

SSX

aa
Feb 2, 2014
392
411
I present to you, Heatwave: The Remak-uh...ing? Remaking. Ya, we're going with that.

Anyway, here's a shitty WIP screenshot from Hammer of the first point recreation:

dg67xNt.png

T8qF90c.png

rQNxywO.png