WiP in WiP, post your screenshots!

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Really refreshing to see an actual pit of Cheetos dust on a map.
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,325
1,866
Really refreshing to see an actual pit of Cheetos dust on a map.

If any more is needed, I'll gladly offer some of mine. That shit's covering the walls up in 'ere.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,699
2,581
Makes me miss GoldSrc's displacement-animation feature that it would use for the surfaces of liquids. Nowadays you're stuck making custom animated models, and those can't be lightmapped.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Oh god yes please. I never understood why displacements couldn't be animated in Source. Hell, the Half Life 2 Source demo had animated displacements in the first room you'd enter. I mean, if you remove the feature from the game due to story/gameplay reasons that's fine, but there's no reason to remove it entirely from the engine (unless it caused severe performance related things which quite frankly aren't an issue nowadays)

In terms of liquid animations we took a step backwards, from animated displacements to animated normal maps. Sure, have all the reflections/refractions in Source, but that's the only thing Source's water has going for it compared to GoldSrc.
 

Izotope

Sourcerer
aa
May 13, 2013
698
764
if you remove the feature from the game due to story/gameplay reasons that's fine, but there's no reason to remove it entirely from the engine
My thoughts on most entities from Half-Life 2.
Also vehicles.
 
May 25, 2015
390
307
Makes me miss GoldSrc's displacement-animation feature that it would use for the surfaces of liquids. Nowadays you're stuck making custom animated models, and those can't be lightmapped.
Well, GoldSrc's water usually isn't lightmapped either. The engine doesn't support lightmaps on transparent brushes.
 

Crash

func_nerd
aa
Mar 1, 2010
3,339
5,517
Oh god yes please. I never understood why displacements couldn't be animated in Source. Hell, the Half Life 2 Source demo had animated displacements in the first room you'd enter. I mean, if you remove the feature from the game due to story/gameplay reasons that's fine, but there's no reason to remove it entirely from the engine (unless it caused severe performance related things which quite frankly aren't an issue nowadays)

In terms of liquid animations we took a step backwards, from animated displacements to animated normal maps. Sure, have all the reflections/refractions in Source, but that's the only thing Source's water has going for it compared to GoldSrc.
I'm willing to bet it was more a collision issue than anything. They did those deformations in front of the player and then they walked out onto it.
 

norfolk

aa
Jan 18, 2014
209
362
t8cYdFC.jpg


Let's go shopping! (Also yes, I forgot to add lights to that corridor, good thing it's a wip)
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,699
2,581
(also for the record yes I know the water in GoldSrc wasn't displacements, per se, because GoldSrc doesn't even have displacements in the standard sense; I have no idea what GoldSrc water actually looks like in Hammer, probably just a flat surface that gets broken up and animated automatically in-engine)
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
2Fort?

Oooooh, from the original TF2 concept. I get it.
 

Flower_Shop_Guy

♪ -- ♫ -- ♪
aa
Mar 10, 2015
200
494
(also for the record yes I know the water in GoldSrc wasn't displacements, per se, because GoldSrc doesn't even have displacements in the standard sense; I have no idea what GoldSrc water actually looks like in Hammer, probably just a flat surface that gets broken up and animated automatically in-engine)

dC1kqSx.jpg

Animated WAD texture.

2Fort?

Oooooh, from the original TF2 concept. I get it.

Yeah, from HL2 Leaked beta.

sNE1s3o.jpg
 

heyyou

L4: Comfortable Member
Aug 19, 2009
193
124
I'm moving along on my geyser dinobone map (further than I thought I would get). I almost have stage one (two points) ready for testing but have a lot of cleaning up to do. Shortening the name to just pl_geyser.

Stage 1-1:
7B105DA682F8D40FC6E26EB753BF793898AEDDE0

2CEEC7D09F064C3C317C3E70105CB1F599C00595

FD76EC938B017C1FE24E833182C92E827136BAE2

Work by Jukebox so far on the dino-head (he is working on all custom dinobones - currently placeholder with white brushes featured in pictures):
0dew9aji5qfn.png

Littleboots is also tinkering with Geysers for me.

Stage 1-2:
04BF04E95C0C836D19D55A53421B8E543D8587E1
 
Last edited:

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,325
1,866
I quickly whipped up this "Anti-Bully" sign, to be an alternative to Norfolk's one, because if you don't like how someone did something, do it yourself.

VeJmHQd.png


Do you guys have any suggestions on how I can improve this?
 
Jul 26, 2015
697
822
...paided?

Also "The one of you mercenaries" sounds weird. And I think the hand should be a little more faded, or lower contrast; it clashes with the words a bit.
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,325
1,866
...paided?

Also "The one of you mercenaries" sounds weird. And I think the hand should be a little more faded, or lower contrast; it clashes with the words a bit.
Also, that should be "its" not "it's", which is a contraction.

Thanks for the feedback. I'm very tired, so I'm sorry if I spelled anything wrong.
 

RodionJenga

L5: Dapper Member
Oct 24, 2015
236
256
"Beatings will continue until the allegations of bullying stop"
-Saxton Hale

The government has mandated that "this workplace does not allow harrassment." Got it? Good, now get back to work, you ugly, half-wit sorry excuses for mercenaries!
-Saxton Hale

Do you guys have any suggestions on how I can improve this?
 
Nov 2, 2010
356
1,050
more koth_cinder detailing. tactical screenshot strike inbound.

2DDCC2A75DD19F41FB5524A9690DF4D4563C579C


DBD101215AA2376FED1225C88B5002743A40A331


ventsventsvents

5E50015750BB66820BCDC63099FF9462994ACBFD


tunnel. yes I know it's too dark

D4D89660FAD2D750BFD6CF2D57A3E461498F7731


C44F6184956FF2F944D7CD02A5D5341453276608


and last but not least, the all-import coal chute for speedy escapes

17EEFB06A97AB84089B7C498BE4E773C90C89B6E


2644B7A0706CC862D5042B527D3CF14BF090A7D8


Again, none of this lighting is final