WiP in WiP, post your screenshots!

n8five484

L5: Dapper Member
Nov 17, 2016
207
204
I accomplished something I'm proud. It's just mid but still it looks good.

koth_limelight_a10001.jpg
 

Asd417

Sample Text
aa
Mar 20, 2016
1,461
1,035
I found this image on the internet,
364.jpg


And now it is being converted
캡처.PNG

This is the project I'll probably push since it has some interesting geometries, unlike any other maps I worked on which have 0% deviation of height.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
its very simple; the basics are tf2 hammer and source2 hammer, everything is build in 256 unit blocks in tf2 hammer, in this case it really does not have anything to do with the prop creation, since units in source2 is the same as tf2 hammer, source 2 hammer is free and comes with destinations or dota2, it does not matter which you use,

source2 hammer is a very intuitive mesh builder, very similar to maya etc, but superior in its ability to import vmf, which makes it ideal to create set piece props since it translates 1:1 into old hammer, if you are familiar with maya etc this might not be necessary since you can export ref geometry directly from hammer but I find source2 hammer to be way faster for doing easy things like what I've made, and if you are familiar with old hammer you will get up to speed easily,

when you have created the ref mesh (or final version) you export it as a fbx, since tf2 does not have ssao you probably want to bake it, I use mental ray in maya,
the best way to export props from maya is with the MESA shelf, which is free and super easy to install, some people prefer other applications, whatever 3d application that can import a fbx and export it to smd should work,

-create the geometry in source2
-export it as a fbx (or obj)
-import the file into a application that can export to smd
-fix the uvs
-update the pivot (to make sense, like in the corner of the mesh, make sure its snapped to grid)
-export to smd

I havent started texturing the models, but I will probably use quixel and photoshop, or just photoshop and a wacom, some people prefer other applications, you don't need to bake ao in maya - some prefer xnormal etc, or no ao at all,

all collision is also made in hammer, then you can easily alight it with the grid and keeping the complexity down, while saving yourself the joyful work of clipping a entire level, I was skeptical at first, but it seems to work pretty good,

overall this is a veeeeeery experimental workflow, but so far it seems decent, I get to spend more time in hammer and less time elsewhere, exporting models is boring, I found it good to make 'em in 5-10 batches,...then you never really get tired, but keep the motivation of testing them out in-game,
right now I got around 30 props which have taken me ~8 hours to make, but they are very simple and low poly, still need to fix some vertex faces, make the textures etc,

hope it helps,
Using Source 2 to build for Source 1.

That's a new one.

You should make some sort of tutorial on it on this forum.
 
Last edited:

Crowbar

aa
Dec 19, 2015
1,455
1,298
Like, "you made us a new engine? pfff lemme use its superior editor to still develop for this old crap"
 

SC PL

local shitposter
aa
Jun 25, 2015
378
407
Done some small detailing on koth_waterock_72 about what I'm gonna do here

20161211032544_1.jpg

20161211032602_1.jpg


I just though to remove earlier spawnrooms and create new ones, because earlier spawnrooms was bad (Having only one door and also too dark) and they were placed too close to main capture point

About the main capture point I decided to remove that crane platform, cause it was destroying gameplay. And also I removed the water below the capture point and I gonna change the rooftop. Also on this building I gonna work a bit later

20161211032629_1.jpg


And that's how do map looks like now

20161211032753_1.jpg


Other things that I fixed on the map
  • Lighting
  • Skybox trees
  • Removed visible nodraw
  • Changed shadows from blue to gray
  • Removed light entities on exit signs
  • Some minor details
Other stuff I gonna change on the map
  • Minor changes on the lighting
  • Cubemaps
  • Skybox pylon wires
  • Change gamemode from koth to 3CP
  • Alpha and Geometry coloring of the skybox terrain
  • Probably gonna completely change the main capture point too
Also fix the train to don't make it move horizontally?

EDIT No.5: I wonder how much time I gonna edit this post
 

n8five484

L5: Dapper Member
Nov 17, 2016
207
204
Done some small detailing on koth_waterock_72 about what I'm gonna do here

20161211032544_1.jpg

20161211032602_1.jpg


I just though to remove earlier spawnrooms and create new ones, because earlier spawnrooms was bad (Having only one door and also too dark) and they were placed too close to main capture point

About the main capture point I decided to remove that crane platform, cause it was destroying gameplay. And also I removed the water below the capture point and I gonna change the rooftop. Also on this building I gonna work a bit later

20161211032629_1.jpg


And that's how do map looks like now

20161211032753_1.jpg


Other things that I fixed on the map
  • Lighting
  • Skybox trees
  • Removed visible nodraw
  • Changed shadows from blue to gray
  • Removed light entities on exit signs
  • Some minor details
Other stuff I gonna change on the map
  • Minor changes on the lighting
  • Cubemaps
  • Skybox pylon wires
  • Change gamemode from koth to 3CP
  • Alpha and Geometry coloring of the skybox terrain
  • Probably gonna completely change the main capture point too
Also fix the train to don't make it move horizontally?

EDIT No.5: I wonder how much time I gonna edit this post
bby it's back. I remember looking at this map and seeing how awful it was last year during the 72 hour contest.
 

Moonfixer

L5: Dapper Member
Aug 23, 2014
229
81
This is a new map I am working on. It is a very early alpha, just wanted to test an idea I had been tossing around in my head.

LUiWqKth.jpg
4Qnj4wFh.jpg
 

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»FF« Wanderer | Engie

L1: Registered
Nov 27, 2015
32
7
its very simple; the basics are tf2 hammer and source2 hammer, everything is build in 256 unit blocks in tf2 hammer, in this case it really does not have anything to do with the prop creation, since units in source2 is the same as tf2 hammer, source 2 hammer is free and comes with destinations or dota2, it does not matter which you use,

source2 hammer is a very intuitive mesh builder, very similar to maya etc, but superior in its ability to import vmf, which makes it ideal to create set piece props since it translates 1:1 into old hammer, if you are familiar with maya etc this might not be necessary since you can export ref geometry directly from hammer but I find source2 hammer to be way faster for doing easy things like what I've made, and if you are familiar with old hammer you will get up to speed easily,

when you have created the ref mesh (or final version) you export it as a fbx, since tf2 does not have ssao you probably want to bake it, I use mental ray in maya,
the best way to export props from maya is with the MESA shelf, which is free and super easy to install, some people prefer other applications, whatever 3d application that can import a fbx and export it to smd should work,

-create the geometry in source2
-export it as a fbx (or obj)
-import the file into a application that can export to smd
-fix the uvs
-update the pivot (to make sense, like in the corner of the mesh, make sure its snapped to grid)
-export to smd

I havent started texturing the models, but I will probably use quixel and photoshop, or just photoshop and a wacom, some people prefer other applications, you don't need to bake ao in maya - some prefer xnormal etc, or no ao at all,

all collision is also made in hammer, then you can easily alight it with the grid and keeping the complexity down, while saving yourself the joyful work of clipping a entire level, I was skeptical at first, but it seems to work pretty good,

overall this is a veeeeeery experimental workflow, but so far it seems decent, I get to spend more time in hammer and less time elsewhere, exporting models is boring, I found it good to make 'em in 5-10 batches,...then you never really get tired, but keep the motivation of testing them out in-game,
right now I got around 30 props which have taken me ~8 hours to make, but they are very simple and low poly, still need to fix some vertex faces, make the textures etc,

hope it helps,
Please make a tutorial!
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
I don't even know how to launch Source2 Hammer without going through the Dota 2 SDK which launches the actual game in the background for some ungodly reason.
 
Nov 13, 2015
138
512
Using Source 2 to build for Source 1.

That's a new one.

You should make some sort of tutorial on it on this forum.

havent done a tutorial for what feels like eons, will make one when I get some spare time :)

I don't even know how to launch Source2 Hammer without going through the Dota 2 SDK which launches the actual game in the background for some ungodly reason.

ye, both dota2 and destinations sdk launch the game client in the background, I know its very different from "old" source, but after a while you get used to it, easiest way to launch hammer is from the asset browser
 

Asd417

Sample Text
aa
Mar 20, 2016
1,461
1,035
I found this image on the internet,
364.jpg


And now it is being converted
캡처.PNG

This is the project I'll probably push since it has some interesting geometries, unlike any other maps I worked on which have 0% deviation of height.

More work done. Now it is all up to my creativity.
CTKhVI3.png
 

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
working on this for a while to help me get into the industry, i think it looks nice...and depressing...and misterios...
20161214172647_2.jpg
20161214172811_1.jpg

no it is not leaking.
 

Atlusia

Designer of a bygone era
aa
Dec 13, 2014
269
455
working on this for a while to help me get into the industry, i think it looks nice...and depressing...and misterios...
20161214172647_2.jpg
20161214172811_1.jpg

no it is not leaking.
the fog is an interesting design to the feel and I like the lighting of the consoles in the first pic not bad on my standards!
 
Nov 13, 2015
138
512
monday wip on a wednesday,

did a playtest of dewm the other night - thanks to everyone in the imp, after carefully analyzing the demo...I decided to do a few small updates:

added a second chance for all the players that fell in the death pit - now you get a second chance by trying to reach the teleporter in the middle; on a not-enough-narrow path, or you will slowly burn to death in the lava pit (if you manage to reach the goal you will be teleported back to your base)
818866DE156BDB82CDBC89C7F38C320ABADAB006

the safest death-pit in the world (it doesnt look very cool now, but it will be pimped into something worthy of doom, I was thinking of making the narrow-path into a skeletal spine and the middle part will be the ribcage, an on each side of the room there would be a demonic skull looking down towards you, while lava is flowing down on both sides...tbd)

also started to work on the 3d skybox:
978AA3272CB146EE9963906B566A78D774763ABE

squint your eyes, blue n red tools texture indicates the outside are of each teams spawn, the map takes place in between; surface of mars, redish tints and blowing sand

this is the view from outside red spawn:
662D01CEF09D3E8C1468E01BFA9239BDDB9E8C54


this is the view from outside blue spawn:
AB286CA929C804206E8663400898452B7EA845FC

the plan is to break up the horizon silhouette with a few buildings and replace the soothing skybox with something more doomish doooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooom

also:
- added tonemap
- removed full health
- changed water texture
- clipped windows

dl a4 here

also preparing for a prop update:

tile c alternative wall, ventilation hatch top and light at hte bottom, middle part is some type of smothering insolation colored either red or blu, 2 x panels is 256 units
55B6B5913086671FCE325B40821F1B4A75CE8C75


staircase_a, 256x256x128
FF0675F455D3C132ACCA27CE8D2A73FB690D298E


tile _c floor and ceiling + fat floor wires, grate is brush and can be swapped with glass or metal texture
16CA51E37110C9E0836574527AB769BE79CC517A


tile c_corner, grate and chicken fence are brushes, can be swapped with something else, wall ao needs to be rebaked without pipes - I think to looks way to dark and draws attention to something non relevant in the level, bottom pipes are also weirdly lit,
E1A115D8BAD0CC237541CE7F2870715F3E54BD3B


the hydraulic support system is essential to stabilizes the pressure changes in the garage, somebody told me it looked like a ribcage - dats true
8954B34A1F864E849E04000D10B79D6F7CF04AA6

this is the least played room in the map, players spawn on the far away platform, and will exit through a door on either side of the room, unless you are hiding as a looser you wont spend much time here, was hoping to glut in some extra polys and pimp it out with a decent surface-rover-vehicle and make the spawnroom more explorable
 
Last edited:

Yrr

An Actual Deer
aa
Sep 20, 2015
1,317
2,759
the model density there is suuuper neat, everything looks pretty cool
 

Etasus

L420: High Member
Jul 24, 2016
463
251
monday wip on a wednesday,

did a playtest of dewm the other night - thanks to everyone in the imp, after carefully analyzing the demo...I decided to do a few small updates:

added a second chance for all the players that fell in the death pit - now you get a second chance by trying to reach the teleporter in the middle; on a not-enough-narrow path, or you will slowly burn to death in the lava pit (if you manage to reach the goal you will be teleported back to your base)
818866DE156BDB82CDBC89C7F38C320ABADAB006

the safest death-pit in the world (it doesnt look very cool now, but it will be pimped into something worthy of doom, I was thinking of making the narrow-path into a skeletal spine and the middle part will be the ribcage, an on each side of the room there would be a demonic skull looking down towards you, while lava is flowing down on both sides...tbd)

also started to work on the 3d skybox:
978AA3272CB146EE9963906B566A78D774763ABE

squint your eyes, blue n red tools texture indicates the outside are of each teams spawn, the map takes place in between; surface of mars, redish tints and blowing sand

this is the view from outside red spawn:
662D01CEF09D3E8C1468E01BFA9239BDDB9E8C54


this is the view from outside blue spawn:
AB286CA929C804206E8663400898452B7EA845FC

the plan is to break up the horizon silhouette with a few buildings and replace the soothing skybox with something more doomish doooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooom

also:
- added tonemap
- removed full health
- changed water texture
- clipped windows

dl a4 here

also preparing for a prop update:

tile c alternative wall, ventilation hatch top and light at hte bottom, middle part is some type of smothering insolation colored either red or blu, 2 x panels is 256 units
55B6B5913086671FCE325B40821F1B4A75CE8C75


staircase_a, 256x256x128
FF0675F455D3C132ACCA27CE8D2A73FB690D298E


tile _c floor and ceiling + fat floor wires, grate is brush and can be swapped with glass or metal texture
16CA51E37110C9E0836574527AB769BE79CC517A


tile c_corner, grate and chicken fence are brushes, can be swapped with something else, wall ao needs to be rebaked without pipes - I think to looks way to dark and draws attention to something non relevant in the level, bottom pipes are also weirdly lit,
E1A115D8BAD0CC237541CE7F2870715F3E54BD3B


the hydraulic support system is essential to stabilizes the pressure changes in the garage, somebody told me it looked like a ribcage - dats true
8954B34A1F864E849E04000D10B79D6F7CF04AA6

this is the least played room in the map, players spawn on the far away platform, and will exit through a door on either side of the room, unless you are hiding as a looser you wont spend much time here, was hoping to glut in some extra polys and pimp it out with a decent surface-rover-vehicle and make the spawnroom more explorable
Teach me... I can't detail...
 

Diva Dan

hello!
aa
Mar 20, 2016
1,034
1,954
monday wip on a wednesday,

did a playtest of dewm the other night - thanks to everyone in the imp, after carefully analyzing the demo...I decided to do a few small updates:

added a second chance for all the players that fell in the death pit - now you get a second chance by trying to reach the teleporter in the middle; on a not-enough-narrow path, or you will slowly burn to death in the lava pit (if you manage to reach the goal you will be teleported back to your base)
818866DE156BDB82CDBC89C7F38C320ABADAB006

the safest death-pit in the world (it doesnt look very cool now, but it will be pimped into something worthy of doom, I was thinking of making the narrow-path into a skeletal spine and the middle part will be the ribcage, an on each side of the room there would be a demonic skull looking down towards you, while lava is flowing down on both sides...tbd)

also started to work on the 3d skybox:
978AA3272CB146EE9963906B566A78D774763ABE

squint your eyes, blue n red tools texture indicates the outside are of each teams spawn, the map takes place in between; surface of mars, redish tints and blowing sand

this is the view from outside red spawn:
662D01CEF09D3E8C1468E01BFA9239BDDB9E8C54


this is the view from outside blue spawn:
AB286CA929C804206E8663400898452B7EA845FC

the plan is to break up the horizon silhouette with a few buildings and replace the soothing skybox with something more doomish doooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooom

also:
- added tonemap
- removed full health
- changed water texture
- clipped windows

dl a4 here

also preparing for a prop update:

tile c alternative wall, ventilation hatch top and light at hte bottom, middle part is some type of smothering insolation colored either red or blu, 2 x panels is 256 units
55B6B5913086671FCE325B40821F1B4A75CE8C75


staircase_a, 256x256x128
FF0675F455D3C132ACCA27CE8D2A73FB690D298E


tile _c floor and ceiling + fat floor wires, grate is brush and can be swapped with glass or metal texture
16CA51E37110C9E0836574527AB769BE79CC517A


tile c_corner, grate and chicken fence are brushes, can be swapped with something else, wall ao needs to be rebaked without pipes - I think to looks way to dark and draws attention to something non relevant in the level, bottom pipes are also weirdly lit,
E1A115D8BAD0CC237541CE7F2870715F3E54BD3B


the hydraulic support system is essential to stabilizes the pressure changes in the garage, somebody told me it looked like a ribcage - dats true
8954B34A1F864E849E04000D10B79D6F7CF04AA6

this is the least played room in the map, players spawn on the far away platform, and will exit through a door on either side of the room, unless you are hiding as a looser you wont spend much time here, was hoping to glut in some extra polys and pimp it out with a decent surface-rover-vehicle and make the spawnroom more explorable


All of this is super incredible, you deserve more praise! No exaggeration. Can't wait to see it lit with colors and to hear all of the machines whirring. I can imagine it now- and it's gorgeous.