WiP in WiP, post your screenshots!

Discussion in 'Mapping Questions & Discussion' started by Arhurt, Aug 28, 2008.

  1. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    sinclare4.jpg sinclair5.jpg sinclairestate2.png sinclare3.png
     

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  2. n8five484

    n8five484 L5: Dapper Member

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  3. Maid

    aa Maid Maid Café Owner

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    Got the A point area of my payload map to a proper state! Orange blocks are currently placeholders for doors to different areas
    upload_2019-8-28_23-33-54.png upload_2019-8-28_23-34-2.png upload_2019-8-28_23-34-7.png upload_2019-8-28_23-34-12.png
     
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  4. Krazy

    Krazy L2: Junior Member

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    upload_2019-9-3_11-5-31.png
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    Working on new car model.
     
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  5. trees

    trees L2: Junior Member

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  6. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

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  7. cow tools

    cow tools L1: Registered

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    rough first draft of a neutral ctf map's midpoint, i plan on making the whole map's "flow" kind of a very vertically squished "v" shape
    [​IMG]
     
  8. FGD5

    aa FGD5

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    I've been slowly working on some more vehicle models

    upload_2019-9-18_21-17-8.png

    Emphasis on the word slowly
     
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  9. Krazy

    Krazy L2: Junior Member

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    upload_2019-9-29_15-45-8.png
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    Another almost finished model!
     
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  10. A Bucket

    A Bucket L5: Dapper Member

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    Helltrain might be 3d this year>>>?????????
    upload_2019-10-1_3-28-51.png
    and not ctf
     
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  11. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

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    By golly he dun did it. exported map geometry and textures to blender. the mad lad
     
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  12. A Bucket

    A Bucket L5: Dapper Member

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    New version of helltrain almost done!
    It's a new gamemode called "capture the points" >:]

    unknown.png 20191003213510_1.jpg unknown3.png
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  13. Vel0city

    aa Vel0city func_fish

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    mmmmmmm the shadow from that bridge :)
     
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  14. Crowbar

    aa Crowbar Live demonstration of the hairy ball theorem

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    upload_2019-10-12_23-16-37.png
    I and a friend have been writing a game engine from scratch (except openGL/SDL2) since late August and it's pretty cool. The architecture draws heavy inspiration from the Source engine, with simplification of all aspects to reduce the amount of bullshit (and the toll on our sanity).

    The above picture is just it rendering a model of mine which is half a year old, but behind that model is a proper entity. The entity system utilizes C++ runtime polymorphism and a preprocessor trick to register entities automatically. Here, the entity "prop" derives from the base, specifies its own model and material, and renders them. The entities are read from the map file, which is a text file that specifies their key-value pairs. Some may be left out, and the entity implementation has the opportunity to set defaults.

    Materials also have their suck stripped - they just specify which GLSL shaders they use, and then key-value pairs such as diffuse red.tga. The GLSL shader will then specify a uniform sampler2D map_diffuse and be able to use that sampler to access the pixels loaded from the texture red.tga. I'm super proud of this system.

    Resources, e.g. textures, materials, shaders, and models, are cached by their name so the engine doesn't load the same thing twice if different things reference them.

    Also, it obviously can't be shown with a screenshot, but all interaction with the engine is done via text commands, which are each mapped to their handlers. A handler gets the array of arguments and a flag for whether it was a press or release (no distiction between "usual commands" and "press/release commands" as in Source -- all of them can be pressed or released). Keys are bound to commands (yes, there's a command for that, and the engine runs the script at startup). Also, it's designed in such a way that when you're just pressing buttons in runtime, no text operation or copying goes on - the keys are mapped to the efficient representation.

    Sorry for a barely related image and a wall of text, but again, I'm super proud of all of this, and wanted to share it. You can observe it on GitHub I guess, but we do treat that repo as a personal one, which it is. (I do with the master branch what my heart desires.) Also, it doesn't have the model or textures.
     
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  15. A Bucket

    A Bucket L5: Dapper Member

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    Going to have a play test next week-ish for ctp_helltrain! Its like a mixture of player destruction and ctf and deathmatch. Kills result in points for your team instantly, and the first team to 400 wins. The intel can steal points like on asteroid [up to 100] to make infiltration incorporated into deathmatch. The layout got cleaned up to make navigation easier but it will probably change some more. 3E546E91-D7B0-42EC-A0EA-9CC44B353D6A.jpeg
     
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  16. SnakedSnack

    SnakedSnack L1: Registered

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    A final part of level on my payload map, finally textured the whole thing. It remains only to make a background on the entire map, which is a ton of work, and to think through everything in more detail, rethink on some points.
    20191016021021_1.jpg 20191016021153_1.jpg 20191016021246_1.jpg 20191016021451_1.jpg 20191016021507_1.jpg
     
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  17. Krazy

    Krazy L2: Junior Member

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    upload_2019-10-20_20-5-33.png
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  18. Spipper

    aa Spipper Former cheese man Gorgonzola

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    Making some (slow) progress on this map.
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  19. Crowbar

    aa Crowbar Live demonstration of the hairy ball theorem

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    upload_2019-11-22_0-56-29.png
    What's up! It's been a month and I think we've got a working solution for visibility determination in our game engine. What you see here will remind most mappers of the contents of a portalfile, but it's hardly that: it's an octree, which subdivides more where there are many polygons, and less in emptier areas. It has a very simple and intuitive implementation, easy to get up and working. But I love the other spatial data structures I have been learning about, such as R-trees, and the usage of space-filling curves. You can get really clever if you want.

    Anyway, this follows the philosophy that props are for things that are common and same, such as a street lamp or railing, and unique geometry should belong to the actual world. *But* the world geometry can and should be modelled just like the props are, with no additional limitations, and rendered in the same way - visually, you shouldn't be able to tell the difference, as you easily can in Source.

    The map would define certain "occlusion planes". These resemble Source's world brushes in that they block visibility. But rather than serving as an input for a total precalculation, they are instead rendered into a depth buffer for the tree to test against (don't enter the branches whose cuboids are occluded entirely).

    So you can actually see what's going on in the scene. Yes, I acknowledge the fact that most things fall behind Hammer when it comes to actually making maps...
    upload_2019-11-22_1-9-0.png
    Also please warn me if you think the relevance is insufficient...
     
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  20. HolySnickerPuffs

    aa HolySnickerPuffs

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    Haven't worked on a map since the semester started, so I wanted to do something small to get back into the flow. I decided to recreate one of the posts from the Architectural References thread.

    20191206134623_1.jpg

    Only been at it for an hour. Not very far yet, but I'm further along then I thought I'd be.
     
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