I don't know who if anyone would remember me seeing as I haven't logged in since half a decade ago... But I'm more than a little impressed this thread from 2004 is still going. Nice to see all of you people I remember still have this community going.
WIP in WIP, post your level screenshots!
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Quote from Minos
Started a new side project this weekend, still super bland and repetitive but already getting the vibe I want with this

[Blocked Image: http://thiagoklafke.com/misc/temp/industrial_hightech_udk_01.jpg]
How's this going? I really get a Battlefield 2142 feel off it actually.
Quote from slickyI don't know who if anyone would remember me seeing as I haven't logged in since half a decade ago... But I'm more than a little impressed this thread from 2004 is still going. Nice to see all of you people I remember still have this community going.
Great to see you again, yeah it is amazing this thread has been going on for so long. So much great stuff if you go back through the pages.

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Did some more work this weekend actually, still experimenting with shapes/textures etc...
[Blocked Image: http://thiagoklafke.com/misc/temp/industrial_hightech_udk_03.jpg]
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how the hell you find some free time to work on your won projects ?
any ways, looks good so far
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Which game / tech is that, Minos, and where do the textures come from? At first I thought the entire structure was a model, but in the full size screenshot it does look like BSP with nice textures/normalmaps on.
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Its unreal. I recognise the doors.
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You recognise the doors over the hulking great big Gears character?

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Unreal Tournament character no?
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Oh I dunno they're all just brown and shit..
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It's UDK, I'm making all the textures and modular meshes myself except of course for the character (that's just a shitty placeholder to check out the scale. Will see if I can find a better dummy human model later).
All the textures are 100% hand painted and the normals made in nDo. I want to see how far I can take this without using photos (will probably end up using a few photos just for subtle overlays here an there though). The diffuse maps are all WIP, still need to add a lot of small details for scale.
Here's a quick mockup of the door diffuse, the brightness is all screwed up but I'm still trying to get used to how UDK handles textures:
[Blocked Image: http://thiagoklafke.com/misc/temp/door_01.jpg]
Progress is gonna take forever though since I never really have time to work long sessions on this

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Interesting. So none of that building is BSP? It's all modular meshes? Ha. It seemed so BSP like to me. It's hard to tell sometimes.
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Nifty, but dont texture that trim with the hazard stripe, it looks too busy.
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Some Textures i created the last 24 hours
Not final but atleast ingame ( the white line/corner is just a little bug by taking picture
)[Blocked Image: http://imageshack.us/a/img823/9321/texturtest10004.jpg]
[Blocked Image: http://imageshack.us/a/img29/2788/texturtest10003.jpg]
[Blocked Image: http://imageshack.us/a/img13/2664/texturtest10001.jpg]
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[Blocked Image: http://imageshack.us/a/img717/1593/texturtest10002.jpg]
Oh and another test shoot
http://img141.imageshack.us/img141/4...rtest10006.jpg
Halflife 1 ;D
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Mapping for HL2: ep2 and stuff
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[Blocked Image: http://i.imgur.com/30DLi.jpg]
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cool start Minos

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Quote from Miigga
Mapping for HL2: ep2 and stuff
[Blocked Image: http://filesmelt.com/dl/aa_tempnamed30002.jpg]
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hey Miigga, welcome man
but your links are dead 
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Reuploaded the images to a different image hosting site and edited my post. Should work now.
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Posted bits of this earlier on the steam forum; finally managed to find a few hours again over the past weeks to continue on it. It's a port of the 'Destroyed Village' deathmatch map from Medal of Honor: Allied Asault (2002) to the Source engine. Mainly to improve my Hammer skills after 8 years of inactivity in the field, but I'll aim for a release to CS:GO (and maybe DoD:Source later cause it fits the theme better) at some point.
Heavily WiP with fast compile;
[Blocked Image: http://i46.tinypic.com/qs32wj.jpg]
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