
Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Nov 1, 2015 01:59 PM
Msg. 211 of 367
Quote: --- Original message by: 1bobsam1Quote: --- Original message by: SS FlankerIs the USP ripped or custom? That is the Modern Warfare 2 USP. The fp origin does ring a bell.
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1bobsam1
Joined: Mar 18, 2010
I win. You lose.
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Posted: Nov 1, 2015 02:52 PM
Msg. 212 of 367
Quote: --- Original message by: SS FlankerThe fp origin does ring a bell. I could tell by just looking at the model. Edited by 1bobsam1 on Nov 1, 2015 at 03:05 PM
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Nov 1, 2015 03:28 PM
Msg. 213 of 367
The washed out grey gives it a Walking Dead feel. Pretty cool :D
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Nov 1, 2015 04:06 PM
Msg. 214 of 367
Could you apply some more Van Dyke brown to those trees?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Nov 1, 2015 04:42 PM
Msg. 215 of 367
The USP model is from Modern Warfare 2, the animations are custom made by ImBrokeRU.
@Dalode, Yeah I may do that, the trees are mostly placeholders while I create variant models so that they won't all be the same trees.
Also, does anyone know of a good place to find some good tileable textures? As you can all probably imagine, I require lots of urban type textures to apply to the buildings that I make. While I do model everything myself, it'd be nearly impossible for me to texture all of the buildings myself. Edited by Jesse on Nov 1, 2015 at 04:48 PM
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Kinnet
Joined: Dec 27, 2013
why are we still here? just to suffer?
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Posted: Nov 1, 2015 05:12 PM
Msg. 216 of 367
Quote: --- Original message by: Jesse
The USP model is from Modern Warfare 2, the animations are custom made by ImBrokeRU.
@Dalode, Yeah I may do that, the trees are mostly placeholders while I create variant models so that they won't all be the same trees.
Also, does anyone know of a good place to find some good tileable textures? As you can all probably imagine, I require lots of urban type textures to apply to the buildings that I make. While I do model everything myself, it'd be nearly impossible for me to texture all of the buildings myself. Edited by Jesse on Nov 1, 2015 at 04:48 PM what about the CS:GO textures, im pretty sure you can find them on the game files.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Nov 1, 2015 05:30 PM
Msg. 217 of 367
a lot of CSGO's textures look pretty meh and unentertaining quite frankly.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Nov 1, 2015 05:39 PM
Msg. 218 of 367
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Nov 1, 2015 11:56 PM
Msg. 219 of 367
I fixed up one of the buildings today. Before (as of yesterday): After (today): A total of two texture plates were used for the detail stuff: Note that I still have to add a few odds and ends, such as the door locks on the green and black gate, and various other junk (which will also appear on the texture plate).
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Nov 2, 2015 03:59 AM
Msg. 220 of 367
Looks gr8 m8.
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BKTiel
Joined: Mar 18, 2014
strong independent bird needs no cage
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Posted: Nov 2, 2015 04:44 AM
Msg. 221 of 367
terrific!
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Nov 4, 2015 05:56 PM
Msg. 222 of 367
I got the stuff in-game. The signs aren't finished yet, I'm still wondering what could go there. There is certainly more to come. EDIT: Y'all bitches don't post. Progress! Edited by Jesse on Nov 8, 2015 at 02:30 AM
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Nov 9, 2015 03:03 AM
Msg. 223 of 367
Damn that looks nice.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Nov 9, 2015 03:43 PM
Msg. 224 of 367
Heyy I remember that mega tactical shotgun lmao Question: Are you UVW unwrapping everything?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Nov 14, 2015 12:54 AM
Msg. 225 of 367
Quote: --- Original message by: Spartan314 Heyy I remember that mega tactical shotgun lmao Question: Are you UVW unwrapping everything? Yes, I'm modeling pretty much everything related to the BSP, so I have to unwrap it all to mostly pre-existing textures, though I do have to modify most to be what I want. I started work on some of the shaders and blending stuff: Just the bricks right now.
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PopeAK49
Joined: Dec 18, 2013
I'm a living, breathing sentient tank!
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Posted: Nov 14, 2015 02:31 AM
Msg. 226 of 367
Holy crap, that blending.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Dec 1, 2015 09:32 PM
Msg. 227 of 367
Neat. Now I learned render to texture and it's quite fun to use! The top image is the result of a render to texture image for one of my buildings, the second image is the original with about 5 different textures. Here is the texture plate (I know it's horribly unoptimized for space, but deal with that for now.) I probably won't be using this for the player area buildings, but LOD houses and buildings will use only one texture, so yeah.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Dec 2, 2015 09:36 AM
Msg. 228 of 367
I still wants blockbusters. Plze.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Dec 17, 2015 12:58 AM
Msg. 229 of 367
Quote: --- Original message by: Super Flanker I still wants blockbusters. Plze. Will do :) I made this progress pic a long time ago but I never uploaded it until now: Edited by Jesse on Dec 17, 2015 at 02:06 AM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Dec 17, 2015 06:21 AM
Msg. 230 of 367
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RadWolfie
Joined: Dec 24, 2013
Programmer
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Posted: Dec 17, 2015 12:53 PM
Msg. 231 of 367
To be frank with you.... those bricks screenshot you did looks so realistic. I cannot tell if it's using tessellation or not. (Yes I know tessellation isn't featured in DX9). I never thought the window bars will not have much visual issue for the store you made awhile ago. Keep up the good work! 
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: Dec 17, 2015 01:07 PM
Msg. 232 of 367
Why i havent seen this before? those brick textures look nice.
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Dec 17, 2015 02:19 PM
Msg. 233 of 367
I shat bricks when I saw your screenshot!
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HyperLuke
Joined: May 5, 2016
csgosucks.org
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Posted: May 23, 2016 06:41 AM
Msg. 234 of 367
Any releases of anything?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Jul 21, 2016 02:07 AM
Msg. 235 of 367
I am still working on the urban-themed BSP. Now with the release of SPV2 I've had a bit more time to work on my own stuff. Some of the changes include: - Created a new HUD. - I've re-designed the streets because the old one was too narrow and linear. This would cause rendering and gameplay issues down the road. Building marks on the layout are generally placeholder. - I'm still on the fence about what tagset to use, we'll see. - I am close to finishing block2, but block1 still has a lot of concepting work to be done. perhaps I may take ideas from people. I'm probably gonna add various buildings that have previously been suggested. - I will be adding a train station. What its function will be (will be) determined by any limitations we may run into. - The street drains actually lead into the river. They are large enough for people to walk through ;D
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jul 21, 2016 02:26 AM
Msg. 236 of 367
Quote: --- Original message by: Jesse Now with the release of SPV2 I can't wait for SPV2 part 2
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Perla117
Joined: Nov 10, 2014
The Last Italian On This Forum
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Posted: Jul 21, 2016 02:28 AM
Msg. 237 of 367
This looks nice man :)
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S12Spark
Joined: Apr 25, 2015
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Posted: Jul 21, 2016 03:03 AM
Msg. 238 of 367
Did you ever finish those reach fp arms?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Jul 21, 2016 03:55 AM
Msg. 239 of 367
I don't want my post to get buried so soon. I am still working on the urban-themed BSP. Now with the release of SPV2 I've had a bit more time to work on my own stuff. Some of the changes include: - Created a new HUD. - I've re-designed the streets because the old one was too narrow and linear. This would cause rendering and gameplay issues down the road. Building marks on the layout are generally placeholder. - I'm still on the fence about what tagset to use, we'll see. - I am close to finishing block2, but block1 still has a lot of concepting work to be done. perhaps I may take ideas from people. I'm probably gonna add various buildings that have previously been suggested. - I will be adding a train station. What its function will be (will be) determined by any limitations we may run into. - The street drains actually lead into the river. They are large enough for people to walk through ;D Edited by Jesse on Jul 21, 2016 at 03:57 AM
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jul 21, 2016 04:01 AM
Msg. 240 of 367
Yes! I'm glad this is still in the works
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jul 21, 2016 07:07 AM
Msg. 241 of 367
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Halonimator
Joined: Dec 15, 2014
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Posted: Jul 21, 2016 01:43 PM
Msg. 242 of 367
Quote: --- Original message by: JesseI don't want my post to get buried so soon. I am still working on the urban-themed BSP. Now with the release of SPV2 I've had a bit more time to work on my own stuff. http://oi65.tinypic.com/i5n8rn.jpg http://oi64.tinypic.com/1zxo0zm.jpg http://oi63.tinypic.com/xpooqx.jpg http://oi63.tinypic.com/2dhcq5s.jpg http://oi68.tinypic.com/2cdtp3p.jpg http://oi64.tinypic.com/2z7lo5s.jpg http://oi67.tinypic.com/35i9l03.jpg Some of the changes include: - Created a new HUD. - I've re-designed the streets because the old one was too narrow and linear. This would cause rendering and gameplay issues down the road. Building marks on the layout are generally placeholder. - I'm still on the fence about what tagset to use, we'll see. - I am close to finishing block2, but block1 still has a lot of concepting work to be done. perhaps I may take ideas from people. I'm probably gonna add various buildings that have previously been suggested. - I will be adding a train station. What its function will be (will be) determined by any limitations we may run into. - The street drains actually lead into the river. They are large enough for people to walk through ;D Edited by Jesse on Jul 21, 2016 at 03:57 AM It is a single player or a multiplayer map?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Jul 21, 2016 05:39 PM
Msg. 243 of 367
Quote: --- Original message by: HalonimatorQuote: --- Original message by: JesseI don't want my post to get buried so soon. I am still working on the urban-themed BSP. Now with the release of SPV2 I've had a bit more time to work on my own stuff. http://oi65.tinypic.com/i5n8rn.jpg http://oi64.tinypic.com/1zxo0zm.jpg http://oi63.tinypic.com/xpooqx.jpg http://oi63.tinypic.com/2dhcq5s.jpg http://oi68.tinypic.com/2cdtp3p.jpg http://oi64.tinypic.com/2z7lo5s.jpg http://oi67.tinypic.com/35i9l03.jpg Some of the changes include: - Created a new HUD. - I've re-designed the streets because the old one was too narrow and linear. This would cause rendering and gameplay issues down the road. Building marks on the layout are generally placeholder. - I'm still on the fence about what tagset to use, we'll see. - I am close to finishing block2, but block1 still has a lot of concepting work to be done. perhaps I may take ideas from people. I'm probably gonna add various buildings that have previously been suggested. - I will be adding a train station. What its function will be (will be) determined by any limitations we may run into. - The street drains actually lead into the river. They are large enough for people to walk through ;D Edited by Jesse on Jul 21, 2016 at 03:57 AM It is a single player or a multiplayer map? If Kirby and I have our way, it will be both at once.
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EtchyaSketch
Joined: Apr 11, 2014
S P I N
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Posted: Jul 21, 2016 10:46 PM
Msg. 244 of 367
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Jul 26, 2016 11:40 PM
Msg. 245 of 367
Since this little urban map is no longer secret, I'll be posting regular updates. Fence mesh and poles for a water containment section. (I haven't distributed the new poles yet.) By no means is it super detailed, but it doesn't really need to be. I don't even know what my model limit for the whole map is, and so it's hard to budget detail to different objects. Edited by Jesse on Jul 26, 2016 at 11:42 PM
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