Comments

Commented 19 years ago2005-10-16 13:22:13 UTC in vault item: Moving Mech Leg Comment #9443
Wow....sentient brushes.....

I'd dare say that's far more ambitious than my mech - but I support your courage to make it entirely in Hammer (we non-coder/modellers have to stick up for each other, after all).

If you do get around to starting it, I'll gladly contribute anything applicable that I've learned from building the mech. I can also to some brushwork to a limited extent (I know how most people like their mapping style to be consistent throughout), so just let me know when you're ready.
Commented 19 years ago2005-10-15 14:37:39 UTC in vault item: Moving Mech Leg Comment #9437
I'll warn you early, Madcow, to avoid heartache and tears on your part. DON'T use func_door_rotatings if you intend the brush to touch ANYTHING and not pass through. It simply does not work. I learned that when making my X-Wing's S-Foils, with disastrous clipping results (and its new habit of crashing whenever it is flown upside down). Func_rotatings are a good idea, but make sure you practice up on them before actually building your robot. They're unreliable for doing back-and-forth movements in constant intervals, as I have sadly learned - they are perfect, though, for spinning things.

As for your robot, what did you plan for it to do? Would it be human-sized, or smaller? Also, what kind of purpose do you have planned for it? Would it be like a Mars-rover with little probes and arms, or would it be a big smasher-type to destroy stuff with? Do tell - it sounds interesting :)
Commented 19 years ago2005-10-13 13:05:10 UTC in vault item: Moving Mech Leg Comment #9426
To be fair, what I was able to accomplish was EXTREMELY DIFFICULT to do, and I did think to make the knee and feet have more articulation, but it rendered the leg unusable. In fact, there are still joint brushes in there, but they are disabled. I have tried laboriously to get more articulation, but there are only two options with such a complex leg: choose detail and stability, or choose functionality. Since the legs are just for decoration, naturally I opted for stability and detail. If you are able to get articulation in your own leg idea and have it remain stable, then by all means - do so. I'd love to be proved wrong, but I am convinced that it is impossible for a leg of this complexity to move with any more realism and still be able to stay attached. See my thread on this subject if you want to see all the failures I have met with up until this final version.
Commented 19 years ago2005-10-12 19:11:35 UTC in vault item: Moving Mech Leg Comment #9418
The making of the leg has drained my creative mech-designing juices for the time being, but once I spend a few days on other projects, I promise that I'll be back at it (I want to see the finished product as much as anyone else, after all). I don't want to compromise on the quality just because I'm bored, so I think it'll be better if I wait until I'm interested again.
Commented 19 years ago2005-09-27 06:48:31 UTC in vault item: Batman Begins drivable Tumbler Comment #9212
I haven't touched this map lately, and I do understand what you meant by "behaved strangely" - I'm having trouble with thruster alignment. That's one thing I'll be working on once Steam finishes updating (over my 28.8k modem....grr). I'll see what I can do about fixing that, and giving everyone a bigger level to drive in.
Commented 19 years ago2005-07-24 13:53:25 UTC in vault item: Batman Begins drivable Tumbler Comment #8248
Ironic indeed! The screenshot doesn't provide ample lighting, so the batmobile's sharp edges and other features along the left-side of the vehicle are somewhat hard to see. I was just trying to fit as much of the vehicle in the picture as possible.
Commented 19 years ago2005-07-15 21:12:12 UTC in vault item: Batman Begins drivable Tumbler Comment #8121
It's for Half-Life 2 (now that the designation problem is fixed I will update it to reflect that).

Onslaught, due to the limited description space, I was unable to put a disclaimer in about the level's low LOD. I built the map that houses the Tumbler exclusively for taking the screenshot, not as a showcase of my mapping skills. As a note to everyone, the map that the Tumbler is currently in was made in 5 minutes at most, and it is NOT the level that the Tumbler will come bundled with when it is finished. The Tumbler, I'm sure you'll agree, is of Half-Life 2 quality - but, not having been able to warn you about the terrible tree-work and terrain, I can understand why you mistook it for Half-Life 1. I will be making some sort of city/road level for the final version, so please don't despair that there isn't a lot of driving room.

To those posting about Alyx....shudder yes, I know that exists, and frankly, I think they've taken this whole Alyx thing MUCH too far. I do NOT endorse nude models or digital exploitation via Garry's mod, and I only put Korin in my screenshot to make a pretend racing poster, where there's always a bikini girl and a fast car (in this case, a jet-car).

Also, here's a list of features I intend to add later (please feel free to suggest any others):

1. Usable rampless jump via the rear jet engine
2. Tweaking accessibility to the cockpit
3. Weapon systems controllable from the passenger seat and sub-weapons controllable by the driver
4. Visual tweaks, such as visible exhaust and fire effects when jumping
5. Custom engine sounds, perhaps custom textures (although I think it's quite accurate as it is).

In any case, I welcome all comments, so please, with the above in mind,...um, comment away!