Forum posts

Posted 14 years ago2010-04-13 13:39:28 UTC
in New Map: Left 4 Beer Post #280467
Here's my initial experimentations with L4D2 (and source for that matter).
User posted image
User posted image
User posted image
User posted image
Ok, now that we're warmed up a bit. I'm doing a short point A to B type campaign map for L4D2. Kinda based on how me and some friends once ran to the store to find snacks and drinks for our epic video game over-nighters. We used to talk about Zombie apocalypses along the way and sometimes pretended we were in one. Behind my old house in my hometown, there was some reinforced metal storage lockers, it was mentioned that it would be a great place to hide out.

Here's a map of the route. The campaign will be based on this loosely.
User posted image
Also, how do I fix the sky?
Rimrook RimrookSince 2003
Posted 14 years ago2010-04-13 11:47:47 UTC
in Stopping one team picking up weapons?!? Post #280462
Can you use this?
Rimrook RimrookSince 2003
Posted 14 years ago2010-04-11 11:15:14 UTC
in Sequel Wishlist Post #280432
Remember Blast Corps made by Rareware back in the day for the Nintendo 64? I want to see Blast Corps 2 with today's modern physics and graphics. It would only be no less than epic if it was done.

Yeah.... That... Here's a video for nostalgic purposes.
Rimrook RimrookSince 2003
Posted 14 years ago2010-04-08 13:27:43 UTC
in Some Modelling WIPs Post #280358
Posted 14 years ago2010-04-06 15:14:00 UTC
in TWHL Cubicles Post #280295
DiscoStu knows how to use a tiny....
Rimrook RimrookSince 2003
Posted 14 years ago2010-04-06 11:19:17 UTC
in TWHL Cubicles Post #280286
Sigh Here are the rules.

512x512x512 is all you have to work inside. You cannot have anything outside that space except your outer most walls/floors/ceilings/skybox. That means you cannot go outside that area for scenery or any other extra mapping. The idea is the containment and use of a tiny.

Although I must say, I would like to see some of these cubicles expanded into a full map and loaded onto the server in the future. :)
Rimrook RimrookSince 2003
Posted 14 years ago2010-04-05 15:19:22 UTC
in TWHL's Classic DM Server Post #280272
Is the server still online? It doesn't seem so to me.
Rimrook RimrookSince 2003
Posted 14 years ago2010-04-05 15:07:50 UTC
in Lost Horizons - Source RP Map project Post #280271
LOOOOOOL! Your concept art is from CG Society!

Either way, super kudos for reconstructing it.
Rimrook RimrookSince 2003
Posted 14 years ago2010-04-05 13:39:01 UTC
in Desktops of April Post #280266
...pokemon season 1?
Rimrook RimrookSince 2003
Posted 14 years ago2010-04-05 13:09:11 UTC
in Desktops of April Post #280263
User posted image
Rimrook RimrookSince 2003
Posted 14 years ago2010-04-03 21:05:12 UTC
in Easter Baskets Post #280240
Its tomorrow. We here in Farawayistan, we celebrate it on Sunday mostly for the underlining religious reasons.
Rimrook RimrookSince 2003
Posted 14 years ago2010-04-03 17:16:49 UTC
in Easter Baskets Post #280237
Wow you guys caught on perfectly!
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Rimrook RimrookSince 2003
Posted 14 years ago2010-04-03 13:54:36 UTC
in Easter Baskets Post #280230
In the good spirit of Easter, people usually give easter baskets to one another filled with fake plastic grass and colorful candies jellybeans, and giant solid chocolate bunnies. We're not that lame here at TWHL (mostly.)

YOUR TASK is to color this easter basket, decorate it, and fill it with goodies like candy, games, movies, electronics, video cards, alcohol, and whatever other items you can find on Google and give it another member of the site. Don't forget to put the name or avatar of the person its for on the basket as well. The more you give, the more you may receive so get to it!
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HAPPY EASTER!
Rimrook RimrookSince 2003
Posted 14 years ago2010-04-02 17:48:50 UTC
in DirectX 11 Post #280213
Farewell normal maps, don't let the door hit you on the way out.
Rimrook RimrookSince 2003
Posted 14 years ago2010-04-02 11:39:31 UTC
in Portal 2 Post #280202
Wow, some of these concepts are really badly photoshopped.
Rimrook RimrookSince 2003
Posted 14 years ago2010-04-02 11:13:53 UTC
in twisted tunnel? Post #280201
1) Create a cube.

2) Cut the cube in half from corner to corner on your top view to get two triangles.

3) Cut the cube in half again on your front view in the same way.

4) On the left view, it will appear as if it is already cut, but cut it again along the line. This give you a cube made of triangles. No matter what you do with it, you will never receive errors from it.

5) Use the arch tool and make an arch of your choice.

6) Clone your triangle cube and replace each segment of the arch with your tiangles. It will look messy in the wire frame views, but it all works fine.

7) once you have your new arch, use the arch tool again and make yourself a guide to follow. This way you know how thick and what angle the segments of your new arch will be. It will look the most accurate.

8) Vertex manipulate like hell. Use your best judgement and snap the points on the grid to avoid leaks.

9) Profit.
Rimrook RimrookSince 2003
Posted 14 years ago2010-04-01 20:21:52 UTC
in twisted tunnel? Post #280187
If all else fails, make one out of triangles.
User posted image
Rimrook RimrookSince 2003
Posted 14 years ago2010-04-01 19:41:32 UTC
in twisted tunnel? Post #280184
I just tried it and didn't get any errors. Also I've used it all over Poison Garden.

That Snarkpit tutorial really isn't good. The curve they did looks like balls.
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-31 12:33:49 UTC
in Last movie you saw? Post #280142
I watched Twilight and New Moon with my GF. We laughed at the shit the whole way through, which was why we decided to watch them anyway.

Also watched:
The Men Who Stare At Goats
I Now Pronounce You Chuck and Larry
The Boondock Saints II
Alvin and the Chipmunks (1 and 2)
Kinsey
The Princess and the Frog
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-29 19:11:52 UTC
in The "Metroid Effect" Post #280108
I did a lot of research about this back when I was working on Turnstile.

For starting out, there are crowbar breakable barricades.

The Pistols simply had a shootable button.

The 9mmAR used a button that targetted a game_counter and when it reached a certain number of shots, it would fire another target, and loop of multimangers reduced the counter so that the only way to get it was with the repetition of the 9mmAR.

The shotgun button was several wedges like that of a pizza and each wedge was a button that targets a multisource that then targets a door. I think I used 6 wedges. The buttons reset quickly to prevent another weapon from using it.

All explosions were similar. A small 1x1x1 shootable button.

For the Gauss Cannon, it was a shootable switch inside an indestructible tube of glass. The Gauss cannon is the only weapon to shoot through it and hit the button.

I think I experimented with "Snark-tubes" and monster-only triggers.

Longjump to bridge large gaps of course.

Also, there would be weaponry refill stations that used a player_equip in combination with globals to give the player a full stock of weapons when visited.

Turnstile had a ton of potential, I just wasn't experienced enough at the time.
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-24 11:47:56 UTC
in Post your screenshots! WIP thread Post #279970
They convert to PNGs so they keep their color palette.

I WAS working on a new KOTH map with 4 hills. The first hill is just a big hill. I haven't thought of the 3 others yet. Screens pending.
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-23 19:29:56 UTC
in Post your screenshots! WIP thread Post #279958
BMPs aren't so bad...

... when you have 2.3 mb/s
KEKEKEKKEKEKEKEKEKEKEKEKEKEKEKE!

@Disco: I like your choice of texturing. It all matches the office theme really well. Keep up the good work!
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-23 16:25:42 UTC
in Last movie you saw? Post #279952
"W-What?"
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-22 19:39:04 UTC
in Ogre Engine Post #279924
If you export FBX file types it may work. Otherwise find the built in animation editor or track view and use that.
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-22 19:18:56 UTC
in Why isn't this texture transparent? Post #279921
Plus, the index was not the problem at all, it was the { character that was missing from the texturename.
Oh derp. That too. Masking color is the last color and { before the name of the texture in your WAD file.

Is the problem solved yet so we can stop arguing about it?
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-22 17:53:05 UTC
in Why isn't this texture transparent? Post #279918
User posted image
If all else fails, what software are you using to make the texture? That can make every difference as to why it is not working.

EDIT: Totally.
User posted image
So make it like this, where the blue is the last color.
User posted image
And here is the fixed one.
User posted image
For future reference, the masking color can be any color as long as it is the 255th color on the pallette. Blue is the sort of default since the HL textures use it a lot.
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-22 00:49:54 UTC
in Post your screenshots! WIP thread Post #279886
Wow, nice basement there.
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-18 13:32:37 UTC
in Map ideas for twhl dm server Post #279807
Yay!

Its being attempted by Hotdog to make the capture points not always available, but you have to capture in sequence. I may combine this with the system of alternating hills to get the same effect on the capture points. Might have to experiment and make an update.
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-17 22:10:32 UTC
in TWHL Cubicles Post #279791
Newdles!
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-16 00:27:41 UTC
in Windows 1.0 Post #279726
Network Places > Create Network (LAN) > Bridge connection.

I do it.
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-15 12:19:05 UTC
in TWHL Cubicles Post #279716
... yeah those were the days.
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-15 10:34:12 UTC
in TWHL Cubicles Post #279713
Heh, alright. I know for a fact that some sound editing programs' cue points just don't work with HL. A few I know to work are any CoolEdit and Adobe Audition.
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-15 09:59:11 UTC
in TWHL Cubicles Post #279711
Heh, I remember the days some HL things just didn't make sense... I learned to ignore them well.
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-13 17:58:10 UTC
in Post your screenshots! WIP thread Post #279668
Fuck blender. Get Max or Maya.
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-13 14:47:01 UTC
in Post your screenshots! WIP thread Post #279666
Get a modelling program and move up in the world! :walter:
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-12 12:07:52 UTC
in TWHL Cubicles Post #279639
That's acceptable I guess. Although I agree with Hotdog that you'd be losing space.
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-11 12:39:52 UTC
in Delete brushs? Post #279626
Example:

trigger_once
  • Target: togglewall
func_wall_toggle
  • Name: togglewall
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-10 18:01:26 UTC
in TWHL Cubicles Post #279604
what's SHLT 3.7? Spirit of HalfLife?
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-10 15:42:30 UTC
in Specs Opinion Post #279597
Yeah I prefer desktops in about every aspect, except mobility of course. Although my laptop is quite nice as far as performance.

The laptop you're looking at has the same specs as mine, only you're paying and extra $300 for the touch feature. Its reasonable and not too bad of a deal really.
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-09 13:42:31 UTC
in TWHL Cubicles Post #279581
[u][blue]:::ANNOUNCEMENT:::[/u][/blue]

For clarity and presentation, some kind of sign or text saying a title of your cubicle and your name would greatly help as I am not recompiling them and adding to/altering them in any way.

So far the released cubicles are:
User posted image

User posted image

User posted image

User posted image


Don't worry about the assembly, I have that covered.
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-08 20:55:24 UTC
in Map ideas for twhl dm server Post #279569
APLODE EET NAOW!
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-05 15:46:34 UTC
in TWHL Cubicles Post #279486
Guys, no rush so take your time.
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-03 12:31:40 UTC
in Transmission Received Post #279434
Yeah, those graphics are cutting edge!
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-01 22:28:49 UTC
in changing textures for a poster Post #279389
There's a good way to do it using env_renders. Its a lot of triggers though.
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-01 21:05:20 UTC
in Map ideas for twhl dm server Post #279385
Can't wait to see it.

Edit: User posted image
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-01 17:59:56 UTC
in TWHL Cubicles Post #279374
What do you mean by fast?
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-01 03:17:30 UTC
in TWHL Cubicles Post #279366
No. Just make your map as nice as possible. I only need the BSP and your custom resources. You don't need an exit or entrance or any evidence of such.
Rimrook RimrookSince 2003
Posted 14 years ago2010-02-26 05:57:49 UTC
in Map ideas for twhl dm server Post #279296
Its possible. Have the equip also targetted by the hill counter and triggers so depending on which hill you're on, you get different weapons. Just name the equips "hill1" or "hill2" etc.
Rimrook RimrookSince 2003
Posted 14 years ago2010-02-26 05:55:07 UTC
in TWHL Cubicles Post #279295
A long-ass time ago back when mapping was new and dinosaurs roamed for civil rights, I made a map for CS that was dark until the round started but when they came on you had to pretty much quick-draw and kill your opponents and not shoot your own team.

...of course we played with friendly fire. :P
I used to map for a lan shop too.
Rimrook RimrookSince 2003
Posted 14 years ago2010-02-25 20:03:30 UTC
in Post your screenshots! WIP thread Post #279278
Essentially its the reinvention of 6D. Its waaaaaaaay better, more stable gameplay, better physics, nicer graphics, easier controls, and higher flexibility for puzzles.
Rimrook RimrookSince 2003