Forum posts

Posted 16 years ago2008-03-05 14:49:48 UTC
in Who is Gman ? Post #247235
Freeman's lover?
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-05 13:28:26 UTC
in selling logitech g15 keyboard Post #247226
neat, but i like the one i got. I can set it to [Shift]+[Space] = _ for easy underscoring.
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-05 13:14:41 UTC
in Who is Gman ? Post #247221
Gman is Gordon's Brother FFS.
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-05 12:06:13 UTC
in Rimrooks Modelling Tutorials Post #247214
It wouldn't take me very long to do the pipe from scratch. Lets time it. its exactly 9:00am here.
edit: ps I like the Maprookie site changes! (the icons and header graphics look nice)
Just for that i'm going to answer you're questions in excruciating detail. :heart:

Q1: On the menu bar, go to Customize > Customize User Interface...
A bunch of tabs will appear. Click the colors tab. Click the first drop down labeled Elements, and choose Grid. You can then set the Color and intensity, or invert them to look like hammer.

Q2: I don't know either. I'm guessing object space is the stuff thats within an object, like elements and faces, and world space is outside the object and includes everything as a whole. Like World Brushes and Entity brushes in hammer. Although I could be wrong. Please link to a tutorial that mentions this so I may get some context out of it.

Q3: Not as far as I know. Although you can customize your keys if it makes it easier for you.

EDIT: Not done yet, but i found out whats wrong your model from before because it just happened to me. It has to do with the "Unfolding Mapping..." tool. If that ever happens, remap the part with a different method, either Flatten Mapping or a projection like planar, or cylindrical or whatever applies.

As far as my timing, i got distracted. Had to watch "Marine throws puppy off cliff" :( and the madatory Ironman trailers. :)

EDIT: i took minute an 1 hour and 4 minutes without pelt mapping.

Pelt mapping would take 15 minutes.
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-04 18:44:09 UTC
in Where do you TWHL3? Post #247175
I was RIGHT? What do I win?
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-04 18:22:08 UTC
in Where do you TWHL3? Post #247170
Surf Board?
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-04 13:49:55 UTC
in Rimrooks Modelling Tutorials Post #247162
Upon further examining, it had a snag vertex on almost any unwrap i did. most irritating...
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-04 10:47:40 UTC
in Rimrooks Modelling Tutorials Post #247158
holy crap thats a glitch, i got the exact same thing upon opening your file...

lets see if i may fix it :/ ...

crap. crap crap crap crap crap i can't either. I even deleted the unwrap modifier and started over.

Something is seriously wrong. this happened to me once before but i can't remember how i fixed it, and i can't seem to. :( You didn't do anything wrong yourself, infact the pipe is spot-on! just something else is messing it up.

I've said it before in the first tutorial, Max files are easily corruptable. Save backups ups, or do what I do and instead of saving, save as and name it something like mymodel_3. then the next save would be mymodel_4. If mymodel_4 corrupts, I can revert back to mymodel_3 and continue by avoiding whatever action may have corrupted it. You lose some progress, but not the whole friggin thing.
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-03 13:50:00 UTC
in Rimrooks Modelling Tutorials Post #247098
Go to the hierarchy tab next to create with the primitives, there is a button that says [Affect Pivot Only] click it on and adjust the center manually.

Captain Terror: I got your tank down to 2,229 triangles by deleting faces that were inside the tank and unseen and removing edges that to planar to other edges and welding a few things. The caps on the top of it have faces on the bottom of them you can delete. you'll never see them because they intersect with the rest of the tank. That and the tops of the wheels and such.

Here's an image of what I did to it.
User posted image
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-01 23:52:43 UTC
in Rimrooks Modelling Tutorials Post #247002
If its the star attraction to a scene, about 3000. But what you have is ok if you clean it up and start focusing more on what detail you can add with texturing. The wheels and the barrel don't need to be as round, so start there. The rest looks fine.
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-01 01:55:35 UTC
in Rimrooks Modelling Tutorials Post #246921
Not to burst you're bubble captain terror, but polygons are made of triangles, which are often simplified for modelling sake. You can have an octagon that reads as 1 polygon, but is actually made of 6 triangular faces, and HL will read it as 6 on the r_speeds. Always count the triangles.

Also, at any time you can throw a bland texture on it unmapped and test it in-game before finishing it. Mostly to see how the scale of it is, smoothing groups, and anyhting else along the way.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-29 21:17:53 UTC
in MotM: January Post #246903
Black Mesa Lobby HL1 Remake

Ftw. I really appreciated the level of niceness transposed to Gldsrc.

What really sucks is neither of the two maps are very original. :(
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-29 19:39:12 UTC
in Rimrooks Modelling Tutorials Post #246897
I love the-blueprints.com! haven't been there in a while though, they added a lot!
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-28 21:54:29 UTC
in Rimrooks Modelling Tutorials Post #246834
The barrel looks too heavy and there are two subdivisions that are unnecessary. You can always select vertexes and edges and clip the Remove tool to drop them without harming the surrounding geometry. Its handy for low poly and refining.

To get proper poly count, you can go to the utilities tab (next to create, shapes, lights, etc) and click more, then select the Polygon Counter. This is for Max6,7,8 but not 9 for some reason.

... why a tank? thats an awfully ambitious project for a first model...
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-28 19:13:57 UTC
in OMG Post #246813
I like it! Now if we change to foreground to look like this we'd be set.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-27 14:34:45 UTC
in Favourite Youtube videos Post #246718
Posted 16 years ago2008-02-27 00:21:50 UTC
in Rimrooks Modelling Tutorials Post #246682
you realize if i get a model vault, it needs to be filled up with models... preferrably ones made by users from twhl.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-26 21:10:39 UTC
in Rimrooks Modelling Tutorials Post #246676
Sorry for double posting but...\
yes your site does support PHP and MYSQL...and if you want to know what version PHP it is v4.4.7...most likely that will be upgraded to v4.4.8 sumtime soon but yea it is PHP4 that is being utilized now not PHP5...
Which means I am able to host a Model Vault for ya guys who are serious about it. It'll help everyone out!
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-26 19:10:25 UTC
in Tutorials request Post #246669
how to make bump maps? (perhaps normal maps?) or how to use them in hammer?

Because there are tools in max for generating normal maps, if you're not savvy with that, there is s pohotoshop plugin that can turn a bump into a normal map, with a few tricks of course.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-26 09:52:49 UTC
in Rimrooks Modelling Tutorials Post #246641
The only way I can do it is to delete the box polygons facing each other.

Is that the solution?
Yup! You're Winner!
The only way to ever do it is it delete the polies facing each other. Thats the solution. In the future, you'll have to do that everything you weld parts together. Most people will not realize this for some time.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-26 04:56:47 UTC
in Rimrooks Modelling Tutorials Post #246632
Attaching says that two seperate pieces are apart of the same mesh even though they are completely seperate. Welding is a way of joining vertexes to bind together into one solid mesh.

if that makes any sense. :/
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-26 03:33:54 UTC
in Rimrooks Modelling Tutorials Post #246628
Here's a challenge. make two seperate boxes then weld them by sticking two sides of each box together. Easier said then done, plus it teaches you the characteristics of welding.

EDIT: DOH! I thought I WAS editing the top post :*(
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-26 03:29:39 UTC
in Rimrooks Modelling Tutorials Post #246627
yeah i know....

i guess i could since you could always ban me for being an ass about it.

EDIT: Done.

But you could still just link it.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-26 02:58:27 UTC
in Rimrooks Modelling Tutorials Post #246621
Espen: Follow the tutorial closely, it should teach you how to unwrap it.

And what do you mean by "right angled?"

Captain Terror: I got your file, and on one side you got it on the other you didn't right?

You can not weld these vertex together because they don't share a face and they don't have any open edges. To fix it, it simply turned on "Snap to Vertex" via the snap option settings and dragged it over until it snapped. Its not welded, but it looks like it is and it won't harm your poly count or your model.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-25 19:57:35 UTC
in Rimrooks Modelling Tutorials Post #246601
I still want you to propose these tutorials, Mr. Rimrook.
Yeah, but I'd lose the only thing attracting people to my site right now, can't you link them or something so no one has to do any extra work?
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-25 01:07:26 UTC
in Rimrooks Modelling Tutorials Post #246562
Espen: So much for any help :)
http://www.wunderboy.org/sourceapps.php#max9_smd

There are 3 tools for welding.

Weld
Target Weld
Collapse

Weld: which works by welding the selected vertexes based on a distance threshold, default 0.1.

Target Weld: Specify a vertex to weld to a target vertex. Handy for welding a seperately modelled element like an arm or head.

Collapse: Never mentioned this one but it has uses. Your selection collapsed into the center of it to 1 vertex. Good for normalizing welds and getting an even result.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-24 05:24:20 UTC
in Rimrooks Modelling Tutorials Post #246498
I want to get a model vault going on my site, but i can't figure out how make a sign in thing for people and all that. its awfully advanced...
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-23 11:00:16 UTC
in Rimrooks Modelling Tutorials Post #246238
Here's the Unwrapping tutorial.
http://maprookie.com/tutorials/unwrappingp1.html

And the Baking Tutorial.
http://maprookie.com/tutorials/baking1.html

Also added some more on the tutorials list as things to do.
assign a .bmp version of the texture to it in Max 9
I've never modelled for HL in max 9 yet. Not sure if there is anything up with it.

The maps have to be 8bit .bmp at 512 x 512 or smaller in powers of two. (2, 8, 16, 32, 64, 128, 256, 512 are all available sizes)

And yesh, I should adress poly counts. 5000 or 6000 per scene in HL is ok. Its about average. 20,000 is not. A single model should have no more than 2000 +/- polies. Also, the less polies you have per model, the more you can litter a map with. But remember, HL only can support 400 total entities at once. You can get these statistics in the compile log from a map.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-23 10:52:08 UTC
in hl quiz Post #246300
10 or 11 i can't remember. :plastered:
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-23 10:40:31 UTC
in hl quiz Post #246297
New Mexico. duhr.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-23 06:46:56 UTC
in TWHL3: The Buglist Post #246254
its for custom smileys and images that belong in with the text. it'll do what you're aksing.

Also noticed there isn't the new rating system for maps I heard about... was it changed? In transit. ;) - Ant
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-23 06:42:58 UTC
in TWHL3: The Buglist Post #246251
use the SIMG tag for that.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-23 06:30:42 UTC
in TWHL3: The Buglist Post #246244
User posted image

Theres it is!
:P
  • There may be something up with threads of more than 2 pages long that are preexisting, like that of my tutorials thread. I'm using opera so I have no idea if its specific to this browser or not. If someone may confirm that for me it'd be nice. what is the problem? -pb
  • The more screenshots function in the Map Vault leads me directly back to the front page instead of whatever its supposed to do. code not dont yet.-pb
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-21 22:17:31 UTC
in Rimrooks Modelling Tutorials Post #246139
i'll be sure to rush that to completion then.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-21 21:13:14 UTC
in HL model replacement Post #246130
Can always make up something absurd like the Turnstile weapon set.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-21 21:00:23 UTC
in Rimrooks Modelling Tutorials Post #246126
I'm working on the basic texturing tutorial. Unwrapping isn't hard, its just explaining it.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-21 19:14:30 UTC
in barney's girfriend\wife Post #246119
Heh, never thought of it. You plan on making a mod or something about it?

As far as I know... which equals nothing.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-21 14:10:03 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #246087
A portal version of that would be to shoot a portal through the bars, in 6D you can use telekinesis and toggle through the bars.

Yes it does feel like portal just because you gotta think with range. If you've played portal, it may help you get into the mindset to play 6D. Even though portal is based on physics, 6D is based on logic and resourcefulness. if you have little of neither, 6D is not for you.
Rimrook RimrookSince 2003
This post was made on a thread that has been deleted.
Posted 16 years ago2008-02-20 16:22:53 UTC
in Rimrooks Modelling Tutorials Post #246038
great pipes and great guitar!

you guys are picking up on this quickly!

Now the difference between Mesh and Poly is Oldskool and Newskool.

Polies will work better since you don't have to deal with every face's triangle. In poly they are done automatically, plus the tools are updated.

As far as adding Vertexes, the Edge, Border, and Face parameters all have a big [ Insert Vertex ] Button.

http://img246.imageshack.us/img246/9550/insertvertexxu5.jpg
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-20 16:09:32 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #246037
The concept changes in every vid it seems
no, it shows a different part. the level you saw was a test a not part of the game. I didn't have time nor even want to make it as pretty at the benchmark. Even though eventually the the two will combine in the end.

I never mentioned that my roomy playtested my example map. I noticed he had an easier time using the kinesis than trying to crouch-jump, so the controls are above and beyond smooth.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-20 07:21:09 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #246016
NEW VIDEO!

http://maprookie.com/6d_gameplay.mpg

speaking of which, i was meaning to fix up my site. i'll get to it tommorrow.

Stix@ Whatever you did on the banner is something I'll have to look at in more detail, Thanks! But i think it had to do with the quote text near the bottom of it... :rly:
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-20 07:13:41 UTC
in Rimrooks Modelling Tutorials Post #246015
Select the face and click the tesselate tool? i think that might be what you need. not sure what your asking tho.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-20 02:42:57 UTC
in Rimrooks Modelling Tutorials Post #246012
yeah the way you're advertising it. I'll just go about my business and wake up to a brand new TWHL 3 one morning.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-19 19:56:53 UTC
in Map of the Year || Best of 2003-2006 Post #246003
:zomg:
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-19 19:42:17 UTC
in Rimrooks Modelling Tutorials Post #246000
So would that (cut tool) allow me to draw a box on the body and extrude the pickups?
Yeah, that can be used for that, but for minor details I wouldn't mesh it. I'd just make and element of the model rather than something meshed in.

Example:
User posted image
These two boxes are two elements attached to eachother. So if i click either part, the whole model is selected as one.
User posted image
And these two are meshed. physically welded and put together. They count as 1 element.

Also, an element can only have smoothing groups within itself. Two elements on the same smoothing group will be smoothed seperately.
The only thing I had to add to the .qc file was a texture called null.bmp to get it to work. does this mean I left faces untextured?
Yes, the untextured faces are textured with a Null texture fail safe. However this doesn't null the faces from being drawn like in hammer. They just receive the null texture and the poly count doesn't change.

EDIT:
@ Penguinboy:
Is that posted anywhere else? I didn't know about any of that until just know. Might be helpful if people can type that stuff in before submitting.

Unless I missed it somewhere...
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-19 12:40:40 UTC
in Rimrooks Modelling Tutorials Post #245978
uh sure if you really think it should be called that.

Still plan on posting any of these turotials on TWHL? What format do you need?
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-19 12:04:13 UTC
in Rimrooks Modelling Tutorials Post #245975
wanna make it retardedly easy?

use a line under create > shapes and trace the shape of your guitar, connect the ends like you would a bezier. You'll get a vector line, if you convert it to editable poly, it'll make a plane in that shape you drawn. you can now pull edges down from it to get the sides. Select border and highlight the open end, which is your bottom, then find the Cap button to close it off.

that method is fast, but less controllable. after that, you can cut it up, and use the Cut tool for that. it allows you to draw edges on the faces for more detailed editing.

http://img338.imageshack.us/img338/2193/example01ej9.jpg
http://img89.imageshack.us/img89/7375/example02nc9.jpg
http://img253.imageshack.us/img253/9993/example03qj6.jpg
http://img338.imageshack.us/img338/204/example04mp1.jpg
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-19 00:19:50 UTC
in Rimrooks Modelling Tutorials Post #245959
Really? I found the background thing by accident 4 weeks ago by pressing Alt+B. Lucky you. :pwned:

Express all that fun with screenshots. I want to see what people can make or need help on.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-18 23:53:23 UTC
in Rimrooks Modelling Tutorials Post #245956
Didn't someone already model a guitar replacement for the crowbar?

Either way, yes. Always start by modelling it. Grab reference material or sketches if you need to. The crowbar is the easiest and perhaps the most fun object to replace. I'll cover a tutorial on how to properly replace weapons.

A guitar would not be hard to model either. You could make it but starting with a box and slicing edges into to, then vertex manipulating the shape. Texturing is easy, a guitar is mostly flat.
Rimrook RimrookSince 2003