Forum posts

Posted 16 years ago2008-02-18 21:16:37 UTC
in Rimrooks Modelling Tutorials Post #245951
If you guys want to, post the models you make. If there is something you always wanted to make, a gun or something, I'll do some 1on1 and help you guys out.

All though I'll write more tutorials.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-18 21:12:21 UTC
in Map of the Year || Best of 2003-2006 Post #245950
Rimmy: As long as the demo's posted in Completed Maps - it can be voted for.
Cool. But too bad voting ends tommorrow.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-18 14:02:59 UTC
in Rimrooks Modelling Tutorials Post #245918
Glad to hear you like it, i thought it was going to flop cuz i did it too quickly.

And yes, it was muzz who changed my mind about it when I was bored.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-18 05:11:38 UTC
in Rimrooks Modelling Tutorials Post #245878
In my spare time I'm putting tutorials together. Since I have no forums on my site, I'll direct the comments here. Let me know if you notice any typos or errors, or perhaps information that isn't clear. I'm sure there is lots.

Enjoy.

http://maprookie.com/tutorials.html
:heart:
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-16 22:48:34 UTC
in Sewer Post #245788
Goldsauce :heart:
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-14 19:46:52 UTC
in Spore - The best game - Is delayed. Post #245661
like 6d. :ninja:
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-14 19:20:13 UTC
in Spore - The best game - Is delayed. Post #245659
So they delay it... they are adding a slew of new tools that weren't in the original setout... what are you complaining about?
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-14 00:39:11 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #245612
LOL!!! This mod is almost a rip off of early 6D stuff... AND IT GOT AN EDITORS CHOICE AWARD!

http://www.moddb.com/mods/9458/mind
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-14 00:30:03 UTC
in MOD the comic Post #245611
Walter Sez:

:walter: <(LOL)
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-13 17:23:39 UTC
in MOD the comic Post #245589
User posted image
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-13 09:55:28 UTC
in Flat-Life (HL2D) Post #245571
deadlines are a "I think I can" kinda thing... and for your audience its a "I hope it does." They're sometimes good, but taking your time for quality is more worth it.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-13 02:25:01 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #245556
:plastered:
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-12 18:40:46 UTC
in [UTILITY] Half-Life Launcher Post #245549
oh. well i haven't downloaded yet so meh.

i will later.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-12 18:14:03 UTC
in [UTILITY] Half-Life Launcher Post #245547
easy fix for that, just add an option to type in which mod to run, like in a batch compiler. even easier, have it automatically make a list of your installed mods to check and run. like the custom games option in wonHL.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-12 00:29:03 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #245511
demo of course, but i won't short you of satisfaction.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-11 20:34:24 UTC
in [UTILITY] Compilator 3 Public Beta Post #245506
Either way, is the new version going to be out so I may use its features for some 6D mapping. Particularily that since 6D maps are general smaller than the average map.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-11 19:52:33 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #245504
Even though there is code and there is art, we need to put the two together and make it all work. Which still takes time. If things are going good and progress keeps up, an April release is possible. If missed, June release.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-11 14:04:40 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #245474
:zomg:
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-11 05:55:39 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #245460
The issue is that its simply been too long without any major breakthroughs, or any proper development besides artwork. I appreciate the wisdom, however this project is at the capstone level and is receiving recognition from my instructors, there is some kind of deadline imposed, although I still don't know how much time I have.

This weekend I had accomplished the Baby Squid and the Squid Mama models. Fully done except for sounds.

Also got started on the Hammerhead, its ready for painting when I can get to it.

For once, a shine of luck happened while working on the Guardian again. I won't be needing to ask Daubster for coding after all, in fact, I won't. Animation tricks FTW!

So I made a Guardian Elite... this is your only warning. :badass:

As for other news, www.MapRookie.com has gotten some huge updates. Be sure to check it out. Also, the official 6D site is in the works as well.
User posted image
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-07 19:24:28 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #245245
[u][i]NOTICE:[/u][/i]

Both Daubster and I are going to push development to see if we can get a demo out sooner. The march release is not possible after all unless I skimp on my part and do crap maps. I won't do that, so I'm pushing it back to an April release. I hope we make it too and I aim for it, despite of some of the problems that have been encountered. Pray if you do that sort of thing.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-07 13:58:34 UTC
in Suggestion: Prefab Vault! Post #245218
What we need is a texture vault.
Shiiiuuuuhhh!
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-06 16:45:04 UTC
in How well do you know... Post #245150
You never answered my question...
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-06 14:15:46 UTC
in How well do you know... Post #245133
When were the first polygons used and in what game?
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-06 14:09:42 UTC
in Flat-life noob question Post #245130
User posted image
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-05 21:44:20 UTC
in HL:OIFH Post #245062
I'll poke Daubster for the coding.
I've been refraining myself from poking Daubster for coding/ :(
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-05 18:32:22 UTC
in HL:OIFH Post #245042
I will likely shit myself when I encounter that in combat, either from humor or horror...
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-04 14:07:35 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #244964
Tried reboning using biped objects which were used for the original HL models... well some of them. It, too, failed.

I did some critical risk analysis (smart terms, but thats what is called "shit hitting the fan") and came to a conclusion that 6D could survive just as well without the extra models that move along the ground. Even though I would miss them. I still have guardians, glizards, squids and small squid larva, turrets, Hammerheads, and as well the traps through out the game. It may be enough, and it wouldn't mess with the story.

Frankly, I could use less to do right now, according to my original projection, demo in 1 month... which looks near impossible at this point, so its a further notice thing as of now.

Stay Faithful.

EDIT: Ya know, March 1st was the deadline for the demo... its possible as long as I don't do the whole first level but instead stick to the Training level and a Demo Only testing area... ya know so that you can play around a little more freely and check out all the fanciness.... only if permitting though. If its best to push it back with a good enough reason, I will definitely do so. Just to let you know whats up with that.
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-31 22:06:57 UTC
in Flat-Life (HL2D) Post #244713
Flat-Life is way better than Fagnarok.

I'm going to see if I can map for it over the weekend.
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-31 19:17:46 UTC
in [UTILITY] Compilator 3 Public Beta Post #244707
You mentioned in Daubster's working on something for this... I have complete confidence in his skills, so what is he doing? Or is it a secret?

It isn't the Light Painter thing is it? Or an Ambient Occlusion utility, is it?
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-31 19:13:51 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #244706
I did not recently update my computer. That is not a part of the problem, I'm pretty sure. Even before I got my new rig, the glizards didn't move.
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-31 01:00:09 UTC
in MOD the comic Post #244663
Fuck that, ToonDoo is entertaining as hell!
User posted image
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-30 10:30:49 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #244605
I uploaded the glizard source for anyone to try and fix it. Obviously I can't.

The Problem: Even though the Glizard's running animation is one that puts it beneath the ground, it should still move towards the player. Problem is that it doesn't, and later found out that all ground based custom models that I have made do not function in the same manner. Recompiling a decompiled default model (like a headcrab) works perfectly fine, even compiled with the same set of tools... So what is the difference? Please tell me so that I can perhaps fix the rest of the models as well.

Glizard Source

For those who can't help with that, you can listen to this if you would like. Its some music I slapped together in a short amount of time, from that I can make a whole track... given the FMOD thing ever works again.

Music Track
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-29 20:22:22 UTC
in Map of the Year || Best of 2003-2006 Post #244577
crud, didn't notice the 2 votes on Alpestrine... thanks guys.
Though its not a winner, isn't it......... :heartbreak: I wonder if 6D will get an award... and would a Demo count for this award stuff?

o well.

:plastered:
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-29 20:19:08 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #244575
Well... I could ask Daubster (again :roll: ) to see what he can do. I'm getting far too sick and tired of asking him to fix all of the things I have no control over. I would learn code but I don't have the tools or the time to learn it and apply to in a way that would work, not only that, i'd be fixing broken crap someone else has made. I wouldn't know what I'd be doing without any experience.

So music is on the "maybe" table.

FMOD in the past could only be triggered by trigger_onces and the fire command, and can ONLY be turned off using the fire command. This isn't going to work for me very well unless I pull off the clever trigger work I was testing when I found this stuff out, which in combination with the game_playerspawn event, I can play music continuously only when the player continues their game, without reoccurring problems with triggering the music eachtime upon entry of each map. In theory, it works but just thought I'd try it to prove it. However, I'm getting stumped with it.

FMOD needs a 'don't interrupt with same track' option so if your playing level1.mp3 and you send an on trigger to level1.mp3, the track doesn't start over and keeps playing like nothing happened.

However, there is a possibility that both FMOD and perhaps my Models work on steamHL, problem is if they do, I can't successfully make my own mod, nor even test play it, or anything really. If I do it THAT way, I'd be releasing this project on Theory that stuff works with no proof of proper function. So that option is not available.
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-28 13:47:55 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #244465
its still there... dunno what the problem is.

I forgot my glizard model at home, which delays me a whole day on that.

One other thing is that FMOD isn't working (and to me it never did work right) and now it isn't playing music. Also, no one agrees that the mod would do as good without the music, but what do you guys think?

Nothing new besides that.
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-24 22:42:37 UTC
in help with model Post #244257
Did you simulate a ragdoll animation and output as a regular animation? Smart idea.
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-24 21:19:40 UTC
in help with model Post #244244
That face on the model has been "nulled"
They're not nulled, they're just simply selected and deleted. If you can edit the model in max or something, you can rebuild and retexture the missing faces.
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-24 20:14:39 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #244229
This mod is currently in the red. in every game's developing, this is a prime stage for failure because its a time when things need to come together. Considering the options, getting the models to work can completely change the game, which is bad since it will be far from the original ideas. This is the part when the theories end and the product takes form.

Also, I have to stop working on this for a few weeks. I'm getting dangerously behind in my school work and I have to catch up. The most I could do is to continue doing some mapping and try cleaning up the stuff I already have, but things will be easier to tune up when its all put together. But I must remember to continue working on this once i catch up.
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-24 19:57:51 UTC
in MOD the comic Post #244225
I made it after the final decisions... i don't really know....
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-24 19:54:17 UTC
in MOD the comic Post #244223
User posted image
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-23 23:46:27 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #244164
will do.
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-23 16:33:59 UTC
in MOD the comic Post #244139
User posted image
Patience is a virtue, for both of us...
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-23 14:49:27 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #244135
STFU&GTFO!

Texture Baking.

I'm writing a tutorial secific to HL so everyone can learn to use it, nub.
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-22 12:41:29 UTC
in Today was a scary day Post #244064
Whats really scarey... Aliens...

http://youtube.com/watch?v=CBHyjMAQ-j4
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-22 12:36:52 UTC
in Today was a scary day Post #244063
Use the Hammer!!! :ninja: :hammer: :pwned:
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-22 11:37:53 UTC
in Today was a scary day Post #244058
it was a postman
turned out he chucked a news paper at my door
Average level of paranoia i think.

The side of your house on fire is scary, happened at my parents place. Luckily it was a stone wall and we only lost the electrical box for a day. That was on Christmas Eve and it sucked, we were all very surprised someone actually came to replace it within a few hours, even during the Holidays.
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-22 10:17:03 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #244052
but where are the 6D elements?
Daubster's Half of the project is just as good, but the two pieces need to come together.

The glitch with the fans is a strange phenomenon. Sometimes it shows up and sometimes it doesn't. Has to do with something about animating props in spirit. Most of the time its fine but every once in a while it happens. Trying to compensate for it within the animation creates a skip outright, so there is no way of fixing it. I'm sure if you had a faster machine with better gfx, i'm sure you never see it.

On a "Better Community" note, Muzz keeps pushing me for a max texturing tutorial. I'm going all out and making depthful tutorials about modelling, texturing, scripting, and all of it so nothing is left out.

I'm more prompted to do this now.

3DS Max has the complexity of a Pencil. Give it to a 7-year-old and they scribble, give it to a seasoned artist, and you get a very different result. It can either write, draw, or what have you. Reason for saying this is the fact that I never opened Photoshop to texture any of those props. They are all Texture Baked. Its average use is for Normal Mapping, but I reverse engineered it to work to my advantage. I must write a tutorial about it, for its very simple and easy to use, like a pencil.
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-21 18:38:10 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #243988
i've already been nagged about the lack of icicles. I think it would clutter it a little.

Anyway, maybe on a real map later.
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-21 15:16:09 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #243979
Benchmark Video

Also, I need massive help with some modelling problems.

Any ground based character, monster, and so on is getting stuck in the ground and doesn't move, or something is causing them to stay in place, or there is a glitch that isn't telling them to move. I've tried using Milkshape and stuff still isn't working right. Perhaps its my tools, i don't know.

I can post the source to the Glizard later to see if anyone can get it to work properly. Help will no go unrewarded, and any help is appreciated.
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-17 19:31:27 UTC
in Open for TWHL3 Suggestions Post #243648
i was thinking like embedding a youtube video or something.

anyhow, nevermind.
Rimrook RimrookSince 2003