Forum posts

Posted 16 years ago2007-11-14 11:58:22 UTC
in Merging brushs increase r_speeds? Post #238455
i carve all the time...

DON'T THROW EMPTY SOUP CANS AT ME!

I always square or rectangular blocks into whatever, or use the clip tool to cut a square away. Like adding a door or hall port into a cliff. It is necessary, if it wasn't it would not be a feature of the editor.
Rimrook RimrookSince 2003
Posted 16 years ago2007-11-14 10:07:57 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #238454
Thanks Hunter!
Trying to do a nice job on this whole project.

I need two more models and i'll have enough to for the demo... once i get the code that is.

Which is a little concerning, becuase the term "The Code" is becoming taboo and a majority of the game relies on it. Not so much now, but I can only do so much before needing it. I have only a few models to do, and at this rate, I will have them done in a lot shorter time then expected. Which is good and bad. The Code isn't done yet.
Rimrook RimrookSince 2003
Posted 16 years ago2007-11-13 23:45:16 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #238426
... yeah.

I'm going to scrap this idea. I don't really want to detach the player from the game all that much. just a thought anyway.
Rimrook RimrookSince 2003
Posted 16 years ago2007-11-13 23:42:21 UTC
in Flat-Life (HL2D) Post #238425
2D is a good name for it. Reminds me of 6D. Maybe something like "Two-Dimension"

I thesaurus'd some of these. All of which would make good names.

Scope
Ambit
Sardined
Vicinity
Zero Elbowroom
Sweep
Rimrook RimrookSince 2003
Posted 16 years ago2007-11-13 23:30:59 UTC
in Survey: Violence and videogames. Post #238416
Age: 21 (I feel old with you guys now..... except for Urb)
Children: None thankfully.
Country: United States of Whatever.

I mostly play adventure games like zelda or metroid, the occasional RPG and if you count HL, hellz yeah for HL.

Occupational: I attend college for media arts and animation. My hobbies are game developement, mosty level design, modelling, texture photography, composing music, and drawing.

Violent person? FUCK YOU i'm not violent. :P I never get into any fights anyhow. Probably would get my ass kicked realistically.

Well the ESRB works to some extent. For some games, you are required to show your ID if the place is a legitimate one, like somewhere in a mall. But this doesn't stop parents from picking the game up for the kid.

I wouldn't engorge my kids with video games. But this is similar to movies as well. If I allow my kids to watch Star Wars, I would open up the availability of games of similar levels of violence. This query also depends on the child. They can always 'earn' things like how I was raised, or perhaps they could be dumb as rocks in which I would let them play Myst or something.

Violence in the media is not to blame for this. The geniuses who develop such crap have blamed the same things for similar cases. Like High School Dropouts, Gangs, college flunks, general laziness and procrastination, etc. The increase in this subject is very lightly influenced by violent games and movies. If anything, violent games and movies are a big catharsis for our frustration caused by the demanding nature of business, school, parents, and applying too much pressure on people when they can't handle it or are too young to understand. The idea of age and all that tacked to a rating is to simulate that the person would be mature enough to understand the responsibilities and consequences by the time of the stated age. The big mistake is the fact that not everyone is the same, and many how underlying cases of abuse or hidden tensions that cause them to act the way they do.
Rimrook RimrookSince 2003
Posted 16 years ago2007-11-13 19:05:09 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #238383
Got a Good Question:

I was thinking if I can show an image on the screen, the player would be able to obtain information better. Such as stuff like Maps, text from monitors or books, examinations, and other various info.

The opposition is that such information could be displayed as screen text, however cheezy, and the imagery could just be set in textures.

Thoughts?
Rimrook RimrookSince 2003
Posted 16 years ago2007-11-12 15:43:39 UTC
in Mapping for Nexiuz Post #238216
I had a game called Nox that used .Map files. I tried opening one in Hammer and it crashed windows.

just because it has the same extension doesn't mean the stuff in the file itself is the right format for hammer to use and function, let alone the compiling part. :zonked:
Rimrook RimrookSince 2003
Posted 16 years ago2007-11-12 10:15:34 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #238199
Planar mapping is all I get with Max 7. The other projections were not added until Max 8. Oh how I miss that. :(

Either way...
User posted image
I'm looking at some plugins... not coming up with much and Unfold3D requires money.

No one said anything for 2 days so I assumed it was OK looking. Of course you guys say stuff after I go home and get it all done and stuff. :|

EDIT: Well... I can always learn to use Planar mapping better. I just got some schooling from my instructor on it. :D Learned about welding and all that jazz.

I'm not redoing the Glizard. Its too small to notice that stuff and its usually moving around alot when you see it. I'll keep in mind the stuff I've learned and apply it to upcoming stuff.
Rimrook RimrookSince 2003
Posted 16 years ago2007-11-09 21:25:13 UTC
in Flat-Life (HL2D) Post #238035
out of all of them my vote is on Flat-Life
Rimrook RimrookSince 2003
Posted 16 years ago2007-11-09 13:58:12 UTC
in Flat-Life (HL2D) Post #238016
"Arcade Half-Life" Maybe?
Rimrook RimrookSince 2003
Posted 16 years ago2007-11-08 19:01:25 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #237982
Well Fearian, check back again soon!
User posted image
Still painting the Gliazard.
Rimrook RimrookSince 2003
This post was made on a thread that has been deleted.
Posted 16 years ago2007-11-07 00:06:38 UTC
in Flat-Life (HL2D) Post #237826
HL:2D

OMGSTFUGTFOBBQ
Rimrook RimrookSince 2003
Posted 16 years ago2007-11-06 23:14:09 UTC
in hl1 tree models Post #237823
if you want a shadow for it, just make a null brush roughly the shape of the model to cast a shadow for you.
Rimrook RimrookSince 2003
Posted 16 years ago2007-11-06 23:11:01 UTC
in Flat-Life (HL2D) Post #237822
I thought we ruled out Multiplayer?
Rimrook RimrookSince 2003
Posted 16 years ago2007-11-06 19:02:55 UTC
in Flat-Life (HL2D) Post #237805
I agree, HL2D.
Rimrook RimrookSince 2003
Posted 16 years ago2007-11-06 16:53:32 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #237801
ok, i'm going to say this. I've been busy modelling the glizard and I hope to finish both the Guardian and the Glizard this weekend. The reason I haven't mentioned this is because Sajo might get offended knowing that I've worked on otherthings. Truth is I'm mostly done with his stuff. I got 1 of his weapon designs done completely and most of the next one, which I can finish during the week. So its not a problem getting it done.

Not having a girlfriend anymore isn't as bad as it sounds. :|
I'll post screenshots once done. :)

Also, i'll post concepts soon.

EDIT: I almost forgot. 6D is my capstone for school, I got it unnofficially approved by the guy who officially approves capstones. When I get to a certain point in my schooling, I'll fill out some paperwork and get it finalized. But its very good to hear that its perfect for this kind of stuff. Mapping, modelling, texturing, animating, lighting, etc.
Rimrook RimrookSince 2003
Posted 16 years ago2007-11-05 23:31:59 UTC
in hl1 tree models Post #237765
...no...

:confused:
Rimrook RimrookSince 2003
Posted 16 years ago2007-11-05 17:47:47 UTC
in Limericks Post #237755
A guy by the name of Vance
stood there in a wobbly stance
looked on at Alyx
in a slight bit of malice
not that Freeman had much of a chance.
Rimrook RimrookSince 2003
Posted 16 years ago2007-11-05 17:39:58 UTC
in hl1 tree models Post #237754
download these and place them in your valve folder, or for steam i think its steamapps.

These files will enable the model transparency for you.
Rimrook RimrookSince 2003
Posted 16 years ago2007-11-05 16:00:20 UTC
in WTF Crazy Errors Thread Post #237750
That's happened to me before.

Also, since about 2 months ago, everytime a brush is partially off of the perspective view, a wireframe is projected over the texture. Its weird and I don't know If I turned something on or if its a glitch. Doesn't stop me from mapping since I've gotten used to it. I could post a screenshot later.
Rimrook RimrookSince 2003
Posted 16 years ago2007-11-05 15:49:03 UTC
in Afraid of monsters Director's cut Post #237747
torch = flashlight.

I've experienced this because the its a dynamic light. Lags in OpenGL but not Direct 3D for some reason.
Rimrook RimrookSince 2003
Posted 16 years ago2007-11-05 15:44:15 UTC
in Limericks Post #237745
There once was a man named Freeman
Teleported to the City by Gman
He saw doctor Breen talking on a Screen
And found out he could not use his semen!


Mega lame i know i'm not good at this stuff either.
Rimrook RimrookSince 2003
Posted 16 years ago2007-11-05 10:37:45 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #237721
Hasn't moved meaning I had drawn up a concept but haven't done anymore than that. I haven't modelled it yet or anything.

I'll draw up some concepts today anyway, being monday and all that.
Rimrook RimrookSince 2003
Posted 16 years ago2007-11-05 10:06:26 UTC
in [UTILITY] Compilator 3 Public Beta Post #237716
I was testing some stylized transitioning for 6D (which got scrapped outright) and ran into the tedious process of compiling maps individually.

Very glad to hear you're adding the compile lister thing, very useful indeed and it will set the compilator to be different from all others.
Rimrook RimrookSince 2003
Posted 16 years ago2007-11-05 09:58:34 UTC
in Afraid of monsters Director's cut Post #237715
screens are just too dark. and this is the only good one.

Spotlights can work to you're advantage brilliantly when doing horror lighting.
Likes so, and so.

I haven't played this mod yet. I got my own to work on anyhow, maybe later.
Rimrook RimrookSince 2003
Posted 16 years ago2007-11-05 09:46:34 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #237713
I wish all of those monsters abandoned in the SDK could be revived entirely. At least the Stukabats so there is a flying monster besides the Controllers to work with.

Also, tried doing a waterfall and it looks very half-assed.
As far as these concepts go, they are getting modelled mostly as they are.

I modelled and UV mapped the glizard already, i'm working on texturing it, and still need to rig it, animate it, and compile it for HL.

Squid things is hasn't moved since concept. They both will be easier than the Glizard.

After that, I need to finish up the Guardian which needs rigging, animating, and compiling. Then the Hammerhead (Phytotype as you may last recall) which has some developments that change the way it looks as well. Haven't posted the drawings because they're scratchy.

Lastly, I need to make the Melee blade for the player. Something along the lines of a Katar hand blade thing.

By then I hope Daubster has the code finished. Then I need the training level, which in completion TWHL gets a demo for testing first, then the first level will be finished, and TWHL get a demo for testing also before it goes Public on ModDB, and the remainder will be smooth sailing with mapping and prop modelling.

For once, this looks like its actually POSSIBLE! It'll be some time before much of this is done. BUT! I opened a window of opportunity to get some extra dev time.

So Far, mapping has had some positive results trying to do the high-res mapping thing. I can't get too detailed because the lighting likes to mess up. but the majority of things are working as well as ever.

I've made a checklist so i may track my progress, i could post that so there is less typing next time.
Rimrook RimrookSince 2003
Posted 16 years ago2007-11-05 09:11:12 UTC
in Desktops of November Post #237710
4 degrees in Budapest is it? :)

I need a nifty new one like everyone else. Its healthy to switch it once a month anyhow. :nuts:
Rimrook RimrookSince 2003
Posted 16 years ago2007-11-03 14:37:31 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #237579
I'm getting a good handle on spirit itself too. Expect flaming projectiles to fly at you :D

Believe it or not, the particles i made are retardedly low-budget. I only use like 20 for the fire for each source. The snow is only 40 and can be spread over a much larger area.
Rimrook RimrookSince 2003
Posted 16 years ago2007-11-03 14:23:19 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #237577
VIDEO!

I chopped it up to save on filesize and cut the sound from it.

Still 45.3 mb tho.
Rimrook RimrookSince 2003
Posted 16 years ago2007-11-01 21:32:19 UTC
in IDEA for 'Super' Mod Post #237479
Ninjas. Pirates. Robots. Monkeys. :combine:
Rimrook RimrookSince 2003
Posted 16 years ago2007-11-01 12:27:55 UTC
in Ambient_generic won't stop looping Post #237450
Did you make the sounds yourself? cuz some softwares automatically add cues into the wav file, causing them to loop like that. Happens in goldsource.
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-31 17:29:38 UTC
in noisy cricket!!!??!!??? Post #237433
you can always try Wavepad.

Its basic, but it lets to cut up sounds, and its free to download the basic version.
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-31 12:23:15 UTC
in The Orange Box graphics card question Post #237416
geez, i;m lucky to have a computer last for 2 or 3 years. I run them awfully hot most of the time.

my new comp should be lasting. Also, i heard from a friend that builds custom comps, i asked and he said that the Nvidia 8700 is good for the next year if you've got at least 256 ram attached to it. As well, you must have a minimum of 2 gb of ram, more is always better and can often be the best investment.

I scratched a few items off of my parts list. :(
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-31 12:13:15 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #237414
got a funny thought.

With the 6D code, what else could be made using it, or who else would use it? I know it might be hard to think of something at first but there is some dynamic in this, thats one of the reasons why the project is the way it is.

What i mean is lets say you want to make a mod of p0rtal even though p0rtal is the ultimate use for its own content, same goes for HL1 and HL2 and its content, but people make mods with it anyhow.

On top of the Spirit code, it could provide the means for those projects where you play as a person with telekinesis in whatever setting. I've seen a few for HL2 featuring neat Gravity Gun replacements. Like that only for Goldsource and with a different system of dynamics.

I'm just thinking aloud. Opinions?

EDIT: Plus I'm building a very good library of particle effects using the Aurora system. I find a good use this feature, its very powerful when correctly applied. Stuff like snow, fire, water, etc.

EDIT: Does anyone ever check this anymore? I don't blame ya, I'm doing a lot of stuff that would spoil the project's demo.

EDIT: I found a way to design 6D maps on paper that includes the complex elements necessary. I've written down several ideas, but now i'm finally getting some decent planning. Plus it can be critiqued and perfected before it actually building it. I've started plotting out the first area and I like where it is going.

As far as mapping, the style of maps are going to be really detailed, finessed, refined high-res maps, but as mentioned, the maps are smaller and their are more of them. Like the Zelda and Metroid games, the maps aren't one big thing but many small and detailed things. I've thought of a new transition method that can accommodate for this as well, I should perhaps test that out but I don't see why it wouldn't work.

Works kinda like this in mapping terms.
A very short hallway (about 128 units or so) has textures design to make the hall fade to black. There's a trigger at the back of it that makes the screen itself fade to black over half of a second and starts a level change. when the next map is loaded, it fades from black to normal quickly and you exit the hall way on the new map.

i know, it seems very zelda like. who cares.

EDIT AGAIN!: The black transition thing is not working out. fades screw up when you return to the level that had it. Plus I've gotten feedback about it and I've decided not to use the fading level change. I wanted it for style. So I'll stick to the classic way HL does it.

If I hadn't had so much trouble with the transitions last night, I'd have a demo video exhibiting what I've done with particles. I have time tonight and its friday. I'll return tommorrow with a nifty video.
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-31 11:43:56 UTC
in TWHL3 Post #237413
plant models are overrated. albeit needed yes, but what about stuff like pipes and cool dynamos with cords and minor details that otherwise brushes would be difficult, plus the textures are set and are cleaner than usual.
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-31 11:40:32 UTC
in noisy cricket!!!??!!??? Post #237412
recreate the way it sounds from the movie.

nice model btw.
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-31 09:23:35 UTC
in TWHL3 Post #237408
Never followed up on the model vault.

I think its a good idea but mostly its should be for linking to models you've stored elsewhere only. For maps, that's understandable.

If all else, place a 1 mb cap on it. Models aren't very big (for HL1 at least) unless they're hi-res and detailed. Likewise for source models maybe, i don't know much about them.

A model vault would let me post models, so I would model props more often.
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-31 08:56:40 UTC
in Competition 24: Map from Layout Post #237407
I think doodle's temple-like take on the layout has my favor.

gave me a mapgasm.
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-30 21:17:49 UTC
in Bitches don't know... Post #237373
Bitches don't know that this is going to get old shortly.
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-30 21:12:16 UTC
in Bitches don't know... Post #237367
Bitches don't know that 6D is my Capstone for school! HAHAHAHAHAHAHA!

Damn straight it should always be on my mind. Not after all of the lazy attacks...
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-30 21:01:39 UTC
in Bitches don't know... Post #237364
Bitches don't know I'm a bit surprise this thread lasted as long as it did.

Bitches also don't know I have a 6D video coming soon. :nuke:

But bitches know this is spam anyway.
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-30 16:28:20 UTC
in Bitches don't know... Post #237353
Bitches don't know that Daubster's degree in Cambridge explains alot. :D

Bitches don't know that this thread is
http://img230.imageshack.us/img230/8116/epicwinbannermj4.jpg
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-30 14:53:43 UTC
in Bitches don't know... Post #237347
Bitches don't know I protest WoW.
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-30 13:49:05 UTC
in Bitches don't know... Post #237340
I've been seeing too many of those shirts that say "Bitches don't know about my ______."

So I was thinking we could elaborate on this by writing your own about something people really don't know about. You don't have to explain it if you don't want to.

I'll Start.

Bitches don't know about my 6D ending.

:P
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-29 21:56:46 UTC
in hl2 mapping vs hl1 mapping/buying a pc Post #237299
Ya know, I'm sick of using that excuse myself, "I don't think my comp will handle it." I hope soon that I get a new machine with the right stuff, given I can pay for it.

Either way, I hear ya on this one. I have to spend the money so I can keep up with the strain of my homework alone.

I wish goldsource didn't have the limits, but I'm counting on the fast level changing to compensate for the mapping limits. Smaller maps with higher-res textures and all of that. I'm thinking 2-4 rooms per map for 6D. I'm loading them up.

Moral: Just learn to use it wisely. Plus the popular idea seems to be higher polycount because most of the newer machines can handle them. For multiplayer maps though, still keep the r_speeds low. Lag frags are gay.

And, for some reason, when you scale a texture too low in Source, it turns black, at least for me it did, which for Goldsource I could do the same with no error.
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-29 15:47:07 UTC
in Flat-Life (HL2D) Post #237253
playing the jump animation again when you wall-jump and double-jump, did that get fixed yet by any chance?
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-29 12:44:51 UTC
in The orange box again. Post #237237
hah.

beat this.
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-29 08:51:37 UTC
in Samurai Champloo Post #237222
I watched all of Champloo, not by choice, but i had a roommate that liked the show.

He no longer lives with us, and I own his room.
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-29 08:44:20 UTC
in sprites problem Post #237221
there is an easy way to do this in photoshop.

I don't know anything about your sprites, but here's the simple way to do it in photoshop.

let's say I'm making fire sprite. It is 64 pixels high and wide and has 10 frames of animation. To get them all on the same palette, I'll make a photoshop document 64 pixels high and 640 pixels wide. 640 being 64 times 10 frames. Next I copy and paste all of the frames in order next to each other in order. I use the grid to make sure they all get their own 64x64 space. Then I go to [Image] > [Mode] > [Indexed Color...] which turns it into the 8-bit mode we need for sprites. Since all of the frames are in the same document, they get the same pallette. Crop each frame and save the each seperately and the rest is quite easy.
Rimrook RimrookSince 2003