Forum posts

Posted 16 years ago2007-10-26 18:04:42 UTC
in Halloween Costumes Post #237059
I'm 21.

Party's at my place. Costumes not necessary.
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-25 16:58:26 UTC
in Hello thread! Here?s the hello thread! Post #237014
Where all mah mappuhs at? :nuts:
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-25 16:55:02 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #237012
Glizard is a combo of Ground and lizard. No relation to metroid except for its shell-like nature, which is common for the basic enemies in metroid, which are mostly animal-like.

Here's another.
User posted image
Sorry, forgot to shrink it down. :( I'm just sorting through what I need and posting a lot of what is really going in besides the obvious.
Man, have you been living under a rock?
Kinda, the HL engine is old so I thought it wouldn't support that size.

As far as HL2 quality maps, I don't think I'll push it that far. I'll only do scales at 50% on floors and close walls and stuff. But I need to experiment with that a little bit, see what can be done.

Do I even need to worry about the zipfile size when this is done? I assume not so much, since people are awfully patient when it comes to pirating stuff... :/
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-25 16:47:09 UTC
in Flat-Life (HL2D) Post #237011
i want to test 6D stuff out on this for fun... but should i? A lot of content could leak out. :(

EDIT: Lol... 6D2D... true tetris fun. :D (Will never happen thankfully)
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-25 15:50:09 UTC
in Flat-Life (HL2D) Post #237008
Is it possible to play the jump animation again when you wall jump and double jump. It could fix some of the tackiness, especially with a newer jump animation it could look slick.

Whats the address for the mapping guide? I'd like to try this once...
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-24 17:49:44 UTC
in Pro at Cooking Post #236945
Sorry For My Bad Habit Of Typing In Proper Caps... Fakka... :D
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-24 11:39:29 UTC
in Competition 24: Map from Layout Post #236943
Not as blue but still blue nonetheless.
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-24 09:48:14 UTC
in Pro at Cooking Post #236938
No... Banana backwards is
User posted image
.
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-23 12:54:57 UTC
in Advanced Brushwork Mini-Compos Post #236890
how about 'map a face' ?
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-22 20:43:49 UTC
in Competition 24: Map from Layout Post #236847
For leaks, I usually encase most of my maps in solid squared-off geometry so the hairline leaks are covered up. Look at Alpestrine, wierd little faces are all over underneath the map. This way, you can continue whether or not you have found the actual leak. If you want to, you can continue to find the odd faces later.
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-20 21:41:14 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #236757
Yerp! :heart:
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-20 21:29:51 UTC
in Flat-Life (HL2D) Post #236756
Can you double jump then wall-jump combo?

ima chargin mah download by i'm impatient to try it. :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine:
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-20 17:12:56 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #236736
I figured as much, but even I have a pretty low laptop and it still runs things much later than HL smoothly, i.e. Halo on max detail.

Multiplayer maps with 3000+ polies is outrageous still... Remember that this is a singleplayer mod.

Also, I'm taking full advantage of the aurora particles unf unf unf unf unf...
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-20 16:59:05 UTC
in Op4/BS content in mods Post #236731
As long as you don't make money off of it, you're fine. I use a lot of HL2 sounds in my own mod because I can't record some of the sounds I need.
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-20 16:55:54 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #236730
Yeah... it rams into you with its sharp beak. Guess it should look sharper but i'll fix that when I get around to modelling it. Not going to redraw it all over again with a sharper head. I already heard the Dodongo comment from people around school.

This little guy will add some fun to the 6D scene. I'm not going to spoil it either... like i mentioned i have plans.

Also, I found out that Models can have textures skins at 512x512 and not look like crap. So I would like to make all of my models with high-res skins.

Another question: should I make high-res maps as well? like 1900-2100 wpolies with scaled up textures for more detail? What can i get away with?
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-19 18:42:13 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #236693
User posted image
Concept of the Headcrab replacement. I have plans for this little guy... :combine:
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-19 18:35:18 UTC
in Dynamic lighting and "r_speeds" on HL2 Post #236691
Valve should drop the whole BSP format now
Bring on the Arbitrary Mesh Elements System now!

You could map with the flexibility of 3DS Max :combine: :cyclops:
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-19 18:28:58 UTC
in Weird Post #236689
I know you may safely go up to 512x512. but the engine compensates the large texture size with downgrading its quality. Its ok if you need to cover a large area and you don't care much for the texture quality. But if thats the case, go with four 256x256 textures. That way you keep your quality.

Actually the compensation thing might differ with steam.
:
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-18 12:47:59 UTC
in Flat-Life (HL2D) Post #236581
ya know, i had problems when I played the updates, like the crosshair wasn't transparent and that "GO!" wouldn't disappear.

Maybe its just me because i'm not using steam...
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-17 20:02:47 UTC
in Quiet down and listen to the Aussie Post #236543
Yahtzee is the only honest review i could possibly trust.

dedicated avatar
---------------------------------->
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-16 15:34:41 UTC
in Design an Emoticon! Post #236483
thats what the + key and the 1 key is for...
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-16 11:42:54 UTC
in Design an Emoticon! Post #236475
no thumbs up or thumbs down? odd.
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-15 16:03:30 UTC
in Wally good looking.How? Post #236425
Posted 16 years ago2007-10-12 17:36:06 UTC
in Flat-Life (HL2D) Post #236228
why would you want that kind of music and not mp3's?
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-12 11:52:43 UTC
in Flat-Life (HL2D) Post #236199
chip...mods...?
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-11 21:15:49 UTC
in The orange box again. Post #236184
I always liked the one when the space shuttle goes up, and the song that plays when you first get to Xen.

The basis for the soundtrack in 6D, I relisten to them often.

Also, the song that plays when you get the buggy in HL2 is saved to my MP3 player.

:nuts: :glad: :lol: :heart:
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-11 20:49:05 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #236181
Oh Shi- I need to update that shit immediately.... :o

EDIT: k, read the bottom of the story thread.

EDIT2: I think I can make this my senior project for school, thats a unique time to focus all of my effort and resources on a single project for a couple of quarters. Before that happens, I at least need to get the system set up.

This will be finished, i'm sorry but just not soon. A demo will go out after training and the first chapter is finished. Sorry, I can not give too much, nor too little. :)
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-11 14:30:10 UTC
in The all-holy walking animation.. Post #236158
I think their might be a flag or something that is set for movement animations like jumps, dodges, and so on. I would recommend decompiling the Hgrunt model since it had many animation of that sort. Otherwise the animation will 'teleport' like you said. The reason being is that it never really left its original location. You you find out how the grunts do it, the monster's position will be updated to the animation and not the otherwise teleport thing.

I can look into more for you because I'm curious of these animation types as well. Model animation has a lot of power, allowing many of the monster to perform tasks they otherwise wouldn't, like a grunt climbing a ladder, or a zombie busting through glass and falling.
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-11 12:58:33 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #236146
User posted image
Quick concept for the golem. Gargantua Replacement.
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-10 19:15:19 UTC
in Your Gaming History? (Long Post) Post #236108
I collected Legos when I was a kid for the most part...

First Game:
Super Mario World

Games I've played and love:
Half-Life 1
Half-Life 2
Natural Selection (favorite mod)
Lemmings (SNES)
Sim City (SNES)
Simcity 2000 (PC)
Super Mario RPG
Metal Gear Solid (Playstation)
Parasite Eve
Diablo II
Starcraft
Elder Scrolls III: Morrowind
GTA 1
GTA 1: London
GTA 2
GTA 3
Metroid 3 (Super Metroid)
Metroid Prime
Legend of Zelda: Link to the Past
Legend of Zelda: Twilight Princess
Super Smash Brothers
Super Smash Brothers: Melee
Super Mario 64
Goldeneye
Duke Nukem 3D
Roller Coaster Tycoon
Locomotion
Black and White
Black and White 2

can't think of anymore.

Games I'm playing now or looking forward to:
Legend of Zelda: Twilight Princess

Older games I never got into, but am trying to now:
None

Favorite games I've made content for.
Half-Life 1 (durrr)
Half-Life 2 (for a week)
Starcraft
Diablo II
Unreal Tournament 2004
Simcity 2000 (Urban Renewal Kit)
Duke Nukem 3D (uber fun)
Halo CE (PC)
Elder Scrolls III: Morrowind
Black and White
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-10 18:42:00 UTC
in [UTILITY] Compilator 3 Public Beta Post #236106
does that "Texture Data" thing actually work? Like, I may actually increase it beyond 4 mb?

Sold. :combine:
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-10 12:01:19 UTC
in Mapping Inspiration Post #236086
irony :D
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-10 12:00:22 UTC
in [UTILITY] Compilator 3 Public Beta Post #236085
OH OH OH OH OH I KNOW!

Have the compilater be an actual "batch" compiler where the user can make a list of RMF's or MAP files to compile in one run! Also on the list, map an option to choose which map will be loaded and run in HL. For, say, you changed all the monsters in 5 connected maps or something, or you have a load of maps to compile. You could just let it run on auto without having to switch to the next one manually. Get it?
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-10 11:08:20 UTC
in Mapping Inspiration Post #236080
post it here too. just some articles.

http://www.mallosworld.co.uk/creating_worlds/
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-09 21:24:39 UTC
in Competition 24: Map from Layout Post #236072
i'm a little astonished at the results so far... or maybe its just source. i dunno.

:combine:
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-09 21:21:30 UTC
in I have an idea! Post #236071
I was thinking of a more express way of doing this.

Based on the layout compo, why don't we each do a room or two and piece it together?

A single room is easier to tackle and less likely to result in Failure...
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-09 13:58:13 UTC
in Mapping Inspiration Post #236049
Pazzi Chapel is the base for the Sancefar training area in 6D. I found this place in a history book beforehand.

Cool website tho.
User posted image
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-08 21:53:11 UTC
in Perpetual motion machine! Post #236012
lolwut?

I was expect an admin to say something like that...
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-08 21:51:34 UTC
in Possiblities for Portal Post #236011
The Acclaim thing?

the project is going to be finished, but oh how it went downhill after I left, not that my presence improved anything by much, no one was professional about anything so ideas didn't bounce very well... The project was run by volunteers who could be any age btw. The first quarter project thesis was so retarded it makes lego racing look like sex.

I quit outright.

However, I could turn 6D into my senior project when I get there. Which by then could turn into a great gateway for me to get into the industry for many reasons. 6D has many benefits for me in many ways.

Either way, once the code is done it'll be clear to work on it. By the time daubster is done with that, I'll be caught up with my other stuff to work on it freely.
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-08 16:30:03 UTC
in Perpetual motion machine! Post #235999
Don't make me divide by zero...
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-08 16:28:29 UTC
in Possiblities for Portal Post #235997
Portal as a puzzle game is like the ultimate use for the portal system. Its very clever to me, if you have a new feature, your mod/game should use it in the ultimate sense. It'd be bad if someone makes a similar mod that's better than the original game.

I feel kinda depressed. I never finished 6D in time to compete with Portal. :zonked:
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-08 11:46:23 UTC
in How to reduce R_speeds in large map Post #235980
User posted image
A good way to cut r_speeds is to do a full vis compile with a low max node size. If you use a Batch Compiler, these options are easy to turn on and off. (The one I use is Nem's Batch Compiler)

Node sizes are nodes for vis that help load and unload sections of your map. The more nodes the more detailed vis data. Don't be fooled that it will slow down you're map's performance by having more nodes. The more detail, the more of only what you see will be loaded, otherwise in the past, maps loaded in larger sections, resulting in more r_speeds being drawn.
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-08 11:10:17 UTC
in Flat-Life (HL2D) Post #235976
Just make Coop really exciting and fun somehow.

Add new crazy weapons or something.
Rimrook RimrookSince 2003
This post was made on a thread that has been deleted.
Posted 16 years ago2007-10-08 08:38:48 UTC
in Perpetual motion machine! Post #235963
The cat would explode, which is still worth a try.

TO MYTHBUSTERS!
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-06 14:30:59 UTC
in Flat-Life (HL2D) Post #235867
longjump animation needs fixing... I might help with that if it eludes for the moments.

This will be a lot better than Ragnarok Arena, IMO
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-06 14:20:14 UTC
in Flat-Life (HL2D) Post #235865
well the long jump needed fixing. Wall jump was suggested and to second that notion, I agree. Double jump is something new i haven't seen in HL that would suit this very well too.
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-06 13:58:57 UTC
in Flat-Life (HL2D) Post #235858
I love the way you've been practically telling him how to make his mod.
Geez i'll stfu already.
Rimrook RimrookSince 2003
Posted 17 years ago2007-10-05 19:31:25 UTC
in cheese Post #235787
with a strong red wine.
Thats the only way to eat "rotten cheese"

Pimento wins hugely. if you've ever had it you'd know why.
Rimrook RimrookSince 2003
Posted 17 years ago2007-10-05 18:03:39 UTC
in high poly Func_breakables Post #235777
Yes.
Rimrook RimrookSince 2003