Forum posts

Posted 17 years ago2007-06-01 11:53:58 UTC
in Mini Modeling Compo #01 Post #224041
@Pepper: Yeah that sounds right. You can always select the bone and move it to test it out.

I think the prop model compo will be more interesting, because you can make a wide variety of lab equipment, machinary, and gadgets for use in the classic black mesa style. As well as plant models. (no matter what there is always a shortage)
Rimrook RimrookSince 2003
Posted 17 years ago2007-06-01 11:45:09 UTC
in Best training level in a mod Post #224039
Yeah, Xen was bullshit.

But would you rather have it drop off and never know where all of those creatures came from? :
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-31 21:56:39 UTC
in Mini Modeling Compo #01 Post #223989
I thought there were going to be some prop models done first. those are easier than anything. But whatever, still an awsome compo, i just thought it would start a little easier. :/

btw, i forgot that there is some rigging involved... rigging is binding the vertices to the correct bones, sometimes harder than it sounds. But for the crowbar its still easy. You might get the end of the sleeve in with the hand when you rebind it. Which is only a few verts.

Rigging is more than what a paragraph can say, shoot for a web tutorial if all else fails. Eventually it must be learned, if not, I went a long time without any rigging knowledge.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-31 20:45:43 UTC
in Mini Modeling Compo #01 Post #223982
Plugins are compatible with max6-7-8 so no worries, unless you're a tool and got max9.

This is a good idea. Maybe we should have a model vault hosted somewhere if its get out of control, like some things usually do around here.
you need to animate
Lazy. If you haven't noticed it already, all you do change out the crowbar mesh with your own object. Attach it to the hand and you're done. No need to animate unless you really want to. There is no need to bone and animate it unless it not a perfect crowbar replacement. i.e. zombie claws.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-31 13:35:29 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #223951
That would be friggin awsome. But everyone knows 6D would go crazy with source (physics abuse). But with portal coming out, there's no need for another puzzle game that isn't as fancy.

Its the only reason why this isn't going to source. If it can be cleaned up, it won't have to go to source. I'm still having to work around things, as well as working without the kinesis code. I only wish that the pushables weren't so friggin glitchy, like how they interact with the motion_manager and all that.

edit:
...Maybe you'll be getting attention from Valve, who knows??
just occurred to me that statement sounds like you know something that I don't........

My question is; why would valve get involved with this? Surely they could do something better because its their engine and they have a huge dev team to work with. I'm trying to do everything myself and nearly failing at it. :zonked: Don't get me wrong, i'm really trying. I'm just under some stress at the moment.

But yeah. This is getting difficult to work with.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-31 11:38:51 UTC
in hey guess what Post #223947
Cheer up emo twhl members. Have some cayk!
User posted image
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-31 11:20:15 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #223942
after too much time, I finally got a new font for HL. Made it myself in only 5 hours!
User posted image
Also, once some maps are done. A demo is could be ready despite the fact that the new feature will make it hard to control the blocks.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-30 16:19:24 UTC
in 3DS Max8 Fun Post #223847
sorry, not really an option at the moment, it might be later.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-30 15:49:23 UTC
in 3DS Max8 Fun Post #223836
its good to collapse the whole model as much as you can, except for the boning part, that modifier needs to stay.

I need to write a really indepth tutorial.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-30 14:40:47 UTC
in Top 5 best games Post #223826
1: Half-Life
2: Half-Life 2
3: Gears of War
4: MSPaint
5: Halo
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-30 11:25:20 UTC
in hey guess what Post #223817
I'll get me a life when all these mapping skills goes pro and I make more money than you ever will sitting in your trailer park enjoying your gay polygymist interracial relationships and trying to tell others to get a life.

Fuck Life. Get a job.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-27 22:21:10 UTC
in 3DS Max8 Fun Post #223642
are you using the smooth modifier? it usually works for me unless there is a glitch with the model, which is really possible because of the way modifiers are combined with filetypes.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-26 17:23:44 UTC
in 3DS Max8 Fun Post #223522
I wrote a short tutorial length pm to Zami90 explaining how to decompile and recompile a modified version of the model. I figured everyone should know it and this is what I wrote.

After you install and unpack the tools, here's is how you start. For example, we will use the common crowbar replacement. Lets say we're giving the player a sword instead. (The item could be anything you modeled, so be creative.)

So you take the v_crowbar.mdl from pak0 or the steam gcf file. Put this compiled model into the folder with the modeldec tool in the decompiler's folder. Its best to make a folder and call it 'crowbar' or something similar because when you drag and drop the v_crowbar.mdl file onto the modeldec file, it will break it apart and give you a load of files. Move them all to the folder you created. If you don't and decompile another model, the files can and will save over one another. So stay a little organized.

You should have a seperate folder for YOUR custom models so don't save over the originals in the decompiler folder. In your folder, move ALL of the decompiled files to your new folder. Now we will make some changes.

Now that you have a load of model SMD's and such, open max and choose import from the file menu. You can bring in any SMD you see, but most of them are animation files. What you need is the REFERENCE model, which is crowbar_reference.smd file.

Importing it will place it in max with the bones and textures (if you select them to be imported, they might be out of order) If you have any modelling experience, it should be easy to delete just the crowbar from the hands an import your new sword model and line it up with the hand. Once you've done that, it will require some beginner level rigging skills to bind the sword to the same bone the hand is bound to.

Now we export it to the smd format. A dialog will appear asking what kind of smd it is, either animation or reference. This is the reference so save it as one.

Save over the reference smd in your custom model folder and your done with max for now. Also, move any texture files used to that folder as well, like the textures for the sword for example.

Within your model's folder, there is a QC file. If you haven't change the names or added any animations, we don't need to change this. So let open up the compiler GUI and load the QC from your model's folder into it. Hit compile and a new v_crowbar.mdl will appear in that folder. If there is any error, it will be explained.

The most common error is "Can't find NULL.bmp" This happens when a model has a face or a polygone that has no texture applied to it. If you can find it in max, it is safe to make a small 16x16 all black texture named null and place in your model's folder.

Another one is when it compiles fine, but the faces are inverted. This happens frequently when you clone and flip objects. Its always a good idea to test you models by compiling them before you finish them.

CHROME was tricky to figure out, if you want chrome on a model but it looks flat and not shiny, that's because you need a smoothing group applied to those faces. Smooth is a modifier in max that will give you the options to do that easily.

Also, making a model with a crazy amount of textures, bones, and polygons will give you a max size error. I don't know the limits, but they are there. I've only enountered this error once, so its not much to worry about.

I hope this helps. I can answer idividual questions if you have any.

If you have a model, showcase it here!
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-26 15:09:27 UTC
in Starcraft 2 FINALLY Post #223505
Yup that sums it up.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-26 14:57:43 UTC
in The Artifact Post #223503
An alternate look on the scenario is to give the player all of the mind control he wants, but there IS no initial form. You keep jumping from guy to guy to move forward. It would get really hard after a while especially if there are guy you can't mind control. just a thought.
Rimrook RimrookSince 2003
This post was made on a thread that has been deleted.
Posted 17 years ago2007-05-26 13:54:21 UTC
in The Artifact Post #223494
I think you shouldn't add anything more to it than that. Too many features might mislead the player. I like the additions :)

Like in 6D, i cut back a lot of the thing i wanted to do because it would be cool to have them but they were unnecessary. Stuff like levitation and mana counts. Given that Artifact is action based, it good to add the mana system.

You need to help me out with a coding problem :(
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-25 19:02:41 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #223464
Rimrook, I dl'ed it about 3 weeks ago. Couldn't finish the training levels. What can i expect of this "new stuff" you talked about?
More involving puzzles, full environments, Moar intutive puzzle elements and interaction, and better story.... and better music....
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-25 17:22:24 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #223455
I haven't released the new stuff yet. :nuts:

But yes, you will have to deal damage at close range. There are also means of dealing damage in more effective and creative ways as well, but when there is nothing around, you'll need this.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-25 11:04:02 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #223431
Mostly an ionic type but its a little generic.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-25 10:43:51 UTC
in Jokes! Post #223426
Whats funnier than ten babies nailed to one tree?

One baby nailed to ten trees.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-25 10:36:40 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #223423
:(
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-24 22:02:43 UTC
in Sizeing Right? Post #223368
Hammer also shows the dimensions of selected brushes if ya didn't know.

I usually base my maps on blocks of 64 units. the player is a little smaller than 64 units wide and long, and 128 units high. My halls are usually 128 wide or 198 wide, which is 2 or 3 players wide. Its just a useful guide for me.

As far as objects go, i found it effective to proportion objects to inches. Ironically, 1 inch = 1 hammer unit. (despite what you might hear, the player is 73 units high. 72 inches = 6 feet)

Here is a copypaste from VERC, which has accurate dimension info. (thanks VERC!)
[quote]
Ground Obstacle Height
This is the maximum height, in units, an object can be while still allowing the player to walk over it.
* crouched: 18
* standing: 18
Overhead Obstacle Height
This is the minimum distance, in units, that can be between the ground and an object while still allowing the player to pass underneath.
* crouched: 37
* standing: 73
Minimum Path Width
This is the minimum width, in units, that can be between two objects while still allowing the player to pass between them.
* width: 33
Jump Height
This is the maximum height, in units, an object can be while still allowing the player to jump on top of it.
* crouched: 44
* walking: 44
* running crouch-jump: 62
Jump Span
This is the maximum distance, in units, that can be between two objects of the same heigh, while still allowing the player to jump from one object to the other.
* crouched: 99
* walking: 109
* running: 239
* running crouch-jump: 259
[/quote]

EDIT: Yeah, the player size in cs is noticebly smaller, making the map feel larger.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-24 21:48:10 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #223366
[u][i]PIC![/u][/i]
User posted image
Need to get it into the game now.

The next task is to model the ship posted on the previous page.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-24 14:17:21 UTC
in Heya everyone! Post #223320
Honestly, I didn't stay a noob for long, i just wanted to map and a place where people can play them. So i learned fast because it was encouraged, not like it is today.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-24 12:07:42 UTC
in Cool gaming moments Post #223305
Back in the day when I played CS, i was on a server that had a betting and banking system. I was a CT on de_dust. My entire team goes right but I went left and tried to sneak around to flank behind the T's. Apparently they all met on the right side and killed eachother except for one guy for the T's. This guy had little health and no armor and I hadn't fired a shot so my stats were full. Everyone was betting on me because it was a sure thing that I was going to win and this guy sucked. Thousands of dollars were booked, even I bet a grand on myself. As soon as we saw each other, we stopped and stared. I knew he wanted to knife and before he could ask. I typed KILL in my console and he won the round, causing everyone to lose almost all of their money. The next round was a pistol round. :nuke:
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-23 22:01:28 UTC
in Heya everyone! Post #223261
I'll drink to that, and that, and even that. But not that. No never that. But this, sure.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-23 20:55:16 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #223259
If anyone wants to try some coding, i made an interesting discovery.

A forgotten function in HL is +strafe. (alt by default) When toggled, the mouse moves the player in a strafing fashion that is identical to the telekinetic feature i'm looking for. However, its moving the player, not a target and the view isn't focused on the target.

If the +strafe code can be translated into the telekinesis feature, it may ease up the workload by a whole lot.

EDIT: I've reverted back down to spirit 1.2 for 6D. Its the most stable version I can find source code for. However, it doesn't have Fmod already coded in. Unless THAT gets added as well, the music will be sacrificed for the telekinesis feature. I got mixed up, 1.4 is the version with the restarting glitch when you reload a game, HL crashes.

Its not gonna stop me from finishing some of the music I've already written, but it will stop me from write new tracks. I can release a soundtrack if requested.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-23 20:28:49 UTC
in Changing loading screen Post #223254
I just figured out how to do it a day ago! Here's how it works.

(Copypaste from tutorial i saved)

6) Adding your own console background for the console menu

This is also a little different as far as the method goes, though I don't think it's nearly as hard as creating a custom logo. Again, this step is purely optional, but if you're interested, here's how you do it:

The console is noting but a regular old bitmap file. However, this bitmap file will have to be compiled into a file called cached.wad. As far as I understand it, the reason for this is, that because this is rendered as 3D, rather than a 2D splash (remember, that the console background is often accessed in-game), then the image is treated like a texture. Although I still can't exactly figure out why images can't be opened up in wad editors like Wally. So on that note, we'll have to compile that stupid wad file manually. Don't worry, it's straightforward. Make your bitmap image at 320x200. This file has to be saved as an 8-bit 256 color BMP (qlumpy won't accept 16-bit). It doesn't really matter what you name it when you save it. I'd just name it console.bmp. Now you'll need a file called qlumpy.exe to compile it. This file is included in the Full SDK (not sure about the light SDK). If you don't have the SDK, I suggest you download it.

Now we'll make a new empty directory. For the example, just follow along with me. Once you've done it, you can go ahead and make changes or do it in different directories. Make a directory on you C: drive called console. So now you have C:console (obviously). Now copy your console.bmp file and qlumpy.exe file into c:console. Now for the fun part; we have to make scripting instructions, kind of like a liblist file. Don't panic though, it's simple enough. Open Wordpad (Yes, just Wordpad. That's all you need). Copy and paste this in there:

$DEST "cached.WAD"

$loadbmp "c:consoleconsole.BMP"
conback qpic 0 0 320 200

$loadbmp "c:consoleloading.BMP"
loading qpic 0 0 320 200

Of course, if you named your console bitmap anything other than console.bmp, you'll need to change that up there. Same thing if you're using a different directory (were you following instructions??). Now, save this document as cached.ls in the console directory with console.bmp and qlumpy.exe. Now run the DOS prompt (click start>run and type cmd), make sure you are in the console directory and type in "qlumpy.exe cached.ls". You can also type this in the run command box or you can also create a batch file to run this. Any way works fine. Whatever floats your boat. So now, the result should be a magic cached.wad file in your directory. So copy that file into the Aliendance (or other MOD) root folder. You're all done with this now. You can go ahead and delete that console directory when you're sure everything is working okay with the cached file.

(end of text)

at first i couldn't get mine to compile because my DOS prompt was directed at 'my documents'. so if the DOS promt has anything other than [ C:/ ] just move youe project to the destination listed and it works, or somehow change the directory. Im not DOS savvy.

IF for some random weird reason things aren't working, pass me the images and I'll make your cached.wad for you.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-23 20:21:11 UTC
in Shadowman's SDK2 Resources! Post #223253
hmmm.... i'll look around as well. maybe i can learn to do something.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-23 16:31:15 UTC
in A GIFT TO ALL TWHLer's Post #223225
Gmax seems weird. its the diet coke of max. :
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-23 16:15:41 UTC
in A GIFT TO ALL TWHLer's Post #223222
ok... so you paint your maps first then unwrap it? Thats odd.

I find it better done by organizing the map and generating one, then painting it.

of course, powers of 2. HL models can go up to 512 which is nice.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-23 15:52:34 UTC
in The Good Ol' TWHL E-Penis Calculator Post #223216
I typed in Chickenfist and got:
Not that small, but it still feels like god is punishing you for something!
only 44 inches or so.

pwned by your own creation.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-23 15:35:53 UTC
in A GIFT TO ALL TWHLer's Post #223212
Skin mapping is the way to go. The hardest part is organizing. after that, its cayk. The modifier for that is the UVW Unwrap.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-23 14:48:14 UTC
in A GIFT TO ALL TWHLer's Post #223208
:o ooooh dutch. k.

Yeah, post questions and i'll answer.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-23 14:33:51 UTC
in A GIFT TO ALL TWHLer's Post #223204
idunno, never heard of JIJ-chains. Where'd you hear that? is it a Maya thing?
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-23 14:24:33 UTC
in A GIFT TO ALL TWHLer's Post #223200
Make sure you curve the bones you want it to effect so when you apply the solver it knows which way to bend the bones.

click the starting bone, At the top menu bar - click [Animation] > [IK solvers] > [HI Solver] then click the ending bone. You see a band and a cross. When you move the cross, the bones respond respectively.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-23 13:50:10 UTC
in A GIFT TO ALL TWHLer's Post #223163
Yeah, there is an IK chain and the Controller aims the chain for simplicity and fluid movement.

here it is.
User posted image
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-23 13:32:03 UTC
in A GIFT TO ALL TWHLer's Post #223160
The controllers help you move the bones in groups, its easy to move it and animate it using those. In some of the smd files from HL, you'll find "dummies" which are the same as the controllers I used.

I got nagged by my professor because my Master Node (which moves the whole rig) wasn't on the ground but was infact above my rig. It should be on the ground. The HL rigs have 1 master bone located beneath the character between the feet. This point lines up to the nodes you place in the maps to make them move.

Omnies are lights. An Omnie is a single point light. If you look at them, they're nearly Identical to the point lights of HL.

About the Frames thinng, I'll post an image of the button that changes that in a minute.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-23 12:15:47 UTC
in A GIFT TO ALL TWHLer's Post #223144
Link to the ferret max file.

As far as recompiling it, you can load the SMDs into max and change them, then recompile it. Like if you want to use your own model for the crowbar instead or something. If you keep the same bone structure, you won't have to reanimate all of the animations manually. If you have something new, have fun animating.

I suggest picking apart the hl models and see how they were done. They are very nicely done. However I think they use the Physique meshing mode, I use Skin meshing mode because its easy and a more up to date system.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-23 11:52:12 UTC
in Do you love Tits [NSFW] Post #223138
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In addition, these users will have their inappropriate posts deleted.Please do not reply to these posts or point out its inappropriateness. We will take relevant action, and replies of this nature just make it more difficult to clean up the original mess.
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Treat the forum well,and it will treat you well in return. If you have any questions regarding any of the forum rules, any of the administrators are glad to help you!

-RabidMonkey[/quote]

Doesn't say a damn thing about tits. But define "inappropriate" for TWHL tho. : We've nearly broken all of the rules by now!
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-23 02:34:41 UTC
in Do you love Tits [NSFW] Post #223080
I can smell delete.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-21 19:36:28 UTC
in A GIFT TO ALL TWHLer's Post #222881
Ya know, Just for kicks i should release the source files for the Ferret I did for Rigging class so you guys have something to go by in terms of animation, bones, and simple skinning.
What areas of level design, nincompoop.
How to make it good.

I also need to rehost the package from the above link. Its a zip of all of the tools for HL 1 stuff. All in one pack! only 5~mb too.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-21 17:06:06 UTC
in HL:OIFH Post #222868
Have the playerdie trigger go to a multisource that is enabled when the player approaches the waffles, then disables when the player leaves. Seems easy to me.

:heart: :nuke:
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-21 14:57:14 UTC
in Do you love New York? Post #222850
Be nice to the aussies, where else are you going to go once the FBI catches up to you and your illegal warez?

I'd rather live in Australia right now, in one of the cooler parts of course.

:edit:
Wait, are we talking about "New York" from The Flavor of Love? Because SHE was the biggest bitch n!gg@ ho i've ever seen. She should be outright shot! She made me angry just watching her on TV!

...and she was from NYC.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-21 00:06:26 UTC
in blizzard Post #222783
you would BE the hydralisk.
I was thinking more along the lines of being a hero unit. But any unit would be cool i guess.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-20 00:21:52 UTC
in blizzard Post #222693
I've always wanted to go first person in an RTS. That would fucking own.
Yeah! Especially in SC. AND if everything was correctly sized, it would be epic as hell. Imagine commanding a battlecrusier, or riding horseback on a hydralisk. It. would. fuckin. own.

but blizzard is gay.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-19 21:37:31 UTC
in blizzard Post #222683
looks the same as sc only newer graphics. lame.

i was hoping to take control of a unit in first person and run-a-muck, and everything is scaled realistically instead of that out-of-whack sizing RTS's usually have so you can see the units.

Could have do such a nice job with it, but no. they. fucked. it. up.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-19 12:55:12 UTC
in A GIFT TO ALL TWHLer's Post #222640
the request code is listed at the top during the registration. Go to Enter Key and look at the top for it.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-18 18:41:38 UTC
in A GIFT TO ALL TWHLer's Post #222583
This is an even more awesome package of resources!

http://cubed.dk/nobody/
Rimrook RimrookSince 2003