Forum posts

Posted 17 years ago2007-04-25 09:24:41 UTC
in New Map: Alpestrine Post #220102
Have to start somewhere, and most career jobs like to see real job experience.

besides, i'm still schooling and i have a whole year left. I have a high success rating and GPA so an internship is really possible and that'll probably be somewhere nicer.
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-23 20:38:51 UTC
in WARPED TOUR Post #219909
Voted. :nuke:
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-22 23:36:43 UTC
in New Map: Alpestrine Post #219845
Im not done with it yet so chill out. Besides, I'm not sure where that stuff is going to go? Any Ideas?

I just worked on the geometry and lighting today and briefly modified a few things.

EDIT: The items might change a bit, but other than that, the geometry is set and the only thing that is left is texturing. I'll be doing that as soon as I get a good block of time to do it. Probably this weekend.
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-22 18:49:27 UTC
in New Map: Alpestrine Post #219823
UPDATED!
Check out the polish.
User posted image

Click the Image.
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-20 11:23:51 UTC
in New Map: Alpestrine Post #219594
oh. I'm bored of my frequent themes too ya know. thats why this is taking so long.

Florence looks nice. I'll make a note of it. Maybe I could do something really different and go with a modernized look with some patterns or something.

I have my color set, which are a dark navy blue, dusty phthalo blue, dusty crimson, a dark yellowish green and a light pale yellow. I'm already ahead of you there, only i don't know what colors are what yet.

Here's a thought, maybe a combination between wood, stone, and florence/victorian stuff?
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-19 17:24:20 UTC
in New Map: Alpestrine Post #219551
QFT means what?
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-19 15:57:23 UTC
in New Map: Alpestrine Post #219536
Yeah, i'm bored of some things too. But Elon Yariv to the rescue!

not really, it says i can't view that image.

Norwhich looks like a glorified Sancefar...

I'm looking at victorian stuff now.

EDIT: I like this one.
User posted image
And this one.
User posted image
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-19 15:29:35 UTC
in New Map: Alpestrine Post #219531
:(
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-19 14:57:51 UTC
in New Map: Alpestrine Post #219527
Still deciding on the textures. I think it should be made of stone like Sancefar. But I have a roommate that says it would look unique in all wood. I don't see this structure being made of entirely wood, but it might work, and will definitely look unique.

Wood or Stone?
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-19 12:23:33 UTC
in VALVe hacked.. Again Post #219507
That is pathetic. I hope valve cleans off the old credit cards from expired accounts from a year ago, otherwise I'm a bit concerned, but this guy is a moron, its possible he didn't even do it and is some stupid emo middle schooler trying to get fame, which sound more like it.
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-18 16:05:18 UTC
in New Map: Alpestrine Post #219456
Thank you Muzz!
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-18 12:58:31 UTC
in New Map: Alpestrine Post #219443
[i][u]Alpestrine Alpha is out![/i][/u]

Click Here for download

Let me know anything about it.
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-17 11:29:54 UTC
in Random Mini-Compo #00001a - Hallways Post #219353
Why is it that a lot of HL maps turn out dark?
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-17 09:31:08 UTC
in Random Mini-Compo #00001a - Hallways Post #219342
Needs more contrast. Smaller light attenuation with higher brightness values would bring out the edges.

Otherwise geometry wise, is superior than most i'v seen.
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-16 13:22:01 UTC
in New Map: Alpestrine Post #219218
rocky terrain and foliage.
Terrain? No. Polycount is already high enough. Unless permitted
Foliage? Limited. Only one tree model will be used.

I'm keeping the content limited, though I will do with texturing nicely, there will be a new sky as usual, and again one tree model. No one wants to sit and wait to download stuff while others are having fun.

EDIT: I know I know, this is the second day in a row I forgot to post the boxxed out crap in the unfinished thread. I'm under alot of work for school right now, so hold off for a moment. I can work on it tommorrow evening and then post it for criticism.
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-14 16:21:28 UTC
in New Map: Alpestrine Post #219081
:cry:

I'm gonna try blend it out into the sky.

EDIT: Hey! Muzz stoled the first post spot!!! :D And yeah, it'll have the R_Speeds of Sancefar, generally low but when you look across, it ranges up to 1500 wpolies. Which was never a problem in the past. If they go higher, i've considered room for dropping them to a doable level.
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-14 13:56:26 UTC
in New Map: Alpestrine Post #219050
crap, oh well i note it and change it later. The roofs are suppose to resemble the one in the upper left.

It'll be in the unfinished vault in two days so you may run through it.
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-14 13:36:04 UTC
in New Map: Alpestrine Post #219044
Working on a new map. Here's some blah so far.
User posted image
User posted image
Still working on it. Once the geometry is cleaned up and some textures get applied, there will be some proper testing and feed back to help polish the map into its final form.

i'll post it in the unfinished vault monday.

...and I know, the layout isn't perfect to the map, but I misdrew the layout initially so things weren't lined up when boxing it out.
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-14 13:26:59 UTC
in author picture Post #219043
The funny part, its actually understandable. Which is more than said about some other people.

kep larning ingrish.
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-13 10:47:31 UTC
in Half-life Beta Recreation Post #218901
beta as in floaters, chubtoads, stukabats, friendlies, kingpins, and all of the cool crap they cut out of the final?

I like the idea!
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-10 16:42:18 UTC
in Map as background? Post #218634
i thought of that too, but more like HL skipping the title spash and going straight to a designated map that would let you run around to the training area and the load game areas, or one of those custom menus pop up like in spirit, that IS the easiest way with the least amount of code. Quite possible.
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-10 07:52:41 UTC
in The Illusion of Free Will Post #218585
Free will means to have a choice of being good or evil, not so much doing whatever you want.
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-09 17:23:16 UTC
in Souptoys! Post #218539
yup
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-09 15:23:29 UTC
in Souptoys! Post #218518
I filled the red cannon full of metal ball bearings and fired shotgun blasts at the teddy bear.
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-06 18:30:15 UTC
in 14 year old to be tried as terrorist Post #218272
For the love of god it is NOT fucking terrorism!

just trying to make it sound worse than it already is. Wiitards.
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-05 16:50:10 UTC
in Freeware music creation software Post #218133
Jazz++ if your a true old skooler.

http://www.jazzware.com/zope
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-05 12:34:39 UTC
in Serious forum problems: Post #218104
its because you time out before you post it.

Type Faster! :P :P :P
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-04 15:39:39 UTC
in New mod I am working on - WIP - Post #218010
The first thing any mod needs to consider is the gameplay values and features. I see you've altered some things to change a few existing aspects, but what else is there?

As far as mapping goes, it should come first, but in it its design phaze. Draw things out and get the flow on paper and how it relates to everything first before you start making brushes, progress will go much faster if you know what you are doing.

A secondary goal is to gather all of your resources, like textures, sketches, ideas, sprites, models, animations, and so on.

Lastly after you have everything, you can piece it all together within mapping the final versions of everything. So yes and no, mapping is the first and last step.

Don't let media get in your way unless you plan to inspire others to get recruits on your project, or in 6D's case, media to help understand the concept and design. Or even better, a 5 minute demo or something.
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-02 17:35:54 UTC
in URB'S TWHL PROJECT (Sims 2) Post #217798
Rimrook wondered around in their underwear all day
That's always my Plan A.
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-02 17:18:54 UTC
in Google pwns da bitches Post #217795
:|
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-02 16:55:25 UTC
in Google pwns da bitches Post #217788
Eigthed :)
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-31 15:00:48 UTC
in Half-Life: Hostage Situation Post #217600
lol mythbusters ftw
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-30 18:06:59 UTC
in Competition 23 Post #217541
had someone that could code...
Don't we all? A lot can be done without code, i'm managing to pull off on 6d without any code, except the ferret but that isn't done yet.

Using spirit also opens up the possibilities as well. Just be creative and resourceful, stuff happens.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-29 10:04:36 UTC
in milk shape 3d Post #217421
yeah, true.

Soon, all tools and resources will be free, but products will get price jacked.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-29 08:52:14 UTC
in Competition 23 Post #217409
Yeah, modelling helps with compos and mods, but not individual maps. No one really likes to download a dozen models.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-29 08:48:20 UTC
in milk shape 3d Post #217408
Maya is production media based, requires much work to get the raw low poly some games require. Now for more of the next generation stuff i don't see a problem with it, but for HL, its the suck.

Not that you can be limited to only 1 software, i say use them all if you have the money.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-29 08:25:59 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #217403
:o

that was stupid and random.

anyway, demo is performing nicely, even though i still have lots to experiment with, and the triggering is nuts to work with. It would be easier to code a whole new engine but thats a resource not available.

Good news is that everything is much more intuitive. Might I remind you that 6D is less of its classic form and feels more like Zelda. (last time i checked, thats not a bad thing.)

I'd post a screen, but i don't want to ruin anything. But just to let you know, development goes very, VERY well. Very! Well! Which are two words that hasn't appeared in this thread for quite some time, if not ever.

EDIT: Just found the latest SMD plugin for Maya! It was discontinued from Max and continued on Maya because of HL2 and its requirements of shaders and physics, the new UI allows for better control and a full compile. I hope it can be used for HL1 stuff...

EDIT 2: The Maya SMD plugin doesn't work. Oh well, i'll have to continue to do things the hard way.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-29 08:19:27 UTC
in milk shape 3d Post #217402
I've done both 3DSMax and Milkshape. Max ftw by far, way more powerful than milkshape.

Observe.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-29 08:16:50 UTC
in Competition 23 Post #217401
Word on the street is that the next compo won't be for a while and will be different.

I think i might enter this one.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-27 16:48:42 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #217260
No, the player's health stays the same, no separate health for the ferret.

Yes, the player can turn into a ferret at any time. It won't seem so odd once you get used to using it. Ever play Metroid? Its based from that quite a bit.
Rimrook RimrookSince 2003
This post was made on a thread that has been deleted.
Posted 17 years ago2007-03-27 16:40:24 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #217254
I guess the only way to find out if it works or not is to try it.

Now, About that Ferret, here's the major points.

+ On key press (tab by default) the player turns into a ferret to fit within 32x32x32 unit large spaces. Duh.

+ The ferret's hull should be smaller than 32x32, 20x20x20 is roughly the right size. Realistically, ferrets can fit within a 2 inch whole but not in 6d.

+ Should also be some kind of fade from white transition effect and some kind of sound played when the player initiates the function. a sound like sound/player/ferretmorph.wav or similar.

+ Will be in third person. Spirit1.5a4 has good third person functions already built in.

+ The player cannot use any weapons while in ferret mode. A ferret with weapons would like teh bad.

+ The function should be an item pickup resembling the Long Jump module so the player has to find it in order to use it.

Thats the basic of it.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-27 11:02:33 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #217200
if you can run spirit 1.5 alpha4 without a problem, then yeah. Otherwise, no. Also, I think it would help to use winrar this next time around just for the sake of better quality compression and safety of the files within.

As far as compatibility for steam, i have no idea if its going to work. I don't have steam anymore, you should know that. :nuke:

Anyway, I'm gonna post details, but i have to go to work. Brb in a few hours with more information about the ferret thing and whatever else.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-26 17:08:08 UTC
in Adding Monsters to my Map Post #217143
I released my first one, however i spent a load of time on it to really try make it look like i wasn't such a noob.

A good practice is to map like the maps you see like the default HLDM maps, or even maps in HL single player. Learn to make things look correct and apply the textures correctly, as well as proportions, know how tall the player is compared to the surroundings. Also, play with lighting, that can make any map look really good, or bad.

Any other questions, bother me. I'll be glad to answer.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-26 17:01:10 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #217140
I plan to keep it that way, yes.

Is there a way you can prevent the player from using weapons and stuff entirely while the player is a ferret, i think a RPG wielding ferret is way too stupid looking. Also, upon transforming, do a one second fade from white to blend the events. some kind of transition really helps.

This isn't too specific, is it? Do you still need a really detailed description and setup?

EDIT: i gotta go, won't be back. I'll do a detailed explaination while you see what you can start with.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-26 16:56:44 UTC
in Media Ignores Gruesome Double Murder Post #217138
News (to me) that is worth reporting is stuff like 'safer treatment for cancer' 'NASA builds first pulse fire engine for shuttles' or 'bat boy helps troops find Osama bin-laden using echo location.' well not so much that last one but you get the idea. I like the moments we're NOT doing fucked up shit to eachother and working as a team to actually get someone as a whole. This murder was stupid and senseless, which makes it stupid and senseless to report. As well, it is a little too extreme if you ask me. Might have been dodged because of it. But i dunno, maybe there's still an investigation going on or something.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-26 16:45:50 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #217135
Caboose: right now, that ferret model is not set up for HL for the moment. Couldn't you do a mock up with a snark or head crab? You may ask chickenfist for pointers if needed, he has snarkibility in his new mod. :nuts:

Tonight, i'll do a full run down with some friends and fellow designers on the topic. As well as properly lay out the work involved. You'll have all the info you need by the same time tommorrow.

As for me, I've been busy. :cyclops:
User posted image
I'll do a few levels and try polish this off, the map the screenshot is incomplete.

I found a new way to filter the textures in photoshop that makes them look really clean, detailed, and contrasts perfectly in HL. Also, it makes the HL2 textures look a lot better. I guess valve fucked that one up. Here, take a look.

Unfiltered (unbaked, might look better with a bumpmap)
User posted image
Filtered (baked, will look much better with a bumpmap but will also keep its contrast and tone. Proven to work as in the screenshot above.)
User posted image
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-22 19:22:28 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #216733
I could do some coding for you Rim, if need be.
THERE IS A GOD!

Yeah, a transform into a ferret function thats in third person that lets you attack and stuff. Smaller player size of course so the player can fit within a 24 x 24 opening. As well, it has to be like a pickup upgrade resembling the longjump module. I can do all my own models later as far that is concerned.

Caboose? If you did that, it would be a shot heard across the world!

Man, this WILL be killer! What more would you want than to run around as a ferret!?

Still no dev on the story though... at this point i think it might be skipped.

Just to note, a scoring system would allow players to play a little more competitively with one another. However, I can't get any of the score entities to work or display. I'm thinking code tweaks, but the ferret comes first for sure!
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-22 16:06:09 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #216715
if i could, the player could morph into a ferret after you earn it. but the coding aspect isn't looking bright.

EDIT: that's be like the morph ball in metroid... only more ferret. very useful indeed.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-21 14:58:28 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #216615
Shhhhhh...

Any way, the story is proving to be tough. I really can't do much with it since the genre isn't very typical of a game with a story. I'm trying though.
Rimrook RimrookSince 2003