Forum posts

Posted 17 years ago2006-12-14 17:51:06 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #206124
Moderator, delete the last 8 posts. This thread is turning crap.

I have a perfectly fine PM box that you can send your bullshit too, or you won't because you need an audience for you stupid-assed comments.

STAY ON TOPIC OR SHUT UP!
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-14 17:35:35 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #206121
congradulations. here's your sign.
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-14 17:27:09 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #206119
obviously.
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-14 17:12:45 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #206117
six d's is a bad idea for a logo, its too complicated for an icon image and is hard to read.

I'm not decorating the hub with D's. the letter D has nothing to do with the world. The people of the world of Sancefar don't know that the game is called 6D.

However, they decorate with the S pattern (for Sancefar as seen in the mapping and title screen.) :P :P :P
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-14 16:40:57 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #206114
I don't know much more than that. I was thinking of airdropping the player into a hidden area and have them explore a little to find the hub.

Something I've been thinking about his having your girlfriend aid you when you at the hub, she would give you hints and disclose bits of the story and such. But i think that would be kinda an awkward aspect to the game. I dunno... Think its necessary or not?
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-14 15:13:34 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #206107
to keep the game within the same realm of fantasy. its a continuity issue.
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-14 15:01:52 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #206105
that theme was ruled out in the discussion. we already thought of it.
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-14 14:49:01 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #206103
i knew you'd like that Kas, but that's not why i came up with it that way. I just thought of a generic idea, and the whole egyptian philosophy was that architects were "gods" so i played off of some history.

And there aren't enough realistic women in games anymore. Its all DoA beach volley ball and springy model physics.
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-13 19:08:00 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #206037
@Kasperg: Probably.

z0mg orpheus said something funny! i actually lol'd!

Guardians stay. Bottomline.

Here's a blip of the story.

90% of the race is all female, few men are left, and only a handful are architects which means they are godlike with the psyonic powers to build lots of structures rather quickly. You play as Seidon, son of a architect named Temnius. Your father recently died and left his legacy (riches, treasure, rare technology, knowledge, his power, etc) in a secret place that the architects stashed their stuff. Its guarded by a network of puzzles. In a nutshell, you're going to raid the stash, left how to use the inert power within, and learn of your father because your a bastard.

The bulk of the game will revolve around a hub, that branches off into each area, as well as clock your progress. This acts like a big padlock to open the chamber of architects. I'll just kinda go on from there. Things are still in the works.
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-13 17:53:12 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #206018
1: Two on a small level like that is much too difficult, normally there is one.

2: They're not hard to kill, i killed them a few times in the video, and they don't shoot as often as they should.

3: Those guardians move on some random nodes. I can restrict there movement using nodes, and also I can make them stationary which is easy to avoid them and kill.

4: I based them roughly on the manhack from HL2. I was gonna decompile one, but decided not to.

5: The zoom effect is a script.cfg using the default_fov console command. I use spirit's trigger_command to 'exec portout.cfg' and 'exec portin.cfg' at the start and finish of each level, as well tag a 'save quick' at the end of the portout. I also (if ANYONE has noticed yet) i faded the HUD in using the 'hud_color' command. Its kinda complicated, but its simply manipulating the numbers using console commands.

6: Habboi has a point, but guardians will appear later in the game, and will have better conditions to destroy them. ITS A PUZZLE GAME FOR CRYING OUT LOUD! think MacGuyver, not Freeman.
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-13 14:57:13 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #205989
Image

Moveh


The movie is of poor compression quality, un-editted, uncensored, and all that good stuff. :)

I didn't feel like doing anything fancy, just some reality for a change while shoing off my gaurdian models. :nuts:

The sound sucks on the video, but they are of nice quality in game. Especially since i got Audition 2.

You guys have subwoofers?
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-12 14:22:58 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #205890
Can't fix stupid...

Anyway:
I wanted to mention if anyone makes up an element that is versitile and a worthy fun-aspect, let me know please.... or keep it to yourself and be a whore.

I also need to find a way to work in my wormhole triggers, I may not find too much use for them other than in-stage teleports.

The next video will be a big one, because I have a whole-lot more to show.
Probably won't be done for atleast 2 or 3 weeks.

I THOUGHT OF A STORYLINE?

Yeah, i actually thought of a unique storyline that places all this into perspective and have a whole-lot of meaning. It needs work, but I'll post when I can type one up. It came to me as I was working on one of my finals.

Be patient, please.
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-12 00:50:53 UTC
in Most hated Holiday tradition. Post #205849
I hate that you can't get egg nog year round.

Jesus was born on September 13th. Not December 25th, in which is a day that the Romans celebrated novemsomething which involved drinking and homo sex for all men, while the women of Sapphos as sang in the legend by the poet Lesbos celebrated a similar day on last sunday in March. Either way, the capitolistic nature was adopted and needed a Mascot, so the German monk Sinterklaus was liked for the idea that he carried on the gift giving traditions of Christ's birthday, and also was known for his vibrant red robe. Over the years, it was marketted and children stories were invented to influence the tradition to fluorish only to fall into the evil hands of the corporate empire to make money. I hate all that bullshit too.

/drops the bomb. :nuke:
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-11 18:35:53 UTC
in Kasperg Projects! Post #205831
Your color scheme is obviously blue and yellow, cool and warm. I agree with the lighting, but a nice way of dealing with it is to go with warm and cool lights to see how it changes how things looks. I'm not saying use realy heavy blues and such, just tone the lights a little.

Other than that, the mapping look exquisitely awsome.
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-11 18:26:54 UTC
in Descriptive Writing (Give it a go) Post #205828
@m0p: :cyclops:

You guys are a morbid bunch.

The universe is small compared to the journey the Deity had embarked upon. He knew not what to expect from the episodes that lay before him. He remembers his own life as it was before ascension, before nothing would ever matter, and death frightened him where he stood, but nor life would matter. He has seen the deaths of others, the Deity cared of none other but one. Even the bliss of love any thing intelligent enough to hear the word and its silent meaning, to the immortal man, to all gods, all things capable will succumb to its binding power. He closed his eyes, indulged in his memory. He found the her soul, the one who loves him. He remembered how the previous time, he found her and love bound them in an instant, regardless that she had a new insight to her pleasurable desires. The Deity altered his form to fit her realized ways of sapphos and shared with her female eroticism. For one lifetime, they loved. Her body passed on before him, and as she alway, her spirit would emerge and invite him for a chase. He would give her some ages to grow, learn, dispair, as true for himself. He would go forth and seek her company. He broke from his memory and realized this is the everlasting bliss she has chosen for her. She wanted this game to last forever, for eternity. The Deity rethought his recent aeons, decided he was played for a fool. He went forward and located her. They connected as ever before, and he told her of the game they played. They lived blissfully, once again, and has her dying flesh expired her spirit, she approached the Deity and kissed him.

"Your Turn."

Guitar Solo :nuts: :finger:

--
This is the best i could think of in a few minutes.
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-11 14:49:52 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #205796
Am I going crazy? I swear I said something about not making music for people at the end of one of my posts...

Anyway, I have worked on 6d for 2 hours this weekend and tied up the loose ends. I tried skinning my Guardian model, but I'm happy with this solid chrome skin I stumbled across. It makes them look nicer and more mysterious. I also tied up all of the sounds too, so I think I can perhaps release the 6D Dev Mod sometime this weak. Maybe write a guide for the setup first, but it has to be this week if it were to come out at all for the next 4 weeks. School will be out for the holidays and so will be my internet.

Any more development is going towards themeing. Each area has a few props and a skybox, as well as texturing. Easy stuff.

Then I will release an update to the Devmod and I'll continue to build the game itself.

I hope to see some maps made for this. If you are mapping, hold off until you get the full package then kinda format it.
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-11 14:19:46 UTC
in Good Song Titles You Made Post #205793
? 10-Speed Indian
? Chicken Shit Fight
? I think its music
? Free Beer Tommorrow
? I don't know 4
? I haven't Slept all day
? Dude, What?
? Duct-Tape and Hamsters
? I thought of this while shittin'

Some of these are actual names of track i've written.
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-08 19:53:32 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #205525
Let me clarify.

They stop moving for a split second but never stop shooting for facing at you.

glitch free :glad: :heart:
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-08 15:15:29 UTC
in Adding music? Post #205508
Fruity Loops Studio 5 is what i use. Its not that hard if you have worked with midi sequencers in the past. The software isn't the hardest part, its making the music. sometimes it just doesn't flow out.

Sometimes is does.

Either way, get whatever you want, its your music and your mod.

Yes, Version 1.4 and higher of Spirit uses Fmod, where you can setup a folder for MP3's and other media.

There is a catch, however. Once you begin playing the music, you cannot stop it and it repeats endlessly. You can interrupt it with another track tho. I'm using this cautiously in 6D. Originally I think fmod was intended for ambient soundtracks and not music, like in Natural Selection.

Just to note: Music is a something I shall never offer to do for someone. Bottomline.
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-07 18:36:00 UTC
in Muzz's HLDM Server Post #205415
how about... mmmmmmaybe....

DM_HAZARDCOURSE ?

still workin on it. expect it. :cyclops:

I know my maps lack the stuff. I'm working on a new series using simple geometry, default textures, and the top of my design skills.

I'm impervious to crappy map feedback by now.
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-07 12:05:35 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #205366
@M_Garg: I posted that to conclude that those are the available default elements. If you want to, to can work in your own set of triggers into your map. I just have perfabs to shortcut things, and I'll try to stick to the list so it doesn't get over complicated and gum-up the flow.

If you want, I can post a Devmod and all of the templates. The list of things I need to do outside of HL is
  • Portfolio review (today) :nervous:
  • History of archetecture Final
  • Texture 2 Shader Networks Final
  • Production Modelling 3 Final (really tough)
After that, I have weeks to develop stuff. But for the record, I'll finish Sajo's weapon models first. Be patient, I have a week and a half left then I'll have no more classes to worry about.
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-06 17:23:42 UTC
in CPR Industries: Shadow's Spear Post #205237
Your profile says you model, from the looks of it, all of those vehicles are brushwork. It would be easier, probably nicer, and cheaper on HL to model them.

Still, to do them with brushwork is rather impressive. kudos
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-06 14:55:27 UTC
in Half-Life : Gyradell Invasion Post #205231
Well... gyradell is an easy theme to accomplish. Take any scene from real-life and image moss, vines, and grunge all over it. Try checking out submarines, factories, old Europe structures, etc.

you have any plant models?
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-06 14:31:33 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #205229
@Kasperg: Nice, reminds me more of Septerra Core tho. :D
That forest looks amazing, Rim! Though at first I thought it was all brushwork, then I saw "I made this in Max" and thought, "Damn". But it still looks amazing. Will you ever be able to utilize terrain to accomplish a goal or will it all be on blocks?
Sorry i just noticed. It is possible to use the terrain as a part of the puzzle in some of the more serious maps. For starts, you can't reach it.

DEVELOPEMENTS:
User posted image
[u]Elements in Game and a brief description:[/u]

Start Portal - Where you start.

Goal Portal - Takes you to the next stage.

Girder Blocks - Permanently immovable blocks or "Solid Ground."

Rotate Blocks - Basic Element of 6D. Can rotate on many axis in several ways.

Water Block - Nothing more than a way to move the player by having him swim.

Slider Block - Moves other blocks with it accordingly for specified direction and distance.

Touch Pad - Acts like a Switch the player MUST touch to activate, and will become vital to the puzzle.

Locked Block - Restricts a section, piece, or the Goal of the puzzle until turned off by a touch pad.

Auto-Clicker - Turns on all targetted pieces in 4 second intervals. The player must involve timing and worry about turning the pieces off instead of on.

Jump Pad - A pad that doubles the jumping power of the player when jumping from that block, allowing him to leap 1 block high and much further than normal, unless specified otherwise.

Guardians - They try kill you. A lot. You can kill them by crushing them with a block. Clicking them will cause them to stop there movement so you can kill them with a block, if the opportunity shows.

I will release some kind of video in hopes of showing an advanced puzzle with many of the upper-level puzzle elements. But I fear the low framerate fraps gives me when recording will kill me more then the puzzle. Especially when timing is crucial and I'm being hunted by guardians.

So... Should I record a video of me getting slaughtered at my own game?

..Also i will write an Entity Guide how to properly work the elements and prefabs for those who want to map for 6D.
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-05 17:04:13 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #205155
no
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-05 16:42:14 UTC
in Texture Creation Post #205154
ack. i was going to edit and add this. It will help a little.

Texture Kit
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-05 16:37:41 UTC
in Texture Creation Post #205152
Hey rimrook, I remember you posted a little explanation about making costum textures from sketch. I remember you created an ugly looking texture that was quite simple to make and then used a overlay pic to make it look better. Can you post is again? It'll help me a great deal.
Another thing, where do you get your overlay pics? Don't tell me google because I simply don't really know what to search for. If you tell me google give me an example for what should I look for. Thanks in advance.
First: k.

Yours.
User posted image
Yours with overlay by me.
User posted image
Overlay Texture.
User posted image
Second: I get my overlays from photographs I have taken myself. Its the best way to do it. Google sux for texture searching.
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-05 14:18:46 UTC
in Texture Creation Post #205136
hmm... that sign is wierd with the KinetiX Labs written the way it is on it. I don't think a sign would ever look that way.

But, if the lab was called Kineti, it might be kinda cool. Then have KinetiX as is Kineti 10 in roman numerals. Then you can have surrounding labs like KinetiXI and KinetiVIII. Much like City 17 from HL2. It would bring some depth to it, if thats not whats already planned.

Kineti sounds like some sorry british place to me. I sense potential. :D
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-05 14:04:43 UTC
in 1337 f0r teh Dangerz! Post #205133
|3|_|LL5|-|17!!!11!!!uno!!!1!!

Glad my mommy did see that, I might lose my internets!

Serious, what a really bored new cast. I like how the kid describing was cut immediately after he said it was dangerous. The whole story was baked.
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-05 14:01:19 UTC
in Half-Life : Gyradell Invasion Post #205131
Its looking pretty good. Too bad most of it is done. I do have another wad for you. Whether or not you need it, i don't know how far the mapping has gone.

The 3rd screeny is the best. Its better organized than the others. What ever you did there, you did it nicely.
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-05 01:07:29 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #205074
aw ok. That helps a lot. definitely doing that.
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-04 20:02:11 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #205045
its not multiplayer...

sure would be interesting if it was. but it would be a whole lot different. It would probably need the gravity shifting like in prey.
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-04 14:30:26 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #205015
i don't know how to link thumbs... actually...
if you would like to enlighten my that would be fantastic.
otherwise shutup.

Working on getting content for the other areas of the game as well as developing tracks with my composer.

I was thinking of adding a HUB to the game where one central area goes into all of the others. It'd be easy to check your progress and possible to earn "secret stuff."
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-01 15:21:40 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #204727
A friend of mine elightened me to his musical talent today. The sample he was proud was nonetheless than fuckin awsome. So I told him about the 6D project, and he thought it was interesting. I let him know that i was doing music of my own, and asked him if he wanted to pitch in with the project. In a few short hours he brought me a composition that fit unrealistically perfect with the game.

He will work with melodies and compositions I'll write, so at least I can get common themes and notes in. I also told him I was willing to pay him, but he refused and said he sold a single song once for $20.

Another thing is that he would like to recieve lots of feedback so he can improve. I think he's persuing it professionally.

Either way, we're gonna mix something up and release some sample tracks. In return, give feedback and make the guy feel good about himself. He doesn't get the recognition he truly deserves.
Rimrook RimrookSince 2003
Posted 17 years ago2006-12-01 09:26:27 UTC
in HLDM Layout. Post #204717
sk3tch.
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-30 19:11:30 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #204662
@Urb:
no... post it or email it.

@Hunter:
Yeah i'll take care of it.

I'm still seeing what i can do graphicly. Don't jump to any conclusions just yet.
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-30 19:04:56 UTC
in origin of your e-identity? Post #204660
Rimrook
After an inspiring story character who was a demi-god that created worlds as a hobby, but suffered from several social and romantic issues. It was suiting at the time I join TWHL, so i went with it.

Squeasel
Squirrel + Weasel = Squeasel. That's. It. A fun name for non-serious accounts. Sometimes on HLDM, but i'm always Rimrook on Muzz's server whenever I played.

Juindalo (Win-Da-Low)
A really strange name someone called me in a dream. I use it for my serious accounts. It also sounds sexy.
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-30 15:11:37 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #204600
256 x 256 is the ad size. I know its smaller, but I'll make it as clear as I can.
User posted image
Splashy :D

Also, here's a list of the themes. Me and some guys got together and brain stormed. A lot of awsome ideas arose, and of course there was crap. We filtered them down to the top few so here they are.

T Sancefar and training globe
1 Timber Forest
2 Ancient decorated temple
3 Wood planks and boards
4 Water, Underwater, coral reef scenery
5 Ice, glaciers, polar area
6 Volcano, fire, molten rock
7 Nano Technology City
8 Xen (I already wrote Xen music that tops the original song. so awsome!)
9 Something strange like my desktop image, uber max raytrace of death abstract stuff.
10 Pure white sky with black blocks, simple, but all stops will be pulled out and the puzzles will be brutal.

I also decided to develop each theme and order up all of the necessary resources before I start making the maps. this is a better approach. so I'll be doing some research and development in the mean time. I really need it. Everything i thought of yesterday failed to work properly. including a score system. Any suggestions would be fantastic.

Ciao
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-29 18:36:42 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #204484
I can release a soundtrack when i have enough music... iguess...
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-29 17:07:08 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #204467
yes, there is space in the lobby for ads.
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-29 17:05:19 UTC
in TUTORIAL: Seamless textures using PS Post #204466
No no no no no no NONONONONONONONo no no nnnnooooo no [i] no [u] no[/i][/u]

Filters > Offset > (half the dimensions so it puts the seams in the middle)
Heal brush. Paint them away. Offset to reset the texture.

That is so much easier and turns out more naturally. You don't get that kleidoscope effect on the edges.

There was already a thread about this a while back.
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-29 14:53:58 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #204449
is the music in-game?
Fraps doesn't record my sound so the music is an overlay but it IS the song that plays for that stage.
:roll:
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-29 14:40:23 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #204443
User posted image
User posted image
User posted image
Lo-Res Video

Hi-Res Video

You wanted stuff, so here. Have stuff.

The part i did yesterday was the skybox. I modelled it in max as usual, but the fact that there are 15,000 trees on it makes it a little more of an accomplishment. Its so much better than the skybox i originally had, and it pulled the whole thing together and polished it off. I'm kinda glad i forgot my drive yesterday, it wouldn't look as good as it does now.

About the video: Fraps doesn't record my sound so the music is an overlay but it IS the song that plays for that stage. Its a short one with not a whole lot of new things. Again, i'm not exposing all that i have just yet.

As far as a demo goes, I'm gonna focus on revamping the Training Globe for a final time. That should actually be done by now.

Some bad news: The Map View that is so very useful can finally be ruled out. It doesn't work with the version of spirit i'm using. So it'll be taken out of the game. However, I'll make puzzles less one-way so you can see parts of the puzzle before you get to them, so think ahead sometimes.

Other than that...
Enjoy!
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-28 14:32:30 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #204347
gulp

I forgot my portable drive at home o_O

AAAUGH DON'T SNARK ME!!!

Actually, most of the content is all place-holder stuff. I should clean things up this afternoon. Might as well, given the unfortunate opportunity. I don't think you would like to see sky graphics from CS... :cry: :cry: :cry: :cry: :cry:
Its like when you try out a new program, you instantly know how everything works.
Uhm... k, i have a bit of a learning curve, but I also spend hours and hours just practicing. That's what pays off in the long run. Talent isn't that great without experience to apply it. This is true for everyone. Its very possible that everyone can master mapping, and there's always the day the student surpasses the teacher ;)

Muzz, how many coffee mugs did I make before I got an awsome one? over 12.
Because I need to know how to model you know. Does the allmighty Rimrook have any suggestions?

And this mini mod will probably be awesome. Why don't you include it as a part in Turnstile? that would make it more interesting you know.
Suggestion: Get 3DS Max 8 or 9. Almost all of Half-Life was made in Max, and partly photoshop. The SDK still has the old max 4 files and the bone and animation system is completely supported, as well as compatible with the SMD exporter for both HL1 and HL2.

There is also a really good book called "The 3D Studio Max 8 Bible" which can set you up really easy with the basics or you can ask me a few questions.

This "Mini mod" is now a full-scale mod. Turnstile is still alive, sort of, and will not be apart of this in any way.

on a related note:
I'm gonna use more models in the environments rather than world geometry. It'll turn out cleaner and will be easier to implement, as well as support more organic shapes.

Please show some patience.
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-27 16:00:57 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #204244
e...

what do you mean by jelousy, muzz?
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-27 15:57:38 UTC
in Sprirt Post #204242
Maybe just advanced effects and stuff. Like waterfalls, and more weather effects. That's a good question though. What can they add to source?

I use spirit because:
  • Better for prop_models using the env_model entity, also easier to work with animations for props.
  • Skyboxes.
  • Can play mp3 bgm through fmod, which is already coded in.
  • Better console commands (like fire +target and fire -target for switching on/off)
  • trigger_command can fire console commands like exec script.cfg
  • Movewith entities are fun.
  • Aurora stuff is just plain cool, even though i don't use it too often
  • The Glass floor effect is cheap and easy.
  • Trigger_inout is great for those doors that open when you approach and close after when you walk away.
  • Adjustable monster size and health amount, as well as the choice to change the skin or model within hammer without affecting every model. i.e. grunt_red.mdl and grunt_blue.mdl can share the same monster_grunt entity.
  • Factions, you can make any monster friend for foe, or whatever.
As well as a plethora of other things i haven't learned to use. I'm still playing with locus stuff.

Overall, Spirit is a blessing on the mod world. Get it and try it.
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-27 15:21:25 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #204236
yes... :cry:

6 - D is how it is typed to get the title to look correct.
6D is probably easier to understand i know.

I have stuff to show, just haven't shown it.

I'm working on the game itself and its not easy. I have some free time now, and most of last week was Thanksgiving Reunion stuff.

I made a perfect wormhole in spirit. It's... interesting.

Good news is that I have 3DS Max 8 again! So i can model whatever now as far as content needed.

Stuff. Tommorrow. Promise. :glad: :heart:
Rimrook RimrookSince 2003
Posted 18 years ago2006-11-22 19:01:04 UTC
in UCLA Student Tazered By Police Post #203732
so. wrong.

No ID in a computer lab is suspicious.

Hell no one at my school has any ID. Inlcuding me, then again, my school is too small for campus cops.

I hope those cops get banned from life. hard.
Rimrook RimrookSince 2003
Posted 18 years ago2006-11-21 18:42:52 UTC
in Desktop of November Post #203572
Posted 18 years ago2006-11-21 16:46:39 UTC
in Mach Mod Post #203559
i was wondering about that.

So, its a four-sided deathmatch?

Is this the so-claimed Black Mesa Triathalon that everyone ignores?

I don't get it... :zonked:
Rimrook RimrookSince 2003