Forum posts

Posted 17 years ago2006-09-02 13:21:28 UTC
in Speaking to igod Post #195413
Me: Whats the Meaning of Life?

Crash
Rimrook RimrookSince 2003
Posted 17 years ago2006-09-01 16:13:39 UTC
in New Mod: "Turnstile" Post #195329
@Muzz: Yuh, thaz the one. UV Unwrap in the modifiers.
Rimrook RimrookSince 2003
Posted 17 years ago2006-09-01 11:14:29 UTC
in New Mod: "Turnstile" Post #195281
UV Unwrap. Flattens the polies so you can paint on a face template. This is true skinning and is so much more controllable and cleaner than all other options.

Search it on the internet, i learnt it in 1 minute. Its not complicated at all.
Rimrook RimrookSince 2003
Posted 17 years ago2006-09-01 07:55:38 UTC
in New Mod: "Turnstile" Post #195270
40k EPOLY MAP REVOLUTION!

But really, this kind of mapping would be rather exclusive to modellers.

Imagine this: Run through HL1 SP and view all of the props and random objects. If they were all models of considerably nice detail and skin-jobs, and there was a good population of them, plus the more detailed brushwork since you're not using a whole lot for brush-based props, you have a sweet map.

Hierarchy:
Sprites and Effects <Top Most Layer>
Players/Active Stuff
Entities
Prop Models
World Geometry <Bottom Most Layer>

Much Like UT2004. ;)

Maps like these would have a disclaimer and loads of props that go with them. They would be for everyone, but more playable than anything with 9000 wpolies. Like that one thread with that one guy that did crazy spiral pillars that i can't find. :| Maps like those can't be played realistically.

VIVA LA 40k EPOLY MAP REVOLUTION!
Rimrook RimrookSince 2003
Posted 17 years ago2006-08-31 17:52:28 UTC
in New Mod: "Turnstile" Post #195239
80,000 is utter abuse. I'm saying with nice layout and organization, around 40,000 polies, it will look sweet and still play nice. Maybe even make it as large as Sunden.

Trust me, every time I'm absent from HL for a while, i make sure I triumphantly return.
Rimrook RimrookSince 2003
Posted 17 years ago2006-08-31 17:17:02 UTC
in New Mod: "Turnstile" Post #195233
Its not a map.

A pure-model map wouldn't work because you can't tile textures on the mesh easily.

The best bet is to abuse the hell out of model-usage on a map. Something I want to do but haven't had the opportunity.
Rimrook RimrookSince 2003
Posted 17 years ago2006-08-31 13:45:57 UTC
in New Mod: "Turnstile" Post #195207
its my homework. Sorry :(
Rimrook RimrookSince 2003
Posted 17 years ago2006-08-31 13:38:57 UTC
in New Mod: "Turnstile" Post #195204
That's much like mapping for Unreal Tournament. A majority of the maps are Static Meshes, and the rest is one basic walls and displacements.

Its a very nice and effective way of mapping. What i had found out is HL1 HAS NO MODEL POLY COUNT LIMIT! I cranked it up to 32,000 polies playing with those trees on the previous page. I built a jungle! This kind of mapping is uncommon due with HL for the lack of a huge variety of available models. There is not a model for everything.

Another thing is for someone to code a plugin to allow the limits of a normal HL1 map to be so much higher and be more readily drawn by hardware acceleration.
Rimrook RimrookSince 2003
Posted 17 years ago2006-08-31 08:01:24 UTC
in New Mod: "Turnstile" Post #195176
User posted image
Let the controversy begin.
Rimrook RimrookSince 2003
Posted 17 years ago2006-08-30 21:43:28 UTC
in Has Steam Gone Crazy? Post #195144
Ew.
Rimrook RimrookSince 2003
Posted 17 years ago2006-08-26 11:29:06 UTC
in VALVe and ATi Post #194636
I wouldn't blame anyone on some screw ups based on graphics cards. The game was probably made with ATI cards, and I believe it said somewhere that HL2 runs best on ATI, but you can't make such a blatant assumption based on the simple fact of conflicting card specs.

Valve should have detected such a problem while testing, if they didn't, then they suck at testing. But i have no doubt in my mind that they could be lazy, so meh. whatever.
Rimrook RimrookSince 2003
Posted 17 years ago2006-08-25 17:24:53 UTC
in New Mod: "Turnstile" Post #194563
Turnstile Source would have to come after Turnstile i think...

HL2 would support Turny more readily and support the features better maybe.
Rimrook RimrookSince 2003
Posted 17 years ago2006-08-22 20:18:10 UTC
in New Mod: "Turnstile" Post #194219
mmmmm..... its possible. I shopped around and found a laptop very affordable that can run Lost coast on the maximum detail and screen resolution, and still be able to run web radio wirelessly.

in the zwn!
Rimrook RimrookSince 2003
Posted 17 years ago2006-08-21 07:55:03 UTC
in Fractals Post #194024
You're Fractacles are nice. I like the fourth one.
nice-looking shapes without any skill whatsoever
...duh.
Rimrook RimrookSince 2003
Posted 17 years ago2006-08-21 07:49:54 UTC
in Digital Drug Post #194023
i think this stuff can work, but the idividual has to be able to be droned by it. it doesn't work on me, i've tried it before with my sleeping probs.

In soviet russia, music listens to you!
Rimrook RimrookSince 2003
Posted 17 years ago2006-08-21 07:46:46 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #194021
...and this mod isn't dead either :)
Rimrook RimrookSince 2003
Posted 17 years ago2006-08-21 07:46:07 UTC
in New Mod: "Turnstile" Post #194020
No, turny isn't dead. just delayed for a few months. 'tis sux.
Rimrook RimrookSince 2003
Posted 17 years ago2006-08-18 07:40:48 UTC
in dm_metro Post #193803
looks like my first map for hl, it too was a substation.

It needs banisters and those gate props from the station in HL2. Maybe even from breen screens or whatever.
Rimrook RimrookSince 2003
Posted 17 years ago2006-08-17 12:40:54 UTC
in Big List of Mapping Crimes Post #193748
Lack of ambiance is a peave of mine. The HL1 engine can handle it really well as far as adding sounds and reverberance to the room to make it feel big and echoey. Its all too easy to control these aspects, especially since there is a trigger_sound that lets to contol the sound filters with a brush trigger. Adding an ambient_generic is also easy, and layering your sounds in levels is also a nice touch to any map.

Ambiance is a detail often overlooked. It as important to the map as the walls themselves.
Rimrook RimrookSince 2003
Posted 17 years ago2006-08-12 08:49:47 UTC
in BUMP! Post #193192
Want Pie Now.
Rimrook RimrookSince 2003
Posted 17 years ago2006-08-11 17:05:28 UTC
in New Mod: "Turnstile" Post #193143
There's no turny at the moment cuz my drive crashed.

...and i have no disc to install hl1. it'll be a while until i have a working comp. but hey, you guys r0k, hold onto those generous offers though!
Rimrook RimrookSince 2003
Posted 17 years ago2006-08-09 21:13:30 UTC
in Ban Everyone Post #192964
mmm... i would support this if twhl3 starts really fresh with a whole load of conflicts between new and old.

Otherwise, no. Get used to it.
Rimrook RimrookSince 2003
Posted 17 years ago2006-08-07 07:53:17 UTC
in Month of August mini-contests! Post #192742
User posted image
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-28 23:25:15 UTC
in u know your failing at life when... Post #191947
... when words are made up do describe you and/or your hobby-work.

splunch
omfgtaculous
rimwhore
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-28 23:24:48 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #191946
i'm not.

i know that statement was washy, but the rotations are primarily reserved for the islands only.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-28 14:29:01 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #191924
Having a large spike through the level showing the axis is not cool.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-28 12:50:51 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #191907
@M_Garg: Of course there will be multiple islands, up 8 (4 by 4 island cube) along 3 (X, Y, and Z) rotational axis each.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-28 12:19:03 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #191902
put giant axel's through the sides of it where the big red and yellow signs are, so the player does know which way it will rotate.
Done it. But the axis are a problem because it doesn't look well graphically with multiple islands, and the island is a big func_wall. I don't want to clutter up the rotation triggers with multiple layers for it.

However, i will add-on a vertigo-style skybox that rotates with the island. that will be fun.

I also have all weekend to work on this. Which is saying alot, since i have this much in under 20 hours of work.

This mod isn't nearly as heavy as Turnstile, there's only two weapon models i need to make, a new player character model, an a few other props. Than its all mapping.

A puzzle is can difficult, designing one is worse.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-28 07:58:17 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #191885
Well... i think this is just one of those things where either you get it or you don't. The format isn't going to change because it is set at the most versitile. If it rotated smoothly, it would be too easy from the start.

I thought of a good way of explaining the way it works.

Yellow switch = Y Axis
Red switch = X Axis

The large button decal pasted on the island also point out where the island will rotate around if you hit that color switch.

It wasn't clearly marked, but the direction was shown on the switch itself.

All you need is simple logic. "If this rotated 90 degrees, what blocks will move into my current position?" and then you play off of the verious block formations to get to the goal.

It will get trickier, but the progression will be slower so you get more practice. I'm designing the Hazard course to do a full run-down of every element of the game so nothing is shocking when you encounter it in SP.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-28 02:12:24 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #191873
That was a rotation test and sample level. The switches will be scattered in more advanced levels. There is also a lot not included in the trailer level.

It will get so much more intricate, but for now, i need to fix some bugs. Another video will be released when its a bit more presentable.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-28 00:08:00 UTC
in u know your obsesed with HL when... Post #191861
them's fightin' words. :nuts:
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-28 00:02:13 UTC
in u know your obsesed with HL when... Post #191858
... fight against the ideals of steam to keep it free.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-27 23:37:49 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #191854
Something like that.

I haven't done any custom content besides making the mod folder.

I finished that video i talked about. Click and See for yourself.

Lo-res Trailer
Hi-res Trailer

Its not pretty, but it gets the point across.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-27 12:16:44 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #191816
For those who hadn't read my last journal entry, read it now.

I couldn't get a smooth rotation on the island, so i substituted that with a instant 90 degree rotation. It reminds me very much of tetris, an i could probably make hl tetris, but i'm not.

It took me 3 hours to figure out how some of the motion manager stuff works, once i got a good grasp on it, i setup up a network of them and built pretty much a rotation system i can use for each of the puzzles. I did some extensive testing, and here is what i can do.
  • Switches that when shot, rotate the island as specified.
  • With the included Scope and Minimap from turnstile, it easier to see the area around you so you may make wiser decisions.
  • Pushables work extremely well, so not only you have to worry where you are going, but a crate as well.
  • Water can be used on the land as well.
  • You can be placed inside a Hollow grid cube if it overlaps your position on the next rotation.
  • You can raise yourself up one cube on your own, but it costs three rotations and requires a wall to clip you and raise you up.
  • Crates can raise you up a cube if you are ontop of the crate, jump, then shoot a rotation switch.
  • You can jump and rotate the island twice before you land.
  • Two islands can overlap each other and function seperately on a different set of switches.
  • It will probably make your head splode.
This probably sounds like gibberish. But once i release it, you will understand.

Screens are comming too.

EDIT: Holy crap, i tried explaining the concept to a few people at skool and no one really got it. They recommended that they would need to see it to understand it. When I can, i'll make a video and post a link to it. Maybe that will clear things up. Otherwise, it sounds like nonsense.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-26 12:46:42 UTC
in Advanced Brushwork Mini-Compos Post #191727
Who won third place?

and yeah, i'll see if i can get a transparency on the trophies. I didn't think things would go so quickly.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-25 23:50:52 UTC
in Advanced Brushwork Mini-Compos Post #191680
The trophies!
User posted image
User posted image
User posted image
Who will be the lucky winners?
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-25 11:27:27 UTC
in Advanced Brushwork Mini-Compos Post #191631
i didn't know if they were necessary at the time. It was late last night when this was done. I'll be doing the rest tonight.

But is it good enough? Its not as large or glamorous as the official twhl trophies.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-25 11:18:51 UTC
in Advanced Brushwork Mini-Compos Post #191628
Well anyway...

Win and be awarded this lovely prize!!!
User posted image
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-25 01:23:48 UTC
in New Mod: "Turnstile" Post #191591
Believe it or not, i tried it on steam. It was worse.

@M_Garg: I don't need the install.

Thanks for all of the nice offers everyone. I seem to be fine for the moment. This mod is still going!

Arrange Mode probably messed up some temporary hl setting files. That's likely why it messed a few things up.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-25 01:20:11 UTC
in Advanced Brushwork Mini-Compos Post #191590
wow. i have a lot of mention around here all-of-a-sudden...

I did make a trophy. I sent it via pm back to Rowley. I hope its good enough.

I'd post a pic of it, but i don't know if there are any rules about showcasing the trophy.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-23 20:23:18 UTC
in Unforseen Consequences Post #191407
the look on his face is like. "wh0t?"
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-23 14:17:54 UTC
in New Mod: "Turnstile" Post #191376
its no big deal.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-22 00:34:51 UTC
in New Mod: "Turnstile" Post #191226
true, but that doesn't help help with WON-HL unless someone has or could find the original install.

its no big deal. fixeez.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-21 21:28:42 UTC
in Portals Post #191208
my head a sploded i'm so baffled by that...
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-21 07:46:31 UTC
in New Mod: "Turnstile" Post #191102
well arrange mode is a high-end HL1 mod. It has some physics and other dynamic stuff implemented. Some of the features of it bog my comp down, but it might not on yours. Don't let me scare you, i think its worth the look.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-21 00:26:41 UTC
in New Mod: "Turnstile" Post #191076
HL runs fine now, but i feel bad about it messing up now. like i know it'll comeback to kill me later.

I could use a HL install anyway, i no longer have a disc for won-hl and all of the new discs in the stores install to steam.

I made very little progress. I sketched some props and that's all.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-20 12:31:57 UTC
in New Mod: "Turnstile" Post #190999
tr00.

But i never freaked out as bad as i did this morning.

After trying the Arrange Mode mapper edition demo thing, it crashed everything. So i hit up the config and dumbed-down all of the fancy stuff. It was still crashy but i managed to get around. Because it was in spanglish, i didn't know to press the USE key on the guns. I figured it out finally and it locked up HL. I tried it again and HL would freeze on the title screen. I tried my mod and it did the same. I rebooted and it continued. I. Freaked. Out. That meant that mapping, modding, and everything HL would cease to exist. But i remembered i got steam going, so i tried that. But steam had an odd error with my net connection! I was fucked at this point. So i copied the content from Arrange mode to a new folder (for possible ripping later) and deleted the mod. I ran HL and it still didn't work! I rebooted and it was fixed. But i don't think i'll be getting arrange mode when it comes out.

So yeah... no progress at all because of that. sorry.

I'll be modelling like crazy with props and such. So i'm taking requests. I'll make an ad from my journal in a moment.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-19 14:20:47 UTC
in arrange mode Post #190835
oh, that might have been the problem. It didn't run it in steam. I did eventually get it to run, but i wasn't impressed. I do hope it gets cleaned up as far as glitches and minor problems go. There was alot in the folder, but why were 65% of the folders empty? and models that were nothing?
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-19 07:48:14 UTC
in The Woot Pool Post #190777
512 x 512 textures get filtered by the game and get kinda weird. 256 x 256 is the best size because its the largest size the game can handle before it mip-maps them down in resolution.

The lights under the water need a sprite. With the right spritework, you can make it look glossy, but not entirely reflective.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-19 07:36:59 UTC
in New Mod: "Turnstile" Post #190773
Yeah most of that has been addressed except the part about more user interactions with the environment, which is kinda no-use since the original demo map isn't part of the game. There will be plenty to do in the actual game.

I've been doing some prop modelling, so i can now do really intricately designed doors, gadgets, and doodads to fit the map in kinad this metroid-esque style, only not... if you know what i mean.

The Poly-cut method has to do with only the plant models. Instead of using a flat plane with a picture on it for the leaves, i used 1 large triangle poly. It takes 2 polies to make a square normally. I cut some of the bushes from 20 to 10 this way. its really basic and simple.

Very little progress at the moment. :(
Rimrook RimrookSince 2003