Forum posts

Posted 17 years ago2006-07-19 01:22:24 UTC
in Advanced Brushwork Mini-Compos Post #190744
heh, i would enter then. :D
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-19 00:36:04 UTC
in arrange mode Post #190740
Wow... uhm...

This crashed HL, Windows, Both of my RAM cards, My GFX Card, my flatscreen, and forced a reboot. Then it knocked some of my secondary drivers and i had to recalibrate my sound and drive information. Also, it knocked out all of my shortcuts on my desktop.

Yeah, i sent a nice little error report to Microsoft :)

so... I think its worth it. :nuts:
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-19 00:07:01 UTC
in New Mod: "Turnstile" Post #190739
FYI: its not a serious map. it'll get scrapped later.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-18 18:02:37 UTC
in New Mod: "Turnstile" Post #190703
Yeah, i like my schedule.

especially CA2201: Texture and Material 1.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-18 12:11:30 UTC
in New Mod: "Turnstile" Post #190646
Thanks! And yeah i know... 3 mins to make the geometry so i had something to place the plant models on.

School is rather tough right now, so i might not get around to some mapping for a while. The good news is this semester is the semester i learn to draw like a pro. I have 3 studio classes... i could barely handle 1 in the past.

Aside from that, i'll be making tweaks and fixing what i already have.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-17 17:12:11 UTC
in arrange mode Post #190567
this demo is huge... over 100 mb? wow.

it better be worthit.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-17 13:46:25 UTC
in New Mod: "Turnstile" Post #190521
i'll see if it can look just as good with lower numbers
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-17 08:51:12 UTC
in What on earth is going on here? Post #190477
What happens in Japan, should stay in Japan.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-17 08:23:48 UTC
in New Mod: "Turnstile" Post #190475
That's as loaded as its gonna get.

If you don't think you can handle 1350 wpoly 5000 epoly tops, 900 wpoly 3000 epoly average? Don't bother downloading it. really sorry i have to be so blunt about it. Those are the numbers so the spam about everyones specs can kinda stop.

I wanted a whole forest, but it's not very possible. So I kinda have this thicket of wild plants instead. Not quite what i wanted, but 'tis ok.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-17 07:59:24 UTC
in New Mod: "Turnstile" Post #190471
@M_garg

The new spirit stuff has a lack of console commands vital to my mod's functionality. I already checked them out.

and yeah, you start with the gravity device.

I dunno about the guns sounds. I'm still working on all of that.

aside from all of the nonsense, here's something new.
RIM: "I tried something new with the plant models. I found a way to cut the polies in half."

DCC: "So... lots of plants?"

(Pulls up hammer)

DCC: "HL won't run that, are you out of your fucking mind?"

RIM: "uhm..."
User posted image
DCC: "You really are out of your fucking mind!"
Happened yesterday.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-15 14:25:44 UTC
in New Mod: "Turnstile" Post #190205
stop that
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-15 13:53:40 UTC
in New Mod: "Turnstile" Post #190201
For the Record: [u][i]THIS IS A SINGLE PLAYER MOD![/u][/i]

@Rowley: Well... thanks for saying what i wanted to say orginally. But i just knew the thread was gonna get trashed again. Like in pages 2 and 3.

@All: I don't have any SP map screens because there aren't any SP maps completely done except a portion of the first demo. Which WAS SP!

I know that if this was a Multiplayer Mod, the r_speeds would have to stay down. But its not, so it'll be a little higher for environmental and world-bound reasons.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-14 12:33:05 UTC
in New Mod: "Turnstile" Post #190077
Hmm. true.

yeah, the engine is old, but much of the hardware running it isn't. We are lucky the polies can go beyond 1000, and if they do, the hardware will pick up the slack.

Hopefully most of us can use either openGL or Direct3D and some kind of gfx acceleration to boost things. If not, this mod isn't for j00.

The ideal is still 1000. But when there is a tower that looks over everything and the r_speeds hike, how much flexibility do I have? That is more of what I'm asking.

This is my Sancefar Map.Take a look at this if you haven't already. I'm balancing this about this much detail.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-14 12:15:52 UTC
in Spectres' Textures Post #190075
User posted image
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-14 11:54:39 UTC
in New Mod: "Turnstile" Post #190074
But its still worth asking. I know there are a select few that still run HL in software mode, which the limit is like +/- 900.

I maybe should place a disclaimer saying that 3d acceleration is advised. Much like Timefall when i played through that a while ago. That had some really good mapping, and the extra polies made it all look so cool.

The issue with my mod is simply trying to make the world feel like a world, plus some of the structures are colossal. Don't worry, you get the Grav-device before then.

Some of the archetecture i've drawn up would also require some extra polies. The various styles are each at different levels of detail, but some of them are a bit more rounded and polished then others. There also terrain to account for, but i won't be making huge caverns like Sunden. More like 3 or 4 subcaverns, connected with caves. Extra polies will help.

Plus i'll Null tex everything like a whore.

so... 1600 - 1700?
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-14 11:46:34 UTC
in Natural Hallucinogen Post #190073
wow. that screws me up. I saw jesus and witnessed 3D twhl! trippicool.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-14 07:38:59 UTC
in New Mod: "Turnstile" Post #190060
1500 isn't bad because it usually ends up being that anway. How about 1500 - 1600? that little extra will help out when it comes down to it. That's roughly the amount of detail of Sancefar if you think about it, and its not 1500 all of the time, just in certain hotspots.

I did a really nice tree model. I thought it was gonna be too heavy on the polies, but it was only 177. I could cut it down more too. After doing so i was rather optimistic about making tons of plants so the environments feels lush and alive. DCC also that it'd be cool to throw in birds, lizards, and other secondary life to polish off the feel of the world. I totally agree. I'm modelling a gecko later today.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-12 14:04:10 UTC
in New Mod: "Turnstile" Post #189815
so... any opinions on a 2000 wpoly limit? or keep it to around 1000?

I would like some info before i start mapping stuff.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-12 14:02:38 UTC
in arrange mode Post #189814
Hey, that ragdoll stuff was pretty good. Some of the treactions were better then others, but that's ragdoll for ya.

Does anyone know why they called it "Arrange Mode" and not something cooler? How about something like Xenocrest, Mercenary X, Monsigner, Xen Cardinal, or even Half-Life: Arrangement.

But "Arrange Mode"?
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-12 01:49:07 UTC
in Kasperg Projects! Post #189760
hehe, i don't use vis groups either. I abuse the hell out of the perspective view tho, in which i use to reference and select objects.

Looking good Kas. It would be hard to include the temple in the star trek mod. Just switch the theme a bit and make it an snow/ice egyptian tomb. Blue and Orange go awomely together... color theory wise.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-11 17:43:41 UTC
in New Mod: "Turnstile" Post #189735
Oh, i need to start another poll-thing.

Q:) What do you think of changing the w_poly limit from 1000 to 2000, or somewhere in between? Please specify and reason.

It would be nice to have larger scenes with the right amount of detail, but i know not everyone has a comp powerful enough to render super high poly stuff. If the personal limit is 2000, i would never go above that, but shoot to get close to it if necessary.

I don't have a problem with the current limits. But once in a while, the r_speeds will jump above 1000 for short periods of time.

The epolies are not changing in detail. The weapons rival the polycount of the original models with few exceptions. The monster polies aren't too different either. I allocate roughly 2000 polies in props per scene. and I plan on modeling lowly poly flora so i can pack much of it in a scene.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-11 17:30:10 UTC
in Env_shake Post #189734
I get an error when i have a multimanager target itself. So I set up two of them and they target in a circle forever. (Using spirit btw.)
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-11 17:00:05 UTC
in Cybernations. Post #189732
i make 2.6k a day and have a steady increase of about 200 a day.

Does anyone have gold? I can't get any trades to go through and i would like to have a connectuion to someone with gold. I don't mind the other resource too much.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-11 15:42:52 UTC
in New Mod: "Turnstile" Post #189719
Jumping gargs would throw classic HL people for a twist. They think they are safe when they get to the higher ground or get behind a wall or something. I can give the player a real run for his life...

I'll see if i can make a demo map for this and release it with the alpha 1.1
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-10 14:14:42 UTC
in New Mod: "Turnstile" Post #189530
No, more like jump and move to higher to lower ground to chase after you. They would be a little more scary, i think.

I got a great idea for a headcrab replacement. I'll need to post scans.

Besides that, meh. Not much.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-10 08:02:01 UTC
in New Mod: "Turnstile" Post #189495
Yes, the siaph is (believe me) a lot better. It shoots more correctly and accurately.

I know some of you must have jumped the huge map by now.

AND! i found out why the exit-zoom problem happens. it runs down like this:

Upon exiting, the game uses the -command to balace all of the +commands, like +jump, +forward, and even the binds i made, like +scope. For some reason, the overmap is not affected by it. The -commands must fix a prob HL had when leaving the menu.

Its odd that it does look like a feature when you exit the menu. If it doesn't glitch up or cause any major problems, it'll remain in the mod for the time being.

On the other side:

What do you guys think of giving gravity devices to the gargs? Cuz i can if i wanted to...

Also, I'm working on remodelling the character meshes. Its really difficult cuz i can't import the textures. I'll need to retexture anyways, but i have to do so from scratch. I'm Still designing some [u][i]new monsters[/u][/i] by the way. I've got ideas, but no final decisions.

i'll post scans of my sketches once i have made some.

EDIT:
I just realized that the Security Cannons aren't in any of the demo maps. In reality, these are the most accurate and deadly of all opponents. They are invulnerable and such. But they have a simple weakness. I should include this in the update.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-08 13:54:37 UTC
in New Mod: "Turnstile" Post #189326
Fixed the Siaph completely. It was a bone issue. I replaced the bones i made with the bones from the Apache and compiled it with the apache's QC script. It is rediculously awsome now.

I'm still addressing the other problems. So far I've managed to fix some of the issues encountered. I will release an update with after all of the problems have been fixed. Then its on towards the Beta, which is a Hazard Course and much more to do.

I'm also feeling better about adding new character models to the mod. So i might want to upgrade the Suzeron to how they look in that sketch i shown a while back. Also, it'd be nice to design an all new enemy to take place of the Eifolon. Any ideas? please share.

I NEED TO KNOW:

The New Scope Feature has conflicts with the menu and console, yet its nice for viewing and semi-sniping. Should it be kept or left out in the mod? Yes or No, and why?
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-07 16:52:50 UTC
in Parallax mapping Post #189181
I don't like how some of the new high-def games look with everything being super glossy and such. You can achieve much more realistic effect with normal/bump mapping, a basic diffuse color, and reflective/refractive raytracing. I must say it looks neat, but over exaggerated, nonetheless.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-07 16:37:03 UTC
in When wierd turns to wonderful Post #189177
This is screwed up.

but meh, even i have succumbed to some odd things.

1) Being pinned down and at the mercy of my girlfriend. I found it kinda embarassing, but now its rather erotic.

2) Sobe Pina Colatta Drinks. Funny taste, but its just so damn refreshing.

3) [mumble] anthropomorphic art. [/mumble]
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-07 13:15:11 UTC
in New Mod: "Turnstile" Post #189125
Ok, i fixed the map thing with the host_framerate command, so its stopped when you use it, which is also on a toggle with the M key.

Still investigating the other issues.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-07 13:11:22 UTC
in moonbase Post #189124
Its a good start, but i do hope that you fill it up with stuff.

Increase the light gamma and contrast it more with more intense light to bring out the detail of them nice Natural Selection textures.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-07 02:04:27 UTC
in New Mod: "Turnstile" Post #189029
oh that is awsome. host_framerate, ftw!

I get what you're saying about the additive stuff now. Will that make them glow fullbright all the time though?

EDIT: i tried it, and for some reason, it speeds up the game insanely fast. not quite what i had expected.... :(
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-07 01:32:14 UTC
in Advanced Brushwork Mini-Compos Post #189024
I'm for the high poly map. screw limits for a short while and go nuts all over the grid.

My vote is the high poly compo!!!
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-07 01:27:58 UTC
in New Mod: "Turnstile" Post #189023
see, thats why this is important.

I'm aware of the smoothing groups and i did my best to remedy things.
Some of the bugs you mentioned are things i've never encountered. As far as the original demo still apart of this, nothing has changed besides new content.

I really can't do too much without code, and i tried my best. what can i say? all i can do is keep trying.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-07 00:22:04 UTC
in New Mod: "Turnstile" Post #189020
because stuff like this scare them off.

http://twhl.co.za/mapvault_map.php?id=4011

Yeah.

After this, the full-scale beta demo can begin being put together. Please read the description.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-07 00:11:40 UTC
in 101 Uses for the Salad Spinner Post #189018
92) A container of instant water, just add water.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-06 21:08:49 UTC
in New Mod: "Turnstile" Post #189002
i've been trying to, but the beams are stuck in a green color. I tried to change the colors, but they always look strange. I need code to change so many minor things.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-06 21:05:27 UTC
in Competition 21 Post #189000
bah. holy crap. I didn't even notice that the new one was posted at the top until just now, silly me.

It looks like funs, but i can't map source to join it.

And sorry for posting senseless crap in that last post.

Good Luck!
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-06 16:09:42 UTC
in Competition 21 Post #188933
Is there anysort of theme already in place? or can we vote on one know. I wish i had seen this thread earlier.

Yeah i'm sorta weary of the source idea, but i don't care that much. I host lots of mini contests in the forums. One of which the winner actually has his custom TWHL logo placed ontop. :D

So... I thought of some really cool theme ideas... that wouldn't work with source. Here's a few general ideas that still work. I don't know much about source, so we can iterate a little.

? Vertical
Build a map or scenario that utilizes vertical elements and various ways of travelling up, or down.

? Suspended
Map a structure that is suspended in some form to another structure.

? Outpost
Map a small place that is under siege, or assault a point.

? Mobile Facility
Map anysort of facility that has any method of movement.

Of course, there can be nominations as well, but lets try to keep this fun.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-05 14:47:44 UTC
in July Mini Contests Post #188694
how can this be done? the thread started yesterday. I think everyone has time yet.

Some of these are good. I like the mapping one, but it need more mappyness besides a few lights and such. Throw in a ambient_gerneric and some monster, or weapons.

As for the flags, they are nice too.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-05 01:52:57 UTC
in Odd title pic Post #188552
My question is why did you host it at photobucket. We all see it anyway. I had questions about it too, i think its wanky. So i made this thread, and theres a chance to have it changed!

http://twhl.co.za/forums.php?action=viewthread&pg=last&id=11924
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-05 01:49:32 UTC
in July Mini Contests Post #188551
Maybe keep it mapping or hl related. Go map an uber-high resolution HDR HL2 logo and screenshot. i dunno.

Lemmings are funny. I love blowing them up.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-05 01:46:42 UTC
in New Mod: "Turnstile" Post #188549
i do like the intro kasperg was talking about. but originally i had it planned where the story unfolds more and develops as you go along, and right as you are up to date, BOOM! you get slapped in the face with the single most greatest video game ending of all time. So it feels like because of you, you were the one who finished the story, or prophecy, or whatever. Rather than recieving a huge reason why this is all happening in bulk.

Love the egyptian style painting tho. I will definately be using something like that in the mod.

Photoshopped?
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-04 21:25:48 UTC
in July Mini Contests Post #188519
OK. for starts, who ever put that flag on the TWHL logo wasn't very smooth at it, so your duty is to either upgrade or redesign the TWHL logo with something of a pwn factor of atleast 1.

Here is the good version
User posted image
Judging will be a vote. The winner chooses the next mini contest.
Good Luck!
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-03 23:08:05 UTC
in 101 Uses for the Salad Spinner Post #188340
45) Most evil Snark Nest disguise. Mwaha.
46) Car Hood Ornament
47) Ghetto Wireless internet intenna satelite dish
48) Speed Bump
49) Porn Stasher. No one ever looks in the kitchen for that.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-03 18:46:46 UTC
in Butt-ugly lighting Post #188319
even your lighting with more of a subtle bounce by increaseing the number of light bounces. defulatly 1, i think. try 2 or 3. also, run -extra and use -smooth 180.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-03 01:25:09 UTC
in New Mod: "Turnstile" Post #188154
The models are 100% done.

All thats left is the demo hazard course. Which won't take long.

However my days are short when i'm teach muzzleflash 3DS max over msn. He doing rather well at it, i must say. He can model props, animate, skin, and we're working on doing a first weapon... in 3 days!

The demo will be in developement textures. it won't look pretty, but it'll that's why its an alpha test.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-03 01:18:13 UTC
in Top 10 Video Game Weapons! Post #188153
yeah, tis sad. but not much of an option. :(
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-02 22:57:49 UTC
in Top 10 Video Game Weapons! Post #188140
oh for the love of god.

I must admit, the grav gun is pretty cool and deserve number 1, but those other were quite lame.

sniff
i didn't make it on the top ten because i can't code Angel Flax into my mod.

Angel Flax are a bunch of floating ice flies that hover around you and take hits, until they die of course. But you can tell them to attack a location via laser sight while holding the fire button. Then they surround the target much like snarks do, dealing lots of little bits of damage. You can call them back by releasing the fire button.

yeah i want my moneh back too. what a rip. :furious:
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-02 22:43:32 UTC
in Muzz's HLDM Server Post #188139
@M_garg,

Give kas the credit, i just understood what he was saying. Its the mapping philosophy.
Rimrook RimrookSince 2003