New Mod: "Turnstile" Created 18 years ago2006-01-31 15:05:49 UTC by Rimrook Rimrook

Created 18 years ago2006-01-31 15:05:49 UTC by Rimrook Rimrook

Posted 18 years ago2006-03-16 20:43:17 UTC Post #168843
I...love..you
Posted 18 years ago2006-03-17 14:46:23 UTC Post #169085
you can kill that garg with electricity!? i always naded it from a corner :o

You still need explosives and energy to kill it, but it'll take less to kill them at the beginning.

anyway. I have a week off and i'll be modding like crazy. but i'll have no net that week, so i'll take a leap of faith.
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-17 14:59:01 UTC Post #169091
@VOX: lol

This does look good Rimrook, but.

Try to make the models more original, just reskinning the original HL models isnt a big song and dance, even if they do look good.

Try to make the monsters more recognisable by their shape rather than their colours (Red is bad, green is good etc). Other than that, it looks brilliant, cant wait to get my comp back online and play this :)
Posted 18 years ago2006-03-17 15:28:10 UTC Post #169098
I agree
Posted 18 years ago2006-03-17 17:31:12 UTC Post #169142
Good point Tycell. Of course, these aren't final. An example, if you will. Though i did spend a load of time on the Royal Guard, he won't change much. I'll alter the others as much as i can and come up with some more original looking skins.

thanks, i need feedback like that.
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-17 17:34:35 UTC Post #169145
May I ask, why low poly?While you have high poly to use? :
Posted 18 years ago2006-03-17 17:37:29 UTC Post #169147
/has rampant buttshex with this mod
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-03-17 17:47:19 UTC Post #169156
Make allies blue like the levels...It reminds me of Tron where the bad guys were red and the good guys were blue.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-03-17 19:29:07 UTC Post #169181
the bad guys were red and the good guys were blue.
duh.

the blue guys + 1 green garg, are friendly.

red is evil. EVIL!
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-18 05:13:25 UTC Post #169271
High poly-> worse r_speeds

Just think of it, you have a high poly gun with lots of polies and you fight against 10 high polies enemies, how many polies will the game render in the end? About 20000 epolies. Just make good looking models that aren't low poly or high.
Posted 18 years ago2006-03-18 15:46:27 UTC Post #169350
Yeah i agree with Elon. Finding that Right balance is key. Skins can make a lower poly model look really good.

Personally i dont care for high-poly models. If they look half-way decent and are fun to blow up.

Im all for it
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-03-18 16:17:32 UTC Post #169354
You mean low-poly. High-poly models sometimes have stupid stuff added to them. Like the high poly otis in sven co-op, why does he need seperated fingers? Whats the point, he usally never uses them.

I'd make only the thumb seperate from the other fingers, like in the HEV guy, or the Gman.
Posted 18 years ago2006-03-18 17:20:41 UTC Post #169357
Red Force, Blue Force
Posted 18 years ago2006-03-18 22:06:27 UTC Post #169410
i'm not using hi-res alien models and such.

the R_speeds are well under 900 overall wpoly wise. i think the top is 890 on the demo so far.

The detail on the weapons are one-sided. Though it appears on both sides for now just for construction sakes. they will later be nulled and optimized.

geez. i'll handle things, don't worry.
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-18 22:10:44 UTC Post #169413
I got faith in rimrook :D
Im just madd anxious
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-03-18 22:22:57 UTC Post #169415
so am i, actually.

:zonked:
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-19 21:12:27 UTC Post #169605
Issue: The demo is close, but would should it be

3 Choices:

Option A) Finish the Environment/Feature Demonstration

Option B) Build the First Chapter of the actual game

Option C) Build the Turnstile Hazard Course

Only pick 1.
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-19 21:39:59 UTC Post #169608
I just tuned into this, those screenshots look amazing!
Posted 18 years ago2006-03-19 22:25:01 UTC Post #169614
I'd say chapter.
After you're done with the first chapter rush demo then you can chill back and make a hazard course.
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-03-20 00:21:49 UTC Post #169623
Hee hee..hazard course. Who doesn't know how to play hl?
Posted 18 years ago2006-03-21 10:00:58 UTC Post #170034
Hazard Course = Turstile specific things you'll probly would like to know before you start the game.

Turns out the that First chapter wins...

I'll complete the Feature/Environment demonstration :)

sorry, but i don't want to spoil anything, and i don't have the scripts worked out yet and such. My comp is dead so i can't work on it for now. Will have a new compy soon.

Here's something new:
"If you can manage to capture that fun moment for 30 seconds, you can stretch that 30 seconds through out the whole game."

Jason Jones
Bungie Studios
I'm wondering if i can manage to grab that 30 seconds? sounds tough.
I hope to lay down at least 30 seconds of fun in the demo. :nuts:
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-21 17:02:19 UTC Post #170070
Yay My vote counted for once :)
Once again, cant wait until the demo.
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-03-22 11:59:16 UTC Post #170204
I forgot to tell thee rimrook- What no stun rod? It might really fit this mod! That blade is boring... I want something newer...

Don't make it(if you do) like Hl2's stupid little stun clubs. Make it along rod that with it you shock enemies.(using Opfor's electicity model that is used to make the electricity around enemies after they are hit by an electricity bug) The stun rod in X-com looks much better, I think it will look nice if you'll have something like that in your mod.(to see that stun rod, look in the UFOpedia thats found with in the game)
Posted 18 years ago2006-03-22 12:12:21 UTC Post #170215
I believe the Stiletto Blade is key to the story and gameplay of this mod Elon.
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-03-22 12:45:41 UTC Post #170223
I never said he should remove it. I'm just saying a stun rod might fit in this mod so i think he should add one.
Posted 18 years ago2006-03-22 18:26:02 UTC Post #170301
The Stiletto blade is a key in turnstile.

:aghast: i've said too much!

Anyway, the only other melee weapon would've been an upgrade to the HEV suit's gloves. When up close, you can grab an enemy and freeze them in a shell of ice and shatter them to pieces in a shotgun blast of ice. It would also be used to grab certain walls and climb them. But this idea lasted only a minute, and due to it's complexity, removed entirely. It was a cool idea, though. :lol:
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-22 19:20:26 UTC Post #170322
I just noticed this:

[quote]you can kill that garg with electricity!? i always naded it from a corner surprised - :o[/quite]

the giant tesla coils you have to turn on, you know, in the tunnel behind the garg, your supposed to turn the power on then have the garg chase you down it and get zaped by the coils.

and on an accuall on topic thing, I cant wait to play any of this
Posted 18 years ago2006-03-23 09:41:11 UTC Post #170405
Its a keyblade? Will there be Disney characters?
Posted 18 years ago2006-03-23 09:44:53 UTC Post #170406
oh god no it's not a keyblade.

Kingdoms Hearts

it's just an intergral part of the game. A stun stick would cramp the style and mood of the arsenal. Even though it's a nice idea for anything HL1, just not this. Try another mod. :nuts:
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-23 16:41:40 UTC Post #170483
Could you do an impact effect to the stilletto?
Like.. when you stab something.. ice comes out... or suttin.. maybe change the impact effect to an ice sound.. or fire..
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-04-02 21:30:11 UTC Post #172137
[b]DEVELOPEMENTS:[/b]

-My steam account got deleted.
-New computer is a bit unstable
-Using older Spirit code for retail HL1
-Spring break was nearly wasted booting up my new comp.
-No New Screens yet.

Faster, better graphics, but no HL2.

Can do models and skins, but only for props. No weapons.

No model Transparency, but i can make new trees with large polygonal leafs like in pristine beach, or that style of low quality flora.

No custom code for upgrades, but found a solution that serves a similar purpose.

+Fog
+Faster Compiles
+Milkshape :nuts:
+Some new things added to the Mod
+Demo Soon, few days.

The demo will consist of an expressive example of the gameplay style and scenery. It will be a single Non-objective map featuring a reasonable amount of items, weapons, and secrets. This demonstration will not be a portion of the actual game.

To Do List:
Make More Textures
Paint splash screens
Demo Progress: 25%
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-02 21:47:15 UTC Post #172138
whats this about your account being deleted? how did that happen?
Posted 18 years ago2006-04-02 21:53:13 UTC Post #172140
Really long absence, about 9 months.

I tried to buy HL1 from steam with a credit card, but it denied transaction and i was potntially committing fraud against myself, then steam spammed my email bitching about the failed attempts.
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-03 07:56:30 UTC Post #172189
Beside the point:
I got into a traditional mapping mood.

Ya know...

Like the one where its like
"What happens if i put a hole in this, or what could go ontop of that"

I'm getting back into my old self again. I reviewed my older maps and i'm working on harnessing and mixing styles. So far so good.
:cyclops:
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-03 08:13:00 UTC Post #172191
Sounds awesome. I had no idea about that steam thing, I hope they dont delete my account while I am away.

Rim: If your using a sword like that, perhaps using old muskets and flint pistols might be an idea too?
Posted 18 years ago2006-04-03 08:26:38 UTC Post #172194
Awaiting demo. :)
Daubster DaubsterVault Dweller
Posted 18 years ago2006-04-03 12:07:02 UTC Post #172214
@Tycell: No muskets or flint pistols. My weapons are set and the reasons why they are designed the way they are hasn't been said yet. Bear with it.

The Texturing class i was SUPPOSED to take this semester was dropped for only 2 people signed up for it. Me and some other dude. The school is cheap and they don't want to pay a professor to teach an under-populated course. I'm pissed about it, so i'll make up for the loss in some heavy studyin of texture.
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-03 15:53:23 UTC Post #172235
teach it yourself
Posted 18 years ago2006-04-03 16:47:01 UTC Post #172243
User posted image
This book covers everything from design and archetecture to props and textures. Lighting. Color Theory. etc.

I shall cherish it dearly.

:heart: :nuts:
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-03 17:26:16 UTC Post #172244
Doesn't that mostly cover Unreal stuff though? I might get it if I hear otherwise.
Posted 18 years ago2006-04-03 20:10:52 UTC Post #172259
It wouldnt be hard to convert it over to relate to Half-Life 2.
Posted 18 years ago2006-04-05 12:09:32 UTC Post #172500
Yes, it does cover unreal stuff. And yes, i learned some things that can apply to HL, but i have a class in this stuff and the engine is so awsome.

Mapping is slow at the moment since i going at it without any sort of organization.

I also found this book that you can read straight from the next if you want. awfully cool and is more general than unreal stuff.

http://www.amazon.com/gp/reader/1584503696/ref=sib_rdr_toc/002-7342200-9810414?%5Fencoding=UTF8&p=S008&j=0#reader-page
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-05 23:43:39 UTC Post #172604
Here is something really new :D
User posted image
User posted image
User posted image
User posted image
Mapping is slower than it should be, but i'm still working the bugs out of what i have and still developing new features to go with it. Be sure to keep a close eye on this since the demo is near.

Demo completion rate: 40%
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-06 02:14:27 UTC Post #172610
w0w :)
Penguinboy PenguinboyHaha, I died again!
Posted 18 years ago2006-04-06 07:54:19 UTC Post #172639
PoisonGardenish.....
Posted 18 years ago2006-04-06 07:55:52 UTC Post #172640
aw. i was shooting for castlerimrookesque. :cry:
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-06 08:01:30 UTC Post #172641
It does look like that too. But it still reminds poison gaurden... only less vegitation... and poison.
Posted 18 years ago2006-04-06 09:20:57 UTC Post #172655
well yeah, i use similar angles like those seen in Poison Garden. I can see what you see in it.

I'm surprised no one has mentioned the like volumetric haze effect i thrown onto the floor. That's a bit of a secret for now but i'll release some notes about it in the demo. I've found a few uses for it already. It only looks bad when you look up close and straight down at it and see the individual sprites, and there's only 7 or so of them. At any sort of distance, the sprites blend nicely everytime. This effect is nearly flawless an i recommend it to everyone.

Also, though i do not need to, i can make a rain sprite for those using HL1 or CS who would like it but doesn't have the ability or option of custom code. This will be later after the demo, fyi.
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-06 12:13:15 UTC Post #172674
So you made a func_wall with the texture render and placed many glows on it? Pretty simple... and not so hard to think on.
Posted 18 years ago2006-04-06 14:15:32 UTC Post #172690
Yes, the floor itself is an old trick i've done before in some really old maps of mine. The haze is something new though. Its a trick sprite that's locked to a set direction. It's only 1 unit above the ground but given its set to glow, it shine through the geometry and appears a little more 3D. It's great since it's nice looking and extremely low cost. Like i had already said, there's only 7 or so sprites.

You'll see what i mean when you play it. It doesn't look like much in the screenies.

EDIT: eh, also, that sprite can be used to make textures look shiny like in HL2. I wouldn't use this much unless i have some serious sunlight someplace.
Rimrook RimrookSince 2003
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