6-D : A Half-Life Puzzle Mod [WIP] Created 18 years ago2006-07-27 12:16:44 UTC by Rimrook Rimrook

Created 18 years ago2006-07-27 12:16:44 UTC by Rimrook Rimrook

Posted 17 years ago2007-06-23 21:48:46 UTC Post #226333
The spaceship is coming.
Posted 17 years ago2007-06-24 12:26:27 UTC Post #226354
Rim that's sicknasty.
I love it
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-06-25 11:00:40 UTC Post #226391
That's pretty awesome.
Love the landing animation.. ;o
Daubster DaubsterVault Dweller
Posted 17 years ago2007-06-25 11:20:01 UTC Post #226392
God damn that looks awesome. Damn it, as much as I hate it, I'm totally envious of your leet hax skills, Rimrook :<.
Posted 17 years ago2007-06-25 13:39:21 UTC Post #226393
Ya know, I was talking with a friend and it made me realize that the only reason I'm making this project is for you guys, so you have something different to entertain yourself with.

I'll see if i can finish a map tonight. but i perhaps won't, my boss is making me work doubleshifts until the day I leave for Minnesota on a vacation.
Rimrook RimrookSince 2003
Posted 17 years ago2007-06-25 16:55:22 UTC Post #226404
The timber video thats uploaded to moddb isn't fully uploaded, its corrupt and only 1.5mb instead of whatever the full thing is.
Posted 17 years ago2007-07-16 19:39:49 UTC Post #229199
User posted image
User posted image
User posted image
Rimrook RimrookSince 2003
Posted 17 years ago2007-07-16 19:44:14 UTC Post #229202
You DO enjoy tormenting us don't you?
Looks amazing! The sky is awesome too.
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-16 19:51:39 UTC Post #229204
I wanna know what the epolys are like there, because that's mostly all it is, models. I don't see any astounding architecture, although those are some nice textures all right.

This design you have here is very realistic, unlike the other screens that show mostly fantastical settings.
Posted 17 years ago2007-07-16 19:57:55 UTC Post #229205
I wanna know what the epolys are like there
Mwaha :nuts:
Rimrook RimrookSince 2003
Posted 17 years ago2007-07-16 19:58:34 UTC Post #229206
Architecture can easily be "overrun" with good atmosphere, in my opinion. The map looks great, but the epoly has to be ridiculous.

Where is that? it doesn't look like it fits with the 6D theme.
Posted 17 years ago2007-07-16 20:06:25 UTC Post #229207
it doesn't have all of the flare yet, but its the new lobby.

The epolies are 25,000 and i mostly used my lite models. However, the scene is only that one room, its not going to get any more loaded than that. I did optimize and cut it down the best I could.
Rimrook RimrookSince 2003
Posted 17 years ago2007-07-16 20:06:46 UTC Post #229208
Also... am I the only one that thinks your floor tile texture is a tad blurry or low res? What are the dimensions of it? I hate to nitpick like this, but your textures normally look extremely sharp, and this one is a noticeable exception in my opinion.
Posted 17 years ago2007-07-17 03:56:19 UTC Post #229261
Those east-european building textures just don't look right with 6-D's surrealism.
Though it still looks awesome overall. The detail with the trims/railings, etc. is amazing.
Daubster DaubsterVault Dweller
Posted 17 years ago2007-07-17 04:09:45 UTC Post #229262
Those east-european building textures are from HL2 ;)
Posted 17 years ago2007-07-17 07:03:47 UTC Post #229272
it doesn't have all of the flare yet, but its the new lobby.
Darn was going to ask if it was the new lobby ;)

Looks quite nice but when it is done then add some detail on those windows if you have some spare poly's to chuck around.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2007-07-17 07:20:34 UTC Post #229274
Modern style =)
Posted 17 years ago2007-07-17 08:38:57 UTC Post #229282
Those east-european building textures are from HL2
Aye, but they just don't look right in 6-D imo. :confused:
Daubster DaubsterVault Dweller
Posted 17 years ago2007-07-17 21:20:14 UTC Post #229382
yeah, i can always try a different sort of textures. The more i look at it, the more I don't like it.

Again I might completely remake it, given the purpose of the lobby is continueing to be pointless. I should just start the training levels or something.
Rimrook RimrookSince 2003
Posted 17 years ago2007-07-18 14:16:23 UTC Post #229476
6 - D is one year old in 8 days! :P
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-18 14:50:02 UTC Post #229478
I'm aware of it. I doubt i'll have a one-year anniversary thing for it, given its been through hell in a year.
Rimrook RimrookSince 2003
Posted 17 years ago2007-07-25 14:58:23 UTC Post #230266
Media?
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-25 15:00:11 UTC Post #230268
Meow?
Rimrook RimrookSince 2003
Posted 17 years ago2007-07-26 06:56:26 UTC Post #230325
:combine: SO when can we expect a new demo :D
Habboi HabboiSticky White Love Glue
Posted 17 years ago2007-07-26 18:41:41 UTC Post #230381
I really don't know, Daubster is still working on the code.

Don't get me wrong, I've given him a clear stopping point in which anything I decide to add after his part would have to wait until he either re-volunteers or I find another coder to do it. Just don't want to overwork or frustrate the man, because he's busy and perhaps juggling his other projects.

As much as I have changed things with this mod, it has taken me quite some time to decide what code needs to be done. A few other small things as well to really smooth things out, but that is all. Coding is tough work and I don't want to waste anything someone else spent hours to make. Its just not cricket.
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-09 21:48:28 UTC Post #231722
I was looking through my instructor's books for maquette construction and I stumbled across this image.
User posted image
ISN'T THAT A 6D GUARDIAN RIGHT FUCKIN THERE!?

I'm amazed by this, which its inspiring me to remodel and up the quality of the Guardians to look more like that in that fashion.

However, the larger droneship beneath it is remarkably well fitting for the APACHE REPLACEMENT and it matches with the Guardian. I'm trying really hard not to call it a Sentinel, so I'll go off of its actual name and call it a Phytotype. Which in dictionary terms, has something to do with algae, which can be used to support a chitin shell of armor, which is kinda has that sort of form, so it makes sense to me.

Comments?
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-10 06:17:02 UTC Post #231744
Looks like an incomplete HL2 Gunship. I like.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-08-10 08:31:42 UTC Post #231753
GUARDIAN! RIGHT THERE!

If you could model that I would be very impressed. Perhaps change the colours to match your Worlds theme...Which I assume is blue-ish?
Habboi HabboiSticky White Love Glue
Posted 17 years ago2007-08-10 09:11:15 UTC Post #231757
Is that the HL2 gunship and scanner I spy? ;o

As for the code - it's coming along alright. Working on telekinesis, still got quite some stuff to implement till it's just the way we want it. Once that's done - demo away!
I've given him a clear stopping point in which anything I decide to add after his part would have to wait until he either re-volunteers
I re-volounteer. ;>
Daubster DaubsterVault Dweller
Posted 17 years ago2007-08-10 17:39:51 UTC Post #231804
Don't over-do yourself. Besides, I don't know what else to add besides the long forgotten Ferret morph. However useful it is, thats why its kinda scratched out.

Since the apache is getting a makeover with the "Incomplete Gunship" i was thinking of making it fire lasers instead of bullets.

Daubs, didn't you already did that with a turret for HL:OIFH? If i remember correctly...

Any code stuff from now on is going to be rather minor.

Once stuff gets done, this mod will probably make itself, with all of the features working together, it should be easy to come up with all sorts of things to do with it. Which means demo for sure!!!!
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-10 18:49:59 UTC Post #231805
um.. Gunships are living creatures arent they? They groan and seem to feel pain. same as striders
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-08-10 20:37:32 UTC Post #231821
Holy shit, that lattice shape on the guardian is so friggin impossible to model!!! I'm done for today... :zonked:

EDIT: Nevermind...
User posted image
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-11 05:59:20 UTC Post #231829
HAWT! :o
Daubster DaubsterVault Dweller
Posted 17 years ago2007-08-11 11:21:37 UTC Post #231835
Dude, that is awesome.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-08-11 11:38:32 UTC Post #231837
I came all over the place :nuts:
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-08-11 12:29:27 UTC Post #231841
Posted 17 years ago2007-08-11 12:34:16 UTC Post #231842
holy fuckballs batman

!!!! amazing
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-08-11 13:15:36 UTC Post #231844
Its not perfect to the drawing, but I should probably avoid the evil copyrights.

I also found out how to do multiple texture maps for the skinning, as founded when I did the Latruis. So I have a lot of room for textural detail as well, which I won't skip out on this time.

It has 1458 polies, btw. Hope its not too much.
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-11 15:16:02 UTC Post #231858
Anyone who doesnt have a machine capable of running 1500 plies in the goldsource engine should be shot
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-08-11 15:59:06 UTC Post #231866
1458 polies is nothing. Looking at a scientist while holding the default 9mmhandgun model is over 1458.
Looks like you have a few smoothing problems in some areas. The way I see it, a lot of places that have been smoothed should be sharp. It would solve a lot of those gel-like smoothing issues as well.
User posted image
Edit: Wow, that really got fucked over pretty bad. But you see what I'm pointing at.
Posted 17 years ago2007-08-11 17:48:32 UTC Post #231880
Awesome.
Posted 17 years ago2007-08-11 21:18:59 UTC Post #231904
The smoothing can be hidden with texturing, But I really don't see a problem with it. IMO it looks great as is.
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-08-12 23:40:11 UTC Post #231960
The smoothing was quickly done. The spot you circled is unwelded, if it was, the poly count goes up even more. A poly element is seperate mesh, like Layers in photoshop. Using elements on already complicated geometry lowers the polygon count and make texturing so much easier.

Another thing is since its a low-poly model, sharp edges can pull out the detail as much as the textures would.
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-12 23:42:19 UTC Post #231961
:) i cant wait to see this thing textured. It's gonna be bad-ass.

Don't un-welded joints mess up the lighting?
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-08-12 23:45:38 UTC Post #231962
Yes, only welded edges smooth out.

What also messes up the lighting is that the faces that are unseen are deleted. Much like using the null texture when mapping.

But textures do fix much of that. Smoothing affects how like will hit it, thats all.
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-12 23:53:52 UTC Post #231963
Ahhhhh
Allrighty
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-08-12 23:55:33 UTC Post #231964
I've never worked with poly elements or that fancy 3DS Max stuff. I always do poly by poly modelling in good ol' MS3D :P
Am I missing something? because I don't understand how welding those verts could increase the polygon count. The only thing that would happen, as far as I know, would be a reduction of vertices because the faces using those verts would just use connected verts instead. How do more faces result from welding verts, that's never happened to me :zonked:
Edit: Are poly elements what people use to make both a high-poly and low-poly mesh for something?
Posted 17 years ago2007-08-13 00:11:58 UTC Post #231965
Element is a term. Its not fancy and has been around as long as 3D has.

A better definition for it is geometry that isn't meshed to the part it looks like its connected to, but is a part of that same object.
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-13 04:55:16 UTC Post #231967
All I can say is it looks really good so far, keep up the good work!...BAH :combine:
Posted 17 years ago2007-08-13 07:31:32 UTC Post #231978
I have time this afternoon to texture it. approx. 5 hours to do so. I'll post screens when I'm done, so busy yourselves and check back in 12 hours. :glad: :heart:
Rimrook RimrookSince 2003
You must be logged in to post a response.