Rimrook13 years ago2006-03-20 13:23:51 UTC 0 comments

Might I suggest you RAR it as well? It'll be smaller. - Ant

I can't :( - Rimrook
Rimrook13 years ago2006-03-18 17:16:24 UTC 0 comments
The halflife2.wad is complete. Anyone who wants a copy can email me for now and i can send it via email. Beware, the zip is 65.5 mb and might take some dedication for you Dial-up users.
Rimrook13 years ago2006-03-17 09:31:15 UTC 0 comments
Those of you who have requests will have to wait a short while. The need for the halflife2.wad is top priority as of now. Once completed, my normal activities will resume.
Rimrook13 years ago2006-03-16 07:35:19 UTC 0 comments
I'm offering SKY GRAPHICS to those who ask.

Send me 1024 x 512 image of the sky you want and I'll convert it into a seamless skyset for HL1!

A good image requires:
+Tiles Horizontally, vertical tiling is optional.
+The Horizon is in the center of the image.
+Well organized. The portion near the top and bottom of the image will we contracted together and be warped slightly.
Rimrook13 years ago2006-03-06 10:21:07 UTC 0 comments
Turntsile could be nearing it's demo in a few weeks. I hope the teamwork pays off and the essentials get done so i can start mapping. Almost every position is still open, so ask if you want to help out. The help would be rediculously appreciated. :D

peace :glad: :heart:
Rimrook13 years ago2006-02-06 09:05:40 UTC 0 comments
For those who are requesting texturing for maps, this is just a reminder: Map comes first, textures second. More gets done faster and more accurately this way. Screenshots would help, RMF's will help a lot.

~Thanks. :D
Rimrook13 years ago2006-02-02 10:38:38 UTC 0 comments
If you need help with a problem map, need a texture or textures, or would like an optimized compile, just pm me and let me. I am open to help those who ask for it. :glad: :heart:

DISCLAIMER: I don't have internet at home and I commute solely at the sckool. I don't have class on wednesday, saturday, and sunday. But those days, i have a chance to work on the requests. The whole deal is FIRST COME FIRST SERVE.
Rimrook13 years ago2006-01-31 11:28:02 UTC 0 comments
That's final. I'm long overdue for something.
I don't want a shiny trophy, but i want to choose and judge the next compo. I would GLADLY STAY OUT of the compo if the winner offers me choice and judging privledges. I doubt that will happen, so I have to secure my opportunities on my own.

Good luck to all and Happy Mapping~ i luv yu guys :glad: :heart:
Rimrook13 years ago2005-12-15 09:46:04 UTC 0 comments

Here's how it works:

You don't need anything else besides the batch compiler. You don't need to know about hints or any of that. First, in the BSP (or csg, one of these) tab of the compiler, there is a setting called "MAX NODE SIZE" or something like that. enable it and change the value to it's minimum, which is 64. Combine this with a FULL-VIS compile. You might not notice it, but pretty much EVERYTHING you don't see gets automatically cut away. Even the backsides of pillars and smaller objects, sometimes. I tried this with some of the more harshly-made maps of mine, and can cut over 900 wpoly's from the count very easily. The best part, no extra work with hints. It's Automatic and optimized perfectly.

If you want to hint areas to cut the poly's down by a little more, you certainly can. But be warned that this can misload sections and cost you.

The HL Engine, once again, is even more powerful than we all think.
Rimrook13 years ago2005-11-12 09:50:41 UTC 0 comments
Thanks to all of the judges for the rather merciful trophy. I really spent half of the month working on the entry, and the other half dealing with webspace and switching between the internet at the school and my work at home. More than a hassle than it's worth.


I really mean that too.

And yeah, i did use spirit. I was skeptical at first really. The use of custom code was not clearly stated in the compo brief, and some of the things I had planned would be difficult to execute smoothly without messing up everytime.

The senseless files included with the mod was a big slip of the eye as well. I thought I had packaged it up cleanly, but steam must have placed a bunch of crap-files in the mod's directory before zipping it. The sprites that weren't used couldn't be deleted because the map supposeably used them. I still don't really know how to fix this one :(

The textures were rather decent on my behalf, given I made them in one day, unlike most of my sets, i spent up to 4 to 10 days on textures alone. Some of them didn't match keenly and some weren't that nice at all.

I thought the map was too long, really.

... and i still don't have a decent file host. If anyone can PM me a link, please do so. I tried GeoCities, and all of the plugins don't work on the school's comps.

~Thanks for listening to my bullshit.

Rimrook13 years ago2005-11-07 07:28:37 UTC 0 comments
ergh... it took me 3 days to get HL2 properly functioning with all of the utilities and junk.

But everything is soooooo worth it. :D
Rimrook13 years ago2005-11-05 18:23:28 UTC 0 comments
Half-Life 2 is mine, i got all of the crap i need to make anything.

Rimrook13 years ago2005-10-25 08:35:22 UTC 0 comments
SANCEFAR, my newest themed map has been released. Check it out here.


Also, the dm_crete and l33t chamber RMFs have been added to the original files. If you want the source from now on, please download the actual maps here.

Rimrook13 years ago2005-10-13 08:16:58 UTC 0 comments
Since hints are becoming quite an issue of mine, this is what I figured out over the last week.

When we see hints, we usually see them like this

Pretty stereotypical, yet effective to a point. But what if (for some reason) you stumble across a rather difficult section of the map to hint. Like in this picture.

Notice that the player can see the hint side of two hints. This can get ugly because too many undesired sections of the map can be loaded at once. How do we prevent this? I found the most effective way. As seem here.

Since Hints can block hints, this guarentees that the section is properly cut. Also, another issue is if you have multiple floors layered ontop of each other. This also affect hints. This "X Method" also blocks that. I've found no flaw with this method and I wanted to show everyone how easy it is to use. It may slice into your map at funny angles, but the results are amazing.

Glad I could help :D
Happy Mapping!!! ...and use hints from now on! geez...
Rimrook13 years ago2005-09-24 09:36:00 UTC 0 comments
I found out some interesting info about clipping nodes and r_speeds.

First, there is something in the HL engine that subdivides planes and creates tension on the the r_speeds. With the Batch Compile, you can control this. The default setting is 240 (or 240 X 240). If you scale a texture on a plain, it stretches the subdivide thusly. However, if you change the number of the subdivide from 240 to a higher number, it will cause errors in the CSG stages of the compiler. If you increase the number and downscale a texture, it WILL NOT compensate the numbers. I tried it with hopes and failed. If you lower the Subdivide, it simply raises r_speeds. Why is this important? Simple, making textures that are 240 X 240 gives you direct control over the polygons. Also, terrain brushes that are 240 X 240 in planar sizes does not create extra planes to add to the r_speeds count. So whether you have a smooth surface or a rough terrain-like surface, if done right, the r_speeds stay exactly the same. As long as you remember that textures adjust and cut into the subdivision of planes.

Clipping nodes. Heard of them? I bet we've all used them. Since we don't know how to hint properly, most of us rely heavily on clipping nodes. Also in the Batch compiler, you can adjust the Maximun Node Size. What this does is creates map sections by default to be loaded and unloaded when seen or unseen. Simply increasing this number doesn't chop up the entire level into bitsy pieces. The default is 1024. You can easily predict how these will break up your map. All you have to do is look at the grid in Hammer. You can even measure out where they will apply. The start of any clipping node starts at the center of the world. (coord. 0, 0, 0.) Clipping nodes are also 3d so you have to consider the Y axis as well. If a section of your map is too large for a single clipping node, it will simply snap to the next node and combine with it. This could leave you with more than what you want, so plot your map's layout carefully and obey the laws of the grid.

So what's better? Good Clipping Nodes? or Hint Brushes? the answer is both. Hint brushes allow you to clip clipping nodes in half in mostly angles. The definition of a hint brush is a angular brush covered with the SKIP texture and only one side is HINT textured. ok... so how exactly do we use this? When you make a hint brush there are a few things to keep in mind.

1: The hint blocks areas if the hint is out of sight completely and the side of the brush that is textured with the hint is facing away from the player and the player cannot see it.

2: The hint will not block an area if the brush can be seen, regardless of the side the player views. If a hint brush cuts into 2 different clipping nodes that are applied, the hint brush will be ignored. This can get ugly.

3: A hint brush does not need to be one piece cutting a corner at 90 degrees. It can be two brushes at much more skewed angles if you want, or even straight edges if they apply. As long as the side of the hint brush with the hint texture is out of sight until seen properly.

4: A hint brush can block another hint brush if the area it applies to is clipped.

That's all i know at the moment. :D