Can the 1024³ cube be moved around, like a platform that confines the player's movement to it?I hadn't considered that... I guess it's technically fine.
Urby, do you see these airlocks as being pre-existing? Like, do you think they should be built into the architecture, or are they just... I dunno.As per my above screenshot, I'm playing with the idea that the structures would have been put in place by a previous expedition team. They're essentially prefabricated, flat-packed chambers. You set one up, hit the power and generate a portal that takes you to a new dimension. The process duplicates the chamber at the point of arrival. In my case, burned into the wall of a bathroom.
I have a big problem with scope controlJust right-click to zoom in and right click again to zoom out.
That opinion about Crysis' graphics gets formed when you play it way after its release. It was so good in 2007I did play it in 2007. It may have been impressive to look at back then, but it's always been a dull ass game.
Hold on. I'm confused. The plot says TWHL eggheads opened a portal to an alternate dimension. In that dimension, they opened up another portal that lead to an hostile alien world. So there are two portals right?I need to clean up the first post. The essentially opened a portal in each dimension, a sort of inception style thing.
That's a quick and easy job, sealing only two portals.
So what's the idea behind having all those airlocks if there's only one portal going to the alien world? That doesn't make sense to me.
Also, can you define "The theme is pockets of reality, hopping between dimensions."? What does that really mean?Basically, what I mean by that is, the map is set in it's own universe. You can make it's own lore and build a map with it's own theme completely unrelated to everything else in the pack. The pocket is just a reference to the 1024 cubed space that the player has access to.
Yes please I'd like to join
Count me in as well. Will try to find some time for this one...Glad to hear it. Added you both to the first post.
Stupid question, but will airlock be retextured in the future?I don't intend to. You can change it in your map though, since the airlocks in the maps either side are technically separate places.
Good luck for everyone! Please win, Trempler because he is king of mapping with Half-Life.There are no winners. It's a collaboration, not a competition. I'm also yet to receive official word from Trempler... I didn't quite understand his first post. Would be good to have him on board, but for now he's a maybe.
Started working on the layout and the architecture:Intriguing
Hopefully you aren't using the milkshape decompiler as its a more outdated version of mdldec.exe that misses stuff like additional skins & at times introduces vertex shading errors in some models.I was using that, but it fixed the issue so who cares?
Also is there going to be a review of areas that may have optimization issues? I did a whole playthrough of TWHL tower and things for the most part were fine but there was an area on one of the cubicle maps that dropped my fps hard and the other end of the wind tunnel seemed to do the same thing (im assuming due to overly error prone brush stuff that could have been done with a model).I never experienced these issues in TWHL Tower, but I know a lot of people did. The brushwork was fine. i think it might have been an issue with the particle effects used on the vents. A moot point in Vanilla HL. But essentially yes, if a map has issues it will be down to the mapper to correct them after testing.
That shouldn't happen, renaming models doesn't cause problems really... unless the game requires that it loads it. Are you sure you're also renaming the T models as well appropriately?You're welcome to replicate it. Take the Blue-Shift scientist model, save it under a new name, assign it to a monster_generic entity and try a scripted sequence. As I said, recompiling the model worked, so Gearbox must have created the model by some other method. (They also have spaces in texture BMP names which also freaks out in Milkshape, so... yeah)
Oiy, where did my post saying I'm in disappear to? I feel ditched...You put it in the wrong thread. Added you.
I'm actually interested in what is actually causing this since I am considering some monster_generic needed stuff (also writing a troubleshooting guide so this would be important info to note down).Recompiling the model in MS3D was enough to fix the problem it seems.
I just have to figure out how to justify the presence of these airlocks...Because science.
Make a second airlock and add the changelevel entities as soon as feasible (so we'd have 2 copies, coming and going)Link in the first post has been updated.
Put in an info_texlights for the lights in the airlock or tell us your settings - so that if we leave it as-is it looks the same from map to mapDoes info_textlights override lights.rad? At the moment they're just using the base values by valve, but I can stick them into a info_textlights entity if need be.
Am I allowed to use cs 1.6 textures (storm.wad and piranesi.wad preferably) or do I have to make my own ones?You can use them, but I don't really want to package those wad files with the mod, so I'd need you to possibly export them and add them into the wad included in the files.
So it's sort of like the Cubicles project.I'll take your word for it...
So its basically the same principle as TWHL Tower - create something on a set dimension base map with a setting/idea of your choosing?Yup.
Possibly in. I also recommend a rule disallowing the longjump module, since you can't remove it once given.Good shout. Updating first post.
Firstly, will there be any standardized level transition effects? As in, if we're hopping dimensions and all, will the level be changed during a white fade or something of the like? My idea would be most effective if the player can't see the first second or three, is all.A blue flash and fade probably around one second but can be adjusted as required.
Secondly and relatedly, will we be allowed to modify the airlock at all? Obviously not so as to make it look notably different. Just maybe some additions for effect, like making it look worn/damaged, or throwing some boxes and scientists in there.Yes. I would just need to remember to add said adjustments in the joined map.
Would it be possible to have a custom model for said monster in the mod folder but have the customization be in another bodygroup/skin so its normal for everyone else until you explicitly set it in hammer?That's a good way around it, but we would need to settle on a base model style to begin with. Some people like the originals, some people like HD and mixing the two is just ugly...
If I understand correctly, the player is "jailed" in a 1024x1024x1024 box?Correct.
So I can freely destroy the start portal with some falling rocks or something like that as soon as player gets out of it?No problem.
Can the map be made with the premise that the same area is represented in different dimensions? In other words, multiple 1024³ rooms that are actually the same room?You can do anything within a single 1024 cube. If you wanted to do three versions of a single room, then I'm afraid that the original room would need to fit within the space 3 times.
Are we allowed to replace the media tracks with our own files to play proper music during our levels?You can, but you would need to note in the thread which track you are replacing so that others know not to use it. Also, the track mustn't infringe copyright, etc. Same goes for all content really.
Question: is the 1024 height limit the highest reachable floor of the level, or is it the max allowed height of the ceiling?Technically the ceiling can be as high as you like, but the player must not be able to access anything outside of a 1024 unit cube.