Forum posts

Posted 16 years ago2008-04-21 19:28:04 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #249039
you get none for giving me a hard time about not entering the compo... even with the wonderfully extended time. :P :P :P
Rimrook RimrookSince 2003
Posted 16 years ago2008-04-21 17:57:53 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #249036
Video

Jewtewb

A while back something like this was requested so here it is.
Rimrook RimrookSince 2003
Posted 16 years ago2008-04-17 00:01:29 UTC
in Competition 25 Post #248859
I may enter the next one. I feel sassy again about my mappering skills. Plus i have a good portion of the 6D demo done so I may have bought some time.

Hope the theme is a good one. More fun than challenging like the one we just had.
Rimrook RimrookSince 2003
Posted 16 years ago2008-04-14 12:38:03 UTC
in Open for TWHL3 Suggestions Post #248804
that would be useful, just limit the images to something like 150kb so it doesn't blow out the storage size... if TWHL even has a storage limit... And let there be a moderator for it so people don't spam it with images of nonrelated crap. unless its cool, of course.
Rimrook RimrookSince 2003
Posted 16 years ago2008-04-14 12:21:23 UTC
in MP3 IN HL Post #248803
ok. learn to create good ambience in a level first. music tends to cover that up and people get lazy. Ambience is in short supply anyway and its amazing how often people don't add it in.
Rimrook RimrookSince 2003
Posted 16 years ago2008-04-13 16:25:59 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #248764
Believe it or not, doing some real hardcore mapping for 6D has exposed a few more glitches.

Don't worry Daubster, your code performed perfectly.

Its the fact that SPIRIT was messing everything up. I dodged as many bullets as I possibly could and made a very blunt and clean tutorial (with an awesome voiceover by yours truly) to explain how to play the game. Using the env_model for simple animated stuff like doors, switches, and whatnots, the player's quickness cannot glitch it, including objects quickly toggled.

in short - its idiot proof. but there is cleaning up to do. Need to make it look sexy. :P

If the alpha performs well enough, I'll go ahead and assume it as the demo and release it when its running as smooth as it will get. so far, i got it 30% done in 1 day. quite happy with it too.
Rimrook RimrookSince 2003
Posted 16 years ago2008-04-13 16:14:16 UTC
in MP3 IN HL Post #248763
grab spirit and use the ambient_fmodstream to just simple play the MP3.

thats what im using and it works fine. although its hard to stop once playing. you might want to make a blank mp3 to interrupt it. also, the music is continuous, so it plays when you change maps, load, reload, pause and so forth. i think thats you best bet.

if not using spirit, you'll have to convert the file to wav and use a good bitrate. but that ends with a large file that doesn't sound as good as an mp3 would. if making your own HL mod, you should explore spirit anyhow and see if you may adapt some of its tools. most of which are very useful.

here's a link.
Spirit of Half-Life Homepage.
Rimrook RimrookSince 2003
Posted 16 years ago2008-04-11 19:15:35 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #248699
LAWL i actually looked back through the thread to see how long it takes for someone to ask for media.

However, its hard to ask that right now. Both Daubster and I need to finish our parts and i think we're both a little behind.

However, I'm thinking this weekend, since you are all being very nice, I'll whip up some example maps for TWHL-Only alpha testing over the weekend.

Provided the fact that its alpha, there's no collisions or anyhting, and the code is shaky+stable in areas.

I'll do it unless Daubster stops me and says not to. Its disappointing me disappointing you guys so I dunno.
Rimrook RimrookSince 2003
Posted 16 years ago2008-04-11 16:30:03 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #248696
you know what? that program is a neat find, but with some clever Clone-Stamp tooling in Photoshop, it renders it useless to me.

$300 for that? i don't think so.
Rimrook RimrookSince 2003
Posted 16 years ago2008-04-11 14:17:43 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #248664
EDIT: Damn, for a capstone project, I need to record 6D's history. So, I'll be pretty much downloading this forum and compiling all my notes and sketches. :(

you're not done with all that late-work already are you? You're worse than me.

Glad to have you back. I did pass a few messages you might want to take a look at.

Also, stumbled across this and I'll likely get it in the future. Because there is nothing more annoying than texturing things manually. I've been doing it long enough and I would like to have the same edge everyone else in the industry has.

EDIT: Upon looking at the videos for that, I think I may stump it with clever Map ID-ing and texture map projection channels. But still, right on the model is an awesome convenience.
Rimrook RimrookSince 2003
Posted 16 years ago2008-04-09 18:43:07 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #248635
Take some time to get organized, make sure everything you're behind on is done properly.

You DID notice I mentioned that 6D has to be proposed as a capstone project to my academic advisers in 6 (now 5) weeks?

Thats the true point of no return. After that, we have just under 1 year to finish the project. It'd be impossible if I hadn't started early :D

If i don't finish, it'll scar my transcript. I could finish it after graduation but it still show as incompleted on my records. Either way, its a permanant deadline.
Rimrook RimrookSince 2003
Posted 16 years ago2008-04-09 02:26:12 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #248601
everyone wants to test. :|

6D is self sufficient at the moment, i appreciate the gesture tho. :)
Rimrook RimrookSince 2003
Posted 16 years ago2008-04-08 00:26:13 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #248569
will be soon. I have a class that requires me to have a site. Lucky me that I already have one :D

However, the instructor hated what I've got so far, it was boring, and it is boring. Its getting a makeover and I'm going to host my Maps there as well as some artwork blah.

In due time...

EDIT: also, i'm going to have a completion bar (like a loading bar) that will be actively updated as I complete stuff, the checklist is available as well for more details.
Rimrook RimrookSince 2003
Posted 16 years ago2008-04-07 21:49:49 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #248563
Yeah, he'll randomly show up (i hope) and read all this stuff about him being dead. We could throw a party with his triumphant return, and have caek that isn't a lie.
Rimrook RimrookSince 2003
Posted 16 years ago2008-04-07 12:23:04 UTC
in Concept Art Post #248549
lol.
User posted image
creepage.
Rimrook RimrookSince 2003
Posted 16 years ago2008-04-07 02:40:13 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #248529
Daubster is coding at the moment. So I don't need the latest spirit, and i already had it. In fact, I'm using 6Da3 code right now.

I'm the art guy, I'd say if you'd want some work, talk to Daubster and maybe you can knock out some of the easier things if you think you are up to a challenge or two.

Right now, not much is getting added, I designed a dynamic crosshair but daubs hasn't responded on that yet. He said he was moving, so I hope he's just out of internet in his new place for a moment or two, or perhaps dead...

<.<
.>
anyway, the code is pending. I can assure that whats done thus far is something just short of a Gravity Gun for Goldsource minus physics.
Rimrook RimrookSince 2003
Posted 16 years ago2008-04-06 02:25:15 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #248500
DEV SPAM!

Comparison shots for the updated models.
I know I wasn't going to show stuff, but I like criticism. Keeps things sharp.

New Glizard:
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The long overdue remap of the Glizard. Looks way more believable and less noobish than before. Also, I cleaned up about 1,000 triangles from it so its not as heavy as before. its around 2,000 polies like the rest of the models.

New Navenger:
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Navenger wasn't looking like the sketch very much, and after making it look like the sketch, I drew a new sketch and morph the face to look like that sketch then remapped the hell out of it, keeping almost nothing from before. Instead of some lame improvised armor set, I gave him a Russian coat with a hood, will likely be a hooded variant of the Navenger for later. Also, took the time to make a sick set of hands so now he's got realistic hands and fingers. As you can see, I'm still painting. But it won't take nearly as long, because I've set it up to be seamless, so no dodging edges and weird marks. Its noticeable in the already painted face.

Hammerhead Exposed:
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Introducing the Hammerhead replacement for the Apache. This one has been under contrstuction for a while, never really got a solid design until recently. Its still being unwrapped so no paint yet.

Also in the works is a new and improved Human Grunt for 6D and a Seidon model for later. After that, things should go smooth. I'm working on the models again because I'm just waiting for Daubster. Besides, the end of the main modelling stuff is definitely within reach. Especially with my incredibly loose schedule this semester, and I have a class that demands output on the project, so I'm actually forced to work on it whether or not I'm feeling up to it. Its now considered homework, how cool is that?

Will update again. I also picked up HyperCam, so I might Speed Paint a model and throw it on YouTube.
Rimrook RimrookSince 2003
Posted 16 years ago2008-04-04 15:49:06 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #248470
Capstone Project. 6D was partially intended for this purpose. Its that or start another huge project of equal or more bulk and effort.
Rimrook RimrookSince 2003
Posted 16 years ago2008-04-04 14:30:28 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #248281
EDIT: I have to propose the 6D project to my Advisor in exactly 6 weeks.

oh shit...
Thanks to Cap'n Terror's Caek, the epic ending i planned for the project has been saved almost completely. So no lame half-assed alternate ending shit.

I got a few things done accordlingly, but i sorta had my own Crazy Weke '08.

I'm tired of showing stuff, seems like all i do is poke a zombeh with a stick. So i'll save it for release.
Rimrook RimrookSince 2003
Posted 16 years ago2008-04-04 04:56:39 UTC
in Skinning Post #248452
Learn to post images, and I say B too.

:P
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-30 22:11:16 UTC
in Earth Hour 2008 Post #248240
otherwise why would laptops dim their screens in order to conserve battery life?
true, but there is a light behind the screen that is adjusted, not the screen itself. the monitor for your desktop comps are a different story and can't be dimmed anyway. i think that was a part of the point.

Also National Geographic has this thing called The Huamn Footprint, and its along the same lines only in a more critical manner. Combine all of the stuff one person wastes in a life time and lay it out in a back field. Its a considerable display i"m sure.
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-29 19:49:55 UTC
in Earth Hour 2008 Post #248154
Just the lights right? They'd be damned if they make me turn my comp off.

I'll do it.

But anyone know about www.blackle.com ?

Maybe twhl should do the same. TURN OUT THE FUCKIN LIGHTS!
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-21 22:59:10 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #247836
i don't know, i wanted to remove the crap as quickly as possible and it was nearly 4 in the morning.

just so pissed off, shouldn't have said anything. another fuckin stupid move.

what really started this was the desire to fix 6D stuff. if i have any more trouble, i'm just going to drop the project outright and release it as an open end mod like spirit and Flatlife.

EDIT: a good friend of mine repaired it for free. he owed me a favor anyhow. So I have teh netz back.
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-21 02:49:57 UTC
in Fruity loops Post #247837
Rim, theres free soundfont files that I can find on the net for fl? Are there many good ones?
Fuck yes, i use lots of freebs. Like the Musictheory one is really good, and so is 20mg or something like that. There is also the +Symphoney pack with has many great strings and such I feature in most of the 6D tracks.

I haven't searched for any new ones, but there are many out there.

Start Here.
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-20 19:21:14 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #247834
i have a windows disc somewhere...

yeah i cancelled the card.

6D better be worth the troubles, its getting a little depressing to think about it.
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-20 18:58:21 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #247832
the first one i bought was recommended here.

part way down the page you see spyhunter.

which performs like this.

as well as many other review sites rating it bad and almost claiming it as bad as a fake one itself.

I know i lost my laptop, but in some irony, less distraction for 6D dev. :\
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-20 18:45:49 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #247830
Here's what happened, no lies.

I was browsing through my 6D resources looking to clean somethings up, but i was feel down because the Navenger, being one of my more impressive models, still isn't fuckin working and i haven't been close to a fix at all yet. So i was searching for tools, and Milkshape keeps popping up. I reasoned that its probably the last remaining functional tool capable of making HL1 stuff to work properly. So i download load it, but seeing its a demo, i started looking for a serial, like i'd ever pay for it anyhow. After acquiring one, I scanned the file for viruses and it turned out clean. So i opened it and my comp was instataneously infected with a trojan and spyware. It installed a fake spyware cleaner app which i knew was fake. I searched for it on the microsoft security database site and found a way to clean it off. This is my laptop, and the method they said to delete it wasn't accurate. Also, the site promoted a free spyware cleaner. So I download that from the security site. As it turned out, it found the spyware as well as a few others that were there. Slowly i could feel my laptop slow down, so I quickly bought the program through its service and tried to clean it off. However, it was incapable of cleaning the crap off. So I did some quick research on this spyware cleaner and found out it was another fake spyware cleaner, no better than the one that was originally infected, not only that, I BOUGHT THE FUCKER! So now they have my credit card info and that service has been reported to make fraudulent charges. So i quickly buy the best proclaimed spyware cleaner to quickly clean up the mess before i lose my laptop. as I'm ready to delete it, it freezes. I turn it off and turn it on, and nothing. Its dead. How could i be so fuckin stupid?

So I'm out one laptop $60+, no internet at home now, no Milkshape, and i still have broken 6D models. So lucky i got a new comp when I did, so I can still develop for it just fine and everything is backed up.

So now that you read that long vlarg, i implore you, if you can help or know anyone who can help, step the fuck up.
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-19 19:57:12 UTC
in GoldSource Mapping Tips Post #247822
Not always the case. Some sur-real maps have been extremely popular. Can't name any right now though.
(i was going to post a link to my 'my maps' page, but there is none, or i can't find it. i liked that feature, where did it go?)

Even if you can't find a leak, use the NULL texture to place another layer of brushes on the outside of the problematic area. This stops the leak from reaching the void, and are usually visible if you noclip around in game through the walls of the inclosed area. I deal with tricky geometry all the time, this is the only way for me to solidify my maps.

Another good practice is to fill areas the player cannot get to with the clip brush. I.e., above and outer scenery around the map. I believe this cuts down on clip nodes since the complex nature of the objects you're blocking out will be inside a clip block, and what you see is on the visual hull, which you should NULL the backsides of anyway.

Best habit i have is one where I make stuff and test compile it constantly. Before I finish a map, I may have compiled it close to 40 times. Each time, I pay close attention to the compile log. Watching the summary and usage percentages carefully. This can easily let you know how much more detail you can add. If the usages are like 60% clipnodes, 55% faces, and 95/400 models, you can add a great deal more in detail, if the number are reaching the maximum, you may want to NULL and block clip as much as possible, or combine entities into common groups rather than individuals (like a bunnch of small lighting fixtures in one part of a hallway), or delete absurd details hogging your map resources, like a crazy brush prefab.
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-19 08:30:51 UTC
in CrazyWeek '08 Post #247807
sheep stacking durr
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-19 08:27:50 UTC
in CrazyWeek '08 Post #247805
User posted image
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-18 22:49:55 UTC
in Fruity loops Post #247793
I dislike Fl, but then again I write "noted" music with Finale.
Helpful much?

Either way, if you're looking for more instruments, there are dozens of free SoundFont files available on on the internet that you can grab. Thats what I use mostly, that and generators for synth.

...or grab Adobe Audition or Soundbooth and a $35-$40 USB mic and do it the hard way.
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-13 11:43:03 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #247628
CAPS AND BOLD OHNOES!!!

I know you're saying about the animations, frankly i'm not great at it. but i did learn how to use IK pivot angle targets. that will get both the navenger and the squid looking right.

Also, i have an update on the navengers design, but i haven't gotten to it yet.
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-12 19:55:24 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #247606
At least one of us remembers..... I'll be sending that to you tommorrow.

:(

EDIT:
Doublepostfail
Doublepostfail
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-12 19:43:41 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #247604
Haven't dropped an update for a while. :|

Mostly, I've had a few friends from school come to my pad and test out a few example maps.

Not a single complaint! except for duck jumping... but other than that, I've found thing to fix, tweak, and improve. Also, mapping is going slow. I have finals due for school, but after that, I have spring break completely open for some hardcore dev time.... and I mean it.

If you haven't noticed it in my profile, I'm unemployed! I've have enough money to finish school, and the time to do all of my school work and finish 6D within a year.

In the meantime, I comprised a small reel of some models. Its not much and its the only thing I have on me at the moment.

-->Cluck<--

Also, I found that spark that made Sancefar, Poison Garden, and all of those good maps people actually like. It was all in the texturing! Not so much in the mapping.

I have a Poison Garden 2 in the making. In any sort of spare time, I'll nibble at that until its done. No rushes or anything, even though I did the entire central plaza. :D

I'll likely post a screen shot later.
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-12 19:36:53 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #247603
Haven't dropped an update for a while. :|

Mostly, I've had a few friends from school come to my pad and test out a few example maps.

Not a single complaint! except for duck jumping... but other than that, I've found thing to fix, tweak, and improve. Also, mapping is going slow. I have finals due for school, but after that, I have spring break completely open for some hardcore dev time.... and I mean it.

If you haven't noticed it in my profile, I'm unemployed! I've have enough money to finish school, and the time to do all of my school work and finish 6D within a year.
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-12 12:24:25 UTC
in CrazyWeek '08 Post #247596
User posted image
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-12 12:06:10 UTC
in CrazyWeek '08 Post #247594
ew hope not. did you hire strippers at any point?
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-11 22:12:34 UTC
in Steam Mod Problems Post #247573
no. you have to compile a new gfx wad using some utility. not only that, its hard work getting the coordinates right for every letter. i have a copy of the utility if you haven't already googled it, its by the same makers of the sprite wizard.
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-11 21:10:10 UTC
in Steam Mod Problems Post #247570
needs one that shows how to do it for source, which is little more difficult i'd say.
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-11 10:17:20 UTC
in Now Playing: ... Post #247545
Nujabes - Battlecry
...then...
6D - Nothing in your Hands
...then...
The Beatles - Hey Jude
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-10 17:51:29 UTC
in The Free Texture Thread! Post #247521
I loaded some of those into gldsrc... least i can say is fuh.
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-09 07:02:44 UTC
in Labyrinth Plus Post #247464
When you go Rimrook level, give me a PM and I'll personally code physics into your portal modification of quake 2.
:walter:
MadCow what do you men rimrook level
ITS OVER NINE THOUSAAAAAND!

Honestly though, if you think you have a drive to mod, follow along with some of us and join the modelling groupies. Try these tutorials.

You can do a whole lot of cool stuff with new custom models :D

You're idea could work if you add somekind of story to it to make the player want to go through it. Other than mazes, it doesn't sound like much of a world. Maybe give it some deep creative history. I dunno.
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-06 20:55:41 UTC
in The Free Texture Thread! Post #247314
I've been practicing. I plan to remake every Poison Garden texture as practice for later. I also have normal maps, alphas, and all that. Of course, I can't compile a VMT set for source. I'll provide the maps anyway later as well as wad versions for the gldsrc diehards.

6D will be quite extensive on quality I assure you.
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Rimrook RimrookSince 2003
Posted 16 years ago2008-03-06 20:24:33 UTC
in Rimrooks Modelling Tutorials Post #247307
5D?
typofail

Sorry to hear about it Cap'n. It does take time and practice. Hell it took long enough to grasp it myself. If you have msn, I could perhaps tutor you over a webcam or something.

Yeah, never give up. Giving up is for dead people.

EDIT: I found out some awesome QC scripting that would allow a human grunt to shoot at you or wildly as he dies, or flinch to the ground shooting and get back up, or shoot spasticly fast, or blow up on death! :D:D:D:D:D:D

Once i get stuff working right, i'll write a tutorial on it. QCs have so much power!
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-06 20:13:14 UTC
in Competition 25 Post #247312
Quick Q: Will judging be like voting for the MotM, more public than private? If not, is something like this be implemented later?

of course, the admins would have more weight than regulars, but it would be cool to have a viewers choice award instead of special mentions, or some odd combo of both.

i doubt you'll do it this way but it would be neat to include everyone.
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-06 13:27:06 UTC
in Rimrooks Modelling Tutorials Post #247302
I would just make the pipe out of world brushes than spend so much time making a model
The 5D benchmark used a lot of models. However the straight parts of the pipes were brushes and the corners and end hubs were modeled. Pipes are not hard, pipe corners are because there is no torus primitive in hammer.

The problem is that you can't everything with either models or brushes, unless you cleverly mix the two. Like shadows, models have none.
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-06 12:58:20 UTC
in Half life crash with game_counter and ga Post #247298
It will fade and glow, but it won't distort like a model hologram, whatever effect you want to accomplish.
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-05 16:42:54 UTC
in Who is Gman ? Post #247249
For all we know, he could be behind the whole thing. It may have been him that advised the 105% power level for the test chamber at the beginning anyways for "extra resolution." Plus he is seen arguing with a scientist about something.

A character with character and no history creates threads like this. Valve better do something about it soon.
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-05 16:24:53 UTC
in Half life crash with game_counter and ga Post #247244
I believe game_counters are for multiplayer maps, to help with scoring. Perhaps a multisource with all crates targetting it would work the same.

The Rendermode for holographic stuff is Additive, and the render amount mean how much. 0 would be invisible, 255 would be bright. all dark colors are transparent as they get darker. as far as the Hologram setting in renderFX, the fade and distort only work on models. If its just a brush, model it out as you see fit. I know you can.
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-05 16:00:16 UTC
in Who is Gman ? Post #247241
Maybe Gman is interested in Freeman because Freeman is more powerful and dangerous than Gman...?

I'd love to hear about a Freeman-Geeman duel. Telekinesis versus Gravity Gun sorta thing. Honestly, if they are going to end it, they will end it huge.
Rimrook RimrookSince 2003