Forum posts

Posted 17 years ago2007-08-15 12:04:02 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #232139
Supposedly spirit can attach sprites to attachment points, but the problem is i would have to create a sprite and place it on all of the guardians, which could be quite alot and would likely be not enough to cover all of them, and what if a monster_maker is being used?

Besides, the illuminated model textures would work with weapon models mostly. Its not a huge deal, just a graphical frustration. Little lights would give more character and life to them, as they seem kinda bleak.

I have some updates as far as the main events unfolding in 6D... not sure if I should share them publicly, it could quite possibly spoil the game. Also, i'm talking with people around the school and they're helping with feedback and design tips. Really awsome help too! I snagged a friend into a concept art thing. If he draws that, I might post it, but spoilage is bad...

Lol. I noticed this thread is still called "Mini-Mod: 6-D"

So much for mini...
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-14 21:03:59 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #232106
I wish they could do some sort of self-illumination flag for model textures, like the transparency and additive. That way we could do sighting lasers, glowy crystals, and energy stuff much easier.

That'd be an interesting task to re-code the model transparency plugins to support that. I'd definitely use it to its full potential by making parts of the guardian glow, like the eye, and the jet engines on the back of it.

Its something to think about. :/

Also, I got together with some buddies on the subject of the ending. I threw a good idea out and we worked on it until it turned into epic gold. It will be an interesting part and it will take a lot of work to pull it off, but I'm sure I can figure it out it seems possible to me, and hopefully you'll like it.

I'll post updates.
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-14 15:40:56 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #232083
whistles innocently
User posted image
Thats actual size too. I have 4 maps at 256x256 and 1 at 128x128. Overall its still a low file size.
User posted image
A crappy example of how the lights effect it.
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-14 15:13:34 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #232081
There is stuff that you aren't seeing, bad angle.

I want to release the mdl file when i'm done, but i don't want anyone to steal it. It has dmage on the wings, as well as scratches and grime.
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-14 14:18:50 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #232078
Remember? they shoot orange orbs, i think the contrast point would be the sprite, plus the lighting is kinda default. :(
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-14 14:09:48 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #232076
Fixt?
User posted image
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-14 11:58:36 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #232068
Yeah, the color is on seperate layers. It'll be easy to change, thats why I did that.

But as far as colors, this is the initial idea, but after looking at it on a new day, i agree. i was really tired at the end yesterday.

Since the greyscale (which is in hi-res skins) looks almost better, I think I could try a more subtle set of colors. like the bronze color from the concept, perhaps keep it mostly a grey and lightly color some of the details.

Thanks for the feedback :)
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-13 23:23:10 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #232027
Done.
User posted image
Textures are game-res so this is pretty much how it will appear in game.

Completion time = 9 hours. Sorry, I think I lost a bet or something...

:combine:
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-13 18:40:55 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #232017
Its about 6:45 my time, and I have 2 of 5 texture maps graypainted, The color is the last part. But here's a progress shot of the completed front.
User posted image
It still has its hi-res textures, so imagine that but half as crisp. I filter it the best I can to hopefully look like that afterwards.

I also cleaned up the geometry a little, adjusted the smoothing groups, and put in some details. It now has 1792 polygons. Hope its still tolerable.
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-13 13:50:30 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #231999
Start the clock, i'm working on it. :nuts:
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-13 13:33:40 UTC
in You Laugh, You Lose Post #231998
Lol chair is Lol.
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-13 07:31:32 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] 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
Posted 17 years ago2007-08-13 00:11:58 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] 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 ago2007-08-12 23:45:38 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] 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 23:40:11 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] 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 ago2007-08-11 13:15:36 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] 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 ago2007-08-10 20:37:32 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] 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 ago2007-08-10 17:39:51 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] 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 ago2007-08-09 21:48:28 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] 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 ago2007-08-09 19:50:54 UTC
in Continually moving ants? Post #231716
if the ants are really small (like they usually are) you can just use some scrollTEXTURES to make little dots or small ant pictures moving along the surface. A scrolling texture works with a conveyer, which there are options to make it not solid and no push for the player. You can also set the speed in the parameters. To make a scrolling texture, type the word 'scroll' in lowercase because the textures name.

i.e. scrollANTTEX1A

When making the texture, it defaultly moves to the right, so the ants on the texture image should head to the right. In hammer, the direction can be adjusted with the face tool. As mentioned the speed can be changed in the func_conveyer parameteres. The geometry for this should be flat to the ground, and the faces without the ant texture should be nulled since it unnecessary to have them, so all thats left is a small flat graphic of hundreds of moving ants, using minimal geometry and no paths or triggers to make it start.

Experiment, it can work.
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-09 19:39:25 UTC
in Making a Zombie Post #231715
Decompile the Zombie model, load it into 3ds max, make a new animation for it, save it off and recompile it with only your animation labeled as 'idle' and then make a prop model with that as the model. The zombie should run your animation and not give or recieve damage...

In a nutshell...
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-08 21:21:18 UTC
in Post Your Photos Post #231657
Will i get something if i use the dick stone in my next map?
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-08 15:17:02 UTC
in Post Your Photos Post #231637
omg trapt you went there and never shot textures!?!?!?... besides the dick stone...
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-08 15:02:31 UTC
in Map WIP - Skytower Post #231635
Yeah, i did some sprite-lights in Poison Garden. I thought they were kinda wierd, but whatever.
User posted image
You can see one in the back on this screen.
The best part of sprite-lights are they cost nothing to the r_speeds.

Also, PG is a good example of conflicting lights, because the lights are a lavender color combined with the golden light of the spires' healing area.
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-08 12:30:17 UTC
in Gyradell: Node6 Post #231607
I'm confuzzled.
I really don't want to load up this map with models, sounds, and extra junk to download.

Would 2 or 3 models be ok if they're not too large in file size?

But besides that, I guess I could work on it some more and update the one in the vault since it might be difficult to see things in screenshots. Rooms 1 is pretty much done, room 5 is in progress. Once 5 is done I'll update the map in the vault.
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-07 22:54:06 UTC
in Map WIP - Skytower Post #231548
Very well done! I think that color red could be a little more evident but not too much. I agree with Kasperg and Rabid. But if its any more vibrant and it'll look forced.

I ask some of my college buddies on this one... Turns out the bottom one is top choice because red light with blue shadows makes it look more 3d. What is light stands forward with a red tone while the blue shadows pull it into the blue background.

The eye picks up many subtle details we consciously fail to acknowledge.
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-07 22:39:35 UTC
in Gyradell: Node6 Post #231545
is it just me, or is the layout strikingly similar to this?
No it doesn't.
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-07 21:26:27 UTC
in Gyradell: Node6 Post #231535
This is layout.
User posted image
(color coded for reference)

As always, the map is 90% accurate to the layout, but as proportions don't line up right in the drawing, I improvised a bit.

This is what has changed from the base that was released in the map vault.
User posted image
I added some details and trims to the edges of room 1. Originally I had railings but they messed up the flow when falling from the upper level to the lower level. The added height lead to fall-damage, without railings there is none. Also, shooting to the lower level, and jumping from edge to edge were troublesome. So I scrapped them and made a trim that will likely have caution stripes for an obvious reason.

As far as detailing goes, the screenshot was a compile on Fast-vis, so its not true, the r_speeds are still low and no more detail will go into room 1 beside a few blocks for lights along the walls.

Texturing isn't in sight yet, a pre-texture release of the map will be done with weapons and items. Any gameplay elements will be criticized then, but I was thinking less Gyradell and more Abandoned Building. Which means less plants and more ditritus.

I also plan on spending a crucial amount of time on textures, since I've been lazy with them in the past few maps and haven't used much else than HL2 rips. I will use some bases from that and the new DDS texture set from NVIDIA. :glad: :heart: As well as some old common classics.

Since I mentioned it...
The .dds plugin for Photoshop
Transmogrifying Textures Volume I

I'm taking lots of feedback on this map, so give it.
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-07 21:03:20 UTC
in Map Vault Navigation Post #231534
I agree. Sorting by mod would be useful, since I don't have CS, I can't check out any of the maps because I don't have the wads. I get the missing wad error.

I say its a go.
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-06 16:17:47 UTC
in The Free Texture Thread! Post #231427
User posted image
freeb

EDIT: I fixed the colors and rotated a copied layer, and it made this nifty brick pattern.
User posted image
EDIT2: I painted this one a moment ago. If you have photoshop, you can see how its pretty much made. Even though I feel stupid collapsing the first two layers (initial brick lines and the base crete texture.)

Painted Brick Texture Source File
Rimrook RimrookSince 2003
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-08-06 07:28:53 UTC
in Photo Impressions Post #231380
trapt's "photo" looks like a render to me.
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-03 18:37:06 UTC
in Bridge Collapse in Minneapolis. Post #231195
I'm from Minnesota and I have family in Minneapolis, hope no one got hurt. Its hard to map when Emo.
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-03 12:22:12 UTC
in Post Your Desk Post #231130
@Muzz:

+points for HL2 Mousepad and Rock2, but not Rock1. Fuck Rock1.
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-02 19:54:09 UTC
in Post Your Desk Post #231092
I'd post my desk, but i'm still on the couch, only now the couch is in a different location. So its not different.
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-02 19:48:18 UTC
in Post Your Desk Post #231089
+Points for having TWHL on the screen. :combine:
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-01 15:12:59 UTC
in Map/Mod of the Month : July Post #230985
We rarely use the polls for anything useful, so why the hell not?

Besides. Its inspirational! I got to work a little faster after I heard about, and many others are mapping too.... that is if a nice little shiny trophy gets added to our acocunts. Point being, not everyone can or want to enter the compo's and there hasn't been one for quite some time.

poke (how's the code btw?)
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-01 14:01:29 UTC
in Map/Mod of the Month : July Post #230980
I nominate dm_cliff_beta by Tetsu0.

Its really good and clean design in a small dose. Reminds me so much of Sancefar, and even though its a beta, its still well made. :heart:

Also, is there going to be a MOTM for August, or is this the August MOTM?
Rimrook RimrookSince 2003
Posted 17 years ago2007-08-01 13:56:40 UTC
in Who would win in a fight? Post #230979
NWA vs. G-Unit
Ku Klux Klan, because they have more members. [/pun]

Here's a good one...

Black Lingerie Vs. White Lingerie

@Penguinboy: Lemons make better weapons.
Rimrook RimrookSince 2003
Posted 17 years ago2007-07-30 19:41:30 UTC
in Design an Emoticon! Post #230799
Now that i think about it, steam has the little icons anyway. Why the hell not use them for the mod tags? They are already done and we all see them frequently.
Rimrook RimrookSince 2003
Posted 17 years ago2007-07-30 19:32:16 UTC
in Design an Emoticon! Post #230797
User posted image
is much greater than
User posted image
Are those little tags eligable as well?
Rimrook RimrookSince 2003
Posted 17 years ago2007-07-30 18:37:11 UTC
in Map WIP - Skytower Post #230792
Sometimes you have to go against the crowd to learn something very benificial.

I think the best bet was the vines and all of that. Blending it all together would ground the tower to the environment. Also, I this illuminated parts of the tower would alone bring it to life.

EDIT: Thats what it is! It needs more warm colors! Lighting on the tower would pull it bring it some attention.

Pick one.
User posted image
Orange will make a visual vibration because our eyes can't blend the two together. In light, when you do so, you get grey and this is very nice for combining a triad of the natural light tone, primary light tones, and the tone of the textures. Other colors like red or yellow will have a similar effect. A Brown light will make the purest golden tone and is nice to combine with a cool blue.
Rimrook RimrookSince 2003
Posted 17 years ago2007-07-30 18:12:35 UTC
in Unusual fun hl1 maps Post #230790
Maps like that improve you design skills if you know when to stop and do more polished work with custom textures and all that.
Rimrook RimrookSince 2003
Posted 17 years ago2007-07-30 18:03:21 UTC
in Map WIP - Skytower Post #230789
Just shut up and do it.

Besides, im working on this map.
Rimrook RimrookSince 2003
Posted 17 years ago2007-07-28 16:41:39 UTC
in Who would win in a fight? Post #230544
Breen. He's got an army of :combine: :combine: :combine: :combine: :combine:

Top vs Bottom
(during sex)
Rimrook RimrookSince 2003
Posted 17 years ago2007-07-28 16:32:06 UTC
in Design an Emoticon! Post #230541
Hey, there IS use for these color codes.
BBCodewasdevisedtoprovideasafer,easierandmorelimitedwayofallowinguserstoformattheirmessages.Programmercnviencewascertainlyanotherfactor,asBBCodeisverysimpletoimplement.Previously,manymessageboardsallowedtheuserstoincludeHTML,whichcouldbeusedtobreakorimitatepartsofthelayout,orrunJavascriptleadingtoXSSattacks.

Spam perhaps?

I'll be making the HEV helm later.
Rimrook RimrookSince 2003
Posted 17 years ago2007-07-28 15:46:21 UTC
in Design an Emoticon! Post #230532
i see where the frames cut on pacman. might want to clean it up and shade it out. also, it took me a moment to see the pellets.
Rimrook RimrookSince 2003
Posted 17 years ago2007-07-28 14:31:40 UTC
in Who would win in a fight? Post #230518
Woody. Everyone knows he is the balance to the force and the true father to Anikan "Darth Vader" Skywalker. How else can he be an annoying little pecker without being killed by ninjas sith lords?

Shepard vs Freeman
Rimrook RimrookSince 2003
Posted 17 years ago2007-07-28 13:57:37 UTC
in Map WIP - Skytower Post #230515
you can have green in there, just make it more subtle. tone it down to a greyish green so the light affects it more. if you use a tree model, do the same to that as well. that way you don't look that cold feeling with the neutral green. But even a map like this needs to feel "alive."

Otherwise I'm impressed that he's using my own stuff so well.
I'm cool with anyone using any of my stuff.
Rimrook RimrookSince 2003