Forum posts

Posted 18 years ago2006-04-17 10:35:45 UTC
in New Mod: "Turnstile" Post #174784
yes, it does. Helps the eye focus and things appear a bit more natrual. even if it's just a little fog, it still works.

er... i just noticed my title now says "content contributor"... i kinda wanted to keep "decorated member" :cry:
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-17 08:27:55 UTC
in New Mod: "Turnstile" Post #174762
maybe for a different part of the game, muzz. I have a ton of areas to map, you know that. I already considered crystal props, but not in the suzeron temple.
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-17 07:35:21 UTC
in New Mod: "Turnstile" Post #174752
heehee, this isn't in the game, but it's still cool
User posted image
Screenage
User posted image
:glad: :heart:

Yeah, it was a pain in the ass at first, pepper. So much trial and error i could puke. I can assure you that it looks really good in game and it shouldn't move, or shouldn't move as much. The mapping is underway but it could be some time yet. the map is only 30% complete approx. and i spent my 3-day weekend messing with weapons. :D

By mapping for this mod is the most fun i've had with mapping since i started. There's so much crap i can expand upon, and as well, i'm learning how to design single player maps professionally.

EDIT: i know the fingers on the hand screeny are mushed. They lean forward and the chrome effect makes it look strange, plus i was shooting at the time. That was some glitch-fun.
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-16 03:50:26 UTC
in New Mod: "Turnstile" Post #174554
User posted image
To Do List:
Finish Demo Map :nuke: 50% done
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-13 09:37:37 UTC
in New Compo... Steam... =[ Post #173981
maps that run in 1.1.1.0 also work in steam. not having steam will not hinder your entry. a BSP file can be run in HL and Steam-HL the same.

Just make a map like you normally would and enter it. If you really have to, specify that it is for 1.1.1.0
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-13 07:48:17 UTC
in Perfect form of punishment in-game Post #173948
wow. that IS ownage.

He got owned for owning n00bs. Pwnage!
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-13 07:42:17 UTC
in New Mod: "Turnstile" Post #173946
No, i'm just using props like trees, plants, light fixtures, and other miscellaneous objects that'd be harsh for HL.

heh, 0% progress from yesterday, i didn't even turn my compy on. :aghast:

Homework. meh...

YES: There are a few things to be unlocked only by playing the demo. Just play and see.

BUT: I have 3 1/2 days wide open for mapping, modding, modling, etc. I hope to get it done and create a window of opportunity to enter Compo #20. Good Luck with the Competition Entries.
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-12 14:07:26 UTC
in Half-Life: Hostage Situation Post #173797
Uhm, the unseen faces aren't cut, are they? The Mega-detailed weapon models for Turnstile got cut down to under 990 polys very easily this way.

FYI, Pepper: I can do the models myself so you don't need to worry about that if you haven't figured it out by now.

Everything is looking so good, HL:HS will own.
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-12 12:30:35 UTC
in Half-Life : Gyradell Invasion Post #173787
Thanks!
these get plopped into my mod's folder, right?
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-12 12:20:32 UTC
in New Mod: "Turnstile" Post #173785
True, A mod is a general term.

35 maps or so isn't scary for me. if they all get pre-planned and everything is designed really well, it should be done quickly.

Developements:
-All new sharper, cleaners, better textures.
-Basic shell of the map is done.
-Most experimental stuff is done, few exceptions
-Added Switches.

To Do:
-Skin the Base Hew shot model that works beautifully in game.
-Work the Blitz Rifle into the game.
-Work the Shatter Cannon into the game.
-Work the Acorns into the game.
-Add doors and finish the demo rooms.

Setbacks:
-Weapon model polys are high, roughly 1000.
-Over use of props causes lag. Need to cleanup a bit.
-A more efficient way of "only explosives" breakables did not work, original breakables could only be effected on one side until further development.

Progress:
55%
Work is slow
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-10 15:54:32 UTC
in Half-Life : Gyradell Invasion Post #173302
It has never worked for me in HL, only the steam version.
But what version does everyone have, i might not be updated.

Truly, model transparency would only effect plant and flora models. otherwise its large tropic leaf style...

:aghast:

Rainforest Gyradell! :biggrin:
or a rainforest in the depths of Black Mesa
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-10 15:46:11 UTC
in Half-Life : Gyradell Invasion Post #173299
ok. no model transparency than. Is there any props in particular that might be of good use?
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-10 15:41:46 UTC
in Half-Life : Gyradell Invasion Post #173296
is this mod for steam?
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-10 14:17:42 UTC
in Dunce Americans Post #173281
ya say this was a TV show?

there's your problem. it was just TV, there could be alot of editing involved to make the public seem dummer than they really are. Reality shows are the worse, since alot more money is involved.

Consider the media in which you've experienced this. If you were the person asking the questions, then yeah. We're all chewbaca loving fuckwits.
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-10 14:07:15 UTC
in Half-Life: Hostage Situation Post #173279
is gmax free? it sounds like useful program. I'm trying to animate in milkshape and it is a nightmare.
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-10 12:21:59 UTC
in Half-Life: Hostage Situation Post #173263
Whoa, easy on the ego.

That's awsomely cool, but like seventh said, it is slow.
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-10 07:53:57 UTC
in Half-Life : Gyradell Invasion Post #173244
Well, i'm currently working on some objects like lab-chairs, small machines, wall monitors, computer rigs, detailed lab tables, liquid containment machines w/ cables and junk, etc.

I'll send you the props as soon as i complete them.

Another note, a neat affect that adds depth to an area is a reflective floor with the plants around the edge. Take the temple-like room of Natural Victory. Also, for great ambiance, make sure that some but not all of the machinery is still functioning. This is good premise for puzzle-scenarios, like you need to turn on the power to this in order to do that. If you already have stuff like this, than i can't wait to play it.

For the props, is this mod supporting model transparency? I can make models with transparency, but i can't test them properly.
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-10 07:43:15 UTC
in New Mod: "Turnstile" Post #173243
35 maps at the least. all will be designed very intricately before any actuall mapping is done so that mapping will get done faster and more accurately.

Yeah, i noticed a few bugs in the sword that will be fixed up. No big deal.

Demo completion :51% approx.

No new developments besides some more sprite tricks, but nothing major. I need a block of time to get it done, probably later this evening. Basic shelling is done, but it's still difficult to map instinctively when balance and gameplay is in key effect. Unlike DM or CS mapping, it can be thrown together faster, but HLSP maps better your design skills overall. :P
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-08 10:12:55 UTC
in New Mod: "Turnstile" Post #172881
User posted image
Did this one myself :biggrin:
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-06 14:15:32 UTC
in New Mod: "Turnstile" Post #172690
Yes, the floor itself is an old trick i've done before in some really old maps of mine. The haze is something new though. Its a trick sprite that's locked to a set direction. It's only 1 unit above the ground but given its set to glow, it shine through the geometry and appears a little more 3D. It's great since it's nice looking and extremely low cost. Like i had already said, there's only 7 or so sprites.

You'll see what i mean when you play it. It doesn't look like much in the screenies.

EDIT: eh, also, that sprite can be used to make textures look shiny like in HL2. I wouldn't use this much unless i have some serious sunlight someplace.
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-06 10:24:59 UTC
in Half-Life : Gyradell Invasion Post #172666
Shall i model some genuine gyradell props for ya to help things along? I need to do some for my mod too, and i'm willing to share. Stuff Like machines, dynamos, computers, and so on, but all mossed out. Maybe some mushrooms and flowers too.

Another thing that i see lacking in HL:GI is grassy plots on the floor. I usually made the floors grassy and the lower ends of the walls mossy to blend with the grass. Although you have a good use of vines, it appears they too need an anchor. Vines usually hang off the edge of a flat surface, like a platform. Another good detail is the subtle use of water. Bust a pipe and make it drip slightly, than make the water trail across damage and insets of the floor into areas. I know i didn't do too much of water in some of my Gyradell maps, but this mod has me thinking again about it.

Lemme know.
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-06 09:27:21 UTC
in Help this bloke win a bet Post #172657
wait, he has all year. He could triple or nothing if he wanted to.
:aghast:
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-06 09:22:39 UTC
in 9-PIN Graphics Card - TV Lead? Post #172656
Is there a joint connector or adaptor you can latch onto one of those. I could certainly do some research, my school has much of this kind of stuff.
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-06 09:20:57 UTC
in New Mod: "Turnstile" Post #172655
well yeah, i use similar angles like those seen in Poison Garden. I can see what you see in it.

I'm surprised no one has mentioned the like volumetric haze effect i thrown onto the floor. That's a bit of a secret for now but i'll release some notes about it in the demo. I've found a few uses for it already. It only looks bad when you look up close and straight down at it and see the individual sprites, and there's only 7 or so of them. At any sort of distance, the sprites blend nicely everytime. This effect is nearly flawless an i recommend it to everyone.

Also, though i do not need to, i can make a rain sprite for those using HL1 or CS who would like it but doesn't have the ability or option of custom code. This will be later after the demo, fyi.
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-06 07:55:52 UTC
in New Mod: "Turnstile" Post #172640
aw. i was shooting for castlerimrookesque. :cry:
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-06 07:46:35 UTC
in Dm_Orithia Post #172636
Oh, i like the small round rooms in the upper right corner. That's a neat landmark type area.

I know i'll be checking this map out when i can. :nuts:
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-06 07:39:27 UTC
in Help this bloke win a bet Post #172635
I'll be sure to click that link on every comp at the school!
We better be getting video footage of this...
If not, i'd be pissed. i want equal repentance for my contributions.
:biggrin:
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-06 00:00:21 UTC
in Dm_Orithia Post #172607
Do you map by instinct or do you go by a plan. a pic of the plan could help visualize things.
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-05 23:57:39 UTC
in Help this bloke win a bet Post #172606
1.23 when i checked. this guy is so lucky its funny.

EDIT: that, or this is the gateway to the world worse computer virus. :o
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-05 23:43:39 UTC
in New Mod: "Turnstile" Post #172604
Here is something really new :D
User posted image
User posted image
User posted image
User posted image
Mapping is slower than it should be, but i'm still working the bugs out of what i have and still developing new features to go with it. Be sure to keep a close eye on this since the demo is near.

Demo completion rate: 40%
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-05 12:30:14 UTC
in Check this out! Post #172506
Yeah! Good job!

I wouldn't like something like this to happen to me. Too much noticibilty can be bad, and sometimes losing heeds the best results.

Keep up the good work. It's too bad i can't play your it for it is for source.

Rimrook Sad...
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-05 12:09:32 UTC
in New Mod: "Turnstile" Post #172500
Yes, it does cover unreal stuff. And yes, i learned some things that can apply to HL, but i have a class in this stuff and the engine is so awsome.

Mapping is slow at the moment since i going at it without any sort of organization.

I also found this book that you can read straight from the next if you want. awfully cool and is more general than unreal stuff.

http://www.amazon.com/gp/reader/1584503696/ref=sib_rdr_toc/002-7342200-9810414?%5Fencoding=UTF8&p=S008&j=0#reader-page
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-03 16:47:01 UTC
in New Mod: "Turnstile" Post #172243
User posted image
This book covers everything from design and archetecture to props and textures. Lighting. Color Theory. etc.

I shall cherish it dearly.

:heart: :nuts:
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-03 12:07:02 UTC
in New Mod: "Turnstile" Post #172214
@Tycell: No muskets or flint pistols. My weapons are set and the reasons why they are designed the way they are hasn't been said yet. Bear with it.

The Texturing class i was SUPPOSED to take this semester was dropped for only 2 people signed up for it. Me and some other dude. The school is cheap and they don't want to pay a professor to teach an under-populated course. I'm pissed about it, so i'll make up for the loss in some heavy studyin of texture.
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-03 07:56:30 UTC
in New Mod: "Turnstile" Post #172189
Beside the point:
I got into a traditional mapping mood.

Ya know...

Like the one where its like
"What happens if i put a hole in this, or what could go ontop of that"

I'm getting back into my old self again. I reviewed my older maps and i'm working on harnessing and mixing styles. So far so good.
:cyclops:
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-02 21:58:04 UTC
in April Fools Day Jokes! Post #172141
I put baking soda in the ketchup at my mom's place.

It blew up on my brother's burger and splatted ketchup in a 18 inch circular blast radius around his meal. :nuts:
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-02 21:53:13 UTC
in New Mod: "Turnstile" Post #172140
Really long absence, about 9 months.

I tried to buy HL1 from steam with a credit card, but it denied transaction and i was potntially committing fraud against myself, then steam spammed my email bitching about the failed attempts.
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-02 21:52:00 UTC
in Weird idea: Tornado! Post #172139
i would do a giant cone shape with an additive wind texture on it. Have it rotate around really fast. If you're using spirit, you can tell it to move with a train on a path.

i would also attach and func_push to move with it so when it nabs you up like michael jackson, it tosses you high into the air then fall to your death with a splunch.

:nuts:
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-02 21:30:11 UTC
in New Mod: "Turnstile" Post #172137
[b]DEVELOPEMENTS:[/b]

-My steam account got deleted.
-New computer is a bit unstable
-Using older Spirit code for retail HL1
-Spring break was nearly wasted booting up my new comp.
-No New Screens yet.

Faster, better graphics, but no HL2.

Can do models and skins, but only for props. No weapons.

No model Transparency, but i can make new trees with large polygonal leafs like in pristine beach, or that style of low quality flora.

No custom code for upgrades, but found a solution that serves a similar purpose.

+Fog
+Faster Compiles
+Milkshape :nuts:
+Some new things added to the Mod
+Demo Soon, few days.

The demo will consist of an expressive example of the gameplay style and scenery. It will be a single Non-objective map featuring a reasonable amount of items, weapons, and secrets. This demonstration will not be a portion of the actual game.

To Do List:
Make More Textures
Paint splash screens
Demo Progress: 25%
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-31 12:33:35 UTC
in Dm_Orithia Post #171728
Photo bucket no longer has the images. :cry:
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-25 03:25:20 UTC
in Themes of Rim Post #170784
Oh here's a thought! How about i make map pack with a little something from each theme in it. Just a few features from each theme to show how each one would look. :biggrin:
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-25 03:13:30 UTC
in Themes of Rim Post #170780
Rimrook doesnt map for HL2 because of his current system specs, as far as I know.
Yes and No. I don't map source because i choose to. But at the same time, can't map because of my specs. The specs of my comp will change in a matter of a few days. So source mapping will happen, but after i do my mod, of course.
Tony-Tiger grrrrrrreat.
Hell. No.
Stop licking his balls and give him some constructive critisism
Well put, 'tis true. Also, no more arrogance flaming.
Personally I didn't like the Sancefar theme very much. It just didn't seem... Rimrookish enough, if you catch me.
Styles change sometimes. When i can, i'm gonna spend a whole day to analyze some old maps.
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-24 17:39:18 UTC
in Themes of Rim Post #170723
i was gonna map a project on the side from my mod, and that's why this was started, but i've had second thoughts and i've decided not to since i can't start any decent threads for development.
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-24 14:53:38 UTC
in Themes of Rim Post #170701
Journal entries don't have comments. I thought about it, but i was aiming for a little feedback.

Mostly it was for a good read. I'm too tired to be arrogant right now... sleepy...

as for stealing or what not, i don't really care, and asking will usually recieve a yes.
Oh look, another thread by rimrook about rimrook
Don't care.
I did notice one thing though and that's the navigation and certain gameplay aspects in your maps. Poison Garden had some small and icky corridors, some obstructing little brushes (holding ammo, those thingies) and was generally a bit too close-quarter I think. There were those small dead-ends in that long room with the pipe running through it - those 4 places did hold ammo but I don't think that's enough reason for their existence. And the RPG 'trap' was downright annoying...
Awsome. I'll try working on that. I also have a mapping class next quarter so hopefully those issues will resolve.

...seventh is a grammar nazi. there, i said it. ;)

EDIT: Ok yeah, the first theme is about the Rimrook story character and not me as a mapper. Bit of a difference. Rimrook was orginally a godlike but still very vulnerable and weak creature with powerful creation skills. It's ironic that things are happening at TWHL as they are in the story. I said once i might post the whole novel but it needs much revision. 'tis not complete entirely and all of you are probably sick of me saying anything personally creative.
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-23 15:11:06 UTC
in Themes of Rim Post #170459
nothin really. just statin some of the ideas i have. feedback is nice but i'm just sayin. Much like the "Mod Ideas" thread.
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-23 15:04:59 UTC
in Themes of Rim Post #170456
As known, I usually map on a theme. Just to clarify, the Themes usually have some sort of developed story or grand reason. I usually play by the rules of the theme as i map. Some of these are popular or have been seen before, but some of them are yet to be done.

Index
1. Castle Rimrook
2. Gyradell
3. Sancefar
4. Nereid
5. Novera
6. Nazarine
7. Harpentine

1. Castle Rimrook was the the first theme. This is usually depicted with some sort of main hall or throne room, tile floor and an opening in the ceiling. Plant fauna and water is an obvious attribute to the environment and surroundings. Usually some form of Rimrook himself appears in a poster in some locations of the map. These Castles share the same sky graphic because it is supposed to take place on the same world. That world can be defined by the large and tall spires of earth that extend high into the sky.

2. Gyradell is a less fantastical theme and is more industrial. Nothing is really science fiction about it except that the plant life has actually aged onto the machinery like it would if the location was untouched for 200 years or so. This theme is blatantly recognisable with green floors and mossy walls and tensions. The theme was never truly invented by me, but was strongly inspired by the natural forgiveness and sternity of plants. Moss that grows on fences, hanging vines, and tree roots that crack through walls are all evidence of this theme, and can be found just about anywhere. Even between the cracks in the sidewalk. Applying this natural state with the contrasting industrial setting really sets the strength of this theme. The Gyradell theme is the most successful theme of mine up to date.

3. Sancefar was based on a simple Aztec/Roman influence, and for a twist, the structure is built at the top of the tower of Babel. So there is little to no plant like and the high altitude tints the sky differently during the morning, giving it that pale yellow tone. Originally it was meant to be build on a mountain, but the concept was scratched for complexity. It's contsruct also includes high towers topped with a white stone, inlfuenced by the tops of the Egytian Pyramids and the Valley of the Kings.

4. Nereid, though never done, was almost what Poison Garden was gonna be. Difficulties in circumstances ultimately changed its theme. Nereid is a Lost Temple made of metal but is riddled with age and frost bit with snow and drifts. This would utilize the affects of ice and the lost of friction and cold damage based trapped from weakened areas. The short story of Nereid is that it's a lost base of alien Terrans, and much of the strange technology used to keep the ice at bay still remains partially functional.

5. Novera was a theme that is yet to be refined, but it does have its features. Novera is a fire based theme that takes place in a volcano or other hot place. The structures are black and smooth like obsidian, and the trims and filigree is either gold or sterling silver encrusted with opal gemstone. The overall look is extremely Royal and Briskly shaped compared to it's rough and rusty molten rock frame.

6. Nazarine is a theme i really, really, want to try but haven't done it yet. The Palace is one giant harem with curvy doors, frames, pillars, and other features schemed with soft whites and pastel color tones to feel as feminine and sexy as possible. Erotic artwork of fine young women in lingerie, and other passionate garments, frame the walls and rooms lined with colored candles. The plant fauna is usually tall and slender shrubs, trees, and tropical flora like palm trees and other exotic fauna. Water is another strong aspect of the palace with it's large pool and bathing system. Amongst the ledges of the pools depict devine artwork of females bathing eachother in the nude.

7. Harpentine is a great theme that is most like the Sancefar theme. What seperates the theme is that the structures are square and robust, and aside from it's hot, bloody-red sky, it's blue tinted brickstone and tile symbolizes the coldness of this place. The Story is that the structure is much like a great tomb or graveyard. Not so much the carnage of death, but the silence and bitterness of it. The plant like here is dead and decayed, and dust layer some of the surfaces like nothing has been alive here aeons. Originally, this was going to be my first HL2 theme when i start source. But much has happened since then.

:glad: :heart:
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-23 13:55:51 UTC
in halflife2.wad Post #170441
it was made for 0.5 scale. Use with caution tho.
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-23 13:55:07 UTC
in I just... (II) Post #170440
... got a joke.

A member of VERC, Wavelength, and TWHL is sitting at a bar. The VERC member downs his drink and tosses the glass high into the air, shooting it with a shotgun. It shatters into many pieces as he says, "At VERC, we can map all of the glasses we need." The Wavelength member downs his drink and tosses the glass into the air. He grabs it with a Grav-gun and blasts it against the back wall of the bar. "At Wavelngth, we can model all of the high-res glasses we'll ever need." The TWHL member downs his drink and tosses the glass over his shoulder and crowbars the VERC member and the Wavelength member, saying "At TWHL, we pwn cheesy n00bs."
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-23 10:16:59 UTC
in [WIP][HL1] Xen Assault Post #170408
That screeny look awsome. It's very traditional to the Xen landscape. Nice job.

The fog might need a tweak of color, if it can, make it a yellowy-green color like the surrounding walls and such.
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-23 09:44:53 UTC
in New Mod: "Turnstile" Post #170406
oh god no it's not a keyblade.

Kingdoms Hearts

it's just an intergral part of the game. A stun stick would cramp the style and mood of the arsenal. Even though it's a nice idea for anything HL1, just not this. Try another mod. :nuts:
Rimrook RimrookSince 2003