Forum posts

Posted 6 years ago2018-04-25 15:48:29 UTC
in Revert3D Post #339438
Yeah, strangest thing. Nothing ever happened when I pressed it.
Rimrook RimrookSince 2003
Posted 6 years ago2018-04-25 15:23:38 UTC
in Revert3D Post #339436
Yeah I got a good number of crashes in.

I agree it needs to be finished. For some reason I can’t place objects. It’s like the O hot key just doesn’t work or something and I can’t find a workaround.

Also, adding new textures is stupid easy, but it’s weird that they are all so large. I thought they were going to be 64 squared but they were all 256 in the Saturn group and 128 in the Shocktex group. I tried a 64x64 texture and found it doesn’t look good with the texture filtering. That might just be my gfx card. However, playing the example ship map, I noticed nothing else was filtered, just the walls, floor, and ceiling. Everything else was pixelled and sharp which looks good.

The kit and engine could use a good phoenixing. Someone needs to adopt it, just don’t know who would.
Rimrook RimrookSince 2003
Posted 6 years ago2018-04-25 13:55:19 UTC
in Revert3D Post #339431
User posted image
I kinda tried. It's really clunky. It would take more effort than I currently have to give to make something impressive.

I see the potential as a self-contained game kit in of this type, but it has a looooooong way to go to be anything substantial. It also appeals to a niche group that is possibly dying out. I honestly though I'd be able to get into it, but I didn't even like games in that style when I was younger. My first FPS was Halflife anyway, and I've never played Wolfenstein, Doom, Duke Nuken 3D, or any of those.

I could literally write a thesis on what the developer could or should do with this engine, but what would be the point? Nothing has been updated in like 5-6 years or more, not even sure. Also, working with it makes me want to fire up Halflife and map something, but I JUST got back from an incredibly stressful California adventure and I do have to prioritize my projects for pretty much the rest of the year.

This has been a weird experience for me. I would certainly encourage anyone else to try it. It's not bad, but it's not good. It's simply a tricky canvas if you want a challenge.
Rimrook RimrookSince 2003
Posted 6 years ago2018-04-24 12:10:39 UTC
in Revert3D Post #339425
Anyone got a link for this that works?
Rimrook RimrookSince 2003
Posted 6 years ago2018-04-23 18:54:44 UTC
in Revert3D Post #339420
Aw very true. The more I look at it, the more I want to retrotize goldsource and just use that because I know it’ll be good.

Still haven’t tried Revert yet though. Might be soon.

It appealed to me because it seems quick and easy to use, as well as being lightweight and self-contained.
Rimrook RimrookSince 2003
Posted 6 years ago2018-04-22 10:49:07 UTC
in Post your screenshots! WIP thread Post #339409
:heart: fitted textures.
Rimrook RimrookSince 2003
Posted 6 years ago2018-04-10 18:32:25 UTC
in Revert3D Post #339280
Retro is a style. I want to try a thing or two with it and see what happens.
Rimrook RimrookSince 2003
Posted 6 years ago2018-04-10 00:12:06 UTC
in Revert3D Post #339271
Not entirely true. Sometimes it’s healthy for the project and person to step back and clear your head of it for a while with something else. It’s not always about faster results, but better results.
Rimrook RimrookSince 2003
Posted 6 years ago2018-04-09 18:04:39 UTC
in Revert3D Post #339266
:0
Rimrook RimrookSince 2003
Posted 6 years ago2018-03-17 11:57:37 UTC
in Post your screenshots! WIP thread Post #339041
I just noticed that those two pics were different because of the texture filtering. That isn't very clear on a phone screen.

I like the unfiltered one, and I've always like unfiltered HL1. :)
Rimrook RimrookSince 2003
Posted 6 years ago2018-03-16 13:10:50 UTC
in Post your screenshots! WIP thread Post #339036
Nice. Try putting a bright env_light in front of the door. Let the shadows play across the geometry of those cylinders. Make it dramatic, ya know?
Rimrook RimrookSince 2003
Posted 6 years ago2018-02-27 23:55:59 UTC
in Creating Textures Post #338882
You can get the line work for your brushes in hammer for painting purposes rather easy.
You can turn on black and white scheme and turn off the grid then print screen the viewport ofnthe side you want to paint. Paste that into photoshop and crop the wireframe line work. Resize to your texture dimensions and start painting. :P

A lot of things in 6D and Riverpool were made this way.
Rimrook RimrookSince 2003
Posted 6 years ago2018-02-25 17:32:23 UTC
in Pseudo Science Olympics Post #338867
That’s actually really good.
Rimrook RimrookSince 2003
Posted 6 years ago2018-02-24 06:05:47 UTC
in Pseudo Science Olympics Post #338862
Welcome to the games sucka!

The rules are simple.

Use MS Paint or whatever to design an original piece of science fiction technology. Then in a short paragraph, describe what it does, how it works, how to use it, etc.

Judges will be... idfk... urby and tetsuo... yeah... no... yeah.

Winner earns street rep.
GO!
Rimrook RimrookSince 2003
Posted 6 years ago2018-01-19 02:08:30 UTC
in Modular level design in Half-Life? Post #338670
Go nuts with func_instance
Rimrook RimrookSince 2003
Posted 6 years ago2018-01-11 22:31:03 UTC
in Modular level design in Half-Life? Post #338625
Yeah I was making a tile set of sorts that had textures fitted to them. Looked good for the most part.
User posted image
Rimrook RimrookSince 2003
Posted 6 years ago2018-01-01 20:53:26 UTC
in RMF Importer now in Wall Worm Post #338545
Yeah I don’t use 3Dsmax anymore. Got cozied up wth Blender with Sketchup on the side for art purposes.

Still love seeing this kind of development. Always wished modeling in hammer wasn’t so plopped.
Rimrook RimrookSince 2003
Posted 6 years ago2017-12-07 03:00:35 UTC
in Has mapping for games "ruined" Post #338324
Honesty is rare thing these days. I fully admit to some shit, like I did want to turn SMJ into a Kickstartered game so I could make some money to continue doing it. Turns out money ruins everything. The guy that’s making Ghostsong is quite inconfident with his stuff despite he’s made tons of money and has lots of fans already. He has lots of artistic quality despite there being better methods.

I’ve remade SMJ and it’s parts so many times over, but this year has been the most productive. I am waiting on a kit update to see if it would fix a few pesky performance issues that are making my stuff look bad. It’s superficial. I also want to work with a ‘kit’ of my own. I have made so many templates and systems that interlock and exchange data that just about anything is possible within the rules I’ve set up for the game’s world. THAT’S what I’ve been working on for 5 years. I want to gain a status where I can just sit down and do art and make it all pretty. At this point I could also hire an extra artist and there’d be a clear path of what to do. I also am carefully plotting where the game’s shortcomings will occur, which is important to me as a designer.

I’m not a programmer. I do see stuff in other games and just whisper to myself ‘how the fuck?’

Edit: ok didn’t mean to kill the mood. Been a little on edge lately because half of my country is literally on fire and I can feel the guillotine of the dark ages slowly descending on the American people. Carry on lads.
Rimrook RimrookSince 2003
Posted 6 years ago2017-12-05 16:07:44 UTC
in Has mapping for games "ruined" Post #338320
The truth is that there is no right way to create a masterpiece and most of the time a masterpiece is a fluke attempt or a half experiment that just was seen to completion and people decided they liked it. All of SMJ is a chaotic mess that churns through my own creative crucible. I have no clue what the final result will be but when it is done, it will be unique solely based on the unconventional processes necessary to make it. I have no idea what I’m doing, and that’s the best way to make something unique in my own style outside the norms and conventions of of the typical design standards. It’s indie as fuck and I do it this way because I like to do it this way.

User posted image
Rimrook RimrookSince 2003
Posted 6 years ago2017-12-05 13:59:46 UTC
in Has mapping for games "ruined" Post #338318
I’m currently learning writing stuff from a indie game guy and he had some great insights. Imagine the game as a book. What we don’t read is the exploratory gameplay, which takes place between scenes and chapters. Depending on the scene or chapter, parts of the story can be playable events like boss battles and such. A story heavy game could be put mostly into prose, and the tip I got was to actually write major scenes in novel story format and attach the writing as a an additional note along side the screenplay. The extra writing would provide extra information like atmosphere, tone, mood, emotion, movement, acting, and all sorts of sensory stuff that would be missed otherwise that would bring the scenes to life so it’s not just two talking heads.
Rimrook RimrookSince 2003
Posted 6 years ago2017-12-04 15:33:34 UTC
in Has mapping for games "ruined" Post #338306
Personally mapping became complicated. Source seemed too elaborate for my tastes and I could never make anything that seemed real or authentic looking. Gold source is candy.

Anything with good tools is a plus, but again, the number of considerations and steps has the potential to make it not fun. Everyone is different though, and if you can wrap your head around the process, anything is possible.
Rimrook RimrookSince 2003
Posted 6 years ago2017-12-02 21:39:43 UTC
in Post your screenshots! WIP thread Post #338279
Did someone say func_vehicle?
Rimrook RimrookSince 2003
Posted 6 years ago2017-11-02 11:15:27 UTC
in Post your screenshots! WIP thread Post #337930
Photoshop can always export 8bit bmp.

Image > mode > indexed color
Then save it as a .bmp and you’re set.

I’ve confirmed that Krita cannot do 8bit color since it’s engine works strictivly in channels.
Rimrook RimrookSince 2003
Posted 6 years ago2017-10-28 15:42:15 UTC
in Post your screenshots! WIP thread Post #337853
I know it saves the .bmp format, as for 8-bit, that may require some sciencing to figure out. Never actually done it since I have no need to. :/
Rimrook RimrookSince 2003
Posted 6 years ago2017-10-27 15:36:25 UTC
in Post your screenshots! WIP thread Post #337851
Krita officially replaced Photoshop for me. It’s an impressive program and it’s free. It may seem like a photoshop clone but it’s more stable on newer systems which is why I got it. It combines media editing, art and painting, animation, and can export pretty much any known format. It’s super lightweight since it differs much of its work and processes out to different engines to drive the canvas, brushes, text, and so on.

Just tossing that out there, take it or leave it :P
https://krita.org/en/
Rimrook RimrookSince 2003
Posted 6 years ago2017-09-25 20:43:56 UTC
in Quiv Post #337534
It's so evenly half-lit. Put some light entities in the exact center (X, Y, and Z) of a space. It'll stage the lighting better yet keep the corners and detailed areas darker so you can add smaller lights to bring attention to those areas.

I like the style, btw.
Rimrook RimrookSince 2003
Posted 6 years ago2017-09-22 23:07:26 UTC
in Liquid Space Post #337483
C++ is olde enough to have books at the library for it.
Rimrook RimrookSince 2003
Posted 6 years ago2017-09-22 18:01:35 UTC
in Liquid Space Post #337477
You made his thread and seemed adamant about things. I think you should at least try something to see how it goes, even if it goes incomplete.

Back in the day, I made this and Scotch and Coffee island in unity. Both are rather blah and they were a pain in the ass to even do that much, but it taught me a lot and helped me choose where I wanted to go with my interests.

Don't fret, jump in.
Rimrook RimrookSince 2003
Posted 6 years ago2017-09-17 20:04:01 UTC
in Liquid Space Post #337432
Stencylworks is a good program that meets you halfway between lazy and ambitious. It's kinda whatever you want it to be. You could copy and paste tons of bits of other people shared coding and resources, or use drag/drop logic to make your own. It's only 2D but it'll give you a better idea of the more abstract parts of game development that most people never think about when they start. Ya know, the stuff that messes with your head when your knee-deep in bugs or glitches and you have school or work or loved ones gnawing on your sizzling brainmeats.

Good luck!
Rimrook RimrookSince 2003
Posted 6 years ago2017-09-10 19:43:29 UTC
in "Saving" a Decent Concept Post #337372
Yes.

Look at my maps, a lot of them are multiples in the same theme like a series. I was just trying to find the that perfect balance, though the first in each theme was likely the most successful. I often times tried revisiting a theme so I could recapture the magic of making it, but let's face it, the magic was gone. I do remember 'saving' inspirations from maps I played too. Mostly it was visual. Stuff from Halo and Metroid Prime mostly.
Rimrook RimrookSince 2003
Posted 6 years ago2017-09-10 12:06:11 UTC
in Sledge (Hammer Alternative) Alpha Build Post #337366
Could there be a 'one-texture mode' that applies a texture of choice to everything nondestructively?
Rimrook RimrookSince 2003
Posted 6 years ago2017-09-08 20:24:34 UTC
in Sledge (Hammer Alternative) Alpha Build Post #337357
Python support? I know python. I used to code some crazy graphics stuff for Maya back in college. With some development, I could extend the toolset.
Rimrook RimrookSince 2003
Posted 6 years ago2017-09-08 12:09:08 UTC
in Post your screenshots! WIP thread Post #337352
Zeuxis or NeoTextureEdit?
Rimrook RimrookSince 2003
Posted 6 years ago2017-09-06 13:08:58 UTC
in Hints not working Post #337332
Try a full VIS compile and see what happens.
Or perhaps lower the -maxnodesize to improve accuracy?
These are final compile type stuff, but if it works in the end, you can move on and know it'll be alright.

Unless I'm missing something. Just going from memory.
Rimrook RimrookSince 2003
Posted 6 years ago2017-09-05 12:47:38 UTC
in Post your screenshots! WIP thread Post #337304
Quake vs Admer

Admer Mod: The Quakening

Admer Wrecks Quake

Half Admer Half Quake

Good Morning Quake with Admer
Rimrook RimrookSince 2003
Posted 6 years ago2017-09-01 18:04:06 UTC
in Post your screenshots! WIP thread Post #337217
I don't want to live in a world where goldsource has smooth seemless edges.
Rimrook RimrookSince 2003
Posted 6 years ago2017-09-01 12:49:22 UTC
in Post your screenshots! WIP thread Post #337214
I know that bad grammar I'm sorry plz forgiv
Rimrook RimrookSince 2003
Posted 6 years ago2017-08-31 23:26:05 UTC
in Post your screenshots! WIP thread Post #337197
I moved to blender from max after ten years as well.
Welcome to the 'I moved from max to blender after ten years' club.

We have hats.

That model is super nice though. I haven't yet done anything serious yet in blender.
Rimrook RimrookSince 2003
Posted 6 years ago2017-08-30 22:00:20 UTC
in Half-Life 3 released! Post #337180
I know this is a joke, but a strange feeling came over me, and it's happened before.

Imagine if this was real. Like a Black Mesa level crew continued it filled in the story based on what we know. It'd take a mountain of detective work, but it'd be amazing.

And no I'm not high, I'm a little burnt out from last night.
Rimrook RimrookSince 2003
Posted 6 years ago2017-08-27 18:59:06 UTC
in Timer in HL1? Post #337107
Try a very slow moving train that will fire a path's target when it hits the end. It's what I used for the King of the Hill setup for HLDM. It was reliable, could start/stop, and could even reverse.
Rimrook RimrookSince 2003
Posted 6 years ago2017-08-27 12:33:18 UTC
in Why is it green? (lighting problem) Post #337100
Is the light mixing with the minor amount of blue in the texture? Might have a bit too much light.
Rimrook RimrookSince 2003
Posted 6 years ago2017-08-25 15:48:45 UTC
in HL2: Episode 3 Post #337037
There are no spoilers. It's a preview like for any game or movie just creatively written out and addressed from Gordon Freeman. It's weakly encrypted because if such a letter was written by Gordon to someone, it would have to be in order to keep certain details secure if the letter was intercepted.

Also consider the date. End of August is when most stuff starts popping up, which actually coincides with a fall release, with is not only great for the holidays, but the award shows in December. Most things are nominated based on the fact that it's the most recent awesome thing, involving its residual amazingness to propel the vote.

Look at the dates around the Halo games https://en.m.wikipedia.org/wiki/List_of_Halo_media

Making a good game isn't enough anymore, it takes an ocean of social media momentum and advertisement. They know they have something amazing, and shrouding it infamy will give it a bigger boost through the Internet grapevine for more effectively than any paid conventional ad source that their competitors may be doing.

The fact that it came from Laidlaw is the dead giveaway. He's a writer, and this isn't outside his realm of expertise. His departure from Valve was far too parachuted for him to be barred by a severance contract NDA. He is still perfectly within his right to do exactly what he did. His retirement from Valve isn't even two years old yet, and by the time he departed, his job could've easily been concluded with Ep3.

I think we'll see a release at some point this fall.
Rimrook RimrookSince 2003
Posted 6 years ago2017-08-25 14:16:37 UTC
in HL2: Episode 3 Post #337032
Guerilla marketing.
I'm going to wait and see how things go.
Rimrook RimrookSince 2003
Posted 6 years ago2017-08-12 16:18:10 UTC
in TWHL Pockets Post #336861
What's with the storage space greed? I have 5.2 gb and I've only used 26% of it.
Rimrook RimrookSince 2003
Posted 6 years ago2017-08-11 21:49:54 UTC
in TWHL Pockets Post #336855
Dropbox doesn't have a file size limit, I have SMJ backups on there as well as the music source files.
Rimrook RimrookSince 2003
Posted 6 years ago2017-07-29 20:53:12 UTC
in TWHL Pockets Post #336559
At least you have a map. I won't be able to participate with the schedule I have.
Rimrook RimrookSince 2003
Posted 6 years ago2017-07-29 16:10:52 UTC
in TWHL Pockets Post #336546
Cubicles was a little different. Different rules and the maps didn't link together which makes this more interesting. Good job on things so far.
Rimrook RimrookSince 2003
Posted 6 years ago2017-07-22 19:09:46 UTC
in Post your screenshots! WIP thread Post #336238
I thought it was a "seen by npc" thing because you can change where the npc's "eye" is using the model's qc script. I gathered it was an origin point for a ray that fires at the center of the player's phys box. This is mostly speculation, I never delved into engine stuff.
Rimrook RimrookSince 2003
Posted 6 years ago2017-07-22 13:38:04 UTC
in Post your screenshots! WIP thread Post #336231
There are triggers in the monster entities for detection like if the player is seen, heard, generally detected, that kinda stuff. Paired with good mapping and a clever entity setup, it's very possible.
Rimrook RimrookSince 2003
Posted 6 years ago2017-07-19 12:45:10 UTC
in Mega Maker Post #336152
What's done is done. If Nintendo shuts them down, they could benefit from the infamy.

"Yeah Nintendo shut us down, but we have something great in store for you if you support our Kickstarter!" Bam.

Haven't tried it yet at all but if I get some free time, I might check it out.
Rimrook RimrookSince 2003