Half-Life: Hostage Situation Created 19 years ago2005-10-22 08:42:32 UTC by Archie Archie

Created 19 years ago2005-10-22 08:42:32 UTC by Archie Archie

Posted 18 years ago2005-11-16 15:56:15 UTC Post #147421
Sorry, I didn't have a CD with me... :confused:
I'll post em tomorrow.. :(
Daubster DaubsterVault Dweller
Posted 18 years ago2005-11-16 18:39:34 UTC Post #147474
Harmonica.
Posted 18 years ago2005-11-16 21:12:23 UTC Post #147511
anyway, what would you do with a model that has no code to go along it in everything but HS?
I was really only interested in Pepp's Construcktion techniques ;)
Posted 18 years ago2005-11-16 22:45:01 UTC Post #147525
I would say yes to a quick hazard cource. but what setting would you have it in? A little training cource in barneys basement with him walking you through everything?
Posted 18 years ago2005-11-17 01:51:39 UTC Post #147534
Update:

Working on even more rocked tunnels for the truck to ride through on its way to the underground research facility. Not easy going, rock is a pain in the butt to keep it looking realistic, yet not use too many polys.

Doesn't look like I'm going to be done by the due date, sorry guys. I'm a slow mapper, but I like things to look good and that takes time.
Posted 18 years ago2005-11-17 06:25:47 UTC Post #147548
hate to do this but.. its time for a rant.

[rant]You've been here as long as i have been coldfeet! thats eleven months! I only recently got mine done because i didnt map at all over the summer. can't you just copy and paste your rock formations andsperate them by pillars and what-not? i mean, the players gonna be riding in a truck so.. y'know.
Come on! pleeease sprint to the finish.. Or we may loose the following -

1) community support - they've been waiting too long already and its amazing that a lot of them are still excited about this mod's release.

2) News slut - Habboi wants it out by Christmas ffs! realisticly, a playable game will be done by the release date and i expect he can wait till then. not much later.

3) patience - i want this mod to die! Eleven months of not being able to start a new project. Its driving me insane!

[/rant]

I was thinking about re-viving my old Hazzrd Course that i would have used for HS and re-done it so its. y'know... good.
Archie ArchieGoodbye Moonmen
Posted 18 years ago2005-11-17 07:21:34 UTC Post #147559
Look, i say, we stop making those custom weapons, and we don't make a hazard course, lets just finish this. So send your maps and custom content, and ill put them together and anounce the release.
Posted 18 years ago2005-11-17 10:31:33 UTC Post #147566
I'm getting frustrated. I can't come up with a good technique for making realist rock walls that curve. I don't want a map that's all straight, that's not how they build tunnels, is it?

If anyone has any good tips for rocky tunnels, please divulge.
Posted 18 years ago2005-11-17 10:33:28 UTC Post #147567
Check out my winning Xen Transport System compo map, it features a cave. Maybe you can use that as a reference for your tunnel.
Posted 18 years ago2005-11-17 10:36:39 UTC Post #147569
A bit delayed, I know, but I finally managed to scan & upload my concepts.. :)

First person view
Front and side views

The scanner was shit, so sorry for the crappy quality.
The way I imagine this gun:

Name: Plasma rifle(?)
Fire rate: 2 shots per second
Ammo: Either gauss/egon ammo or plasma ammo.
Primary fire: Fires a shockwave of plasma from one of the 2 ends.
Secondary fire: Fires a double shockwave of plasma from both ends (kinda like the double shotgun blast)
Damage: 10-20 per single shot, 20-40 per double shot.
Weapon slot: 6th or 3rd

Tell me what you think of it.. :)
Daubster DaubsterVault Dweller
Posted 18 years ago2005-11-17 10:41:00 UTC Post #147572
Very neat!

But coding it into our mod would be very hard, since it requires a whole lot of new code. :/
Posted 18 years ago2005-11-17 10:42:40 UTC Post #147573
Yea, new wpns are hard to code.. :
Daubster DaubsterVault Dweller
Posted 18 years ago2005-11-17 10:49:17 UTC Post #147577
But we can always try it!

Me and Unb can give it a try, but im not sure we can do this. :(
Posted 18 years ago2005-11-17 10:50:26 UTC Post #147578
So if you like it, I can draw the blueprints for pepper..
Daubster DaubsterVault Dweller
Posted 18 years ago2005-11-17 10:52:20 UTC Post #147580
Pepper is probably the best person to model this weapon, but i can also try to model this weapon.
Posted 18 years ago2005-11-17 10:56:02 UTC Post #147582
Very interesting map, Muzzle. I'm assuming you just made cubes and triangles and just went nuts with the vertex manipulation? The part I'm having most trouble with is the views that aren't aligned directly with the XYZ coordinates.
Posted 18 years ago2005-11-17 10:58:42 UTC Post #147583
If anyone has any good tips for rocky tunnels, please divulge.
Just decompile Dust2 and use those :badass:
Posted 18 years ago2005-11-17 10:59:43 UTC Post #147584
I'm assuming you just made cubes and triangles and just went nuts with the vertex manipulation?
Yep. However it took me very long to make this, without causing invalid solids.
The part I'm having most trouble with is the views that aren't aligned directly with the XYZ coordinates.
Im not sure what you mean, but are your vertices not alligned with the grid? Can you post a screenshot?
Posted 18 years ago2005-11-17 11:01:39 UTC Post #147586
Just decompile Dust2 and use those
DO NOT DECOMPILE MAPS THAT ARE MOSLY MADE WITH VERTEX MANIPULATION.
You'll end up with countless numbers of invalid solids, which are totally useless.
Posted 18 years ago2005-11-17 11:07:05 UTC Post #147590
Yea. Decompiling and ripping stuff is teh shit. Just make a repeating section of the rock and copy+paste it everywhere. If you want it to curve, use VM.. :
Daubster DaubsterVault Dweller
Posted 18 years ago2005-11-17 11:20:53 UTC Post #147594
muzz, theres a little sequence at the end of my last map taht wont work. could you try to fix it when i send you my .rmfs?
Archie ArchieGoodbye Moonmen
Posted 18 years ago2005-11-17 11:25:09 UTC Post #147597
Contact me on MSN, and i'll fix it. :)
Posted 18 years ago2005-11-17 11:29:45 UTC Post #147598
DO NOT DECOMPILE MAPS THAT ARE MOSLY MADE WITH VERTEX MANIPULATION.
First of all, there is no reason to yell, asshole. :|

Second, your not going to copy and paste the thing, you just want to see how he did it...
Posted 18 years ago2005-11-17 11:35:59 UTC Post #147601
:confused:

I didn't mean to yell, i just stated that decompiling a map that is mosty made out of vertex manipulation, will end up totally screwed after decompiling, so you cannot really use it as a reference.

I have no problems with decompiling maps, as long as you don't copy/paste stuff. But sometimes decompiling can be the only way to see how things are done.
Posted 18 years ago2005-11-17 11:39:27 UTC Post #147602
Trust me, you can do it. Don't be a pussy :)

If I get some time I'll mess with it and upload to the example section.
Posted 18 years ago2005-11-17 11:49:35 UTC Post #147604
Well, try decompiling my compo map, it will end up totally screwed. :)
Posted 18 years ago2005-11-17 11:53:32 UTC Post #147606
I'd post a screenshot but I've deleted all my failed attemps in utter frustation. I'm going to make another go at it, I'll be sure to keep this one.
Posted 18 years ago2005-11-17 12:18:37 UTC Post #147607
@Muzzie: Yeah sometimes that's true, some maps decompile better than others. And some won't decompile at all.

I decompiled the nice cliffs by bombsite B from dust 2. It doesn't look that hard to do, and the textures you use are a big part of it too, I think.

Wireframe
Filled
Textured

If you can make those V shuttles, you can certainly make stuff such as this ;)
Posted 18 years ago2005-11-17 12:50:12 UTC Post #147613
Any more opinions bout me' concepts? :confused:
Daubster DaubsterVault Dweller
Posted 18 years ago2005-11-17 12:53:59 UTC Post #147614
There ok, but not really usefull, if you want to draw a the views for modeling then you should clean it up and make sure its symetrical using the normal line technique.
Posted 18 years ago2005-11-17 12:55:56 UTC Post #147616
Looks neat Daub! Kinda-sorta reminds me of a Wolf machine pistol from Robotech.
Posted 18 years ago2005-11-17 13:00:48 UTC Post #147617
@Pepper : Yes I know, they're not concepts for modelling, they're mainly to show, how the gun should look. I'll draw some normal ones, if you'll model the weapon. :)
Daubster DaubsterVault Dweller
Posted 18 years ago2005-11-17 13:57:30 UTC Post #147628
I decompiled the nice cliffs by bombsite B from dust 2. It doesn't look that hard to do, and the textures you use are a big part of it too, I think.
I noticed that those cliffs are made with a different kind of cliff-making- method. In my compo map, i used only triangles, which is the most difficult method of cliffmaking.

This is the method i used for my compo map: http://www.snarkpit.net/editing.php?page=tutorials&game=HL&id=18
And the cliffs from dus2 are made with this method: http://www.snarkpit.net/editing.php?page=tutorials&game=HL&id=14

Those are neat tutorials, btw. So check them out.

And i got to say this, i never meant to yell at you, i used capital letters just to make it look like an important message. :)

As for my V Shuttle Craft, they took me a whole week to make, trial and error. :)
Posted 18 years ago2005-11-17 14:28:44 UTC Post #147629
Cliffs are in my humble oppinion the most easy thing to do, though that is just me, probably because i created a whole lot of em, i even make caves and cliffs go together with the triangle method.
Posted 18 years ago2005-11-17 15:28:45 UTC Post #147653
I look forward to playing this mod on Chirstmas day...Otherwise what a sad Christmas it will be :nervous:

Thanks for making my Christmas a good one :biggrin: (Chickenfist knows what i'm talking about :biggrin: )

Ha I suggest no new weapons, Coldfeet...I realise it's hard, just try your best and hope that Hunter likes it.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2005-11-17 17:03:16 UTC Post #147678
Ha I suggest no new weapons
agrees*plasma rifle in a warehouse looking base?nah ;no new weapons and btw high definition grunt has some animation problems you know not all grunts have the same animations and mappers in HL:HS doesnt know who used what squence for which grunt?so erm...just try to pay attention to these kinda things :
Posted 18 years ago2005-11-17 17:23:04 UTC Post #147682
Have to agree with Saco, their animations are buggy!
But Muzzle will figure it all out, eventually they will all link, probs in a messy way but thats what updates are for...
Habboi HabboiSticky White Love Glue
Posted 18 years ago2005-11-17 17:34:10 UTC Post #147683
well, plasma rifle seems out of place and hard to code.

I still think the mini14 is good though, seeing as the models half-done already and the code should mostly be cur and paste.

oh, right, hunter, I forgot to fix that for you, I remember seeing the problem, but getting caught up in school work. try remaking the door, and adding it to the MM, that should fix it if Muzz hasn't already, at least if I remember right.

Ive been really caught up with school work so all I have left is scripting mostly, then the massive compile.
Posted 18 years ago2005-11-17 17:52:26 UTC Post #147688
So, should i continue to model? If not, please tell me now. I still got a couple o projects running that some people really want me to finish. And i lack time to model 20 different weapons of there not going to be used. And beside that i got a couple of map projects for The Trenches running.
Posted 18 years ago2005-11-17 18:00:29 UTC Post #147691
well, I don't know about others, but I know one thing, new weapons are needed in our mod!

I don't download mods unless I know its a total modification, meaning new weapons, because if theres not, it bores the hell out of me!

so I think you should continue Pepper!
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2005-11-17 18:08:27 UTC Post #147692
The code, man! The code! :( :roll: ;)
Posted 18 years ago2005-11-17 20:03:12 UTC Post #147711
true muzzleflash.

The coding will be difficult.

So, that said, Pepper, could you make it so that all the weapons are replacement models, another words, with the same sequence names such as idle, and fire1, fire2..

that way, we could just edit the code, you know, such as the amount the clips hold etc.. it would make it easier for coding purposes.

btw pepper, something you may be interested in.. check this insain car model.. its crazy!
http://www.3dbuzz.com/vbforum/showthread.php?t=118052
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2005-11-17 21:03:56 UTC Post #147719
Unb, I assumed that is how you code a new weapon. As far as I know pepper knows this.

And It wouldn't techniclaly be called a replacement model, that would be just switching the models for the pistol with another model.
Posted 18 years ago2005-11-18 06:26:31 UTC Post #147767
Yeah, if we really want a new weapon in the mod, we also need a new weapon slot.
Posted 18 years ago2005-11-18 08:59:13 UTC Post #147773
I think I'm just going to make these tunnels manmade rather than carved out of rock. I'll have rocky sections, but I can't get a solid rock tunnel created that curves how I want it to.
Posted 18 years ago2005-11-18 09:01:47 UTC Post #147774
I agree, we MUST have new weapons... but dont use anything thats gonna require too much custom stuff.. like sprites etc etc.

i dont like the plasma gun. it looks like a spaceship from homeworld :P and im not insulting the drawing at all. It DOES look like a cool spaceship form homeworld! :D

but i think its silly using something like that in our mod.
The mini-14 looks fine and it would fit nicely in slot 3.
But i also agree that a new slot would be great. How about the assasin's handgun?

@habboi - shut up. January the first.

@ Unb - Holy sheep-shit that car looks real!

@ Coldfeet - Yeah, make the corners made of concrete and stuff..
Archie ArchieGoodbye Moonmen
Posted 18 years ago2005-11-18 11:27:45 UTC Post #147787
I assume that you allow the player to use all of the standard weapons? If you wouldnt allow to the player to use any of those i would just model replacement models with new animations. Offcourse you change the damage and clip amount in a .txt file, i believe this is situated in the 0.pk. Though i have no idea how i would make new sounds.
Posted 18 years ago2005-11-18 12:43:28 UTC Post #147794
tosse knows how to make sounds... Gun sounds
Posted 18 years ago2005-11-18 15:44:49 UTC Post #147844
I hope you know how to make real gun sounds, not some impression of how a gun would sound.
Posted 18 years ago2005-11-18 15:51:15 UTC Post #147847
You mean a sounds form a real gun? I don?t have a gun.
But i can make something that sounds like a real gun.

I can make a sample for you guys if ya like. It wouldn?t do any harm
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