New Mod: "Turnstile" Created 18 years ago2006-01-31 15:05:49 UTC by Rimrook Rimrook

Created 18 years ago2006-01-31 15:05:49 UTC by Rimrook Rimrook

Posted 18 years ago2006-02-17 14:03:12 UTC Post #163759
Im not saying ayine cant prefer 1.6, Im saying calling someone a fucking idiot for stating that somthing that is technicaly better than another thing WHEN ITS TRUE. is retarded.
Posted 18 years ago2006-02-20 14:24:18 UTC Post #164092
Days i'm online:

Monday: Noon - 5:00pm (class is boring so i'm usually on)
Tuesday: Noon - ? (afterclass only)
Thursday: (8:00 am - Noon if i don't get caught during class) Noon - ?
Friday Noon - 1:00pm, maybe a little after 5:00pm.

any other times are extremely rare. I get something on tuesday and can't reply until thrusday, and noy at all from friday night to monday morning.

do i have to explain everything? i really wish i could be on more often, you guys r0ck.

another note:

i think source would be fun to map for, and really, i want to map for source, but as said before, not on this computer or not until i get upgrades.

Also, I have 3ds max, that's the ultimate mapping experience. I'm an artist more than a mapper, and more an animator as well. I have stories to tell, things to say. That's why my maps are uniqe. I put much effort of not only design, but background story and feeling into it. For every map i realease, there is a deep story that should follow, but i haven't released the writings because you guys wouldn't care much to read them. Mapping and mapping with a purpose are different. Same thing, but the attitude and thought put to it affects the outcome.
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-20 16:47:50 UTC Post #164121
what is this "wouldn't care to read them" business?
Posted 18 years ago2006-02-21 07:40:44 UTC Post #164219
Also, I have 3ds max, that's the ultimate mapping experience. I'm an artist more than a mapper, and more an animator as well. I have stories to tell, things to say. That's why my maps are uniqe. I put much effort of not only design, but background story and feeling into it. For every map i realease, there is a deep story that should follow, but i haven't released the writings because you guys wouldn't care much to read them. Mapping and mapping with a purpose are different. Same thing, but the attitude and thought put to it affects the outcome
WTF?Still blabring about your skills?
I think people are SICK OF IT!SO STOP IT!
''WOAZER!RIMROOK IS COOL! UBER 1337 MAPPER!WOOT!HOORAY!''
Feel great?

You still didnt answered my posts that contains critical warnings(meh)
fuck it,ill pm you...its a lot easier.And I can escape from your ego that way..
Posted 18 years ago2006-02-21 09:05:57 UTC Post #164225
Saco, he was telling him about his experiences with Max, obviously you never used such a program, because its treu what he is telling.

Now, you are screaming from the rooftops how good you are and one should do this and that and that everything has been stolen by others from your mod.

Atleast rimrook isnt some jerk ass, he just points out certain aspects of design, i cant help it that you have some serious jealousy problems.
Posted 18 years ago2006-02-21 09:09:21 UTC Post #164227
Btw you Source bashing peeps: The first version of Worldcraft was as buggy as hell, so why you're all expecting perfection is beyond me.

I agree with Kasperg.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-21 09:58:28 UTC Post #164238
Even if the editor was mind-blowing, i can't run source to map it.

Anyway, i answered saco's pm (hopefully)

I have a lot of skills besides mapping, doesn't everybody? shitgeez...
I have other priorities as well, like college.

Heh, maybe one day I'll spam the forums with one of my stories, but i dunno how much text can be posted in the forums.

I have screens and update, but i'm missing class right now. :aggrieved:
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-21 10:04:37 UTC Post #164240
I think it's great to incorporate interesting things into a map. As I've said several times, a map can be technically 'correct' in terms of brushwork, texturing etc, but there's always some imagination involved. Something that makes the map different from the rest or part of a bigger world.
Besides the series of maps originated with Castle Rimrook, the maps by darkphoenix_68 also incorporate a story which gives an extra dimension to the maps. I think that's the way to go when it comes to level design.
Posted 18 years ago2006-02-21 10:15:52 UTC Post #164246
i cant help it that you have some serious jealousy problems.
yes,i have problems but not jealousy..
Now, you are screaming from the rooftops how good you are and one should do this and that and that everything has been stolen by others from your mod.
wha?I dont know what you are talking about?Anyway I'll pm you and no further spam this thread
bye
Posted 18 years ago2006-02-21 13:32:58 UTC Post #164277
NEW SCREENS!!!
woot

BLITZ RIFLE
A modified 9mmAR with a new look, sound, and fires Crystalized Opal.
User posted image
User posted image
User posted image
HEW SHOT
A modified 9mm Handgun. Like the AR, but pistol based. Also fires Opal. This is my favorite gun thus far.
User posted image
User posted image
User posted image
That's it for the weapons, for now.

Here is a texture and basic trigger beta screen.
User posted image
The round door opens and closes based on the player's distance from it. Obviously it stays open when your near it, so no door-gibbing. If that's not enough, I can make it one-way without messing with the distance values. GO ME!

Last but certainly not least.
A SKETCH OF THE LEAD CHARACTER!!!
User posted image
Dr. Thomas Korin
Ph.D. Theoretical Synergies

Age: 34
Assignment: Teleportation
Clearence: Level B
Administrator: Robert Dunn Sr.

That's all i have for now. Back soon with more hopefully.
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-21 15:38:30 UTC Post #164303
let me just go into a corner and lay down for a minute, my brain has to reboot in order to absorb the awsomeness of that screenshot.
Posted 18 years ago2006-02-21 15:39:46 UTC Post #164304
Yeah. the models are good (although not great)and the concept sci is good, but that map and the textures look stunning
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-02-21 17:02:47 UTC Post #164315
The models look quite nice, if slightly blocky.
The screeny is also quite nice, although not fantastically amazing since the textures look a bit samey.
The picture is okey, but the dudes neck looks a bit....er...long and thin.

Nice work though, I can see this mod developing. :)
Posted 18 years ago2006-02-23 00:35:27 UTC Post #164574
The models are well under budget (less then 600 ploys, the HL defaults are about that or more) and will look nicer when textured. Just like the screeny, which would also suck if it had no textures. I'm still working the textures and the sketch is just some splash art drawn for no apparent reason. ya know, to just give some insight as to the dorky identity of the player.
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-27 00:21:20 UTC Post #165256
is there anyone who can model? i'm nearing a some kind of demo already and models are still missing. any forums or websites would also help, because i can't turn anything up.

also, i'm not getting my version of 3ds max to work with any such plugins for smd's.

modeling is the biggest problem right now.
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-28 10:01:54 UTC Post #165490
What am i talking to myself here!?

Anyway, the plot thickens to Turnstile. It breaks down like this.

It's a border world much like Xen, only wierder in more ways than one. because it serves as the medium point of most teleports. The place is a subtle battleground for a leaving conflict. There is a war between the Suzeron and the Cales. The Suzeron thrive in the ultra-frigid tempratures of what this border world once was. The hot-blooded Cales and the Suzeron started battling ages ago and no one knows why it started. The weapons are all Suzeron technology, but given that the player warm-blooded, you are known as "Traitor" to the Cales, and to the Suzeron, you are known as "Emissary." You can go places that the Suzeron can't, and that's your role in this border world.

There's more to it but i don't want to spoil the whole mod.

Also, i hit the sprites yesterday and remade all of the required sprites to fit the mod's look. It's tying together so well.

[i]I JUST NEED SOME MODELS AND SOME CODE SO I CAN MAKE A DEMO![/i]
Rimrook RimrookSince 2003
Posted 18 years ago2006-02-28 10:19:59 UTC Post #165493
:nuts:

BRAIN MELT!

This looks and sounds like it's gonna be a hit! It seems to be coming together at a rather rapid pace!
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-03-02 02:12:56 UTC Post #165885
heheh, not as rapid as i'd like.

My rule is to do something for it a day, no matter how big or little that thing is. also, my roommate has install Milkhape 3d on his comp for me since it doesn't work on my comp. Yet neither of us know how to model. I'm still waiting on modles.

The story doesn't sound blah, does it? I like the idea, but the enemies could be a problem. But here is a quick solution. The war is a Civil War of a sub-world of Xen. almost a war of Red vs Blue :D

bah, but who needs details anyway.

Here's something new.

[b]Available Positions[/b
Skin Artist
Mapper (Maybe)
Play Tester
Modeler (Props, weapons, maybe enemies)
more, if needed. make me an offer.

also, anyone who's a part of this project will play test things. But the playtesters get to test for free. I'm thinking this position will be limited :)

Let me know if you have any comments, advice, and/or feedback.
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-02 03:41:36 UTC Post #165890
Neat map and nice models, they look too strange to me, I can already see how you made them. BTW: How can you make the extruded parts look smooth too?

As for the drawing, all I can say it's not too good. There are many problems like disproporsions and stuff. Try making the neck shorter and thicker, looks unhumenly thin and long. The nose is too long and the head is too big for the sholders and neck(maybe thats the problem with the neck), make it smaller or else the scientist is going to need a really strong neck! ;) I advice you to get some anatomy books. I have an astounding book of anatomy called 'artistic anatomy' made by a french doctor and artist and interpited by an amarican(I think he was american).. anatomy lucturer... don't remember anything else he did. It is one of the greatest anatomy books.(maybe the greatest, I was only told that and it is much much better then the other anatomy books I saw)

I can be a mapper, and I quite good in it.
Posted 18 years ago2006-03-02 03:53:21 UTC Post #165892
I actually really like that drawing! I think it has a kind of cartoony look to it, yet at the same time, not too unrealistic. Just my uninformed opinion, though!
Posted 18 years ago2006-03-02 04:00:32 UTC Post #165893
The name of the doctor is Dr.Paul Richer and the drawing and anatomy lacturer's name is Roberts Beverly Hale.

A good cartoon still has to have good proportions. Bad ones don't and most of the cartoons are bad! Well at list where I live.

The head is really enormous... fix it or don't do it next time.
Posted 18 years ago2006-03-02 11:09:21 UTC Post #165941
geez, it was the roughest sketch i've ever drawn, cut me some slack. I am working on a more polished and correct version.

Another Position that needs to be filled in is a voice actor for the opening scientists. That would be a short and simple yet imprtant but vital role to the mod's progress and developement.

Very little input from other people is required because i can do the rest of the job myself. So just help me out and get things over with.

:glad: :heart:
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-02 11:19:23 UTC Post #165943
Never! Even the quickest scatch should be currect! :badass:
Posted 18 years ago2006-03-02 11:21:06 UTC Post #165944
Sketch Nazi :(

oh yeah, should i release what i have of the music soundtrack?
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-02 11:50:30 UTC Post #165945
If i would have had the time then i would have helped you with the models, but i can see you can manage the modeling well, i doubt the texturing will neither be a problem. but the compiling of models is quite different then compiling maps, and uvmapping doesnt look a but like texturing.

I'm not quite sure if there is a exporter to hl for max, since the one that came with the sdk is quite outdated. But, if oyu uvmap your model in max, then the texture with texport, then reload it as a bmp in the materials and then export to .obj format, also know as wavefront. Then you can import it into milkshape and thus compile it to half-life. There should be dozens of tutorials out there that explain the compiling bit a lot better then me.
Posted 18 years ago2006-03-02 12:03:05 UTC Post #165947
Heh, good advice. the problem now is animating it and realigned the points and such. Could get bothersome when you don't really know what you're doing. That's why i'm seeking help. But i would most certainly try.

If anyone is to do the models, i would definitely do the model and texture myself, and give it someone to animate it and compile it for use. All i need is to replace the original weapons with my weapons. Nothing extra.

The easier props should be fun to work with, however. Also, keep in mind that i'll do my model compiling on my roommates comp, and he's busy enough as is.

I'm getting a little worried about this. No models, no mod. Period.
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-02 12:32:37 UTC Post #165954
Am I still recruited for helping on boss stages?
Posted 18 years ago2006-03-02 12:45:21 UTC Post #165956
yesh

is six boss fights possible?
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-02 12:46:20 UTC Post #165957
uhm...I dont think you can do 6 boss fights with the entities in hl1.Probably 3 or 2.But I can think of 4 :)
Posted 18 years ago2006-03-02 13:01:06 UTC Post #165959
4 is perfect, actually. After a rethought, i don't want to overdue things. I'm using spirit if you don't already know, so maybe that'll make it a bit easier.

:glad: :heart:
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-02 13:14:46 UTC Post #165960
Actually you can do them yourself too(you dont have to be pro to make these boss stages).But tell me if you need ideas or help when you got stuck in it :glad:
Posted 18 years ago2006-03-02 13:28:46 UTC Post #165961
are you planning on having 4 bosses in a single map?
Posted 18 years ago2006-03-02 14:14:57 UTC Post #165964
a boss to 3 major areas and then a final boss. that's a good plan.
:glad: :heart:
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-02 15:04:08 UTC Post #165971
someone to animate it and compile it for use.
I know abit about animation, skinning and bone making. :) The only draw back is- I only have gmax, and I never compiled anything! I need to gain abit more expirience in building models acording to a skatch though.

If you need a skatch don't hesitate to come to me! :badass: Give me something to draw and I'll draw it from the top,side and front! :)

BTW: should a skatch be just the basic form of the model not with all the detail and textures? Cause that just makes it easier!
Posted 18 years ago2006-03-02 15:16:01 UTC Post #165976
Rimrook... Those screenies, sketches and models look.. Ah..
sheds a tear of joy :glad:

@Elon: hint sketch clears throat hint ;)
Daubster DaubsterVault Dweller
Posted 18 years ago2006-03-02 15:30:54 UTC Post #165978
very very nice Rimrook!
Posted 18 years ago2006-03-02 19:35:51 UTC Post #166021
The drawing is nearly done! I'll ask my brother to do the inking work tomorow, then I'll color it.

Edit:
Now it's finally done!
Posted 18 years ago2006-03-03 14:20:25 UTC Post #166106
What are you drawing elon yariv? be nice and share.

I got some new developements.

This is a new HiRes version of the Blitz Rifle. The other weapons will recieve a makeover as well.
User posted image
User posted image
This is what the Blitz Rifle looks like when it fires. It's a cold weapon so it leaves behind a blue trail of coldness.
User posted image
One of a few Hot weapons is the modified Launcher.
User posted image
Cold Weapons:
Hew Shot (Revolver)
Blitz Rifle (9mmAR)
Shatter Cannon (Shotgun)
Crossbow (Needs a name)

Heat Weapons:
Stiletto Blade (Sword/Crobar)
Corsair (RPG)
Egon (Needs a name)
Grenades (Needs a name)
Gauss (Likely not to be added)

As well as others things, sprites are nearly set. Crosshairs are set nicely as seen above. Sounds are set. etc. It'd be easier to say what isn't done.

Models, Maps, Voices, code, maybe some extra sounds, and additional music. That's all that needs to be done.
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-03 15:37:59 UTC Post #166118
Promising.
Posted 18 years ago2006-03-03 15:55:30 UTC Post #166119
Rimrook, when i get milkshape back on the road again(got corrupted) il give compiling the weapons a shot of you like.

If you need info on Uvmapping and how it works do a google search with uvmapping, that gave me a ton of usefull links.
Posted 18 years ago2006-03-03 19:06:52 UTC Post #166153
hee hee, i tried some simple skinning last night, but it looked like i took a crap on the side of the model. :furious:

Yeah, Welcome aboard pepper!
Applauds

The models are pretty basic. I'm not yet sure how budget the weapons are, but i can edit. The guns function rather basically, like guns should. There will be a few exceptions, like the Corsair (RPG) is a hovering launcher that sits on the back of the hand. When I finish all of the models, I'll do all of the action illustrations for reference.

Let me know if you have something working so i can pass you a few models.

Oh yeah, props would be nice, but the only thing i use props for is plants and i can rip those from the net or other mods like Day of Defeat.
Weapons are the only models on the list. No new monster models, just new skins.

Wow this put me in a good mood. Thanks pepper! you are a mod-saver!

runs around in glee
:glad: :heart:
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-03 19:29:13 UTC Post #166160
Now now, first let me get milkshape back on track, il need it myself to for the hostage situation weapons anyway.

I might be able to help you out with the skinning, but it usualy takes a good day to make a proper uvmap, i usualy go part by part for that.

feel free to pm any other questions about the uvmapping and skinning, though im pretty sure you'll pick it up quik enough. The only thing that is different from textue creation is that you skin the lightning into the texture.
Posted 18 years ago2006-03-03 19:35:15 UTC Post #166162
No rush, really. I have a good few weeks of work yet. So just post news when you can.

how is that hostage situation mod coming along? i hope it's worth the wait, i need playtime too.

I wish milkshape worked on my end. It doesn't work at all on my comp. Otherwise i want to become more of a modeler than a mapper, since everyone loves new models. I think i could help out more that way.

And further down the line, code. Baby steps though. Baby steps...
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-03 20:03:02 UTC Post #166170
Alright, il be setting up my compiling pc for milkshape to tommorow morning. Il let you know how it comes along.

Hostage situation is taking shape, working on the models most of my modding time. The skin takes up quite a bit of time though.
Posted 18 years ago2006-03-04 00:00:42 UTC Post #166203
ok. i thought it was gonna take longer.
damn it, now i have to model faster :D
that's good news though.
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-04 06:39:22 UTC Post #166227
You have yourself a voice actor right here. If you want a preview just post or PM 1 or more short scripts (Including a sentence, a character type and a situation / emotion.) and I'll get back to you. Accents would help too.

American, English, Russian, whatever.

Also, I know its not my place but I can offer a few names for your unnamed weapons.

[Grenades] Combustion Charges
[Egon] Incinerator (not sure of the spelling)
[Crossbow] Bolt Rifle
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-03-04 07:34:26 UTC Post #166233
Good news Rim, i got milkshape up and running.

Feel free to send a model or 2 through in .obj format(in max go file/ export / wavefront format). Also state as wich weapon you want them to act.

Note: HL:HS has a bigger priority as you probably understand :)
Posted 18 years ago2006-03-04 07:41:30 UTC Post #166234
cool muzzleflashs :nuts:
Posted 18 years ago2006-03-05 19:45:34 UTC Post #166594
thanks, pepper.
thanks, saco.

yes, i do understand that HL:HS has more priority. clearly, it's more established as well.

I'll model like a machine tonight so i can pass them over to you tommorrow afternoon (march 6). also, i think the proportions are off (either too large or small) simple adjustments would fix it. As of now, every face is visible on both sides, i kept it this way because i don't know what sides are visible in-game. if you could be the judge of that, that'd be ok. The models range into at least a thousand polys, i think. They're really hi res models.

can you tweak the animations a little? if that's possible, these weapons could have some real character and have some really cool features.

wow, i feel like i'm so demanding. really, i'm just anxious. wouldn't you be? after all of this is set, i'll be free to map and leave everyone alone. I just need the stuff to get started.

pepper = :heart: :heart: :heart: :heart: :heart: :heart: :heart: :heart: :heart: :heart:

Urbanebula:
I found names for the Crossbow and the Egon, but not the nades yet.

Crossbow = Lacetter
Egon = Sunbeam

the nades could easily be called Combustion charges. i think i'm gonna stick to that. :D
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-06 14:19:45 UTC Post #166698
Some new Developments.

Names for All of the Weapons!
From Left to Right

Stiletto Blade (Sword)
Hew Shot (Revolver)
Blitz Rifle (9mmAR)
Shatter Cannon (Shotgun)
Lacetter (Crossbow)
Flare Launcher (Rocket Launcher)
Sunbeam (Egon)
Acorns (Grenade, please don't ask about the name :D)

Besides that, every model has been modelled and in their final form. No more modelling on my behalf for now.

On an interesting note, the Turnstile SDK just hit it's 300th file. (Approx. 98.1 mb) w00t!!!

Pepper, you should be getting an email. :glad: :heart:
Rimrook RimrookSince 2003
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