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 ago2006-04-06 14:42:00 UTC Post #172701
Looks good rimrook :)
Glad too see you're back to your old self :biggrin:
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-04-06 16:39:11 UTC Post #172710
Its a trick sprite that's locked to a set direction.
How do you lock a sprite on it's axis? I tried Env_beam but it screws up the sprite... only good for fire and smoke... and only in a few places..
Posted 18 years ago2006-04-08 10:12:55 UTC Post #172881
User posted image
Did this one myself :biggrin:
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-08 10:23:54 UTC Post #172883
Wow, decorative. :D
Strider StriderTuned to a dead channel.
Posted 18 years ago2006-04-08 11:06:22 UTC Post #172885
Ooo....

prrtyy.....

:nuts:

[EDIT] Work on making the handle fit the player's hand.
Posted 18 years ago2006-04-08 11:10:54 UTC Post #172887
Awesome sword and AMAZING screenshots one page back. How long will this mod be when its done?
Posted 18 years ago2006-04-10 07:43:15 UTC 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 ago2006-04-10 16:30:59 UTC Post #173331
I'm liking the sword. A lot. and 35 maps is really big mod.. This is an entirely different game rimrook. You're just ising the engine.
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-04-12 12:20:32 UTC 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 ago2006-04-12 14:16:44 UTC Post #173801
Coming along nicely there Rim, looks like you got it all planned out well :)
Posted 18 years ago2006-04-12 14:42:54 UTC Post #173803
good stuff. what types of props are you using? or is that a secret only unlockable by playing the demo?
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-04-13 07:42:17 UTC 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 ago2006-04-13 15:44:58 UTC Post #174058
ha im not even entering :-P

looking foward for some stuff when i come back from florida
:glad:
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-04-16 03:50:26 UTC Post #174554
User posted image
To Do List:
Finish Demo Map :nuke: 50% done
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-16 04:15:34 UTC Post #174560
See, i told you that you could do it on your own :) .'The weapon looks nice, though i can spot some perspective distortion, you tryed scaling/squashing the weapon to make it fit more into the screen as a real weapon would. I believe they did the same with the default hl weapons.

I would also move it a little back towards the player, just a few suggestion, might be worth a shot though.
Posted 18 years ago2006-04-16 09:57:33 UTC Post #174600
Looks great so far man!

Looking forward to the demo...
Posted 18 years ago2006-04-17 07:35:21 UTC 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 ago2006-04-17 08:09:58 UTC Post #174758
Darn you and your blue vegetation Rimrook.
Strider StriderTuned to a dead channel.
Posted 18 years ago2006-04-17 08:16:09 UTC Post #174760
User posted image
You just hit the console key or the pause button, and then fired, right? I do that all the times, its such a cool effect.
blue vegetation
Replace that blue vegatation with Tiberium Vinifera! That'll own!
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2006-04-17 08:27:40 UTC Post #174761
Nice screenshot.
Posted 18 years ago2006-04-17 08:27:55 UTC 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 08:35:40 UTC Post #174766
Fog adds a lot.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-04-17 10:35:45 UTC 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 16:08:41 UTC Post #174837
It's just how the order is. The majority felt that "content contributor" was more meritious than "decorated member".
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-04-17 18:29:06 UTC Post #174856
that smilely hand needs to be the secret ultimate weapon
Posted 18 years ago2006-04-18 18:09:08 UTC Post #175025
How about "Decorated Content Contributor" ...?

Heh, yeah i wish the smiley volt-arm was a secret weapon myself.

:| : :quizzical: :) :glad: :lol: :D :biggrin:

Mapping is good at the moment. Will be done... when its done... ug.

edyt:
I can't find the studiomdl.exe that can compile transparency. I need this to do some models.
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-19 07:50:08 UTC Post #175099
Will Turnstile have to be played over WON for the fog to work? I kinda don't have WON anymore.
Posted 18 years ago2006-04-19 08:08:06 UTC Post #175102
How about "Decorated Content Contributor"
I'll gladly take your 'Content Contributor' position if you want to go back to 'Decorated Member'. :P

Mapping work is looking brilliant, especially how it doesn't look like your typical alien world. Well thought out, except that light looks a bit odd, other than that, very nice work.
Strider StriderTuned to a dead channel.
Posted 18 years ago2006-04-19 23:33:07 UTC Post #175400
Yes and no. Turnstile will play best on wonHL, but IS compatible for steam as well.

Its been a day or two of searching and i still can't find the studiomdl.exe that compile model transparency. someone must have it somewhere. :x

ugh... i'm conflicting myself with too many ideas and problems at once. I'm trying to accomplish what i can but just having a fit of mapper's block. I need to recalibrate again.

p.s.
How important would music be? i think it would add a little to the intro and such, but i can't play mp3's and the quality and file size of a wav is horrid.

'wonderin...
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-20 02:21:37 UTC Post #175438
I dont mind a bigger filesize if the music is worth it.
but i can't play mp3's
I added one to my source map yesterday! :P
Posted 18 years ago2006-04-20 11:10:54 UTC Post #175534
Rename your mp3s to math the Half Life sound track and play them the same way that you would play a normal HL mp3.
Posted 18 years ago2006-04-20 12:26:02 UTC Post #175558
or just find someone to code it in.
Posted 18 years ago2006-04-20 12:31:58 UTC Post #175559
i tried the MP3's that are in the media folder.
i've never been so confused. It's like trying to buy a car at Verc.
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-20 13:06:35 UTC Post #175561
I coded MP3 support in HLHS, but it'll only work in Steam. If you want MP3 support for regular HL (non-Steam) you'll need fmod. But i don't know how to code that. :/
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2006-04-20 13:12:58 UTC Post #175562
HL toolpack

http://cubed.dk/nobody/stuff/Hl-editing-lite.exe

all your needs for mapping and modeling for hl. Studiomdl in there to rumble :) .

Dont forget to use it as a alpha textures and pick the last colour in the palet as a full R,G or B value. should also be the transparant parts though.
Posted 18 years ago2006-04-20 13:24:41 UTC Post #175564
this mod looks yummy
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-22 03:15:20 UTC Post #175995
OMG!!! :aghast:
Pepper!!! YOU PWN SO HARD!!! THENK YOU SO MUCH!

Now the mod will get a whole lot yummier. :biggrin: :biggrin: :biggrin:

DCC has forbiddon me from posting more screenshots until the demo is finished. I assure, i want to agree since things are looking really damn good, even for my standards since DCC has a lot of input and logic to this.

Mapping is slow. Roughly 43% done. Minor setbacks 'cuz i got the model tools i needed and i half to re-do some things.

Resourcefulness is a virtue well exploited...
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-22 08:56:04 UTC Post #176029
Question: Who's DCC? An office clerk with a red tie?

And looking good as always.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-04-22 09:02:52 UTC Post #176031
DCC is my room mate. He lives 23 feet and 11 inches from me.
He is an incredible interior/graphic designer and is helping me out in exchange to teach him how to map. Like me, he wants to get into game level design.

He might join TWHL once he feels ready. Might not go by DCC, he the kind to change nicknames every other day. :x

You'll see what a little teamwork can do once the demo is out. :nuts:
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-22 11:46:26 UTC Post #176060
Ya, I myself would love somebody who is good in making textures... mine suck.
Posted 18 years ago2006-04-22 21:21:16 UTC Post #176163
elon yariv, was it you who asked me what camera i have?

a quick tip about texturing is to set up a good library of base textures like stones, bricks, grass, crete, etc. Most of the magic is worked in photoshop simply combining the bases together and coloring, contrasting, or sharpening them to the way you want them. even someone of limited knowledge of photoshop can do it since its all about layers and layer modes.
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-24 12:52:18 UTC Post #176440
[i][u]DEVELOPMENTS:[/i][/u]

The Demo map is nearing the end of its construction phase. Soon to be done with the entity work as well. Not too much time.

Demo Completion: 88%

Turns out that since i can model all sorts of stuff, my mod will feature a few new unique Xenite Aliens i've been thinking about for the longest time since the start of the mod. Also, some revisions have been made to the Flare Launcher, which is now a Flare Drone, launched directly from the player's hand. Other such "things" have also be made but will not be in the demo with reasons to great to bargain with.

The demo runs about 2 minutes for me running through it fast and its also incomplete with no enemies. There's a few puzzles and thinking involved, but nothing outrageously difficult. This demonstration examplifies that you (the player) will need to search more often for ammo and items, as well as explore previously visited areas with new equipment to open up new sectors of the Turnstillion complex.

That being said, the overall map count is now 25. (not counting intro or ending) I figured this is a good amount since you loop around a lot to places you've been.

Soon...
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-24 16:18:52 UTC Post #176526
Posted 18 years ago2006-04-28 10:06:00 UTC Post #177209
Is this going to be a full story over the 25 maps (plus intro and outro) or is this the first in a series?
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-04-28 20:40:19 UTC Post #177270
Full story over 25+ maps.

Bad News: I exceeded the max face limit. I'm gonna go blame steam.

But how would several smaller maps be? anyone mind?
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-28 21:10:16 UTC Post #177271
Load times in HL1 are short, so smaller maps is OK. Just make sure the isn't too much backtracking between maps like the "On a rail" maps in HL1.
Posted 18 years ago2006-04-28 21:23:58 UTC Post #177273
er...

the mod has a lot of backtracking when you get new items that unlock areas of the game. i thought to keep the maps as contained as possible but that's not too possible now. The demo is kinda a mock-up of the whole game, in a way.
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-29 02:52:52 UTC Post #177285
Kasperg, I think the way its designed backtracking is part of the gameplay.

which I think is great if you can design your levels so its doesn't become a pain in the ass
Posted 18 years ago2006-04-29 03:39:13 UTC Post #177295
Of course. There was backtracking between levels in the "Blast Pit" HL1 chapter. I think that was OK and had no problems with it.
However, the "On a rail" parts were too big. Players are not fond of walking through two level changes to find out there was a lever they had to press three maps ago but didn't see it. That's what I meant.
Posted 18 years ago2006-04-29 10:32:35 UTC Post #177328
Im Fine with Backtracking. Its just going to be another peice of gameplay. Conserve ammo, look closely at everything..

Hmm i wonder if that window is breakable....

stuff like that is all i think about when i play i try to bust everything :D
Played demo. Commented
But its really too bad you're scrapping this. i just took a look at the sounds inthe turnstile folder and they're really amazing. you put so much time into this just to .... stop?
Tetsu0 Tetsu0Positive Chaos
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