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 17 years ago2006-05-09 22:06:06 UTC Post #179251
no Srry.. they don't.

But on some machines, it may cause the PC to lag.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 17 years ago2006-05-09 22:09:42 UTC Post #179252
Posted 17 years ago2006-05-09 22:41:07 UTC Post #179253
hmm. i think they are only for steam :(
well it was worth asking.

you like my flamy hornet gun? i can probably do more than that.
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-09 22:51:31 UTC Post #179254
Indeed I do, although it's kind of hard to decide without seeing it in action. The flame looks like it covers most of your view though.
Posted 17 years ago2006-05-09 23:44:39 UTC Post #179256
The effect looks quite nice, though the gun would look (and suit your mod) better with a custom weapon model.
Strider StriderTuned to a dead channel.
Posted 17 years ago2006-05-10 02:13:01 UTC Post #179260
But it's already weird and colorful. :P
Posted 17 years ago2006-05-10 03:07:21 UTC Post #179264
hmm. i think they are only for steam
well it was worth asking.
There is no such thing like that every type of texture work both on steam and won
Posted 17 years ago2006-05-10 03:32:13 UTC Post #179268
What? I don't really understand that sentance. Are you trying to say that detail textures work on both Steam and WON? I think you should check out the comments section of that VERC page.
Posted 17 years ago2006-05-10 03:56:20 UTC Post #179269
hmm, you are right.I miss understood the detail texture thing.

But still it should work on a updated WON Half-Life.
Posted 17 years ago2006-05-10 04:47:17 UTC Post #179270
But still it should work on a updated WON Half-Life.
Why is that?
Posted 17 years ago2006-05-10 05:05:04 UTC Post #179273
hmm... maybe detail textures aren't that important. I was just hoping to crisp up the textures a bit with something. If all else fails, i can scale them down a little bit.
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-10 21:36:38 UTC Post #179401
RIM i have a great idea for the in-game map!!! i sent a pm to you as not to give any ideas to some scavenger map people. lol

yeah and the hornet gun... +1000 cool. :)

keep up the uber work
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2006-05-11 06:23:49 UTC Post #179442
Here's something new:
I composed something pretty for the mod :D

http://rimrook.dmusic.com/
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-11 18:12:19 UTC Post #179521
sounds like metroid techno. it fits the theme you're aiming for a lot. i really like it :)
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2006-05-11 19:26:10 UTC Post #179528
it's not as dark as metroid tho. I wasn't really going for anything, just kinda this adventure tune that matches the majesty to the runic world around you.
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-11 21:34:50 UTC Post #179535
but it fits!!!
it fiiiits.... :glad:

omfg now i have to wait for the new demo :zonked:
time to twiddle my thumbs again, btw.. did you make your decision on the in-game-map yet?
just wondering
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2006-05-12 02:29:35 UTC Post #179555
yeah, i'm gonna do the map pieces idea. it'll serve more of a purpose and it can easily be more progressive than otherwise.

Does anyone have or know where i can get Kratisto's Model Decompiler, the stand alone version? I know it exists. I found the file several times but couldn't get because i'm not a member of that forum and my email is "invalid" for some nazi reason. :(
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-12 18:41:18 UTC Post #179668
create a new one with yahoo.com
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2006-05-12 20:23:03 UTC Post #179675
i have one anyway, and i already tried it.

nevermind, i found it.
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-18 08:12:15 UTC Post #180726
I was messing with max for a 15 minute block of free time given every so often from class. (Yeah, instead of smoking cigarettes like the rest of the art students at sckool, i smoke 3ds max.) I was playing with terrain mapping and terrain-ing in max when i thought... wait a snark, i think i can do this in hammer. So in class when i was supposed to be listening to the instructor, i was daydreaming about how i would go about this. When i got home after a really long day, i tried it out, and it works amazingly! I have yet to refine the method and textures.

In summary: I made a some rather nice terrain that uses the extent of the space provided by hammer. I thought it would take forever to compile and the r_speeds would be shittee. I was happy to be proven wrong, from corner to corner looking at the whole thing (with 16000 max view distance) I only racked up 300-350 wpolies. There is still lots of room for everything else! I would focus the player to the cental area of the map so the r_speeds are more accurately 150 to 200. I just need to plot structures and some trees and so on to liven the place up.

This isn't currently my task, which is actually modelling at the moment. As soon as finish up my current work, i'll fine tune the landscape and post some screenshots. Sorry i don't have any with me now, but soon i will have something.

On a more developemental note, i found yet another way to thicken the gameplay on my mod. Many of the scattered Suzeron have individual tasks for you. So as rewards, you can gain upgrades for your weapons that will increase their power. I think its impossible, or possible but too damn difficult, to incorporate a random quest generator, so i think they will all be predetermined.
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-18 11:48:45 UTC Post #180743
The landscape sounds very interesting!

I think a pseudo-random quest generator would be entirely possible. The placement of "possible" monsters and items within the map, and when inciting the quest the code assigns the pattern of the quest over a selection of these possibilities, and removes the unselected.

That's probably non-sensical, its very late and I need sleep :zonked:
Posted 17 years ago2006-05-18 23:32:31 UTC Post #180893
no i get it. it just chooses from a list. i don't know enough code to probably get it to work right, so it'll remain at a predetermined state unless proven otherwise.

EDIT!!!

Holy hell... photoshopness!
User posted image
A mini fractal based texture i made. I found out that i can use these really complex and wonderfully pretty renders to add a complex design work to my textures. :D
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-19 22:43:30 UTC Post #181053
tell me thats going to be a button or teleport pad or something in the mod
Posted 17 years ago2006-05-20 01:46:44 UTC Post #181067
well i could use it for alot of things.

[i][u]DEVELOPEMENT[/i][/u]
Remember that gravity device i talked about in the beginning of this project?

I ACTUALLY MADE IT!
An upgrade to your HEV suit allows you to defy gravity for short periods of time, allowing you to soften a fall, jump 4 times as high, and hover across gaps that were previously unjumpable!!! Not only that, i found a way to strengthen the initial jump height! I've searched for a way to do this on the net for ages, and i think i'm the first to do it.

The Gravity Device upgrade will go into the new demo for sure.

:nuts:
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-20 13:29:30 UTC Post #181178
I wanna know the secret behind this 300 wpoly ultra landscape!
Posted 17 years ago2006-05-20 13:41:03 UTC Post #181183
oh yeah, i'll post some screens in a hour or so.
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-20 15:44:18 UTC Post #181205
an an example...
Posted 17 years ago2006-05-20 21:41:33 UTC Post #181263
Oh the wonders that you can work without actually creating new code for the game :)
Posted 17 years ago2006-05-20 22:41:00 UTC Post #181269
terrain is on the way.

i just ran into a few problems that have taken all day to figure out. I got it all working now and i'll be building an example map tonight.
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-23 22:08:03 UTC Post #181724
Posted 17 years ago2006-05-23 22:17:01 UTC Post #181726
so... wait!
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-23 22:24:13 UTC Post #181727
wah!....

cries some more.

etc.

now that im over that I will wait
Posted 17 years ago2006-05-23 22:26:52 UTC Post #181729
trust me on this one and don't ask because i'm not telling anyone.

please. wait.

edit: its almost done too
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-23 22:32:12 UTC Post #181730
i'm not telling anyone.
its almost done too
terrain is on the way.
stop leading me on!
Posted 17 years ago2006-05-24 02:29:48 UTC Post #181740
ok :nervous:
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-24 11:07:52 UTC Post #181799
If you don't mind, I'll post some screenshots of Sunden. The logo is nice but people will definitely check it out after seeing the screenies.
Posted 17 years ago2006-05-24 11:24:03 UTC Post #181805
I want more media, it?s reallt looking good and it?s a interesting idea but i want more media!
Posted 17 years ago2006-05-24 11:44:37 UTC Post #181810
the logo is a temp because i was too tired to hunt for screens. :D

[img]http://img153.imageshack.us/img153/3476/sunden00001xk.jpg][/img]
User posted image
User posted image
User posted image
User posted image
The r_speeds of this map are rather decent in the center area of the map. Also, it wide open with no major sectioning to help vis out. So when this method of terrain is placed in a focused singleplayer environment, it won't be so harsh. This map has flaws and kinks, and i probably won't clean it up. from this, i need to move on to more important tasks.
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-24 11:56:00 UTC Post #181811
Holy Baloony! For HL1 that is some sexy architecture right there!

Logo isn't loading and I see a leak or something...in the first picture.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-05-24 12:02:40 UTC Post #181814
I think I just shat my pants.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2006-05-24 12:47:47 UTC Post #181846
A deathmatch(or any other kind of multiplayer map) map for turnstile?

If it's for SP then remove the weaponry that lies on the floor. SP's weapon placement is diffrent then MP's. It must have some logic... not just lie around.
Posted 17 years ago2006-05-24 12:48:09 UTC Post #181848
yesh... problems. there's always a problem.

well... enough of that, i guess i'll continue modelling for a while now that i got that mapping urge out of me.

EDIT: this map isn't a part of turnstile, it just shows that i can do a whole lot of terrain for th turnstile landscapes. it's for deathmatch just for fun if anyone wants to try and play it.
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-24 16:07:41 UTC Post #181896
its...so hot...

please, I must know the method behind the insane terrain
Posted 17 years ago2006-05-24 16:36:24 UTC Post #181900
F'kin amazing, even though I don't map for HL1 much anymore, I'm still courious as to how you made that terrain.
Posted 17 years ago2006-05-24 16:38:24 UTC Post #181901
Vertex manipulation. Very big texture scales (to reduce r_speeds)
Posted 17 years ago2006-05-24 16:39:28 UTC Post #181902
I knew that, but I thought Rim had thought up some new method
Posted 17 years ago2006-05-24 16:41:26 UTC Post #181903
I knew that, but I thought Rim had thought up some new method
I did too :P .

Still though, I don't think I'd even attempt to VM something like that...
Posted 17 years ago2006-05-24 16:51:52 UTC Post #181904
yes and no. Not so much the vertex manip, but the textureing method. take a look at the wad if you want and you'll notice that most of it is all diced up into sections. It was once one large terrain map. I see that the most difficult part of terrain (for me) was the texturing because you get so many angles and not enough textures to blend them together. With the terrain set up, the textures are not a worry.

The next part is actually manipulating the terrain. (Requires level 59 patience) I grabbed every individual point and pulled on them until i was satisfied. Then i mirrored it to the top to form the ceiling and pulled on it more. I spent most of my time in the development of the terrain.

No new method, just a modified one. Either way, this allows me to build more landscape and scenery without too much worry. Of course i won't make anything this harsh on the r_speeds ever again, but it's a good example of the use. Also, the anatomy of a single player level is different, so i can have walls to block vis.

the rmf is there to look at.

EDIT: this is actually why ii was asking about detail textures. That would really fix the way the terrain looks.
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-04 07:23:59 UTC Post #183681
OMG Pr0grezz! Lolz.

I have a way of making a 3d overhead realtime minimap :D

Just some camera tricks really, another cfg file with cam_idealyaw and cam_idealdist settings. The overmap is locked between 45 and 90 degrees so you cant rotate it underneath the map. Secrets will show up, but you still need to figure out how to get there, or solve the puzzle.
User posted image
User posted image
A shot from my testing zone. That maze isn't so hard with the overmap. I feel the flow of the mod will be much nicer and less confusing.

I wish i could this overmap in Svencoop... :D
Rimrook RimrookSince 2003
Posted 17 years ago2006-06-04 11:48:58 UTC Post #183720
Looks awsome
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