6-D : A Half-Life Puzzle Mod [WIP] Created 18 years ago2006-07-27 12:16:44 UTC by Rimrook Rimrook

Created 18 years ago2006-07-27 12:16:44 UTC by Rimrook Rimrook

Posted 17 years ago2007-10-11 12:58:33 UTC Post #236146
User posted image
Quick concept for the golem. Gargantua Replacement.
Rimrook RimrookSince 2003
Posted 17 years ago2007-10-11 13:01:16 UTC Post #236147
Im sure this has already been answered, but, will there be some kind of a background story?
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-10-11 13:06:42 UTC Post #236150
Read 6D's ModDB profile. There's a pretty deep story.
Posted 17 years ago2007-10-11 20:49:05 UTC Post #236181
Oh Shi- I need to update that shit immediately.... :o

EDIT: k, read the bottom of the story thread.

EDIT2: I think I can make this my senior project for school, thats a unique time to focus all of my effort and resources on a single project for a couple of quarters. Before that happens, I at least need to get the system set up.

This will be finished, i'm sorry but just not soon. A demo will go out after training and the first chapter is finished. Sorry, I can not give too much, nor too little. :)
Rimrook RimrookSince 2003
Posted 17 years ago2007-10-19 18:42:13 UTC Post #236693
User posted image
Concept of the Headcrab replacement. I have plans for this little guy... :combine:
Rimrook RimrookSince 2003
Posted 17 years ago2007-10-19 19:31:16 UTC Post #236694
that looks crazy cool.
But.. how does he attack?

And i thought this was a puzzle game not so much combat orientated? what's with the garg
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-10-19 19:42:45 UTC Post #236696
I just hope all these new tasks you keep adding to the list won't transform this into another Turnstile :(
Posted 17 years ago2007-10-19 19:47:24 UTC Post #236697
@Tetsu0: He said headcrab replacement, I'd IMAGINE he would do some sort of jumping attack (to keep coding to a minimum)
Posted 17 years ago2007-10-19 20:15:40 UTC Post #236698
he looks much more like a Bullsquid to me.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-10-19 21:06:19 UTC Post #236699
I know it's a head-crab replacement.. But does he just.. ram into you or does he have teeth?
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-10-19 21:24:19 UTC Post #236703
ramming sounds a bit more cool. like if you could more get a jump and dive thing for the animation... jumps, dives at your face... that would be awesome
Posted 17 years ago2007-10-20 15:59:30 UTC Post #236725
It reminds me of those lizard things from Ocarina of Time: Dodongos.

Almost like a mix between the adults:
User posted image
And the Larva
User posted image
They rammed into you. Then exploded.
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-10-20 16:55:54 UTC Post #236730
Yeah... it rams into you with its sharp beak. Guess it should look sharper but i'll fix that when I get around to modelling it. Not going to redraw it all over again with a sharper head. I already heard the Dodongo comment from people around school.

This little guy will add some fun to the 6D scene. I'm not going to spoil it either... like i mentioned i have plans.

Also, I found out that Models can have textures skins at 512x512 and not look like crap. So I would like to make all of my models with high-res skins.

Another question: should I make high-res maps as well? like 1900-2100 wpolies with scaled up textures for more detail? What can i get away with?
Rimrook RimrookSince 2003
Posted 17 years ago2007-10-20 17:03:16 UTC Post #236733
I imagine most people anymore are using systems that can run Source? Technology... so I think you can get away with quite a bit. Let your imagination run wild...
Posted 17 years ago2007-10-20 17:09:32 UTC Post #236734
Whatever doesnt blow up Ants computer should do nicely
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-10-20 17:12:56 UTC Post #236736
I figured as much, but even I have a pretty low laptop and it still runs things much later than HL smoothly, i.e. Halo on max detail.

Multiplayer maps with 3000+ polies is outrageous still... Remember that this is a singleplayer mod.

Also, I'm taking full advantage of the aurora particles unf unf unf unf unf...
Rimrook RimrookSince 2003
Posted 17 years ago2007-10-20 17:18:10 UTC Post #236737
That's exactly a thought to take into consideration... it IS singleplayer, and therefore you can utilize A LOT more than in multiplayer. Although you'll have to consider rendering distance too... I imagine it wouldn't be pretty to have a map that high end with wide open spaces...
Posted 17 years ago2007-10-20 21:41:14 UTC Post #236757
Yerp! :heart:
Rimrook RimrookSince 2003
Posted 17 years ago2007-10-25 01:12:16 UTC Post #236974
I reckon you should use hi-res textures. Do like HL2 did. Make huge textures 512x512 is compatible (i think) and scale down 25%. Zoners does hate any texture with dimensions greater than 256 but it will accept them. And I love the way this mod is going by the way. I haven't posted up till now but a mod like this is just so cool! And that Skybox is ultra cool! Looks like the kind of rendering in TMNT!
Posted 17 years ago2007-10-25 01:23:17 UTC Post #236976
You just realized that models support up to 512x512 textures? Man, have you been living under a rock? :zonked:
Posted 17 years ago2007-10-25 07:57:59 UTC Post #236986
I've heard the name Glizard somewhere before, in Metroid Prime somewhere. Awesome concepts Rimrook.
Posted 17 years ago2007-10-25 16:55:02 UTC Post #237012
Glizard is a combo of Ground and lizard. No relation to metroid except for its shell-like nature, which is common for the basic enemies in metroid, which are mostly animal-like.

Here's another.
User posted image
Sorry, forgot to shrink it down. :( I'm just sorting through what I need and posting a lot of what is really going in besides the obvious.
Man, have you been living under a rock?
Kinda, the HL engine is old so I thought it wouldn't support that size.

As far as HL2 quality maps, I don't think I'll push it that far. I'll only do scales at 50% on floors and close walls and stuff. But I need to experiment with that a little bit, see what can be done.

Do I even need to worry about the zipfile size when this is done? I assume not so much, since people are awfully patient when it comes to pirating stuff... :/
Rimrook RimrookSince 2003
Posted 17 years ago2007-10-31 12:13:15 UTC Post #237414
got a funny thought.

With the 6D code, what else could be made using it, or who else would use it? I know it might be hard to think of something at first but there is some dynamic in this, thats one of the reasons why the project is the way it is.

What i mean is lets say you want to make a mod of p0rtal even though p0rtal is the ultimate use for its own content, same goes for HL1 and HL2 and its content, but people make mods with it anyhow.

On top of the Spirit code, it could provide the means for those projects where you play as a person with telekinesis in whatever setting. I've seen a few for HL2 featuring neat Gravity Gun replacements. Like that only for Goldsource and with a different system of dynamics.

I'm just thinking aloud. Opinions?

EDIT: Plus I'm building a very good library of particle effects using the Aurora system. I find a good use this feature, its very powerful when correctly applied. Stuff like snow, fire, water, etc.

EDIT: Does anyone ever check this anymore? I don't blame ya, I'm doing a lot of stuff that would spoil the project's demo.

EDIT: I found a way to design 6D maps on paper that includes the complex elements necessary. I've written down several ideas, but now i'm finally getting some decent planning. Plus it can be critiqued and perfected before it actually building it. I've started plotting out the first area and I like where it is going.

As far as mapping, the style of maps are going to be really detailed, finessed, refined high-res maps, but as mentioned, the maps are smaller and their are more of them. Like the Zelda and Metroid games, the maps aren't one big thing but many small and detailed things. I've thought of a new transition method that can accommodate for this as well, I should perhaps test that out but I don't see why it wouldn't work.

Works kinda like this in mapping terms.
A very short hallway (about 128 units or so) has textures design to make the hall fade to black. There's a trigger at the back of it that makes the screen itself fade to black over half of a second and starts a level change. when the next map is loaded, it fades from black to normal quickly and you exit the hall way on the new map.

i know, it seems very zelda like. who cares.

EDIT AGAIN!: The black transition thing is not working out. fades screw up when you return to the level that had it. Plus I've gotten feedback about it and I've decided not to use the fading level change. I wanted it for style. So I'll stick to the classic way HL does it.

If I hadn't had so much trouble with the transitions last night, I'd have a demo video exhibiting what I've done with particles. I have time tonight and its friday. I'll return tommorrow with a nifty video.
Rimrook RimrookSince 2003
Posted 17 years ago2007-11-03 14:23:19 UTC Post #237577
VIDEO!

I chopped it up to save on filesize and cut the sound from it.

Still 45.3 mb tho.
Rimrook RimrookSince 2003
Posted 17 years ago2007-11-03 14:35:58 UTC Post #237578
Lovely particle effects. Specially the fire and snow.
Posted 17 years ago2007-11-03 14:37:31 UTC Post #237579
I'm getting a good handle on spirit itself too. Expect flaming projectiles to fly at you :D

Believe it or not, the particles i made are retardedly low-budget. I only use like 20 for the fire for each source. The snow is only 40 and can be spread over a much larger area.
Rimrook RimrookSince 2003
Posted 17 years ago2007-11-03 19:09:51 UTC Post #237583
reminds me of kingpin. @.@
Posted 17 years ago2007-11-03 20:42:03 UTC Post #237589
Nice effects, especially the fire!
Worst video compression ever, tough :P
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-11-05 09:46:34 UTC Post #237713
I wish all of those monsters abandoned in the SDK could be revived entirely. At least the Stukabats so there is a flying monster besides the Controllers to work with.

Also, tried doing a waterfall and it looks very half-assed.
As far as these concepts go, they are getting modelled mostly as they are.

I modelled and UV mapped the glizard already, i'm working on texturing it, and still need to rig it, animate it, and compile it for HL.

Squid things is hasn't moved since concept. They both will be easier than the Glizard.

After that, I need to finish up the Guardian which needs rigging, animating, and compiling. Then the Hammerhead (Phytotype as you may last recall) which has some developments that change the way it looks as well. Haven't posted the drawings because they're scratchy.

Lastly, I need to make the Melee blade for the player. Something along the lines of a Katar hand blade thing.

By then I hope Daubster has the code finished. Then I need the training level, which in completion TWHL gets a demo for testing first, then the first level will be finished, and TWHL get a demo for testing also before it goes Public on ModDB, and the remainder will be smooth sailing with mapping and prop modelling.

For once, this looks like its actually POSSIBLE! It'll be some time before much of this is done. BUT! I opened a window of opportunity to get some extra dev time.

So Far, mapping has had some positive results trying to do the high-res mapping thing. I can't get too detailed because the lighting likes to mess up. but the majority of things are working as well as ever.

I've made a checklist so i may track my progress, i could post that so there is less typing next time.
Rimrook RimrookSince 2003
Posted 17 years ago2007-11-05 10:25:01 UTC Post #237719
Squid things is hasn't moved since concept.
WHAT?
I can't comprehend :|

That video is amazing(the content, not so much quality :lol: ). The snow looks the best, IMO, and the fire is pretty damn sweet as well.

Like always, i await a demo :)
or even a chicken-scratch drawing
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-11-05 10:37:45 UTC Post #237721
Hasn't moved meaning I had drawn up a concept but haven't done anymore than that. I haven't modelled it yet or anything.

I'll draw up some concepts today anyway, being monday and all that.
Rimrook RimrookSince 2003
Posted 17 years ago2007-11-05 10:55:39 UTC Post #237722
i meant the first part.
[quote] Squid things is hasn't... [quote]
And wohoo for concepts :)
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-11-06 16:53:32 UTC Post #237801
ok, i'm going to say this. I've been busy modelling the glizard and I hope to finish both the Guardian and the Glizard this weekend. The reason I haven't mentioned this is because Sajo might get offended knowing that I've worked on otherthings. Truth is I'm mostly done with his stuff. I got 1 of his weapon designs done completely and most of the next one, which I can finish during the week. So its not a problem getting it done.

Not having a girlfriend anymore isn't as bad as it sounds. :|
I'll post screenshots once done. :)

Also, i'll post concepts soon.

EDIT: I almost forgot. 6D is my capstone for school, I got it unnofficially approved by the guy who officially approves capstones. When I get to a certain point in my schooling, I'll fill out some paperwork and get it finalized. But its very good to hear that its perfect for this kind of stuff. Mapping, modelling, texturing, animating, lighting, etc.
Rimrook RimrookSince 2003
Posted 17 years ago2007-11-07 22:03:49 UTC Post #237927
rimrook, the only real reason I sparodically visit TWHL is to check on the progress of this mod. its absolute genius, and looks brilliant. keep up the good work, please! I would hate to see this fail, I'd probably die a little inside!
Posted 17 years ago2007-11-08 19:01:25 UTC Post #237982
Well Fearian, check back again soon!
User posted image
Still painting the Gliazard.
Rimrook RimrookSince 2003
Posted 17 years ago2007-11-10 17:42:00 UTC Post #238085
Very nice. Texturing's a bit stretchy in the middle, but I'm sure that'll be fixed eventually.
Daubster DaubsterVault Dweller
Posted 17 years ago2007-11-10 17:44:31 UTC Post #238086
Head looks good. I do agree with daub with the stretchiness, but I'm not too fond of the claws. :/
The crevice between his claws looks a bit off with the texture on the top of his hand.. it kinda just cuts it.

Looks sweet tho :)
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-11-10 18:31:18 UTC Post #238089
Good skin design ^_^
Posted 17 years ago2007-11-10 18:48:35 UTC Post #238090
Has this died?
Moaby MoabyMk. III
Posted 17 years ago2007-11-10 20:00:48 UTC Post #238095
Moab - check the post dates :P clearly not :)

rimrook - looks good so far, but I think your going to have to try something a bit more complicated than planar mapping for this. UV mappings always the worst part of modelling for me :/
Posted 17 years ago2007-11-10 20:41:45 UTC Post #238098
fearian - use Unfold3D :)
Posted 17 years ago2007-11-12 10:15:34 UTC Post #238199
Planar mapping is all I get with Max 7. The other projections were not added until Max 8. Oh how I miss that. :(

Either way...
User posted image
I'm looking at some plugins... not coming up with much and Unfold3D requires money.

No one said anything for 2 days so I assumed it was OK looking. Of course you guys say stuff after I go home and get it all done and stuff. :|

EDIT: Well... I can always learn to use Planar mapping better. I just got some schooling from my instructor on it. :D Learned about welding and all that jazz.

I'm not redoing the Glizard. Its too small to notice that stuff and its usually moving around alot when you see it. I'll keep in mind the stuff I've learned and apply it to upcoming stuff.
Rimrook RimrookSince 2003
Posted 17 years ago2007-11-12 22:17:57 UTC Post #238272
looking good! Id agree you should move on with the glizard, I know how annoying it can be to go back on stuff!
Posted 17 years ago2007-11-13 19:05:09 UTC Post #238383
Got a Good Question:

I was thinking if I can show an image on the screen, the player would be able to obtain information better. Such as stuff like Maps, text from monitors or books, examinations, and other various info.

The opposition is that such information could be displayed as screen text, however cheezy, and the imagery could just be set in textures.

Thoughts?
Rimrook RimrookSince 2003
Posted 17 years ago2007-11-13 19:11:38 UTC Post #238385
When a player needs to see it, make them hit E, which triggers a camera, pointing in a room somewhere to where a custom texture in front the camera resembles the smaller item, but is legible.

I've seen it done.
Luke LukeLuke
Posted 17 years ago2007-11-13 23:45:16 UTC Post #238426
... yeah.

I'm going to scrap this idea. I don't really want to detach the player from the game all that much. just a thought anyway.
Rimrook RimrookSince 2003
Posted 17 years ago2007-11-14 09:50:43 UTC Post #238453
Glizard looks pretty darned great :&gt;
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-11-14 10:07:57 UTC Post #238454
Thanks Hunter!
Trying to do a nice job on this whole project.

I need two more models and i'll have enough to for the demo... once i get the code that is.

Which is a little concerning, becuase the term "The Code" is becoming taboo and a majority of the game relies on it. Not so much now, but I can only do so much before needing it. I have only a few models to do, and at this rate, I will have them done in a lot shorter time then expected. Which is good and bad. The Code isn't done yet.
Rimrook RimrookSince 2003
Posted 17 years ago2007-11-16 01:33:41 UTC Post #238601
Well take your time. don't rush.
And I've used the camera technique, it's easy and cool to implement.
Got the idea from Poke, however
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-11-19 10:14:23 UTC Post #238802
Another weekend, another 3 models done... well, 2 and a half really.

I got a melee weapon and working as well as another character model started. It won't be long until it is into the game.

My new avatar is a super-high-res version of it. :D

Mostly a weekend of modelling and minor tweaks to get the game balanced.

Also, upon making stuff so that it works for steam users, I lost the customize button from the menu. so won-hl users will have a blank in the menu. its not important to really invest time to fixing it. It seems to be a weird glitch that can't be undone. The option still functions normally, it just don't appear visually... very strange.

rounding up to demo a here... :nuts: :nuts: :nuts: :nuts: :nuts: :nuts:
Rimrook RimrookSince 2003
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