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 16 years ago2007-12-12 14:33:36 UTC Post #240756
Yeah. Just keep doing what you're doing. Everything you have shown thus far has been amazing so the final product has to be outstanding. (Amazing * n product = outstanding)
Plus i just don't think that water that flashy can look so good in such a dated engine. But you do some damn good things in it.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-12 19:07:39 UTC Post #240774
Naturally resourceful but lacking resources, naturally.
Rimrook RimrookSince 2003
Posted 16 years ago2007-12-13 07:14:34 UTC Post #240815
you mean that i edited three posts for nothing? I DEMAND COMPENSATION FOR THIS OUTRAGE
Penguinboy PenguinboyHaha, I died again!
Posted 16 years ago2007-12-14 13:26:27 UTC Post #240895
I'll bake you a cake pengi.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-14 13:52:38 UTC Post #240897
Well holy crap i really didn't expect that anyone would do anything about it, but you did and thats really friggin cool.

The Shader for that has some problems and leaks, i say someone fix it up and become a hero to the goldsource modding community. Who ever decides to tackle that task.

As compensation, Penguin you can be on the Alpha testing team for the demo.
Rimrook RimrookSince 2003
Posted 16 years ago2007-12-17 16:35:31 UTC Post #241363
I'm still dwelling on this water issue. But i hear me on some logic:

The Func_Shine uses a sprite as its graphic ingame. Sprites can be animated up to a certain number of frames. High as I have gone was 39. Either way, it can be animated. The shine doesn't play the animation, it sticks on the first frame, but what can be done if it did play the animation?

I think I could manage something out of it if I had this feature available. Since I will likely be using it often to compensate for the lack of shader water.

Also made a fun new smiley.
User posted image
On a scheduling note: I want a demo in 2 months, and the whole thing done by the end of the year. Hopefully, but still, no promises since I do not know how well things will go. Like I said before, all this is still built on theory.

I may need some favors from people soon, given there are some voice-acting stuffs to be done. Please note there are spoilers in the lines. On the side, I'm planning everything out, such as mapping and exposition to the story. Running all that by some friends on my end and getting criticism on all that. I got good comment from Joe,

[/quote]Story works perfectly with the game mechanics, like that of Deus Ex.[quote]

...k

I guess they like it. Other criticism had mention of Halo, given there are so many Plot holes in a good story, 6D doesn't make those same mistakes. Also, everything has a history and a adherence that most games don't and is told in a way that isn't "In your face" and yet understandable, like that of HL1 and HL2.

Another satisfying grab on the scenario is that the game starts at the beginning as much as it can. Most games stick you in the middle to immerge the player immediately into the action. 6D doesn't do that but it makes that up with a mild blend of tension that gets you thinking about the setting and why things are, which get answered, and of course that leads to more cause and effect.

On a more interesting note, I recorded more time lapse, but I'm not finished with it yet. When I started costuming, I wasted a load of time since I wasn't quite sure how I was going to make it look. Plus the poly count is borderlining my budget. (3000) In turn, it looks even more confusing on the video since I add and delete stuff for like 20 minutes. I'm on a good roll now in texturing it.

Stay Faithful.
Rimrook RimrookSince 2003
Posted 16 years ago2007-12-17 17:16:11 UTC Post #241370
What good would an animated sprite be overlayed on water? If you're going to do something like that, just go with a chrome water model like the ones from de_plaka. If done properly, it looks amazing.
Posted 16 years ago2007-12-17 17:25:59 UTC Post #241371
not over a really large area.

but I'll look into that.
Rimrook RimrookSince 2003
Posted 16 years ago2007-12-17 18:23:13 UTC Post #241374
can you do a fake reflection thing with func_illusionaries?
I know it's cheap but could add visuals
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-17 21:32:23 UTC Post #241392
alpha testing, fuck yeah! PM me as soon as it's ready :D
Penguinboy PenguinboyHaha, I died again!
Posted 16 years ago2007-12-18 17:11:59 UTC Post #241464
I'm still trying to do the chrome water right. Can't seem to get right though and its proving to be a little more trouble that its worth.

Haven't mentioned this but probably should have by now.

6D is modder friendly with a bunch more cvars to control the new features so it can be tweaked to fit your own mod's specifications. Yet I don't know how much flexibility I can get. With a few tweaks, its easy to leave the 6D feel behind and start new.
Rimrook RimrookSince 2003
Posted 16 years ago2007-12-19 12:09:05 UTC Post #241494
bi-monthly bump :P

still looking sweet, I dont know how you can model without references though!

not sure what the problem with the water was but I know what you mean about trying to keep it 100% your own work, or as close to it as possible.

keep up the good mapping! :hammer:
Posted 16 years ago2007-12-19 15:32:04 UTC Post #241506
With a few tweaks, its easy to leave the 6D feel behind and start new.
Is that a good or a bad thing?
And I'm always up for voice acting. :crowbar:
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-21 13:11:57 UTC Post #241668
Tetsu0, thats a good thing, meaning it should be easy to mod if you ever need to.

As for voice acting, i'm still writing up some lines and designing the first few maps.
Rimrook RimrookSince 2003
Posted 16 years ago2007-12-30 17:24:46 UTC Post #242138
I got the Navenger model done. Sorry there is no time-lapse for this session. Its one thing to squeeze a few hours into 3 minutes, but 23 hours in a few minutes is a headache both on editing and viewing.

Also, I ran out of drive space recording modelling nonsense. I racked up 60+ gb, so I erased it and decided to perhaps timelapse another day on something down the line.

With no further adieu, 6D is nearly demo ready. just need to plug in the necessary assets, some new code, and do some mapping. (mapping will go quickly. Its familiar grounds and I have very good designs already.)
Rimrook RimrookSince 2003
Posted 16 years ago2007-12-30 19:13:16 UTC Post #242143
damn, 60? thats a lot of space.

Almost ready for demo!
excited face
Posted 16 years ago2008-01-02 13:37:38 UTC Post #242295
MEDIA DUMP!

Demo is closer than you thought... closer than I thought...

37% done and all demo material is finished for the moment minus the code.

So this is a battery. Not very elaborate but meh.
User posted image
This is the completed energy charger. Don't mind the screwed up chrome, shot are taken from the model viewer.
User posted image
The health upgrade, energy upgrade, and a little pod that holds them. The glowy particles on the inside rotate around and I was surprised the effect worked as well as it does.
User posted image
This is an old turret and a new turret. they both function the same, but they both have different purposes in the game. You'll love them or hate them.
User posted image
Yes, the completed Navenger.
User posted image
Close up of the face, which took me 5 straight hours to paint. The rest of the body only took 2 hours. Plus an additional 5 hours to get the UV map good enough to paint in the first place.
User posted image
Remember the Latruis Ship? It got a huge makeover and this one is much more awesome looking than that bulky ship. This is how the player initially gets to his locations. You can't actually ride it, its just a prop that signifies where you start. Would be nice to see this in a lot of custom maps after the project :)
User posted image
Last but not least, this is the Tour Guide. Originally he was the one that tells you about how to play 6D in the training course, the problem is I decided to scrap this asset and just use a voice overlay to help explain the game. Nothing too fancy and straight forward, like the Hologram in HL.
User posted image
Another problem with the guide is that I finished it completely, but have no use for it. If anyone would like to adopt it to replace the alien_controller, they can and its available here.

Its a lot smaller than it appears and doesn't fill the original controller's bbox and cbox, so scale it up to your liking using the model viewer and it will be fine.

And there ya have it. The mod's status is now DEMO READY! and to think its only the 2nd day of the new year. 2008 is going to be fucking great, not like 2007. Fuck 2007. :pirate:
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-02 15:43:46 UTC Post #242300
I came all over your pics. Sorry.
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2008-01-02 16:46:47 UTC Post #242308
Oh God Urb. Those were good pics too. :zonked:
Posted 16 years ago2008-01-02 17:04:07 UTC Post #242310
Fantastic looking stuff there :)
Posted 16 years ago2008-01-03 12:52:47 UTC Post #242449
Need a favor. Who else here models? Because i'm having a bad glitch wounding the mod right now.

When I compile my models and if they are a character model (ie. Headcrab, scientist, anything that walks on the ground) they get stuck in place and will not move. I've tried several solutions and none worked. I figured it might be because I'm using the mdlGUI compiler or the HL2 smd exports in max.

I also took into account that some might use Milkshape to model and compile. I could get that but would it be worth buying just to compile the fews models being effected by this glitch.

Can anyone help out?
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-03 12:56:58 UTC Post #242450
Have you defined the activities in the .qc?
ACT_WALK for the walk animation etc?
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2008-01-03 13:04:26 UTC Post #242452
yes. They are defined. Infact, i copy the original qc and replace the names with ones from my model. Most of the time if works fine, like for the Guardian and some of the other models.

Chickenfist, what do you use to compile your models?
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-03 14:15:24 UTC Post #242458
I use the latest version of studiomdl, no gui's or anything.

Anyway, doesn't the console say anything?
If you make a scripted_sequence with your model to make it wall, and it doesn't move it should give some clue. If it doesn't it's really weird :P
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2008-01-03 20:51:42 UTC Post #242535
I could get that but would it be worth buying just to compile the fews models being effected by this glitch.
People buy MilkShape?
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2008-01-04 13:39:09 UTC Post #242586
People buy MilkShape?
I can't search for hacks on the school's PC. That's my concern.

The console doesn't say anything. Its more like they're stuck in the ground or something. I thought it was the hitboxes but its not.

I'm going to see what the latest version of studiomdl is and maybe lose the GUI, it might be messing with it.
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-04 14:41:49 UTC Post #242588
What's better to model for Half Life. Milkshape or 3ds Max?
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-01-04 14:45:13 UTC Post #242590
3ds Max compares to Photoshop
Milkshape compares to Paint
Posted 16 years ago2008-01-04 14:53:26 UTC Post #242591
Actually, Milkshape's not that bad for anything low-poly.
Much like XSI's free version.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-04 14:53:26 UTC Post #242592
Cool. I have 3ds max anyway. i was just wondering.
Thanks to rimrook, i have max, but lets not get into that
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-01-04 15:45:24 UTC Post #242594
Seriously, Milkshape is crap compared with 3DMAX

From a cost point of view, Milkshape wins it.
Posted 16 years ago2008-01-04 18:15:11 UTC Post #242597
for half-life 1 engine, if you need to model something, then there is no point in buying the more expensive program as you can't work to its FULL limitations anyways without making your model too high poly. MS would be fine for it.
Posted 16 years ago2008-01-07 13:51:05 UTC Post #242871
Gmax has all of the above minus the expensive render engine and shader networks. They have it for free and its too easy to dodge the registration.

if anything thats what most people who model use. Only problem is that its old and the editor render engine is kinda weak. Hammer has more power than it unless you have an awesome pc with a good processing.

On a 6D note: Still haven't fixed my glitch problem.

EDIT: Hehe, this was once a minimod. :P
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-08 00:08:32 UTC Post #242917
The "Guide" is being reinstated into 6D as a new entity that has had poor developement thus far... the "Welder".

Will post more later.

Later: The welder has a minor role but is like a maintainence worker. Its sees you as an intruder like the rest of the AI units.
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-14 23:50:18 UTC Post #243454
Except a few... ITS ALL CRAP!!!

Enjoy
http://m0px.net/rimrook/6D_BGM_PACK.rar
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-15 00:22:24 UTC Post #243456
D= I thought it was perhaps the demo...
Posted 16 years ago2008-01-15 05:57:49 UTC Post #243460
Reminds me a bit of the Deus Ex music. Nice work.
Penguinboy PenguinboyHaha, I died again!
Posted 16 years ago2008-01-15 10:32:06 UTC Post #243476
Wonderful music! Thanks ^_^ :D
Posted 16 years ago2008-01-15 11:18:17 UTC Post #243479
D= I thought it was perhaps the demo...
Not yet, working hard at it though, srrry. :heartbreak:
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-21 15:16:09 UTC Post #243979
Benchmark Video

Also, I need massive help with some modelling problems.

Any ground based character, monster, and so on is getting stuck in the ground and doesn't move, or something is causing them to stay in place, or there is a glitch that isn't telling them to move. I've tried using Milkshape and stuff still isn't working right. Perhaps its my tools, i don't know.

I can post the source to the Glizard later to see if anyone can get it to work properly. Help will no go unrewarded, and any help is appreciated.
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-21 16:56:48 UTC Post #243983
Nice video. I felt a chill while sipping my tea.
Habboi HabboiSticky White Love Glue
Posted 16 years ago2008-01-21 18:38:10 UTC Post #243988
i've already been nagged about the lack of icicles. I think it would clutter it a little.

Anyway, maybe on a real map later.
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-22 02:21:41 UTC Post #244013
That really set's the mood. Excellent job Rimrook. Lighting under the walkways is superb as well! Now is there a glitch with the fan rotation or is that just quicktime screwing with me?

The models also fit perfectly in the environment, though i would've liked to get a better glimpse at the health charger. :hammer:
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-01-22 03:04:15 UTC Post #244015
I saw a video of a room, but where are the 6D elements? Nice logo animation at the end.
Penguinboy PenguinboyHaha, I died again!
Posted 16 years ago2008-01-22 03:14:00 UTC Post #244016
Nice effect video :)
Posted 16 years ago2008-01-22 10:17:03 UTC Post #244052
but where are the 6D elements?
Daubster's Half of the project is just as good, but the two pieces need to come together.

The glitch with the fans is a strange phenomenon. Sometimes it shows up and sometimes it doesn't. Has to do with something about animating props in spirit. Most of the time its fine but every once in a while it happens. Trying to compensate for it within the animation creates a skip outright, so there is no way of fixing it. I'm sure if you had a faster machine with better gfx, i'm sure you never see it.

On a "Better Community" note, Muzz keeps pushing me for a max texturing tutorial. I'm going all out and making depthful tutorials about modelling, texturing, scripting, and all of it so nothing is left out.

I'm more prompted to do this now.

3DS Max has the complexity of a Pencil. Give it to a 7-year-old and they scribble, give it to a seasoned artist, and you get a very different result. It can either write, draw, or what have you. Reason for saying this is the fact that I never opened Photoshop to texture any of those props. They are all Texture Baked. Its average use is for Normal Mapping, but I reverse engineered it to work to my advantage. I must write a tutorial about it, for its very simple and easy to use, like a pencil.
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-23 13:18:48 UTC Post #244129
Texture Baked
Rimrooks, As few and far-inbetween your typos come, They're funny as hell i must admit!

And Thank you so much for doing the tutorial steps! I just dont like the way most online tutorials are laid out, but i'm sure i'll definitly like yours.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-01-23 14:49:27 UTC Post #244135
STFU&GTFO!

Texture Baking.

I'm writing a tutorial secific to HL so everyone can learn to use it, nub.
Rimrook RimrookSince 2003
Posted 16 years ago2008-01-23 17:09:43 UTC Post #244142
:zomg: :( sorry, thought you meant "Texture Based"
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-01-23 21:57:02 UTC Post #244157
Rim, propose your tutorials for TWHL3 when it comes out.
Penguinboy PenguinboyHaha, I died again!
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