6-D : A Half-Life Puzzle Mod [WIP] Created 17 years ago2006-07-27 12:16:44 UTC by Rimrook Rimrook

Created 17 years ago2006-07-27 12:16:44 UTC by Rimrook Rimrook

Posted 17 years ago2007-01-02 12:33:14 UTC Post #208280
6D is a certified Hunter Award winner
User posted image
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-01-09 19:27:18 UTC Post #209150
w00t!

My Composer just got me 2 new tracks for the game. I haven't heard them yet, i will post.

Also, i wrote a track so thats 3 new. I like mine because I broke a lightbulb in the process. :nuts:

Mod needs less bass...

Just need a block of time (to finish other things) and then I can focus on my mod in full.
Rimrook RimrookSince 2003
Posted 17 years ago2007-01-09 19:33:16 UTC Post #209151
Just out of interest, what prog do you use to make your music?
Posted 17 years ago2007-01-09 19:45:51 UTC Post #209154
Fruity Loops Studio 5

i'm sure there's newer versions but they all do the same thing.
Rimrook RimrookSince 2003
Posted 17 years ago2007-01-12 14:14:31 UTC Post #209443
Since its related i'll post it here too.
User posted image
The skybox of that render is phenominally awsome. Expect better graphics from 3D Studio Max 9 32-bit Student Edition.

/fluff
Rimrook RimrookSince 2003
Posted 17 years ago2007-01-12 14:31:27 UTC Post #209445
:heart:
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-01-12 19:15:20 UTC Post #209466
Yep, :heart:
Posted 17 years ago2007-01-15 07:16:18 UTC Post #209653
I don't know how much progress you've made with the hub, but I had an interesting idea. Imagine an hexagonal room, for example, in which 5 sides have a portal to a different puzzle, and the sixth side has a locked door. The door would lead to a level right above the one you are in, with again a set of portals and a locked door. With this system, you would have a sort of tower full of portals which you could see at all times but not enter. In my opinion it would be a great way to keep players motivated.
To prevent the player from knowing how much game there is left, you could always have another secret hub hidden from view.

Edit: now that I think of it, it sounds just like Crash Bandicoot portals mixed with Kula World! :D
Posted 17 years ago2007-01-16 14:43:52 UTC Post #209747
lol, Bandicoots.

Actually thats what gave the idea in the first place. Either way, i don't have any clue as to the design of the hub. I was thinking of a large circular area with paths that go off in several directions, each along its own little path to a room with the level portal. meh.

Currently, i'm trying to get each of the settings in place so I have all of the resources available to map. I'll see what i can scratch up for designs and maybe post a sketch of something.
Rimrook RimrookSince 2003
Posted 17 years ago2007-01-20 18:59:53 UTC Post #210069
hub...

...hub...

...lightbulb...

*vansih
Posted 17 years ago2007-01-22 15:12:27 UTC Post #210235
i got a hub designed, i took the tower idea and went with it even though i still am kinda lost on that concept. Sorry kas.

Either way, i did design on. Once i grab some time from other things, I'll map it together and post screenage. Might be a while though.
Rimrook RimrookSince 2003
Posted 17 years ago2007-01-22 15:38:40 UTC Post #210239
I think its time to change the avatar Rim. :S
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-01-22 15:50:15 UTC Post #210244
I meant something sort of like this http://img259.imageshack.us/img259/989/hubz9ll.jpg
(it's a quick example I just did, not part of any map)
Posted 17 years ago2007-01-22 19:39:49 UTC Post #210258
oh.

I got something different... Nice map quicky tho.

I have it where you start at the bottom of the first tower. Here, it shows your progress and stuff. You take an elevator up to the first hub of few stages. When you beat each of the levels, a bridge will appear to allow you to access the bottom of the next tower with an elevator that takes you up to the next round of levels. It does this a few times until you win.

Also, this provides me with room to add scenery, and you get to see the towers from a distance. Nice for aesthetic appeal, especially since its a hub and not much else.
User posted image
EDIT: No promises, but maybe there could be a way to access custom maps from the hub without having to type crap in the console. I have no idea how this would work if its even possible.
Rimrook RimrookSince 2003
Posted 17 years ago2007-01-22 21:37:12 UTC Post #210275
Just give people a set of names for maps and their corresponding landmark names.
Posted 17 years ago2007-01-23 14:50:55 UTC Post #210368
This mod makes landmarks and level changes obsolete. It uses the changelevel console command. I made it this way just incase the hub had 60 or 70 portals to each level, but thats was way back when. Also its easier to handle and map for, all you need is a player_start.

I still have no idea, and I can't get that built-in menu thing working that spirit has. I was thinking of having the maps list there, and people could choose through them. But like i said its b0rkt.
Rimrook RimrookSince 2003
Posted 17 years ago2007-01-28 02:41:49 UTC Post #210883
Posted 17 years ago2007-01-29 04:55:38 UTC Post #210994
That Max render is so very nice :)

I soooo want to start modelling with max. Soon maybe :)
Posted 17 years ago2007-01-29 08:07:05 UTC Post #210999
Is max3D free?
I use Blender, which is free. From what I have seen Blender is easily capable of renders like that, but surely if you have to pay for Max it must be better in some way?

http://www.artofinterpretation.com/images/blossom-final-byrjt2004.jpg
http://www.centralsource.com/blenderart/albums/userpics/10023/trainstationrad.jpg

Those were done in Blender.
Posted 17 years ago2007-01-29 19:40:24 UTC Post #211072
uhm... thats a combination of a lot of things. It was probably based in blender, but finessed in ZBrush and rendered using either Maya, Mental Ray, or VRay.

Its impossible to do it all in one prog. I use a combo of Photoshop, Max, and Mental Ray.

EDIT: Whats this mission loader thing?
Rimrook RimrookSince 2003
Posted 17 years ago2007-01-29 19:51:17 UTC Post #211073
No, 3ds Max is not a free program, in fact it's very far from it. Max is the most commonly used for game development, and that's what all the Half-Life models were made in, so it's probably easier to work with from that standpoint. It's really intended as professional-grade software, which is why it's so damn expensive.
Posted 17 years ago2007-01-29 19:56:13 UTC Post #211075
I don't think that mission loader thing is gonna work. Its for CS: Condition Zero. Unless its modable, i can't really use it. I look at it anyway.

Yes... Max is very expensive. That's why i'm lucky to have a student discount, and its still expensive. ($250+) Yet i spent the money on it to have it get corrupted and lock itself on my system, both max8 and max9. so don't bother me for models, i can't do anything about it. :furious:

I'll still try work on 6D though. Like textures and map stuff. Maybe skyboxes if i get a chance.
Rimrook RimrookSince 2003
Posted 17 years ago2007-02-04 12:03:45 UTC Post #211636
Besides Graphicwise stuff (eg textures and normal maps) blender can do it all. its something you should look into Rimrook, blender is quite creative in terms of ability and the finesse of its UI (The UI was designed from scratch to be as effiecient as possible, although its unlike any other so it takes a little bit to learn)
Posted 17 years ago2007-02-07 14:35:15 UTC Post #211871
... or get max 8 back since thats a possibility now. I found a way to reset the registration by reinstalling windows. I'll back up everything and try it, the worse that can happen is my laptop's performance goes up because its cleaner.

Other wise, I should be doing textures and puzzle mock ups using placeholder stuff, of course i will gloss it up later.

But 6D is on hold for the moment. I have midterms and art-homework to give attention.
Rimrook RimrookSince 2003
Posted 17 years ago2007-02-11 03:35:42 UTC Post #212147
Well take care of your schoolwork first.
And what ever happened to turnstile?
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-02-12 14:55:49 UTC Post #212276
Turnstile is down for the count. But the more I think about it, the more I want to work on it. I'm kinda thinking of newer formats to try with it, and I was thinking of doing the original concept but in smaller chunks so it looks pretty and all but doesn't overload. meh.

anyway, I touched up on some things and worked on the lobby.
User posted image
User posted image
User posted image
I'll be dealing with the Hub and Lobby for a while since they are kinda the base for the major parts of the game. The lobby screens are hardly done at all, this is what I had done in a few hours. Since I can't model, I don't know what props will be used, i might have to brush them.

There are plenty of openings for ads if anyone is still interested.

EDIT: I know, its Kaspergish.
Rimrook RimrookSince 2003
Posted 17 years ago2007-02-12 14:57:56 UTC Post #212277
heh. good use of the white spotlight on the ring.

Looks great... I'm not too sure i like the wall texture, though
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-02-12 15:00:09 UTC Post #212278
on the way to school i thought of another style, so what you see will probably change considerably.

I'm thinking white and green now for some reason.
Rimrook RimrookSince 2003
Posted 17 years ago2007-02-12 15:00:16 UTC Post #212279
Cool, just didnt like the plain white (light) thing under the pillars. The floor looks amazing with teh shining effect. It's only possible in spirit of course...
Posted 17 years ago2007-02-12 15:06:07 UTC Post #212282
yeah don't chop it up too hard, its the first version of the lobby and it might get totally scrapped if it doesn't work with the rest of the game.

I just got an idea to do a fountain or something. i dunno...

EDIT: I found a good way to get a decent shine sprite. Stand in the center of the room and look straight up. Change the cvar default_fov to 180 and screenshot. crop the pic so its just the center and there ya have it. It might take some offsetting and rotation but that only takes a moment.
Rimrook RimrookSince 2003
Posted 17 years ago2007-02-13 09:00:42 UTC Post #212364
Nice designed :).
Blue & lightbrown texture colors may be not mixing good (or just add more details about brown, to better uderstand what material is it).

>>There are plenty of openings for ads if anyone is still interested.
Sorry for noob question - what format of banner i need to make? I will try to make it for my little project (hope source based mod allowed :) ).
Posted 17 years ago2007-02-13 11:02:18 UTC Post #212373
Can the banner be for anything?? Like.... my band?
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-02-13 13:35:07 UTC Post #212385
@Lex: yes it can be a source thing, and the format is a 256 x 256 bitmap.

@Tetsu0: Sure! why not!
Rimrook RimrookSince 2003
Posted 17 years ago2007-02-13 17:43:38 UTC Post #212391
I looks nice. I'm looking forward to seeing some props or even characters.
Posted 17 years ago2007-02-13 19:28:10 UTC Post #212396
i hope characters as in reskinned scientists and barneys :biggrin:

I wanted to add some women but i still need to model them out.
Rimrook RimrookSince 2003
Posted 17 years ago2007-02-13 19:39:48 UTC Post #212399
Or you could do some reworking of [url=http://ambientimpact.hl-improvement.com/downloads_Romka.htmRomka's barniel, Kate, or female assasin model[/url]. If it makes life easier...
Posted 17 years ago2007-02-13 19:42:07 UTC Post #212400
uhm, maybe

i need civlilian women.
Rimrook RimrookSince 2003
Posted 17 years ago2007-02-13 19:49:03 UTC Post #212401
Just putting that out there in case it would be easier to do some remodelling on those instead of doing something from scratch.
Posted 17 years ago2007-02-14 18:24:28 UTC Post #212492
I could, but putting a new mesh I've done myself on the old set of bones feel easier.

There might not be any npc's if things don't go right as planned, which means they won't, so don't get your hopes up.

This weekend i should do a final touch up on everything and release some guides to 6D mapping, as well as how to work a lot of the triggers. I'll release what I can as far as content, but it'll be for developement so some of you can map for it. If its a good puzzle, i might steal it :P

either way, i need to release an update anyway to see if past problems were fixed.
Rimrook RimrookSince 2003
Posted 17 years ago2007-02-14 18:59:43 UTC Post #212496
Cool.
I'll be waiting.
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-02-14 22:52:25 UTC Post #212508
really? ok.

Of course, 6D uses spirit. If you can do something new and crazy thats a fun twist on a puzzle, go for it.

I need to see if there is anyway to streamline the trigger stuff for simplicity, both on mine and development's part. I could really use the help of master entitie setup.

I also have a 3 day weekend so something will definitely be done. probably both the entity stuff and the lobby, if not, the entities have priority.
Rimrook RimrookSince 2003
Posted 17 years ago2007-02-15 10:58:03 UTC Post #212549
I'm flying back to Connecticut tomorrow. Then driving back to Florida with my 120w amp!!! Wooo !

now i can really piss off ANYONE in my dorm building.

And i do think 6-D would be something I'd like to try (i don't know if you can call it mapping.. but.) mapping for.
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-02-15 12:05:52 UTC Post #212552
That lobby begs for retexturing. Seriously. :
Posted 17 years ago2007-02-15 18:47:29 UTC Post #212587
you bet it begs :nuts:

oh wait waht?

I know. it was quickly done and I just wanted to post something so it didn't look like the mod is completely dead.

Probably another update on monday too.

edit:
I'm flying back to Connecticut tomorrow. Then driving back to Florida with my 120w amp!!! Wooo !
now i can really piss off ANYONE in my dorm building.
6D will help with that probably. I got a few complaints testing sounds already. thats fun by itself, but not only its loud and bassful, its cool as hell doing it.
Rimrook RimrookSince 2003
Posted 17 years ago2007-02-15 23:27:04 UTC Post #212618
Haven't checked on this mod in a while. Glad I did. It makes me moist in my special places.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-02-15 23:44:27 UTC Post #212623
heh. good use of the white spotlight on the ring.
Heck yeah! Is that pic from the training part?
Posted 17 years ago2007-02-19 13:42:11 UTC Post #213051
http://m0px.net/rimrook/6D_MAP_TOOLS.zip

Here it is!

The all conclusive map tools.

It even comes with an example puzzle of medium difficulty.
Rimrook RimrookSince 2003
Posted 17 years ago2007-02-20 17:35:10 UTC Post #213174
its a mod as well as the tools. theres been a big update since the last release. everyone should get this just for the upgrade.
Rimrook RimrookSince 2003
Posted 17 years ago2007-02-21 21:30:46 UTC Post #213268
Got some erroes then unpacking it:
!CRC failed in 6Dhw.dll. The file is corrupt
!CRC failed in 6Dmusic6d_icicles.mp3. The file is corrupt
!CRC failed in 6Dmusic6d_original.wav. The file is corrupt

[UPDATED]
example1a.bsp - awesome!
Posted 17 years ago2007-02-21 22:46:17 UTC Post #213278
Bad zip or something, i wouldn't know why that would go bad.
Does anyone else have bad files?

Also, that example wasn't a whole lot of trouble, was it?
Rimrook RimrookSince 2003
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