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 ago2007-03-22 17:11:47 UTC Post #216725
I could do some coding for you Rim, if need be.
Posted 17 years ago2007-03-22 19:22:28 UTC Post #216733
I could do some coding for you Rim, if need be.
THERE IS A GOD!

Yeah, a transform into a ferret function thats in third person that lets you attack and stuff. Smaller player size of course so the player can fit within a 24 x 24 opening. As well, it has to be like a pickup upgrade resembling the longjump module. I can do all my own models later as far that is concerned.

Caboose? If you did that, it would be a shot heard across the world!

Man, this WILL be killer! What more would you want than to run around as a ferret!?

Still no dev on the story though... at this point i think it might be skipped.

Just to note, a scoring system would allow players to play a little more competitively with one another. However, I can't get any of the score entities to work or display. I'm thinking code tweaks, but the ferret comes first for sure!
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-22 20:13:36 UTC Post #216741
Hmm, how usialy do stroryline's for games? May be exist some books or articles?
Posted 17 years ago2007-03-22 23:36:34 UTC Post #216750
Glad I could help with the idea :D
Posted 17 years ago2007-03-23 06:21:35 UTC Post #216756
What more would you want than to run around as a ferret!?
You have no idea :sarcastic:
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-03-23 10:17:00 UTC Post #216767
Sounds great. I'll need a pretty detialed outline of everything you want, and the ferret model, obviously.
Posted 17 years ago2007-03-23 11:13:06 UTC Post #216770
Hes trying to steal it!!! watch out!
Posted 17 years ago2007-03-26 16:45:50 UTC Post #217135
Caboose: right now, that ferret model is not set up for HL for the moment. Couldn't you do a mock up with a snark or head crab? You may ask chickenfist for pointers if needed, he has snarkibility in his new mod. :nuts:

Tonight, i'll do a full run down with some friends and fellow designers on the topic. As well as properly lay out the work involved. You'll have all the info you need by the same time tommorrow.

As for me, I've been busy. :cyclops:
User posted image
I'll do a few levels and try polish this off, the map the screenshot is incomplete.

I found a new way to filter the textures in photoshop that makes them look really clean, detailed, and contrasts perfectly in HL. Also, it makes the HL2 textures look a lot better. I guess valve fucked that one up. Here, take a look.

Unfiltered (unbaked, might look better with a bumpmap)
User posted image
Filtered (baked, will look much better with a bumpmap but will also keep its contrast and tone. Proven to work as in the screenshot above.)
User posted image
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-26 16:56:44 UTC Post #217137
/me gets to work

The ferret model is going to have to have all of the movement animations that all the HL player models have, along with the same names, just so you know.
Posted 17 years ago2007-03-26 17:01:10 UTC Post #217140
I plan to keep it that way, yes.

Is there a way you can prevent the player from using weapons and stuff entirely while the player is a ferret, i think a RPG wielding ferret is way too stupid looking. Also, upon transforming, do a one second fade from white to blend the events. some kind of transition really helps.

This isn't too specific, is it? Do you still need a really detailed description and setup?

EDIT: i gotta go, won't be back. I'll do a detailed explaination while you see what you can start with.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-26 21:20:04 UTC Post #217154
Oh-ho, nice trees. (models + transperency Im guessing?)

Lighting in that screen is nice to.
Posted 17 years ago2007-03-27 00:44:20 UTC Post #217164
amazing, and i love the ferret
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-03-27 02:51:14 UTC Post #217170
Sweet light&texturing in level :)
Posted 17 years ago2007-03-27 02:56:57 UTC Post #217171
have you sorted compatibility problems yet?
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-03-27 11:02:33 UTC Post #217200
if you can run spirit 1.5 alpha4 without a problem, then yeah. Otherwise, no. Also, I think it would help to use winrar this next time around just for the sake of better quality compression and safety of the files within.

As far as compatibility for steam, i have no idea if its going to work. I don't have steam anymore, you should know that. :nuke:

Anyway, I'm gonna post details, but i have to go to work. Brb in a few hours with more information about the ferret thing and whatever else.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-27 13:26:47 UTC Post #217217
Same so I shouldn't worry.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2007-03-27 16:40:24 UTC Post #217254
I guess the only way to find out if it works or not is to try it.

Now, About that Ferret, here's the major points.

+ On key press (tab by default) the player turns into a ferret to fit within 32x32x32 unit large spaces. Duh.

+ The ferret's hull should be smaller than 32x32, 20x20x20 is roughly the right size. Realistically, ferrets can fit within a 2 inch whole but not in 6d.

+ Should also be some kind of fade from white transition effect and some kind of sound played when the player initiates the function. a sound like sound/player/ferretmorph.wav or similar.

+ Will be in third person. Spirit1.5a4 has good third person functions already built in.

+ The player cannot use any weapons while in ferret mode. A ferret with weapons would like teh bad.

+ The function should be an item pickup resembling the Long Jump module so the player has to find it in order to use it.

Thats the basic of it.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-27 16:44:17 UTC Post #217259
Does the ferret have health? How will the ferret die? If he jumps off a cliff, if he have to dodge headcrabs to press the button?

1 hit ferret kill no matter what?

ferret have separate health?

Shouldn't there be a specific type of shrine or something where the player can turn into a ferret. Turning into one at any time might be odd.
Posted 17 years ago2007-03-27 16:48:42 UTC Post #217260
No, the player's health stays the same, no separate health for the ferret.

Yes, the player can turn into a ferret at any time. It won't seem so odd once you get used to using it. Ever play Metroid? Its based from that quite a bit.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-28 03:02:24 UTC Post #217288
i hereby declare that the word 'ferret' be banished from this thread and replaced by 'mudkipz'
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2007-03-28 08:29:00 UTC Post #217296
i hereby declare that Penguinboy be banished from this thread and replaced with a rock.
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-03-28 09:33:03 UTC Post #217302
A rock
It'd probably be more helpful
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-03-28 15:19:33 UTC Post #217335
could be useful as a paperweight...
Posted 17 years ago2007-03-28 15:46:36 UTC Post #217342
precisely my point
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-03-29 08:25:59 UTC Post #217403
:o

that was stupid and random.

anyway, demo is performing nicely, even though i still have lots to experiment with, and the triggering is nuts to work with. It would be easier to code a whole new engine but thats a resource not available.

Good news is that everything is much more intuitive. Might I remind you that 6D is less of its classic form and feels more like Zelda. (last time i checked, thats not a bad thing.)

I'd post a screen, but i don't want to ruin anything. But just to let you know, development goes very, VERY well. Very! Well! Which are two words that hasn't appeared in this thread for quite some time, if not ever.

EDIT: Just found the latest SMD plugin for Maya! It was discontinued from Max and continued on Maya because of HL2 and its requirements of shaders and physics, the new UI allows for better control and a full compile. I hope it can be used for HL1 stuff...

EDIT 2: The Maya SMD plugin doesn't work. Oh well, i'll have to continue to do things the hard way.
Rimrook RimrookSince 2003
Posted 16 years ago2007-04-26 15:50:31 UTC Post #220197
Probably, as much as I hate saying it, but its likely.

I pretty much ran out of time. So much more important things require my attention and time now and I can't afford to work on this project without having a negative effect on my life or education.

However, 6D will likely make a comeback in a different form. Source could own this concept much better than what could be done on the HL1 engine, with the advent of physics and the ability to life objects. Also, I could always propose the game idea to a company and have it work that way, or perhaps use a better engine that could make it its own thing.

Like Turnstile, I will not delete a single file just in case some of the resources may be required later on.

A few awesome Ideas spawns from this however. Such as Zero-G Deathmatch using Sprit's Zero-G field capability. That would require very little to accomplish, perhaps 3 months of steady work, and some decent models.

Another Deathmatch Style is one where you can run on the walls and ceilings openly like some weird riddlebox arena using gravity shifting and each major surface has its own gravity. That would also be a great mod, but would require some tedious coding.

Of course, there is no such thing as failure, because in failure I still succeeded to Learn a lot and will need the knowledge in the future. I learned a tremendous amount about texturing for some reason, and My skill with entity work has increased considerably.

Unlike Turnstile, this mod is very unlikely to be adopted unless moved to source.

Also, A team would have helped. I misjudged several inhibitions there.

:cry: :cry: :cry:
Rimrook RimrookSince 2003
Posted 16 years ago2007-04-26 15:54:26 UTC Post #220199
You have got to be fucking kidding me. :
Posted 16 years ago2007-04-26 17:07:55 UTC Post #220203
I am disgruntled :furious:
Posted 16 years ago2007-04-26 17:13:05 UTC Post #220204
well i'm fuckin sorry guys
Rimrook RimrookSince 2003
Posted 16 years ago2007-04-26 17:18:46 UTC Post #220206
At least release a final demo of the new content you showed us.
Habboi HabboiSticky White Love Glue
Posted 16 years ago2007-04-26 17:20:13 UTC Post #220207
yeah i will do that :glad: :heart:

Since I'm close to rounding a good level.
Rimrook RimrookSince 2003
Posted 16 years ago2007-04-26 17:51:22 UTC Post #220208
Well if you want to port to source let me know. I'm not going to be doing much of anything from here on out. Since im leaving my tech school and going to a community college. I'll always be looking for projects to take on.

My own thoughts just seem to fizzle and die
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-04-26 18:57:34 UTC Post #220213
:confused: but it was fun :glad: , i lke demos! Hope future remade will be!
Posted 16 years ago2007-04-27 05:58:18 UTC Post #220231
Well if you want to port to source let me know. I'm not going to be doing much of anything from here on out. Since im leaving my tech school and going to a community college. I'll always be looking for projects to take on.
If all goes well I will be in a similar situation so about that team, if you need help in Summer and onwards I'll be around since I'll no longer be at crappy Secondary school :D
Habboi HabboiSticky White Love Glue
Posted 16 years ago2007-04-27 10:17:26 UTC Post #220239
A few awesome Ideas spawns from this however. Such as Zero-G Deathmatch using Sprit's Zero-G field capability. That would require very little to accomplish, perhaps 3 months of steady work, and some decent models.
Just dont, you'll probably give up after going the half-way anyway. Like Turnstile and 6-D. Once you start something, finish it.
Posted 16 years ago2007-04-27 10:19:54 UTC Post #220242
I read in the newspaper today that Steven Hawkins is doing an experiment with Zero-G. Bizarre :o
Habboi HabboiSticky White Love Glue
Posted 16 years ago2007-04-27 10:26:29 UTC Post #220243
Hawkins is always doing some bizzare experiment.

But yeah. I may not be able to map for source, But i can still make textures. :glad: :heart:
Once you start something, finish it.
Honest to fuckin God i wish i had the time.

[bitch] i have a 3d animation class that requires loads of work per week. Remind you i do not have max at home so i have to walk a mile to school to work on that. Secondly I have College English Composition, so every week I need to do a 750 word research paper. Then I have animal anatomy with a nazi teacher that expects 14 hours of drawing time per assignment. Last, I have advanced 2d animation which also requires me to draw roughly 250 to 300 frames of animation every two week. Plus an annoying job that sucks up an additional 16 hours and an occasional Saturday and the occasional fill-in for a co-worker that decides not to show up. When I do get a moment to myself, I usually sleep. Do you now understand anything? [/bitch]

Sorry im a bit cranky.
Rimrook RimrookSince 2003
Posted 16 years ago2007-04-27 11:21:11 UTC Post #220253
O...kay. But that's not what I really meant. You see..you start a mod with an idea then you continue it, working on it. But instead of working on the same mod, you start another?! And tell people you dont have any time at all. That confuses me, if you dont have much time. Why start another instead of finishing the previous one?
Posted 16 years ago2007-04-27 11:39:04 UTC Post #220261
i only did that once. I saw turnstile as being ambitious for my schedule, so i started something smaller. But eventually, my classes require more attention now than before. So i'm in the same bind as before. Eventually I'll have to stop mapping as a hobby all together.

In reality, my life is changing and I gotta make some difficult decisions whether or not you approve of them. I've been proposed with opportunities i can't miss. I can't let a few minor priorities get in the way of the ones that hold a lot of weight on my career.
Rimrook RimrookSince 2003
Posted 16 years ago2007-04-27 11:45:27 UTC Post #220262
Life happens Sajo.
It's inevitable. All of us will have to leave this place sometime, carry on with our lives. Unless you're like Satchmo who can find a good balance. And a good balance is hard to find.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-04-27 11:45:37 UTC Post #220263
i only did that once. I saw turnstile as being ambitious for my schedule, so i started something smaller. But eventually, my classes require more attention now than before. So i'm in the same bind as before. Eventually I'll have to stop mapping as a hobby all together.
In reality, my life is changing and I gotta make some difficult decisions whether or not you approve of them. I've been proposed with opportunities i can't miss. I can't let a few minor priorities get in the way of the ones that hold a lot of weight on my career.
of course not. Your life decisions can not be judged by someone on the internet, ever. Thats why I'am only criticising the decisions you make on the internet.

And tetsu0, what the hell are you talking about? I'm talking about the mods not about Rimrook "plz do not leave". Because he will be forced to anyway, sooner or later, his new life will interupt his life on the internet(lol life on the internet).
Posted 16 years ago2007-04-27 11:56:36 UTC Post #220268
Yeah but as he gets more and more responsibilities he wont have time to devote to his life on the internet. Mapping/modding doesnt require the internet, but the forums do.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-04-27 12:07:34 UTC Post #220271
How about we all shut the fuck up about this because there is no possible way i can finish 6D completely in the next month. I'm solving the unfinishing habit by never starting another mod ever again. I'm not leaving either, just not mapping for HL.

Problem. Solved. Happy? Now quit your bitching.
Rimrook RimrookSince 2003
Posted 16 years ago2007-04-27 14:00:20 UTC Post #220275
Mapping/modding doesnt require the internet
He is not going to make it and play it all by himself, testu0
How about we all shut the fuck up about this because there is no possible way i can finish 6D completely in the next month. I'm solving the unfinishing habit by never starting another mod ever again. I'm not leaving either, just not mapping for HL.
Problem. Solved. Happy? Now quit your bitching.
Someone is having a bad day, I guess. Well, I didnt mean to make you mad. So chill out! How about you go and take a chill pill.
:P
Posted 16 years ago2007-04-27 16:09:31 UTC Post #220291
Ritalin?
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-04-27 17:11:33 UTC Post #220294
Mapping projects require time and inspiration. Without inspiration, you can have all the time in the world and still not be able to complete a project. With inspiration, you can sometimes find time where there isn't any (I realized this while mapping at 3:00 AM on a random Christmas vacation day. I knew exactly what I had to do to finish Kaufmann House, and that's what made it possible).
I didn't know where my mod "Kasperg Evolution" was going years ago, and it died. Same for "Antimatter" and tons of other maps, mainly HL2SP stuff. Working on smaller things (like random DM maps) proved to be the right direction for me. The "Sandscroll" theme only worked for 2 SP and a DM map. "Idol Hunt" was in fact the only instance where I sometimes had to do more than I intended because ideas kept coming in. But it also stopped suddenly.

Maybe a problem with 6-D was that the mechanics and concepts were never fully decided, and Rimrook kept innovating and exploring possibilities instead of doing the 'mass mapping' that any mod requires from us. Eventually, the initial idea and the wonder of creating materials and models fades away, and the prospect of having to map a lot is less exciting.
It's really hard to find a balance between time, inspiration and planning.
Posted 16 years ago2007-04-27 17:17:13 UTC Post #220295
That's where a team comes in handy. And organization for the team.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-04-27 18:50:01 UTC Post #220298
mmmmmm.... Ritalin....

Kas is right.
Rimrook RimrookSince 2003
Posted 16 years ago2007-04-28 11:08:43 UTC Post #220324
and the prospect of having to map a lot is less exciting.
Indeed, it is.
Posted 16 years ago2007-05-02 14:26:34 UTC Post #220730
Here's a concept that works...

KEEP IT SIMPLE STUPID

I'm cutting back on some work just to do just that. I guess I am to blame for the discourage. I always want more to do, its natural, but now I'll just down on some of fancy things, and move on.
Rimrook RimrookSince 2003
You must be logged in to post a response.