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ForumsJedi Knight and Mysteries of the Sith Editing Forum → 3do levels
3do levels
2001-05-01, 2:00 PM #1
I dont know if this is widely known and Im the only one who didnt know it, but I just realized if you want to make your entire level a 3do (so you can turn it upside down, rotate it, shake it, etc) all you have to do is multiselect all the sectors, scale it by -1 (turns it inside-out), and export it as a 3do. It will end up exactly how you design it, only a 3do...handy to know!
"Flash like daybreak to the fray"
Raccoonking: Deeznuts are tasty!http://www.geocities.com/joshroxby/
2001-05-01, 2:33 PM #2
I had no idea you could do that. Thats a great idea, thanks for telling us all that, now I know how to do a few things properly. I was wondering how to make new crates, now I know, thanks. [http://forums.massassi.net/html/smile.gif]

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2001-05-01, 3:04 PM #3
Crates? If you mean those one line by one line boxes, just press 'K'.

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"I am Murray, the all powerful demonic skull, BWAHAHAHAHAHA!"-Murray
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"I am Murray, the all powerful demonic skull, BWAHAHAHAHAHA!"-Murray
Viva la Monkey Island!
2001-05-01, 4:19 PM #4
It's a good idea until you try to put any detail into it (or light it for that matter). After you realize that game is going to render every surface in the level at once, it loses a fair chunk of its appeal.

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{JabberwockyX}
"Ahead, he first, I following, as so often before,
Until, through a round hole, I looked up toward Mars,
Venus, and all the beautiful things in Heaven's store,
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2001-05-01, 4:53 PM #5
Also, I would think, You wouldnt be able to use most of the cogs in JK/Mots. Like breaking glass, forcefields, etc. Because everything would be one big object
2001-05-01, 6:16 PM #6
Ya - I think the downs would outweigh ups to doing that. You couldn't do lighting or a lot of cog effects. Nice thought though.

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"Sometimes nothing can be a real cool hand."
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2001-05-01, 6:52 PM #7
Yeah I know...it all depends on what you want to do with the level. After all, wasnt one of the levels in JK a big 3do...the falling ship or something. Ive tried making levels before that were big 3dos by chopping and hacking away, and it was really frusttrating, so imagine my excitement when I figured this out, hehe.
"Flash like daybreak to the fray"
Raccoonking: Deeznuts are tasty!http://www.geocities.com/joshroxby/
2001-05-01, 9:43 PM #8
the falling ship is a regular sector-level.

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-eriamjh-
-eriamjh-
2001-05-02, 3:09 AM #9
Quote:
<font face="Verdana, Arial" size="2">
the falling ship is a regular sector-level.
</font>

Amaridian is right. The falling ship level is not a 3do. It may appear as though it is because it looks like its falling, but this is really the textures on the canyon walls scrolling up. It would take a BIG sector to let a 3do that size fall for ten minutes. [http://forums.massassi.net/html/wink.gif]
2001-05-02, 8:08 AM #10
The canyon floor "comes up" if you wait around until the end of the level. That's a 3do. Other than that, it's just a regular level turned at an angle.

And you still need some sectors to make a level. The player must be inside a sector at all times, so you would at least need a bounding box around your 3do, whether its inside out or not.
"Good Asian dubs are like Steven Segal and plot; they just dont appear in the same movie." -Spork
2001-05-02, 8:24 AM #11
Well, yeah, I know you need a big sector around it, hehe. I guess Im wrong, but I just remembered people talking about one of the LEC levels being a big 3do a looooooong time ago (like a year or so ago maybe). Anyway, the info is there to do with as you please. I, for one, think its neat and I might try fooling around with it some time.
"Flash like daybreak to the fray"
Raccoonking: Deeznuts are tasty!http://www.geocities.com/joshroxby/

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