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ForumsShowcase → The Tower of Darkness
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The Tower of Darkness
2003-06-26, 3:58 AM #1
This is my first work in progress that I will submit.

The Tower of the Darkness, sorry but I don't wanted to do an outdoor sector, I say tower because the sectors are aligned like a tower.

I don't understand how to put my screenshots into my message, [http://forums.massassi.net/html/smile.gif] that's my first time. Please help me!

Be sure that there will be some screenshots.

Goldor.



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Goldor.
2003-06-26, 4:28 AM #2
As per usual, it's [ img]linkhere[ /img] (only without the spaces n.n )

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"Do... or do not... there is no try"-Yoda
Seishun da!
2003-06-26, 4:49 AM #3
What?

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Goldor.
2003-06-26, 4:55 AM #4
There is a screenshots test:
[img]Jshot001.bmp[/img]

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Goldor.
2003-06-26, 4:56 AM #5
[http://forums.massassi.net/html/mad.gif] [http://forums.massassi.net/html/mad.gif]

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Goldor.
2003-06-26, 5:07 AM #6
Look, you have to post you pictures in the editors corner. When you post then there it gives you the link of the picture at this website. Then in your message, you put this to show the pic: [IMG]link[/IMG]

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<MyseriousSith>(michael_kyle)
2003-06-26, 5:57 AM #7
Go to Massassi and click on Editors Corner. Sign up with an account, then log back in. Click on the 'Add An Image' button, and then browse for an image on your harddrive. The EC is meant only for Editing Related items. For other items, like funny commics, etc, we've got the Image Corner, which Pommy and CoolMatty so kindly put on for us (I'm in class right now, I'll post a link this weekend to the IC). Once you've uploaded the picture, it should give you a green link. Right click the link and choose 'Copy URL' or something similar. Once you've copied it correctly, move to the forum. Use the image tags

Code:
[img] and [/img]


When using those tags (The first before the url, the second after the URL, no spaces between anything at all) around the URL, it shows an image in the forum. This all may seem like a lot, but it's wicked simple. This is what it should look like...

Code:
 [IMG] [url="http://www.somesitehere.com/blah/1.jpg"]http://www.somesitehere.com/blah/1.jpg[/url] [/IMG] 

(Without Spaces Between [img] and [/img])


Make sure the file you upload is either JPG, or GIF (Or, if your imaging site allows it, PNG is the best image file type available.)

Hope this all helps ;-)

JediKirby

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Epic: Episode I TC, Epic: Podracing Mod MP/SP, Epic: Starbattles Mod MP/SP

[This message has been edited by jEDIkIRBY (edited June 26, 2003).]
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2003-06-26, 6:23 AM #8
A screenshot test:

[http://www.massassi.net/ec/images/11607.jpg]

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Goldor.
2003-06-26, 6:36 AM #9
There is the other screenshots I taken from my level:

[http://www.massassi.net/ec/images/11608.jpg]
[http://www.massassi.net/ec/images/11609.jpg]
[http://www.massassi.net/ec/images/11610.jpg]
[http://www.massassi.net/ec/images/11611.jpg]
[http://www.massassi.net/ec/images/11612.jpg]

Thanks for jEDIkIRBY, he helped me very much to make me show you my screenshots.

Comments/suggestions are welcome!


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Goldor.
2003-06-26, 6:37 AM #10
Lookin good... A little plain, and the textures could definately be a bit spicier, but it's not... bad :x
Do you have stairs in your house?
2003-06-26, 7:12 AM #11
I understand what you're saying about the textures, I only use grey variations, but if you have the name of some textures from JK that would be good, this will be welcome.

My sectors are octogonal, I don't want to change this, but you know, that's not finished.

Again, comments/suggestions are welcome.

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Goldor.
2003-06-26, 10:49 AM #12
Most of the JK textures are pretty dull, I'd suggest looking elsewhere.

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PetroRock
WLP
MDS
PetroRock
WLP
MDS
2003-06-26, 12:13 PM #13
Did you know a site that have packs of textures?

This would help me very much.
Goldor.
2003-06-26, 2:16 PM #14
I'd help you out, but I'm not at my computer... and all my links are on there. Cazor should be able to help you out though, that is if he is feeling generous.

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Current Maps

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Current Maps | Newest Map
2003-06-26, 3:52 PM #15
I had find a new texture, for the floor, but none for the walls.

Here is a screenshot of the texture at one place:
[http://www.massassi.net/ec/images/11624.jpg]

Say me if it's good and if I put that texture at all the floors.

Comments/suggestions are welcome.
Goldor.
2003-06-26, 9:14 PM #16
don't use one texture for all the floors. try different ones for each room to keep it interesting.

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*a dancing banana*
"What is and what should never be"
Sector 3027 - AA
Space Station Saber Training
2003-06-27, 1:13 AM #17
I don't thinked about that...
Goldor.
2003-06-27, 2:42 AM #18
I finded more textures on the internet but now that the textures are into my level, I can't play it.

I begin a multiplayer game, my map download but when the download finish, the computer turn off JK.

Please help me with that.
Goldor.
2003-06-27, 3:14 AM #19
it looks ok, if u were to work on it some more this would be a great sabers pit

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"Join the army, go new places, meet new people, then blow them up"
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"Join the army, go new places, meet new people, then blow them up"
2003-06-27, 3:31 AM #20
hit f10 in jed and it will show you what your problem is, usually. and in jed goto your plugins dropdown and run jktree. check to make sure you didn't accidentally delete your walkplayer hopefully that helps.

i like the color scheme but the textures need some work and you need much more in the way of archi

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roses are red, violets are blue, I am schizophrenic, and I am too!
roses are red, violets are blue, I am schizophrenic, and I am too!
2003-06-27, 6:45 AM #21
Thanks Han, it works now, it was only the walkplayer that wasn't into the room, a little problem, thanks again...

So I taked some new screenshots of textures, here it is:

The great hall
[http://www.massassi.net/ec/images/11636.jpg]
The water pool
[http://www.massassi.net/ec/images/11637.jpg]
Into the water pool
[http://www.massassi.net/ec/images/11638.jpg]
Windows and floors
[http://www.massassi.net/ec/images/11639.jpg]

In the second and last screenshot, I want to know if this would be great with 4 columns in the sectors. I have to do two more sectors, a library would be great, I have a texture of books... And I don't have any idea for the last room.

Tell me if the textures are ok and if you have an idea of wall texture.

Comments/suggestions are welcome!
Goldor.
2003-06-27, 7:22 AM #22
Quote:
<font face="Verdana, Arial" size="2">Originally said often and repeatedly by MikeC:
For the love of God, use the Consistancy Checker!
</font>


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2003-06-27, 8:44 AM #23
I sayed at my last reply that I wanted to add some columns to the second and the last screenshot...

So there is one at the last screenshot:
[http://www.massassi.net/ec/images/11640.jpg]

Is it worth the effort to do the 4 columns like that at the water pool room and the other room?

Tell me your idea about the textures.
Goldor.
2003-06-27, 9:27 AM #24
I'm glad I could help.

About the level itself. I really don't see very much as far as gameplay would go. You've got to remember, JK is (IMO, let's not start a war) one of the greatest engines for gameplay, and because of this, instead of focusing on making the level LOOK good, make it FEEL good. As far as the texture job goes, I'm not for the red texture in the center of that octagon.

Oh, and you said that you've got octagonal rooms. This was once a great accomplishment, but now that systems are great, and we rarely have difficulties with framerate in JK (Other then Lag) I think you can get that into a 12, or even 18 sided room (And it won't be that much harder if you've already got an 8 sider)

Lastly, try giving a bit more attention to resizing. Those pillars look alright, but look a little wide. Try sizing them by .75 or even .8 Z & X axis (Correct me if I'm wrong) and you'll have a nice sized dealy bob. I personally think you could make a much more rounded pillar, rather then the square pillar you've got here.

Oh, and for a disclaimer: DO WHAT YOU WANT! These are only oppinions. I'm not saying you've got a bad level, or anything similar, take what criticism you want, and what criticism you don't, and run with it!

Hope I've helped, and good luck with the level.

JediKirby

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Epic: Episode I TC, Epic: Podracing Mod MP/SP, Epic: Starbattles Mod MP/SP
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
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2003-06-27, 10:08 AM #25
Thanks jedikirby for your help, you maked me see things that I've not seen before. [http://forums.massassi.net/html/smile.gif]

I have totally the same opinion about the red texture in the center. I will find another one, or create one...

For the rooms, I may do it like, 16 sides if you want. Only, I will do that at the end.

And for the columns, you're right too, I may do them like an 8 sided column, but after that, I will see...

So, thanks for critic my level, it helps very much.
Goldor.
2003-06-27, 10:31 AM #26
As jedikirby demanded(just a good opinion),I created new columns:
[http://www.massassi.net/ec/images/11643.jpg]

I don't know how to remove my other columns already created... Can someone help me with that?
Goldor.
2003-06-27, 11:13 AM #27
j00 cannot remove teh collims!11 j00 haev been pwned by teh JED OF D00M!!1111 lololol pwned

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New Half-Life 2 Screenshots! (Updated Daily)
2003-06-27, 12:13 PM #28
Can you write this so I can understand?
Goldor.
2003-06-27, 12:42 PM #29
Ah, well, first off, I'm not sure if you meant it this way, if it's camera angle, the room itself, or bad alignment, but the newest pilar is slanted, so you may want to fix that. It's also got quite strange textures on it, but perhaps you wanted it that way for effect. The pilar looks good, but perhaps even some more detail could be applied.

Code:
 |  |
 |  |
 |  |
 |  |
/____\

OR

  |     |
  |     |
  |     |
 |       |


With some sort of a lip or something, not my decision, I just think it'd give just a spec of realism.

For the deleting of the other pillars. If they're 'Things' or '3dos' then you meerely go into Thing Mode signified by a colored box (I think, haven't touched JED in quite some time) and click on those 'Things' and hit the 'Delete' key (Not the Backspace key, as I'm pretty sure that whipes all multiselected things in Thing Mode). But if it's actual architexture, you might have to be a bit more creative. Because it'd be a deleted area, you could just slap up a perfectly fitting sector that mimics the deleted area, slide it into place, then adjoin all of the surfaces. Perhaps you could move and readjoin the surfaces, but I'm not too sure that'd work. Your best bet in this case (If it's actual architexture) is to cleave off the section with the pillars, and just slap a new sector in its place, adjoin the correct places, and tadah, you've got a whole new room. It looks like that area is under a ledge anyway, so I'm guessing it's already a seperate sector.

Now, for the textures, Massassi has wonderful texture packs, and most of our well known texture artists have personal texturing sites where you can get amazing textures done by the best, you just have to say who you got them from. (IE MaDaVentor's The LimeLite or Zulijin's Texture Factory [Currently Under Construction].)
To get to the Massassi Mat files, just go to the main page, and click on 'Mats' and I'm sure you can take it from there.

Lastly, the pool could use some spiffying, perhaps some light tricks, oh, and I'd really like to see some hanging lamps (Can't spell the correct elligent word, chandeleer?) and some wall torches, or some sort of source for light. If you're looking for some flame sprites, I've got a few nice ones a friend made for me, just E-mail me and I'll send them.

If you've got any more questions, just post them here, I'd rather use the forums then the E-mail, as my account is limited, and I rarely check it.

JediKirby

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Epic: Episode I TC, Epic: Podracing Mod MP/SP, Epic: Starbattles Mod MP/SP
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2003-06-27, 12:46 PM #30
Just saw the elivator in the back, looks like the defualt JK elevator... make it die. From the looks of this level, I'd think that'd ruin any aspect of a 'Castle.'

JediKirby

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Epic: Episode I TC, Epic: Podracing Mod MP/SP, Epic: Starbattles Mod MP/SP
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
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2003-06-28, 4:16 AM #31
I'm sorry JediKirby for the e-mail.

But thanks for the ideas you give to me.

Here is a screenshot of the four columns:
[http://www.massassi.net/ec/images/11658.jpg]

I does like you wanted JediKirby, the support for the columns...

I have an idea of creating an elevator in wood and with a rope in the center. For the torchs I finded one at massassi, but I don't know how to create moving fire.

Comments/suggestions are welcome!
Goldor.
2003-06-28, 8:33 AM #32
I'm pretty sure there's a sprite tutorial somewhere on massassi that can help you with the fire, either that or you could do multicelled mats.

I'm liking the new columns, but I'm seeing some strange things with the latest shot you posted. The floor mats could be re-aligned, perhaps moved around a little so the circles are showing better. I just don't see the classic geometrical symetry(SP?) usually braught on with this sort of level. Also, the ceiling texture could certainly be resized.

I love the idea with the rope elevator, and look forward to seeing it in action. Perhaps you could even make a moving pully at the top for realism?

Oh, and lastly: These are just suggestions. You've gone by them like the bible for some reason, and I have no clue why. I'm certainly not some sort of Level editor at all, in-fact, I rarely edit levels, save TEW arena. So go ahead and do whatever YOU like, not what I see fit.

JediKirby

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Epic: Episode I TC, Epic: Podracing Mod MP/SP, Epic: Starbattles Mod MP/SP
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2003-06-28, 1:44 PM #33
I've downloaded a new pack of textures, I finded a great brick texture for the walls, now it looks like a REAL castle...

I'll stitch the textures to make the floor more beautiful and real.

I don't think I will be able to make a moving pully, but I think I will put one for seiing it, or the rope will be attached at nothing...

I will post some screenshot of the new textures tomorrow.

For JediKirby: I know you might have some questions, [http://forums.massassi.net/html/confused.gif] why I do all you tell to me and why I don't do something else, etc... That's because I find that your ideas are great, and that I'm really interested about what you are saying, I want to do a good level... Sorry if you're confused.

Comments/suggestions are welcome!
Goldor.
2003-06-30, 8:11 AM #34
What's the significance or purpose of those pillars if I may dare to ask? But overall it's pretty neat, but I'd advice looking at some actual castles, since I think that that is what the theme of your level is.

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"Do... or do not... there is no try"-Yoda
Seishun da!
2003-07-03, 12:06 PM #35
I really wanted to bump this thread up, I'm looking forward to more shots!

As for the pillars, I'd say that, due to the low cieling there, it makes sence to throw some pillars in there for look, gameplay, and structure, as a low ceiling usually (If it's on a lower level) requires pillars to keep it up. Perhaps not as close, and perhaps not as large, but to each his own.

As for the moving rope, you could actually move the texture, with some simple multi-celled mats, or you could do a simple little animation. If you want, I could probably cleave up a pully/rickity elevator model/keys. Simple, really. You'll not need frames with it if I key it, but that might be a bad idea. Whatever you deside, don't give up on the level, I've enjoyed giving ideas for it, and don't want to see it die.

JediKirby

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Epic: Episode I TC, Epic: Podracing Mod MP/SP, Epic: Starbattles Mod MP/SP
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
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2003-07-04, 4:27 AM #36
I will never make it die JediKirby, I only taked a break of four days, but now I will work on it.

For the moving texture of the rope, I'm not sure... I maked a pully but it doesn't appear into the level, I think it's because it is in more than one sector. For the elevator, it works but there is no sounds, I don't know how to put one...

I will come with some screenshots today, I downloaded a pack of new .mats and I finded a great brick texture, now it looks like a castle.

Again, it will never die...

Goldor.
Goldor.
2003-07-05, 8:13 AM #37
So, as promised (late, I know!), new screenshots:

The new great hall:
[http://www.massassi.net/ec/images/11745.jpg]
The columns retextured in bricks:
[http://www.massassi.net/ec/images/11744.jpg]
The pool:
[http://www.massassi.net/ec/images/11746.jpg]
The new elevator:
[http://www.massassi.net/ec/images/11747.jpg]

I don't know if I let the roofs textured like that. I have a problem with the rope, in the level, I look down and it dissapear. And I don't know how to put a sound for the elevator...

My two others room will be a library and a room with a wood platform and lava under. Is that a good idea?

Comments/suggestions are welcome!

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Goldor.
Goldor.
2003-07-05, 8:40 AM #38
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Goldor:
1. I have a problem with the rope, in the level, I look down and it dissapear.

2. And I don't know how to put a sound for the elevator...
</font>


1. That happens when a 3do isn't within one sector's boundries, ie when it's in multiple sectors, see if you can make it so it's only in one sector.

2. You have to link it to an snd-file in the template, you can just take an snd file from a different elevator (which sounds appropriate) and link to that one.

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Call me Vedder.
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2003-07-05, 4:36 PM #39
Well, the elivator just looks like a box... which isn't necisarily bad, but still. I'm still offering services to make a working animated elivator...

To solve your problem with the rope, do the following:

Delete the Elivator shaft's sectors, but don't worry, we'll be making a new elivator shaft now. Hit 'K' and make a new sector, and make sure it's bigger then the sectors you just deleted. Now just cleave it out so that you've got a complete and whole sector filling the space of the elivator shaft. Delete the excess of the sector. Now, move to 'Surface' mode, and cleave open the oppenings to the elivator shaft, select the surface, and press 'A' to adjoin the opening to the area in front of the elivator shaft with the inside of the elivator shaft. This will give you a whole elivator shaft, rather then an elivator shaft cut into sectors. This minimizes lag as well, and should be done whenever possible, because the less sectors, the less verticies, the less edges, the less lag, and no one likes lag.

The textures around the pool simply do not go with the theme of the level. Try to find some old age floor tiles, or perhaps some small peable or rock textures. There's also a lighting problem there, but I'm NOT into lighting, so you're on your own there. I don't like the texture under the pillars either, but that might change if they had some more thoughtful alignment, etc.

Perhaps you might want to toy with the idea of some firelights, with sprites. There are some detailed directions on Massassi.

I love the newest textures on the pillars.

JediKirby

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Epic: Episode I TC, Epic: Podracing Mod MP/SP, Epic: Starbattles Mod MP/SP
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2003-07-06, 2:18 AM #40
Thanks for your commentary JediKirby, but for the rope I already repaired that, I simply created a short rope that fit in the little sector, now it's good.

For the columns, I'll try to find another texture for the supports, the grey variations I use are bad I know, but I think that just at little places it's ok.

Now I think for your offer for the elevator, I will accept it... but take your time, I have much more time than I will take.

Again, thanks for your help.

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Goldor.
Goldor.
12

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