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ForumsShowcase → Hey, it's one of those...things...(JO SP level)
Hey, it's one of those...things...(JO SP level)
2003-08-12, 11:47 AM #1
If I haven't abandoned this by the time JA is out, a) I'll be surprised and b) I'll port it over to that.

[http://www.jedilegacy.net/void/cf1.jpg]

[http://www.jedilegacy.net/void/cf2.jpg]

[http://www.jedilegacy.net/void/cf3.jpg]

I'm going to change the lighting around the big...forky...things...around the generator on the ceiling...also, it looks a lot cooler animated.

------------------
Dark, Darker, Darko
I live in the weak, and the wounded.
2003-08-12, 12:06 PM #2
I like the architecture, but I think adding a soft blue glow to the forcefield in the center would provide kickass lighting.

If you decide to, find the forcefield shader in doomgiver:

Code:
textures/doomgiver/forcefield
{
	qer_editorimage	textures/doomgiver/energything.tga
	surfaceparm	nomarks
	surfaceparm	nonsolid
	surfaceparm	playerclip
	surfaceparm	shotclip
	surfaceparm	forcefield
	surfaceparm	trans
	q3map_nolightmap
    {
        map textures/doomgiver/energything2
        blendFunc GL_ONE GL_ONE
        rgbGen wave sin 0.65 0.35 0 0.2
        tcMod scroll -1 2
    }
    {
        map textures/doomgiver/energything2
        blendFunc GL_ONE GL_ONE
        tcMod scroll 2 1
    }
}


... and add a surfacelight and lightimage line:

Code:
textures/doomgiver/forcefield
{
	qer_editorimage	textures/doomgiver/energything.tga
	q3map_surfacelight 200
	q3map_lightimage textures/doomgiver/energything.tga
	surfaceparm	nomarks
	surfaceparm	nonsolid
	surfaceparm	playerclip
	surfaceparm	shotclip
	surfaceparm	forcefield
	surfaceparm	trans
	q3map_nolightmap
    {
        map textures/doomgiver/energything2
        blendFunc GL_ONE GL_ONE
        rgbGen wave sin 0.65 0.35 0 0.2
        tcMod scroll -1 2
    }
    {
        map textures/doomgiver/energything2
        blendFunc GL_ONE GL_ONE
        tcMod scroll 2 1
    }
}


Change the 200 to whatever
A desperate disease requires a dangerous remedy.

A major source of objection to a free economy is precisely that it gives people what they want instead of what a particular group thinks they ought to want. Underlying most arguments against the free market is a lack of belief in freedom itself.

art
2003-08-12, 1:12 PM #3
[http://www.jedilegacy.net/void/cf4.jpg]
Took Sine's suggestion (400 was the magic number). Here you can see the fruits of that, and the beginnings of the control room.

------------------
Dark, Darker, Darko
I live in the weak, and the wounded.
2003-08-12, 1:27 PM #4
im in freaking love with that wall of the forcefield, you should make the top the same way, it looks great. I think I can see a small blue glow emmiting from the blue forcefield thing, but it should be much more pronounced, since it's so large, AND dark inside of that place. Anyways, great job [http://forums.massassi.net/html/smile.gif]

------------------
Maker of the Levels:
Sand Trap
Sand Trap (Night)

Writer/Author of the fanfic: Dragonball Aftershock

_.~'AKA DBF_SuperSaiyan'~._
Author of the JK levels:
Sand Trap & Sand Trap (Night)

2003-08-12, 2:12 PM #5
Yeah, brighten up the blue light just a bit more. [http://forums.massassi.net/html/wink.gif] I like it so far. But I must know, how will this eye candy fit into the rest of the level?

------------------
Television is my only friend.
[Insert the wittiest, most cynical thing you will ever lay eyes on here.]
2003-08-12, 3:31 PM #6
*dies*
"In the beginning, the Universe was created. This has made a lot of people very angry and has been widely regarded as a bad move." - Douglas Adams
Are you finding Ling-Ling's head?
Last Stand
2003-08-12, 3:55 PM #7
It definitely looks better. The overall level of light looks fine, but for some reason I was expecting the railings to cast shadows.. maybe you can add faint blue pointlights in front of the railings to reproduce that without making the whole area too bright?
A desperate disease requires a dangerous remedy.

A major source of objection to a free economy is precisely that it gives people what they want instead of what a particular group thinks they ought to want. Underlying most arguments against the free market is a lack of belief in freedom itself.

art
2003-08-12, 4:33 PM #8
No, the blue just isn't emitting enough. If you want the rails to cast shadows, the whole area will be a lot more blue, which I think would look good.

------------------
Bassoon, n. A brazen instrument into which a fool blows out his brains.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2003-08-12, 4:49 PM #9
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Emon:
No, the blue just isn't emitting enough. If you want the rails to cast shadows, the whole area will be a lot more blue, which I think would look good.

</font>


I agree, the forcefield thing needs to be emitting more of that lovely blueish light [http://forums.massassi.net/html/smile.gif]

------------------
Maker of the Levels:
Sand Trap
Sand Trap (Night)

Writer/Author of the fanfic: Dragonball Aftershock

_.~'AKA DBF_SuperSaiyan'~._
Author of the JK levels:
Sand Trap & Sand Trap (Night)

2003-08-12, 5:25 PM #10
Ugh...use a different grate texture on teh walkways...

[Also, you may want to reposition the vertex's of those conduits in the first shot, they look a bit off-center]

------------------


[This message has been edited by Omicron88 (edited August 12, 2003).]
2003-08-12, 5:29 PM #11
And what texture pack are you using, if I may ask? I'm making a level that would benefit from textures like that.

------------------
2003-08-12, 6:40 PM #12
I like the grate, the grate stays. End of it.

I've been toying with the glow all day, I think I've got it to where I like it. And the railings don't cast shadows because I still haven't figured out how to turn on patch-shadows
[http://www.jedilegacy.net/void/cf5.jpg]

------------------
Dark, Darker, Darko
I live in the weak, and the wounded.
2003-08-12, 6:44 PM #13
Ya know, you could make a sorta gauntlet like thing in the force field. Then like when someone touches it, they take sever damage, or dissinigrate. Yeah.

------------------
***************************************************************************
I am a nobody. Nobody is perfect. Therefore, I'm perfect!
Changing a sig is an act of boredom...does it show?

I==[=N.N.===>
Napalm Ninja strikes again!

[This message has been edited by blackbelt7 (edited August 12, 2003).]
I need a signature SO amazing, and SO funny, that when you read it, you say, "Hey, that's pretty funny."
2003-08-12, 6:45 PM #14
Just add the -patchshadows switch to your compile. (to the light stage, of course =p)

The newest shot looks great!

------------------
Have a good one,
Freelancer

[This message has been edited by Sine Nomen (edited August 12, 2003).]
"it is time to get a credit card to complete my financial independance" — Tibby, Aug. 2009
2003-08-12, 7:24 PM #15
Make sure you use alpha shadow and a fine shadow detail on the surrounding areas. Sine can guide you through that.

------------------
Bassoon, n. A brazen instrument into which a fool blows out his brains.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2003-08-13, 10:28 AM #16
Patchshadows is yet another commandline option for q3map2...

Best way I've found to have any real control over your compile options is to get a compiler GUI like q3map2 toolz. You can check for updates on this thread. It's updated fairly regularly, and is generally just a nice little program.

BTW, Void.. those little metal arm..thingies... hanging off the ceiling above the forcefield dome. Radiant and I have been having a love/hate relationship with any angle not on the major axii.. (i.e., anything in between 90, 180, 270, and 360).. how'd you manage to keep the detail on those while also having radiant not completely **** over the vertices? :P

------------------
http://www.jedilegacy.net/gonk/
2003-08-13, 10:57 AM #17
Nice work. Pump up the blue glow0rz. We need more!

btw the grate texturing on the decks are looking really ugly. Scale the size down or use a different texture. I suggest using one from Artus Mines.






------------------
Multiplayer Game Alias: II88BlackOps
I CAN'T WAIT FOR JK3, DX2, AND HL2. Play ET at the 58 player Nombliz server!
Corrupted Paths, my WIP for JO. Screens here: http://imagebase.freewebspace.com/photo.html

My quote: "People choose to side with the left, and the others choose to side with the right. I go forward."
2003-08-13, 12:23 PM #18
Quote:
<font face="Verdana, Arial" size="2">BTW, Void.. those little metal arm..thingies... hanging off the ceiling above the forcefield dome. Radiant and I have been having a love/hate relationship with any angle not on the major axii.. (i.e., anything in between 90, 180, 270, and 360).. how'd you manage to keep the detail on those while also having radiant not completely **** over the vertices?</font>


It's really luck, because sometimes they do screw up, but here's how I did that.

I made one of them at a 'normal' angle, then copied it and pasted it and moved it into position. Then I copied both of them and hit the rotate on the Z axis button once, this left me with the arms in a cross pattern. Then I copied one pair of the arms again, and used free-rotate to move them into position (with two things selected, free-rotate makes them rotate around a center-point) then I copied the rotated arms, hit rotate on Z axis again, which put them in a perfectly symetrical position.

------------------
Dark, Darker, Darko
I live in the weak, and the wounded.

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