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ForumsShowcase → I suck.
I suck.
2004-01-01, 7:21 PM #1
Partly inspired by Asp's non-stop action levels:
[http://blargh.mine.nu/test/50/81073352255.jpg]
My first work in JED, it'll probably never get released because I don't have time right now to learn how to edit.
Anyway, comments?
EDIT: Added more stairs, round columns, some cool pipes on the side, and a bridge in the middle.

[This message has been edited by Evil_Tofu (edited January 05, 2004).]
Hokey religions and ancient weapons are no match for a good blaster at your side
2004-01-01, 7:56 PM #2
I agree

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hello.
go to www.nigelsjkprojects.uni.cc
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Rangi
2004-01-01, 8:03 PM #3
At least it isnt a box, like a lot of everyone else's first released level. With that in mind you could say this is wonderful for your first try ever. Good job.

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There are two asses in Massassi... and I'm one of them.
The Matrix Unplugged|The Valley of the Jedi Tower|Smaug's Lair
2004-01-01, 8:10 PM #4
[http://forums.massassi.net/html/tongue.gif]
Hokey religions and ancient weapons are no match for a good blaster at your side
2004-01-01, 10:10 PM #5
Is this a cut of a 3do that you're going to put in a skybox as a level? On it's own, it doesn't look right as a level, looks inverted. Like you mean for positive space instead of negative, which is why I was wonderin if it's supposed to be a 3do. If it's negative, I'm lost and confused as to the purpose of many of those cleaves. Perchance a 3d preview shot?

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_ _________________ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
_ _ _____________ _ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
2004-01-02, 5:13 AM #6
Judging by the design, SniperWolf, I'd wager that it has to be a 3do. And since this is his first JED endeavor, maybe he's unfamilair with negative space editing. Maybe I'm wrong. I don't see how an open valley between two buildings might make a nonstop action level, or maybe it would since it's just open space, but for the beginning of a first level, good show.
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2004-01-02, 7:47 AM #7
Meh, like I said, it's not finished and it'll probably never get done. And I have no idea what "negative space" is.
Hokey religions and ancient weapons are no match for a good blaster at your side
2004-01-02, 8:23 AM #8
Basically it looks like you've drawn boxes where you want there to be solid objects like the floor. That's how JO and JA work.

JK works in the opposite way - you create an area where the player can walk around, jump, swim, etc, so a single box creates a room. If you're interested in taking it on further you should look at the tutorials on Massassi. [http://forums.massassi.net/html/smile.gif]

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tristan is the best friend of the jedi

"I am the signature virus! Copy me into your signature so that I can take over the world! Moohahahee!"
tristan is the best friend of the jedi

"I am the signature virus! Copy me into your signature so that I can take over the world! Moohahahee!"
2004-01-02, 9:22 AM #9
I'm making a fast-paced action level based on our game last night too Tofu.

Perhaps you should learn negative space first.

JediKirby

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"I was driving along listening to the radio, when Judas Priest comes on. It was 'You've got another thing coming.' All of a sudden, I enter 'VICE CITY RAMAGE MODE' and nearly ran some guy over"
- ]-[ellequin
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2004-01-02, 10:28 AM #10
Yes, you should really read the tutorials on Massassi, mainly ramps and catwalks, as these deal with the basics of negative space editing. To explain it simply, negative space assumes the entire game universe is a solid mass. The sector you create are pieces you've cut out of that block, so the sectors are empty space, everything else, is solid. Positive space, everything's empty, and what you create are walls, floors, etc. This can be done in JK, by creating a big empty sector, and then using 3do's. Need more info, read the tutorials, and look at the JKL's of nice but simple levels like BGJ or something.

------------------
_ _________________ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
_ _ _____________ _ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
2004-01-02, 4:23 PM #11
I'm so proud... The JK match that inspired two levels... and I got second place in the match. *sniffle* [http://forums.massassi.net/html/smile.gif]
DO NOT WANT.
2004-01-02, 8:47 PM #12
Yes ill have to agree with all of you. The only way to save your level now is to make that a 3do and put it in a skybox or something overwise your going to have a very odd level.

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hello.
go to www.nigelsjkprojects.uni.cc
Spoting an error in post will result in a $100 reward.
Offer expires on 6/6/06. Valid one per customer, per day.

Rangi
2004-01-02, 9:21 PM #13
I'm sure he knows about JED's concept of negative space editing or it's in his plan to make it a 3do. I mean that's the kind of no brainer after you've made a dflt box.

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"The Oracle told me I would die with my boots on. I've worn tennis shoes ever since." - Axis
2004-01-03, 6:47 AM #14
What are the downsides of makin it a 3DO and how would I do it?
Hokey religions and ancient weapons are no match for a good blaster at your side
2004-01-03, 12:59 PM #15
Ok to make it a 3do you need to change all the sectors flags to "prieview as 3do" I think the number is 8000000 but dont use that cause i may have the wrong number of zeros.

Then texture all the surfaces how you want. At the end multi-select all the sectors and press file, export sector(s) as 3do. Save the 3do somewhere.

Now start a new project. For this project you may want a skybox and maybe some skybox textures. Now since massassi mat section is down I went out of the goodness of my heart to put the textures on my server. Also with the 2 downloads above I cant link you straigh to the download so you goa have to look for skybox prefab in the first one and skyoxes in the second one. And also if you relese this you have to give credit to the people who made the skybox and the skybox mats. Those people are as follows:

Skybox prefab: DeTRiTiC-iQ

skybox mats: Im not entirly sure but I think its cave_demon

Now that you have your skybox and its textured and im going to assume you have a project directory. Put a folder in your directory called 3do then put your 3do you made in that directory.

Then in jed press tools, template creator. Now click the button that says 3do and then press the tab on the new window that says 3do and select your 3do. No click the button next to where it say parent template and look for _walkstruct. Now press the box where it says template and write what you want it to be called. Now press save then insert a thing into your level and change it to be the 3do you made.

If you have any questions email me and also on a minor note if your a newb and your making a multi player level then make sure you have at least 2 walkplayers in your level.

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hello.
go to my site.

[This message has been edited by a_person (edited January 03, 2004).]

[This message has been edited by a_person (edited January 03, 2004).]
Spoting an error in post will result in a $100 reward.
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Rangi
2004-01-03, 1:34 PM #16
Actually Axis, he said he has no idea what negative space is. The downsides to 3do's... you can't directly act towards a surface... so if you want a switch, you're either going to have create an actual surface, or a seperate thing, or else the entire thing would act as a switch, which would be ugly. So cogging can be more difficult at times. You have to ensure a certain 3do thickness throughout, or characters can fall through the 3do. Sometimes odd things can happen with 3do's as well. Just visually and with interactions. It has to do with the fact that if I remember correctly, they used parts of another engine as the basis for displaying and interacting with 3do's.

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_ _________________ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
_ _ _____________ _ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
2004-01-03, 2:31 PM #17
I'm working on this with him. Hopefully I can convince him to stick with it and get something out of this. Maybe we'll get updated shots? Who knows. THE SUSPENSE IS KILLING ME.

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Current Maps | Inclusion | Restless Endeavor

There is a thin line between insanity and stupidity. I am that line.
Current Maps | Newest Map
2004-01-03, 4:13 PM #18
Ok, I'm working on stairs now, so it could take awhile. Maybe I'll finish them tomorrow. Anyone have any tips for making stairs quicker?
Hokey religions and ancient weapons are no match for a good blaster at your side
2004-01-03, 4:29 PM #19
Theres a plugin for it. Lemme find it real fast and upload it for you. Here http://24.198.18.46/ijk/laggyboy/StairCrazy.zip there ya go.
Oberfeldwebel says: ..... You are the epitome of idiocy.
2004-01-03, 8:43 PM #20
That plugin is probably actually more work than just doing it by hand. Some quick math and a nice consistent style can really speed it up.

------------------
_ _________________ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
_ _ _____________ _ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
2004-01-03, 9:01 PM #21
I agree its way faster to do stairs by hand than that plugin. But you just have to watch that the stairs actually can be walked up.

------------------
hello.
go to www.nigelsjkprojects.uni.cc
Spoting an error in post will result in a $100 reward.
Offer expires on 6/6/06. Valid one per customer, per day.

Rangi
2004-01-04, 9:30 AM #22
Not if you're doing them right. The best way is probably ramp method as it also helps ensure smooth movement. (The stairs are triangular sectors, and the walking surface is like a ramp over them...) You can do without this, but for moderately high stairs, you'll get a stop and go effect.

------------------
_ _________________ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
_ _ _____________ _ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
2004-01-04, 6:22 PM #23
Good grief, man!

That's enough surfaces to kill a baby rhinocerous. At this point, it wouldn't work even as a 3do. <:S
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2004-01-05, 2:19 PM #24
Quote:
<font face="Verdana, Arial" size="2">I suck.</font>

[sarcasm] Yes you do! [/sarcasm] [http://forums.massassi.net/html/tongue.gif]
Really, that looks nice (especially for a first level).

I use the Staircrazy Plugin because I'm too lazy to do it by hand, except maybe like 2-5 stairs.

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It's Peanut Butter Jelly Time!
/Banana starts dancing
May the mass times acceleration be with you.
2004-01-05, 8:44 PM #25
Oh boy, first off, he'd be lucky to fit his foot on those stairs... Heck, he'd be lucky on tiptoe. Second, please merge sectors. As 3do's, sectors can be nonconvex. Take advantage of this. Make the stairs bigger, as well, and fewer. (You can see how small they are by the walkplayer). JK kinda dies after several thousand polys generally. It would possibly still run on a monster system, but more common ones will probably be slowed down majorly, if not frozen. Not to mention at that many, you'll probably have to seperate it a bit into different layers. There's some limitation on vertices/surfaces per piece of a 3do.

------------------
_ _________________ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
_ _ _____________ _ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
2004-01-07, 8:12 PM #26
yea you didnt do the stairs big enough. I hope for your sake you made a backup copy cause no-one will want to play on unwalkable stairs. O yea the other bad thing with 3do's is you cant do very good lighting with them. O well maybe you should of considered learning negative space.

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hello.
go to www.nigelsjkprojects.uni.cc
Spoting an error in post will result in a $100 reward.
Offer expires on 6/6/06. Valid one per customer, per day.

Rangi
2004-01-08, 2:19 PM #27
The stairs aren't that big. The player should be able to walk up them.
And also, I already said this probably won't be released, I'm just playing around in JED.
Hokey religions and ancient weapons are no match for a good blaster at your side
2004-01-08, 2:22 PM #28
you really should do a test run of this. merge the sectors into clusters, layer each cluster... and so on. i think we would all benefit from some in-game shots.
Current Maps | Newest Map
2004-01-08, 3:51 PM #29
Thats the problem the stairs are 2 small.

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Nightfire Mod
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Rangi
2004-01-08, 4:15 PM #30
... no, they're too big.

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The Mega-ZZTer's Gaming Haven!

Bot Pack JO | Let's Roll JK | Bespin JA | Patch Enforcer Public Beta 2 JK/Mots | Pac-Man JK

2004-01-08, 4:50 PM #31
No look at the walkplayer thing in the middle. definatly to small. If you make stairs that look squre like this:

_
_|_
___|_
it wont work you need stairs like this.

__
__|__
_____|__
(extra lines aded cause massassi doesnt allow multiple spacing)
see what i mean ive made this mistake before so i know how it works.

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Nightfire Mod

[This message has been edited by a_person (edited January 08, 2004).]
Spoting an error in post will result in a $100 reward.
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Rangi
2004-01-08, 9:07 PM #32
I was thinking... It probably wont work i cant be surtain cause i dont have the project to look at but you may be able to get those stairs walkable if you scale the whole level up by [1.3, 1.5, 1.7, 2] Im not eactly sure what number to pick but scaling could be your best option if your stairs dont work.

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Nightfire Mod
Spoting an error in post will result in a $100 reward.
Offer expires on 6/6/06. Valid one per customer, per day.

Rangi
2004-01-08, 10:43 PM #33
a_person, for future reference, if you use the code tags, you can have multiple spaces, like this:

Code:
one space  two  space   green   space   blue    space


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You underestimate the power of the Dark Side...

DSettahr's Homepage

[This message has been edited by DSettahr (edited January 09, 2004).]
2004-01-09, 6:09 AM #34
Quote:
<font face="Verdana, Arial" size="2">Originally posted by LKOH_SniperWolf:
Not if you're doing them right. The best way is probably ramp method as it also helps ensure smooth movement. (The stairs are triangular sectors, and the walking surface is like a ramp over them...) You can do without this, but for moderately high stairs, you'll get a stop and go effect.

</font>


Of course, it all depends on what you want to do with teh rest of the staircase. If you're changing the top's elevation, then you wouldn't want ot use that method. Efficiency reasons.



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Clarinetists, unite!

-writer of Bloodwing: Fallen Soldier
(no site up yet...)
Clarinetists, unite!

-writer of Bloodwing
(a work in progress)
2004-01-09, 9:44 AM #35
Quote:
<font face="Verdana, Arial" size="2">Originally posted by a_person:
No look at the walkplayer thing in the middle. definatly to small.</font>


Oh... er... what's that over there?!?! *points*

*gebs it*



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The Mega-ZZTer's Gaming Haven!

Bot Pack JO | Let's Roll JK | Bespin JA | Patch Enforcer Public Beta 2 JK/Mots | Pac-Man JK

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