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ForumsShowcase → More Jedness
12
More Jedness
2003-12-17, 9:33 PM #41
Thanks for the ideas. I'll work on something and post screenshots later.
-Snootle
2003-12-18, 3:38 PM #42
Aha its a level. Yea took me a while to click I thought it was a screenie of jed. LOL nice job. I had an idea it could be hard but it would be cool if you could jump into 3d prieview.

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Spoting an error in post will result in a $100 reward.
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Rangi
2003-12-18, 4:44 PM #43
Is that Kyle as a Jed wireframe? Wow. In any case, this was a very creative and unique idea. I demand that you finish it so I (er, I mean we) can play it!!! [http://forums.massassi.net/html/tongue.gif]

This will be so cool when it's finished. If this is MP, you should make a SP version with wireframe grans and stormies to shoot at. Can't wait till this comes out; looks good.

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It's Peanut Butter Jelly Time!
/Banana starts dancing
May the mass times acceleration be with you.
2003-12-19, 10:08 AM #44
Brilliant! Ahh, I can't wait for this!
KOP_blujay
Just dancin'...and singin'...in the Force.
2003-12-19, 1:05 PM #45
You're going to make wireframe projectiles and stuff, too, right? That would really be something. Wireframe explosions would really be interesting, too (and particles).

I know a name you might use: Jed TC [http://forums.massassi.net/html/tongue.gif]. It's perfect, just like the level!


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It's Peanut Butter Jelly Time!
/Banana starts dancing
May the mass times acceleration be with you.
2003-12-20, 9:54 AM #46
Another amazing idea: wireframe POV models!
Can't wait to see the finished product, Snootle.


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It's Peanut Butter Jelly Time!
/Banana starts dancing
May the mass times acceleration be with you.
2003-12-22, 8:30 AM #47
Creativity to the max! Nice work.

[Edit: Can you post a wireframe shot of this level in JED? (well, that might get confusing).]

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<kyle90> i got my SAT scores back
<kyle90> according to the sheet i got sent in the mail, I did "better than 99% of all college-bound seniors"
<kyle90> of course, thats comparing me to americans
<kyle90> so its not really a fair assessment

[This message has been edited by BV (edited December 22, 2003).]
That painting was a gift, Todd. I'm taking it with me.
2004-01-29, 7:01 AM #48
Hey this is pretty cool!
And look! I have two posts now!

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Working hard to bring you a mission statement and signature for the new year.
Working hard to bring you a mission statement and profile signature in the new year.
2004-01-29, 7:35 AM #49
You could use multicelled mats for the 3dos and switch cels upon entering/leaving of players...I think it should be possible in cog *walks away to have a look at the specs*...

[Edit]
Look below for an updated script.
[/Edit]
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"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)

[This message has been edited by zagibu (edited January 29, 2004).]

[This message has been edited by zagibu (edited January 29, 2004).]
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2004-01-29, 8:35 AM #50
Ok, I just found out another way to achieve the "highlight active sectors" effect. You'd still have to cleave out sectors around the "structures" consisting of 3dos. These sectors are needed to determine if a player entered/left the "rooms". I think it shouldn't be too difficult, if you keep the layout as simplistic as it is now. And you don't have to cleave it out exactly as the "architecture" is. It can be a containing box only, but it should fit at the entrances.
You would also have to make each "room" as you have them now an own 3do and thing. And you would have to make a model with red and one with white textures.
Here's the script:
Code:
# Jedi Knight Cog Script
#
# activesector2.cog
#
# Changes a thing's model upon entering/leaving of a sector
#
# zagibu@gmx.ch
#
# ========================================================================================

symbols

sector		room

model		off
model		on

thing		structure

message		entered
message		exited

end

# ========================================================================================

code

entered:
	if(GetSectorPlayerCount(GetSenderRef()) == 1)
		SetThingModel(structure, on);
	return;

# ........................................................................................

exited:
	if(GetSectorPlayerCount(GetSenderRef()) == 0)
		SetThingModel(structure, off);
	return;

end

I think that should work as it is. Maybe some flags need to be added, not sure. Ask the cog pros for more information. GBK?

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"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)

[This message has been edited by zagibu (edited January 29, 2004).]
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
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