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ForumsShowcase → An evil shade of green.
An evil shade of green.
2004-02-06, 7:24 PM #1
[http://www3.telus.net/public/blimke/images/greenwater001.JPG]

[http://www3.telus.net/public/blimke/images/greenwater002.JPG]

I found this on an old backup cd. It's something I was working on before I set aside jk level editing for other projects.

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Working hard to bring you a mission statement and profile signature in the new year.

[This message has been edited by Simblimke (edited February 06, 2004).]

[This message has been edited by Simblimke (edited February 06, 2004).]
Working hard to bring you a mission statement and profile signature in the new year.
2004-02-07, 12:16 AM #2
Fun! What is it? Poisonouss gas that rises up the mountains? Some green gue of a pond?

/Edward
Edward's Cognative Hazards
2004-02-07, 2:16 AM #3
Nice sky.

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"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2004-02-07, 6:07 AM #4
I like the rounded edges... [http://forums.massassi.net/html/wink.gif]

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The future is here, and all bets are off.
And when the moment is right, I'm gonna fly a kite.
2004-02-07, 7:18 AM #5
The underwater valley is cool. You sure like thing lights, eh? [http://forums.massassi.net/html/wink.gif]

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Dreams from a dreamer from afar to a Fardreamer.
Dreams of a dreamer from afar to a fardreamer.
2004-02-07, 7:30 AM #6
Looks good.

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<landfish> FastGamerr > Satan
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2004-02-07, 7:55 AM #7
It's greencued.mat--oddly, it looks good as a transparent water texture in this level. Because of the way transparency works in Jk how nice a water texture will end up looking depends mostly on what you can see underneath it.

Question: I wonder if anyone reading this has some expertise in the area of transparency. I'm aware that tranparency info is stored in the colormap for software mode. Where exactly is the same info stored for accellerated mode? Can it be located? (searching old threads for info now)

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Working hard to bring you a mission statement and profile signature in the new year.

[This message has been edited by Simblimke (edited February 07, 2004).]
Working hard to bring you a mission statement and profile signature in the new year.
2004-02-07, 11:41 AM #8
I doubt it. Accel. mode (aka 16-bit) renders the picture using the RGB values, and in Software (8-bit), there one NEEDS the pallette index. Now, I think in 8-bit why it's so slow at translucent surfaces, is because it calculates what pallette index would suit the new color best. I don't think the extra layer of pallettes are used. I know a few old ATARI games (OK, so I have them...) where they only use 16 colors (4-bits) and they very quickly swap between different pallettes to make it look like more. In an old flipper game called Star Ball, it has 3 different pallettes for 3 different levels. . . ... . .......
Greate... I've been babling again... Oh well...
There are some good things about the 8-bit mode. You can fool people. Example:
1. You can make like a specularity effect by clashing 2 different CMPs.
2. In the dark, you see leaves. In the light, there's a picture of a GOD.

/Edward
Edward's Cognative Hazards
2004-02-07, 5:23 PM #9
Thanks for the info. I tested and found out that you can change the colormap index of a color seen through another color for 8 bit mode, but the same result wont be seen in software mode.

I can make greencued (a one color mat) appear more opaque, which I would like to do--but only in 8bit mode. Ironic as 16b mode is supposed to be more flexible.

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Working hard to bring you a mission statement and profile signature in the new year.
Working hard to bring you a mission statement and profile signature in the new year.
2004-02-09, 6:14 AM #10
Very good for jk.

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Who wants to play BOOM 3
SHOLVAS KREE!

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