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Team work
2004-04-13, 2:17 PM #41
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Casperhead:
Damn cazor where do you get these. this referance shot is pretty damn good. well anyway it looks semi reflective. I will try my best.

</font>


[insert 'google is your friend' picture]



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There are two asses in Massassi... and I'm one of them.
The Matrix Unplugged|My Portfolio|My Levels
2004-04-13, 2:29 PM #42
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Cazor:
[http://www.episode-x.com/galleries/EpisodeIV/newbatch/Use/Leia-Artoo.jpg]

</font>


HAL!

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Map-Review | My Portfolio | The Matrix: Unplugged
2004-04-13, 2:36 PM #43
Quote:
<font face="Verdana, Arial" size="2">Originally posted by halucid:
All right you two!

Casperhead, don't forget GothicX is one of THE most 1337est JA editors here. I'd apreciate his opinion.

</font>


Still. With all of the crap he has pulled on me. I don't think I will like him that much just think about it.

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All your my forums, belong to me.
Duel Roadkill
Who wants to play BOOM 3?
BOOM 3
SHOLVAS KREE!
2004-04-13, 3:03 PM #44
yeah you're right... gothicX should watch what he says after all the crap he's pulled on you. I wonder if he has the nerve to post here again.

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SAJN_Master doesn't win.

Neither does that NodRog fool.
2004-04-13, 3:27 PM #45
Quote:
<font face="Verdana, Arial" size="2">Originally posted by saberopus:
yeah you're right... gothicX should watch what he says after all the crap he's pulled on you. I wonder if he has the nerve to post here again.

</font>


3> Saberopus


------------------
All your my forums, belong to me.
Duel Roadkill
Who wants to play BOOM 3?
BOOM 3
SHOLVAS KREE!
2004-04-13, 3:36 PM #46
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Casperhead:
3> Saberopus</font>

<3 Irony.

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Death awaits you with a pancake on its head.
2004-04-13, 3:39 PM #47
Maybe the metal needs to be greener (or maybe that's the poor quality of the movie clip pic.)

Fix the jagged metal "pattern," and everything will be good [http://forums.massassi.net/html/smile.gif]

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Snail racing: (500 posts per line)

------@%

(Random quote) gothicX: *sexplodes*
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2004-04-13, 4:37 PM #48
Okay. I have made a few updates the texures the walls yeah yeah yeah I will get to them I have been working tirelessly for 2 days I think I will show case my total progress. Here we go.
[http://www.force-temple.com/forum/files/3x.jpg]
[http://www.force-temple.com/forum/files/2x.jpg]
[http://www.force-temple.com/forum/files/1x.jpg]
[http://www.force-temple.com/forum/files/6x.jpg]
[http://www.force-temple.com/forum/files/5x.jpg]
[http://www.force-temple.com/forum/files/8x.jpg]
[http://www.force-temple.com/forum/files/7x.jpg]
[http://www.force-temple.com/forum/files/4x.jpg]
That was long.


------------------
All your my forums, belong to me.
Duel Roadkill
Who wants to play BOOM 3?
BOOM 3
SHOLVAS KREE!
2004-04-13, 4:45 PM #49
Whoa. The floor is a bit too clean.

BTW, if this is MP, wouldn't the mirror cause lag?

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Snail racing: (500 posts per line)

------@%

(Random quote) gothicX: *sexplodes*
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2004-04-13, 4:48 PM #50
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Echoman:
Whoa. The floor is a bit too clean.

BTW, if this is MP, wouldn't the mirror cause lag?

</font>


If I hint brush the hell out of the thing. then that will solve the lag.



------------------
All your my forums, belong to me.
Duel Roadkill
Who wants to play BOOM 3?
BOOM 3
SHOLVAS KREE!
2004-04-13, 4:57 PM #51
That's pretty hot, Casper/LDJ. Just make the raised wall panels .ASEs (they're vertex-lit by default, so they'll take less time to compile and less memory in game). You could also make the wall beams .ASEs (lightmapped, if you want), so it will be easier to rotate them on the angled hallways.

If you want to blur the floor a little, this is what I would suggest (it should work, although I've never tried it) - add this as a first stage to your mirror shader:

Code:
		
map $whiteimage  
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA  
rgbGen const ( 0.34 0.58 0.64 )  
alphaGen const 0.125


This will add a translucent layer on top of the mirror. The 3-digit RGB value is the color you want the floor itself to be, normalized, and the alphaGen const is the opacity. Experiment.

Also, GothicX, Cazor and Casper: quit with the bickering. It's irritating as hell.

[This message has been edited by Sine Nomen (edited April 13, 2004).]
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
2004-04-13, 5:15 PM #52
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Sine Nomen:
That's pretty hot, Casper/LDJ. Just make the raised wall panels .ASEs (they're vertex-lit by default, so they'll take less time to compile and less memory in game). You could also make the wall beams .ASEs (lightmapped, if you want), so it will be easier to rotate them on the angled hallways.

If you want to blur the floor a little, this is what I would suggest (it should work, although I've never tried it) - add this as a first stage to your mirror shader:

Code:
		
map $whiteimage  
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA  
rgbGen const ( 0.34 0.58 0.64 )  
alphaGen const 0.125


This will add a translucent layer on top of the mirror. The 3-digit RGB value is the color you want the floor itself to be, normalized, and the alphaGen const is the opacity. Experiment.

Also, GothicX, Cazor and Casper: quit with the bickering. It's irritating as hell.

[This message has been edited by Sine Nomen (edited April 13, 2004).][/b]</font>


Thanks man. [http://forums.massassi.net/html/smile.gif]

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All your my forums, belong to me.
Duel Roadkill
Who wants to play BOOM 3?
BOOM 3
SHOLVAS KREE!
2004-04-13, 5:17 PM #53
Wait where do I put that? I know first stage but where. Heres the shader I wrote to get the floor.

Code:
textures/tantiveshaders/tant1
{
	qer_editorimage	textures/tantiveshaders/tant1.tga
	portal
	q3map_material	Marble
	sort	portal
    {
        map textures/tantiveshaders/tant1
        blendFunc GL_ONE GL_ONE_MINUS_SRC_COLOR
        depthWrite
        alphaGen portal 6000
        tcMod scale 3 3
    }
    {
        map $lightmap
        blendFunc GL_ZERO GL_SRC_COLOR
    }
}


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All your my forums, belong to me.
Duel Roadkill
Who wants to play BOOM 3?
BOOM 3
SHOLVAS KREE!
2004-04-13, 5:23 PM #54
I wasn't ever bickering, but okay.

Oh, i just noticed that the outermost walls inside the red corridor arent curved until the area where leia is (the places where the escape pods are). it's flat walls, and the lighter grey borders go farther into the sides. if you dont know what im talking about, i can whip up some kinda photoshop tomorrow.

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There are two asses in Massassi... and I'm one of them.
The Matrix Unplugged|My Portfolio|My Levels

[This message has been edited by Cazor (edited April 13, 2004).]
2004-04-13, 5:27 PM #55
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Cazor:
I wasn't ever bickering, but okay.

Oh, i just noticed that the outermost walls inside the red corridor arent curved until the area where leia is (the places where the escape pods are). it's flat walls, and the lighter grey borders go farther into the sides. if you dont know what im talking about, i can whip up some kinda diagram tomorrow.

</font>


That sounds pretty good it would be a big help.


------------------
All your my forums, belong to me.
Duel Roadkill
Who wants to play BOOM 3?
BOOM 3
SHOLVAS KREE!
2004-04-13, 5:30 PM #56
It would go right after sort portal, and before textures/tantiveshaders/tant1. Right now tant1 is the first stage, and the lightmap is second. They should be second and third.
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
2004-04-13, 5:36 PM #57
[http://blargh.mine.nu/test/216/81081913249.jpg]

The grey things should just go out farther, and create straight walls instead of curved ones, unless it is slightly curved, and you cant see it in the reference pic, it would be because the grey things are blocking it, so you would still have to make the grey things be wider.

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There are two asses in Massassi... and I'm one of them.
The Matrix Unplugged|My Portfolio|My Levels

[This message has been edited by Cazor (edited April 13, 2004).]
2004-04-13, 9:39 PM #58
Wow. Just Wow

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I'm not an actor. I just play one on TV.
Pissed Off?
2004-04-14, 4:56 AM #59
Cazor speaks much truth.

JediKirby

------------------
"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
2004-04-14, 7:18 AM #60
Wow, looking good, but I've got some more constructive criticism for you:

[http://index.echostation.com/trilogy/rollerartoo.jpg]
[http://www.force-temple.com/forum/files/3.jpg]
It seems that the halls here are circular tubes, with the gray jagged things inserted in there to hold up the pipes and to make it look like more of a rectangular hallway. Your hallway isn't perfectly round, and you've got the proportions wrong for those 'jaggies'.

I also think your floors are way too shiny. I liked your first floor better but you can do whatever you want.

It's still looking good, and I'm impressed with your work!

------------------
Check out updates for my editing work at the Shadow Jedi Academy.

[This message has been edited by Kievan Mereel (edited April 14, 2004).]
2004-04-14, 7:34 AM #61
Here's some more reference pictures: (will be updated as I find more)

http://wso.williams.edu/~rfoxwell/starwars/pics/VaderAntilles.jpg
http://wso.williams.edu/~rfoxwell/starwars/pics/Stormies.jpg
http://index.echostation.com/trilogy/deadrebel.jpg
http://index.echostation.com/trilogy/rollerartoo.jpg
http://www.niubniubsuniverse.com/download/tantive/z_tantive_asp/tantive3hi.asp

[edit]
http://www.starwarz.com/tbone/images/cut_scenes/ep4/tantive_02.jpg
http://www.starwarz.com/tbone/images/cut_scenes/ep4/tantive_01.jpg

------------------
Check out updates for my editing work at the Shadow Jedi Academy.

[This message has been edited by Kievan Mereel (edited April 14, 2004).]
2004-04-14, 7:42 AM #62
Quote:
<font face="Verdana, Arial" size="2">Originally posted by saberopus:
yeah you're right... gothicX should watch what he says after all the crap he's pulled on you. I wonder if he has the nerve to post here again.</font>


Post. [http://forums.massassi.net/html/redface.gif]
2004-04-14, 7:58 AM #63
yeah casper i had put them grey things out further ?? =]Oh and im sure i added some extra bits on the round doorways ? ill have to play my map to see =]

But yeah make that floor less see through looks like ice. it needs to be a polished foor that you can see in but not to much

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Need to get back to how my Jk2 maps were , but for JA =/

[This message has been edited by livingdeadjedi (edited April 14, 2004).]
Need to get back to how my Jk2 maps were , but for JA =/
2004-04-14, 8:07 AM #64
while casper is copying my map for me (yeah i didnt want to rescale whole thing so hes doing it to save me time =p)

theres a few things hes missed but what we have done is made corridoor higher than it was... i had made it wider, the floor i used was a shiny one but no reflection in it.
but i think reflective one is good as long as its only partially reflective but il see what he says.. in the meantime my first version will be got ready for the movie battles mod demo beta testing seassion,
that way you can get a feel of whole first floor and give me and casper some feedback on it.. then we will release this version for final mod..

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Need to get back to how my Jk2 maps were , but for JA =/
Need to get back to how my Jk2 maps were , but for JA =/
2004-04-14, 8:14 AM #65
The first floor im giving in beta is just the basic first floor with no viewscreens outside yet.

I also dont like the centre pentagon i made where vader kills the Captain, its to large so that will be addressed i hope

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Need to get back to how my Jk2 maps were , but for JA =/
Need to get back to how my Jk2 maps were , but for JA =/
2004-04-14, 9:03 AM #66
one last thing, god i go on dont i LOL

this version in no way means end version will be like this, this is my first version if the one caspers changing.. what this does is gives you the option to say hold on !!! leave that where it is ya silly fool its ok... or THATS RUBBISH please make it better.., then i can make second floor with the main bridge and all, all that easier, Oh i will include a Jpeg from movie in zip for my mod team so you can check it and see if it matches.

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Need to get back to how my Jk2 maps were , but for JA =/
Need to get back to how my Jk2 maps were , but for JA =/
2004-04-14, 9:29 AM #67
[http://www.force-temple.com/forum/files/8x.jpg]

I like everything you've done so far, except for this part. You need to definately do more with the walls and ceiling in this room.

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And everything under the sun is in tune, but the sun is eclipsed by the moon...
DSettahr's Homepage | Cantina Cloud | Rally NY
2004-04-14, 9:53 AM #68
No probs i already did that =p but he aint copied it yet ROFL
tsk tsk mr casper

anyway ya can see my version in Movie battles mod Beta should be this week

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Need to get back to how my Jk2 maps were , but for JA =/
Need to get back to how my Jk2 maps were , but for JA =/
2004-04-14, 10:09 AM #69
im not sure if anyones posted this, i just looked at the screenies instead of reading, but to me the textures look a but to cel-shaded and flat. for example to doors where Vader enters the Tantive look to flat. In the movie i believe they actually had ridges, not just lines. Everything else is sweet!

------------------
Life is too important to take seriously.
~Oscar Wilde
There's a fine line between genius and insanity. I have erased this line.
~ Oscar Levant
2004-04-14, 11:51 AM #70
indeed, im trying to get someone to improve them.. Eikie Legions map had really good textures, in his hanger map

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Need to get back to how my Jk2 maps were , but for JA =/
Need to get back to how my Jk2 maps were , but for JA =/
2004-04-14, 1:51 PM #71
well, here's my list.

you need to use an actual floor texture with an alpha channel that is a mirror. that way you get the grunge and some shine. i mean, look at the floors, they are metal plates, not plate glass.

the wall supports are dead wrong. look at those reference pictures again. texture them with something besides a flat texture.

i also agree with what DSettahr said about the ceiling... it is too barren compared to the rest of the ship.

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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
2004-04-14, 2:37 PM #72
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Casperhead:
3> Saberopus


</font>



that whooshing sound you just heard...


------------------
SAJN_Master doesn't win.

Neither does that NodRog fool.
2004-04-14, 2:38 PM #73
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Casperhead:
3> Saberopus


</font>



that whooshing sound you heard... that was my post.


------------------
SAJN_Master doesn't win.

Neither does that NodRog fool.
2004-04-14, 2:49 PM #74
Quote:
<font face="Verdana, Arial" size="2">Originally posted by saberopus:

that whooshing sound you just heard...
</font>
Who called it? [http://forums.massassi.net/html/cool.gif]

------------------
Death awaits you with a pancake on its head.
2004-04-15, 6:28 AM #75
After seeing "Air Force One" I got an idea I will make another seperate seige type as a bonus. Where the ship is being hijacked by Jabba's thugs instead of terrorist. The hijackers must capture the diploment. And a new republic elite squad must board the ship and stop the hijackers. Game starts there will be a space just like seige destroyer. The elite force starts in a hanger a sector away while Jabba's thugs start out in another ship attempting to board the corvete. Then when the teams advance you leave your ship for the ships interior.
Sounds good?

------------------
All your my forums, belong to me.
Duel Roadkill
Who wants to play BOOM 3?
BOOM 3

[This message has been edited by Casperhead (edited April 15, 2004).]
SHOLVAS KREE!
2004-04-15, 6:29 AM #76
yeah after my map release, i plan to add all the wall boxes. the reason its a texture is because untill ive made second floor i dunno if ill hit that maximum lightmap reached thingy or whatever it is...

Oh yeah i agree the floor really does need to be a siny granite type floor with some grunge on it, that would be sweet..

Once you guys see my map then ya can see what changes need to be made to caspers, one thing hes improved though is the vertical height. i made it slightly heigher than real life so gameplay doesnt get disrupted... oha nd yes as ive said over and over again i know the pentagon area is to large , so when ya see it dont quote me the obvious HEHEHE..

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Need to get back to how my Jk2 maps were , but for JA =/
Need to get back to how my Jk2 maps were , but for JA =/
2004-04-15, 7:56 AM #77
Quote:
<font face="Verdana, Arial" size="2">yeah after my map release, i plan to add all the wall boxes. the reason its a texture is because untill ive made second floor i dunno if ill hit that maximum lightmap reached thingy or whatever it is...</font>


..Like I said, make them an .ASE and they won't affect the lightmap data at all.
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
2004-04-15, 11:44 AM #78
Casper, I question if the only thing you see when reading this thread is "Blah blah blah you're a god blah blah blah it's perfect blah blah blah Who's the idiot that follows the idiot blah blah blah."

JediKirby

------------------
"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
2004-04-15, 11:46 AM #79
GothiX [bigsecks] jEDIkIRBY
2004-04-16, 6:25 AM #80
indeed it is better for a person to tell ya how to improve it..

i always find ways to keep improving maps..

although i remember i released a map one time without me name and that got a 9.8 score LOL so its not me name that sells me maps all the time =] (puts away even mind control machine) =p

dont forget raven did contact me by email telling me personally that a job offer was available with them...

One thing ive found is ya can go mad on detail and get a crap map, or you can make a huge map with great gameplay, and get a cool map

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Need to get back to how my Jk2 maps were , but for JA =/
Need to get back to how my Jk2 maps were , but for JA =/
1234

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