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ForumsShowcase → I promised I would work on this:
12
I promised I would work on this:
2004-10-15, 10:45 PM #1
Some screenies of my new MaDa memorial level. I didn't much care for the last two... three... however many that I made, but this one seems to be working quite nicely so far (other than some annoying HOM).

[http://www.massassi.net/ec/images/14992.jpg]

[http://www.massassi.net/ec/images/14993.jpg]
Stuff
2004-10-15, 10:51 PM #2
Augh! Water! BLUE!
Seriously though, tone down the blue in that water texture. Make it transparent or something.

Other than that it looks like a good start.
[01:52] <~Nikumubeki> Because it's MBEGGAR BEGS LIKE A BEGONI.
2004-10-16, 6:07 AM #3
The water looks like the fuel in my old JK Invasion contest level. :P

2004-10-16, 6:22 AM #4
I just thought of a great idea - perhaps you could create a cog that teleports the player, when he steps inside the building, to a duplicate of the building somewhere else out in the level. Currently, the memorial looks tiny from the outside, but using this method you could create the illusion that there's a 5,000 square foot mansion inside that tiny little building! Provided the coordinates matched up, as well as the pitch, yaw, and rol, and there was no sound to alert the player, you could pull it off perfectly, plus it would really lend some magic to your level.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2004-10-16, 7:24 AM #5
Quote:
Originally posted by People Commenting a MaDaVentor Memorial level:

Augh! You really need to tone down those textures, man.


:/ MB, those are the textures with which he's working for the purpose of the level, and at least I believe that editing them would be a departure from that purpose.

Is that 3do or archi terrain? And WHAT are you using fort he sky? A heightmap?!
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2004-10-16, 10:36 AM #6
Actually, what I have right now is an elevator in the little building that goes down to a big underground complex (that I haven't started yet).

As for the sky and water, those are the only sky/water textures that I could find that MaDa made. If anyone knows of any others that he did, I would be more than happy to use them. (I can't make the water transparent because that makes it HOM like crazy)
Stuff
2004-10-16, 12:30 PM #7
since when is water blue?
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2004-10-16, 1:25 PM #8
ur terrain looks sweet...
"Angel of the Lord, what are these tortured screams?" And the angel said unto me, "These are the cries of the carrots, the cries of the carrots! You see, Reverend Maynard, tomorrow is harvest day and to them it is the holocaust."
2004-10-16, 1:51 PM #9
Quote:
Originally posted by ZOOIkes
since when is water blue?
I guess that's the kind of water MaDa drank, so live with it
Holy soap opera Batman. - FGR
DARWIN WILL PREVENT THE DOWNFALL OF OUR RACE. - Rob
Free Jin!
2004-10-16, 2:22 PM #10
Quote:
Originally posted by ZOOIkes
since when is water blue?


Since the start of almost every colour cartoon ever made.
50000 episodes of badmouthing and screaming like a constipated goat cant be wrong. - Mr. Stafford
2004-10-16, 3:55 PM #11
... since water reflects predominantly sky, which is blue. So, to answer your question, since forever.
"it is time to get a credit card to complete my financial independance" — Tibby, Aug. 2009
2004-10-16, 4:06 PM #12
Small bodies of water aren't very blue though. Making it translucent should help a lot.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2004-10-16, 4:13 PM #13
Quote:
Originally posted by Freelancer
... since water reflects predominantly sky, which is blue. So, to answer your question, since forever.


Exactly, but the sky is black and white in the shots.

(Not that I did not have blue water in a level with red/brown sky, but others must learn from my mistakes :D)
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2004-10-16, 4:31 PM #14
For everyone that wants the water translucent, this is what happens when I do that:
Stuff
2004-10-16, 4:39 PM #15
Actually that's better IMO. Water in your first image is REALLY blue . Not even out in the middle of the Pacific, bright sunny day will you water that blue.
Code to the left of him, code to the right of him, code in front of him compil'd and thundered. Programm'd at with shot and $SHELL. Boldly he typed and well. Into the jaws of C. Into the mouth of PERL. Debug'd the 0x258.
2004-10-16, 5:40 PM #16
JG, you're not seing the shreds of un-transluscensed water texture are you? I think it's fine how it is..
2004-10-16, 9:19 PM #17
Quote:
Originally posted by Daft_Vader
I just thought of a great idea - perhaps you could create a cog that teleports the player, when he steps inside the building, to a duplicate of the building somewhere else out in the level... Provided the coordinates matched up, as well as the pitch, yaw, and rol, and there was no sound to alert the player, you could pull it off perfectly, plus it would really lend some magic to your level.


I once did a cog like that, actually it was a hyper-cube. I was trying to make a duplicate of the player, but due to lack of mimicking animations (lack of cog skill at the time) I didn't finish it. It copied every weapon/object/player that was in the sector into the other sector.

It would be a piece of cake to create a teleport cog that keeps you in the same position in the room after transport. (I also made a gou'uld ring transporter that does this EXACT thing, but with only weapons and people.)


BTW. It looks great, but I agree that the blue has to go. I would suggest a grey color water since the sky is a blackish color (water color is a reflection of the sky.)
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2004-10-16, 9:29 PM #18
Quote:
Originally posted by -Monoxide-
JG, you're not seing the shreds of un-transluscensed water texture are you? I think it's fine how it is..

WHY DON'T I NOTICE THIS STUFF??? :mad:
Code to the left of him, code to the right of him, code in front of him compil'd and thundered. Programm'd at with shot and $SHELL. Boldly he typed and well. Into the jaws of C. Into the mouth of PERL. Debug'd the 0x258.
2004-10-16, 9:35 PM #19
BTW, what's the surface limit for a 3do? I thought it was 400, but I have one that's 396 and it just displays one of those little yellow boxes in-game.
Stuff
2004-10-16, 9:47 PM #20
How many verticies does it have? I think I read that the number of verticies also can make the dflt box.
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2004-10-16, 11:01 PM #21
It's got 411 vertices.
Stuff
2004-10-17, 12:21 AM #22
New screenshots! This is part of the underground complex - sort of an industrial area:

[http://www.massassi.net/ec/images/14996.jpg]

[http://www.massassi.net/ec/images/14997.jpg]

[http://www.massassi.net/ec/images/14998.jpg]

I'm going to bed now.
Stuff
2004-10-17, 1:22 AM #23
OHHHHHHHHHHHH
Drool..
screen of the week man. shibby sauce.
"Angel of the Lord, what are these tortured screams?" And the angel said unto me, "These are the cries of the carrots, the cries of the carrots! You see, Reverend Maynard, tomorrow is harvest day and to them it is the holocaust."
2004-10-17, 8:43 AM #24
Quote:
Originally posted by NOFpuXnk
OHHHHHHHHHHHH
Drool..
screen of the week man. shibby sauce.
SpriteMod (JO 2003) Roger Wilco Skin

Snail racing: (500 posts per line) ---@%
2004-10-17, 8:50 AM #25
Ah. I like the second level! Neat!
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2004-10-17, 9:09 AM #26
I concur - SotD worthy. That is especially shibby.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2004-10-17, 9:12 AM #27
Actually, after checking the resolution of those pics, you're going to need to either lower the size to 640x480 or up it to 800x600. SotD has to go by a 4/3 ratio. I'd hate to see this get passed up just because it was the wrong ratio. :-/
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2004-10-17, 9:51 AM #28
Thanks for all the positive comments! Anyways, here are a couple in 800*600:

[http://www.massassi.net/ec/images/15004.jpg]

[http://www.massassi.net/ec/images/15005.jpg]
Stuff
2004-10-17, 11:38 AM #29
<3
free(jin);
tofu sucks
2004-10-17, 11:59 AM #30
Actually it can only be 640x480 for sotd.
"Nulla tenaci invia est via"
2004-10-17, 12:53 PM #31
Okay, I swear these will be the LAST shots I post of this area... Hopefully this is the correct resolution:

[http://www.massassi.net/ec/images/15008.jpg]

[http://www.massassi.net/ec/images/15009.jpg]

I fixed the lighting a little bit; I don't know if it is noticeable or not in these pics.
Stuff
2004-10-17, 12:58 PM #32
Awesome. My only complaint would be that those pipes desperately scream for dynamic lights.
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2004-10-17, 1:05 PM #33
The new shots look great.
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2004-10-17, 1:11 PM #34
I thought the limit per mesh per 3do was 300 faces...

2004-10-17, 3:15 PM #35
The Industrial complex looks awsome.
2004-10-17, 3:24 PM #36
As far as dynamic lights go, I'll see what I can do... I have had problems with dynamic lights in the past.
Stuff
2004-10-17, 4:52 PM #37
Quote:
Originally posted by The_Mega_ZZTer
I thought the limit per mesh per 3do was 300 faces...


I dunno I've had 3do's that wouldn't go over 250 faces per mesh..
"Nulla tenaci invia est via"
2004-10-18, 10:03 AM #38
Definitely deserves SotD/SotW/SotWhatever time it takes for the admin to update it... Of the latest two shots, I pick the first; that angle is the best one for displaying the area; it gives the best perspective on the textures as well.
Wake up, George Lucas... The Matrix has you...
2004-10-19, 5:39 AM #39
Quote:
Originally posted by nottheking
Definitely deserves SotD/SotW/SotWhatever time it takes for the admin to update it... Of the latest two shots, I pick the first; that angle is the best one for displaying the area; it gives the best perspective on the textures as well.


I think its mainly JediKirby's job.
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2004-10-19, 1:34 PM #40
Yeah, uhhhm, SotD? (hint, hint...)
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
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