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ForumsShowcase → What a facelift!
What a facelift!
2004-11-14, 11:47 PM #1
Before:
[http://www.hellraiser64.com/Pics/oldstuff.jpg]

After:
[http://www.hellraiser64.com/tdir/screenshots/Screenshots/namek03.jpg]

[http://www.hellraiser64.com/tdir/screenshots/Screenshots/namek04.jpg]

Yummy TDiR... Go Shred go! :D
-Hell Raiser
2004-11-15, 12:08 AM #2
This a mod? If so, for what? If that's JK, color me impressed. If that's all your own work, color me impressed. If not either, then eh... Maybe.
Wake up, George Lucas... The Matrix has you...
2004-11-15, 12:19 AM #3
No, it's not a mod. It's a TC. :p Check out the link in my signature. And no, it's not my work, but it is Shred's work, for our "little" TC. ;)
-Hell Raiser
2004-11-15, 2:26 AM #4
Keep it coming guys, its looking pretty damn kickass now.
"Whats that for?" "Thats the machine that goes 'ping'" PING!
Q. How many testers does it take to change a light bulb?
A. We just noticed the room was dark; we don't actually fix the problems.
MCMF forever.
2004-11-15, 3:05 AM #5
I'd better not give my uncensored opinion on DBZ if my massi forum account means anything to me, but the artistic value of this TC is admirable.
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2004-11-15, 4:04 AM #6
Excellent job, Shred!
No sig.
2004-11-15, 4:38 AM #7
Ahh, good to see you working on it again! :)

2004-11-15, 8:05 AM #8
[http://www.hellraiser64.com/tdir/screenshots/Screenshots/piccolo_lods.jpg]
[http://www.hellraiser64.com/tdir/screenshots/Screenshots/goku_lod.jpg]
[http://www.hellraiser64.com/tdir/screenshots/Screenshots/lod_ingame.jpg]

We are using JK's level of detail system now!
We have a whole new hierchy, so the characters are the proper proportions. I figured out how to convert the keys, so Jon programmed a nifty key converter, so we dont have to re-animate everything.
Jedi Knight Enhanced
Freelance Illustrator
2004-11-15, 9:18 AM #9
One thing that makes me love TDiR more than all the other DBZ mods is that it keeps the original DBZ feel. It's like the show...in 3d. I love it, and I love you guys, great job as always!
Author of the JK levels:
Sand Trap & Sand Trap (Night)

2004-11-15, 10:18 AM #10
Quote:
Originally posted by Hell Raiser
No, it's not a mod. It's a TC. :p Check out the link in my signature. And no, it's not my work, but it is Shred's work, for our "little" TC. ;)

To me, all TCs are mods, and that it would be a TC would be obvious by the fact that nothing remained unchanged... :P

Anyway, that IS JK, so I must say that I'm impressed. As for the numbers for LOD models, are those polygon counts? I thought JK only supported surface counts up to 300, and I don't think an average of 10-poly surfaces would seem right... Nonetheless, amazing work. The new version looks just like it actually was DBZ; at first glance, I thought the first new pic was a stolen shot!
Wake up, George Lucas... The Matrix has you...
2004-11-15, 10:51 AM #11
Quote:
Originally posted by nottheking
To me, all TCs are mods, and that it would be a TC would be obvious by the fact that nothing remained unchanged... :P

Anyway, that IS JK, so I must say that I'm impressed. As for the numbers for LOD models, are those polygon counts? I thought JK only supported surface counts up to 300, and I don't think an average of 10-poly surfaces would seem right... Nonetheless, amazing work. The new version looks just like it actually was DBZ; at first glance, I thought the first new pic was a stolen shot!


That would be 300 per mesh. And as for that number I've seen it vary.
"Nulla tenaci invia est via"
2004-11-15, 10:58 AM #12
JK support meshes up to 512 surface or 512 verts or blank (Some unknown factor. Last I checked, theorized to be texture vertices) per mesh. 300 is usually considered the safe limit though. Since these are per mesh, it means that a model can have very high polies, as long as it's split into a sufficient number of meshes. I remember that model, actually, lol. It was originally for UT2k4. I remember bugging Shred with some of the smaller details. Lol. Question about all this though... Has it been tested with say, 4 of these characters ingame? If so, what was the framerate? I ask cause I've seen JK get problematic with high number of visible polies (It still functioned, but seemed to have a dramatic slowdown). (Usually takes several thousand, and granted, not all the polies on the models would be visible, but, just wondering)
_ _ _____________ _ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
2004-11-15, 2:36 PM #13
Shred you are definatly elite man... and you clearly watch way too many cartoons
"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."
2004-11-15, 2:50 PM #14
Wow, excellent color and great job with the superhero body proportions.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2004-11-15, 3:38 PM #15
Actually its exactly 500 poly's (thats, tri's) per mesh.

And yes, it is a little high on the polygons, but thats why we are using the lod system. When you are playing, the only character you ever see in full detail is your own, its not often anyone else gets that close to the third person camera. Also, ss3 goku is probably the highest poly model I will make ;)

Notice the clipping of the water in the first old pic? Notice its not there in the second? :D Its completely eliminated!

And we are working on fixing up the netcode and a bunch of other stuff.
Jedi Knight Enhanced
Freelance Illustrator
2004-11-15, 5:50 PM #16
The Picollo model... Hmm, I thought his antenna were always up in the show?

As for the limit, there was actually a thread, where someone managed to get 512 surfaces to work, but higher, failed. Higher than 512 verts also failed. However people have spoken of models within both of these requirements which failed, which led to the postulation by some that it may have to do with the number of texture vertices.

http://forums.massassi.net/html/Forum2/HTML/011251.html
Is the thread. 300 was suggested as the "safe" limit, to avoid the unknown factor.
_ _ _____________ _ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
2004-11-15, 10:01 PM #17
Yeshwa, that's beautiful. I remember trying to get TDiR to run, and getting damn runtime errors no matter what I tried. Which sucked, because I was a loyal follower. Played RealDBZ thrice a week, as well as the *pants*. I will literally re-install JK for this.

-I lost it in the reformat, so I lost all my beautiful levels and mods. Crap.
2004-11-15, 10:27 PM #18
No worries. The 2nd release to massassi will include an updated launcher that handles the runtime errors, checks if the JK CD is in the drive, and is damn near idiot proof. :)

And some yummy alpha blending:

[http://www.hellraiser64.com/tdir/screenshots/Screenshots/beamtest.jpg]
-Hell Raiser
2004-11-15, 10:38 PM #19
Sweetness. I remember when TDiR was first released. My friend and I just could not get the multiplayer to work. He was never able to see my server nor I his. Cool beans.
MithShrike: First Mateneer
Pimpin' Yerba Mate Drinker
2004-11-15, 10:42 PM #20
Got to say it's great.
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2004-11-16, 9:50 AM #21
damn i thought i'd heard the last of DBZ....
My girlfriend paid a lot of money for that tv; I want to watch ALL OF IT. - JM
2004-11-16, 10:35 AM #22
To be quite honest, I don't think the settings you used do that work justice. I would reccomend turning on anti-aliasing, as well as anisotropic filtering while you're at it, both to the highest settings. Though for many people, (such as myself with my pitiful Radeon 7000) it will yield un-playable framerates, it is still much better for taking screenshots; all of the screenies I've psoted here have been AA-ed in some way or other. (though I admit that for JK, I can't get AA working, so I took a 1024x768 screenie, and shrunk it down with filtering)
Wake up, George Lucas... The Matrix has you...
2004-11-16, 3:40 PM #23
Quote:
Originally posted by nottheking
(though I admit that for JK, I can't get AA working, so I took a 1024x768 screenie, and shrunk it down with filtering)


...which is, exactly what they've done here.
"Well ain't that a merry jelly." - FastGamerr

"You can actually see the waves of me not caring in the air." - fishstickz
2004-11-16, 5:27 PM #24
What HRJ said. :p I took the before pic in 1280*1024, Shred did the after ones in 1024*768 I think.
-Hell Raiser
2004-11-16, 7:38 PM #25
Holy holy! You people are sick, and I love it. RoX can't even try to compete with this.

But will it lag?
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2004-11-16, 11:26 PM #26
If you have a decent low-end video card (by today's standards) you'll be more than fine, especially with the LODs.

As for multiplayer, well, that remains to be seen....
-Hell Raiser
2004-11-17, 8:34 AM #27
Well I'm sure if you can run Doom3 or Half-life2 or BF1942 then his shouldn't be a major problem, though JK does have a tendency of lagging (mainly due to no dedictated server support). Im amazed people could play JK back in the days before cable modems.
Time is but a window
Death is but a doorway
He'll be back
2004-11-17, 10:51 AM #28
Quote:
Originally posted by Firestorm
Well I'm sure if you can run Doom3 or Half-life2 or BF1942 then his shouldn't be a major problem, though JK does have a tendency of lagging (mainly due to no dedictated server support). Im amazed people could play JK back in the days before cable modems.

You forgot that people back then liked to have to re-enter a room again, and again, and again...:p
Wake up, George Lucas... The Matrix has you...
2004-11-17, 3:11 PM #29
:eek:

I downloaded it weeks ago but it wouldn't load :S

MUST PLAY NOW!!!!!!!!!!!!! AHHHHHHHH!!!!!!!!


(loves DBZ)

-PA

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