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ForumsShowcase → Set phasers to disintergrate (MotS ST Project)
Set phasers to disintergrate (MotS ST Project)
2005-01-12, 12:23 PM #1
Hey guys. Long time. I've been working on and off on my various ST projects; updating them, adding some effects, etc. Here's an animation of the disintergration effect that will occur when you kill an enemy with your phaser.
[http://img.photobucket.com/albums/v230/dversiga/Disintergration.gif]
BSR
2005-01-12, 12:26 PM #2
Wow! Great first post! That's impressive! :D
DO NOT WANT.
2005-01-12, 12:39 PM #3
Quote:
Originally posted by Zell
Wow! Great first post! That's impressive! :D



Wow you are back with your Star Trek TC JUST WOW :eek: :eek: :eek: :eek: :eek:
SpriteMod (JO 2003) Roger Wilco Skin

Snail racing: (500 posts per line) ---@%
2005-01-12, 12:40 PM #4
btw welcome...
SpriteMod (JO 2003) Roger Wilco Skin

Snail racing: (500 posts per line) ---@%
2005-01-12, 12:52 PM #5
similar to my discintergration by zatnkitel in my mod, cept yours looks a bit better :D

keep it coming

ps, hallways looks ubar
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2005-01-12, 1:37 PM #6
Are you bombshellrapture (or something like that?)
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2005-01-12, 1:57 PM #7
:rolleyes: well durh :p
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2005-01-12, 2:14 PM #8
are you going to release any of these levels, or do i have to break in and steal your HD in the middle of the night so i can play it? :p
2005-01-12, 2:20 PM #9
Quote:
Originally posted by Echoman
Are you bombshellrapture (or something like that?)


Just look at the hallway. Its gotta be him, back from the, well, hard drive crash :(

Just wondering, how's the ship itself coming and what all are you doing for this mod? Just weapons and/or levels for MP, or does it have a SP storyline?
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2005-01-12, 2:50 PM #10
...That and BSR stands for bombshellrapture. :p
DO NOT WANT.
2005-01-12, 2:54 PM #11
oh man!!! that's awesome!! i was just thinking of you the other day bsr. my boys asked me about making levels after i told them a bit about CS. the first thing i thought about was the enterprise you did. i couldn't find anything anywhere to show them that.

keep up the awesome work please.
2005-01-12, 4:01 PM #12
Yeah, I was thinking of this just the other day myself.

That effect is great. Are they just mats on the player?

JediKirby
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2005-01-12, 4:38 PM #13
That is great. Not just the effect, but the ship halls look amazing as well.
-El Scorcho

"Its dodgeball time!" -Stormy Waters
2005-01-12, 5:34 PM #14
Bombshellrapture, you are easily one of the greatest JK (or rather MotS) editors to ever not release anything. If only you released some of this, interest in JK would most likely get a rocket boost. One more thing . . . when working on projects like this, please make backups. The number of editors I know (including myself :o ) who've lost some great stuff just because they couldn't be bothered to upload it to the web or email it to lots of friends - is astonishing. It's also very sad to see all that wonderful effort go to a waste. Please make backups! :)

Also, would you like to Email or post here 4, 8, or 16 screenshots of your accumulated works so that I can include them in my JK Editing Hall of Fame level (the accompanying thread can be found here ). I don't quite know how I managed to skip over your name in the first place. Email me or post here if you would like to be included. Thanks!
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-01-12, 6:05 PM #15
BSR, I have a suggestion for the effect. Not graphically per say...Now maybe you already know this, but if you do parseArgs("move=none") on a thing, it completely freezes it, including its animations. I found this out oneday when I ran that verb on the player and found myself unable to move and if I recall, unable to exit the game through the menu. However for an enemy that works fine. You could even apply it to the player, just make sure that you fix it once the animation is done playing. parseArgs("move=puppet") I think is what you want for players/AI? I can't remember. So basically:

parseArgs("move=none");
playfancyanimation, wait till done
parseArgs("move=puppet");

That would be so badass...just see an enemy running by and freeze and vaporize him in place!
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2005-01-12, 6:07 PM #16
Quote:
Originally posted by Daft_Vader
One more thing . . . when working on projects like this, please make backups. The number of editors I know (including myself :o ) who've lost some great stuff just because they couldn't be bothered to upload it to the web or email it to lots of friends - is astonishing. It's also very sad to see all that wonderful effort go to a waste. Please make backups!

Indeed. I'll gladly give you or anyone else webspace on my server for backup or any other purposes (file, image hosting, a web page) for free of course. If backup is what you fancy I can even set it up to automagically copy your data to several drives to ensure data integrity over time.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2005-01-12, 9:05 PM #17
Bah, I knew I just couldn't sneak back onboard without having to deal with so much explanation. But you guys definitley deserve it, since I keep teasing you with shots but never putting any of it out.

Here we go. My explanation for never releasing anything: I get too discouraged when it comes to making masses of new character models and gun models and enhancements. So, while working on one of the three ST projects I've started, I'd get discouraged once I realized that there would be no way to make all the models that these projects demand.

So my solution? Get this stuff out of the way first! I'm going to start working on my first gun model TOMORROW. I just wanted to make sure I could actually create a "disintergration effect" first, because, after all, it wouldn't be Star Trek without "phasers on full."

BTW, if anyone wants to help out on building character models (with a variety of faces and head shapes, including a recreation of the ever-so logical Mr. Spock), please let me know. I have a basic Movie-Era officer model built, but I'm at a loss at how to create good face textures and head shapes.

And since I lost a good bit of my very first ever ST project, I have constantly backed up each and every project since. So that really isn't a problem anymore. Hasn't been for at least 2 years.

This is an ambitious SP project. I've finally worked out a basic storyline:

The level (series) will take place shortly before the second Star Trek movie. Newly promoted Captain Spock is in temporary command of the Enterprise while the rest of the farmiliar Kirk and company are busy doing other assignments (saving me from having to create guality replicas of every actor. Now I can just use a whole bunch of unknown faces. Plus it fits in with Star Trek lore). Starfleet's breakthrough Transwarp Experiment (see Star Trek III) has become a galactic controversy. The Klingons are anxious at getting their hands on some of this experimental equipment wheras the Romulans are sneaking around trying to disrupt the operation all together. You are Lieutenant Commander [insert cool and dashing character name here], an officer commissioned in Starfleet's Special Operations Division. Most effective while employed on solo missions requiring covertness and efficiency, you have been assigned to the Enterprise under the command of Captain Spock. It is the Enterprise's mission to patrol sections of the Klingon neutral zone in order to stop Klingon pirates from stealing Transwarp equipment from test sites and laboratories in Federation Space. The Enterprise also has duty to repsond to any unusual Romulan activity to thrawt their efforts as well.

Oh and Emon: I actually want the disintergration effect to occur while the enemy's "killed" keyframe is playing. In the movies, unlike the original series, when a person was disintergrated by phaser fire, they continued moving in anguish (thanks to the improved cinematics of the 1980s). But I will experiment with both to see which looks better.

About releasing: I can't guarantee anything. Like I said it is an ambitious project that I really want to look professional and past the standards of MotS. I enjoy working on it regardless of a release date in mind, but the ultimate goal IS to release something. Either way, whether finished or unfinished, if I ever put down the towel on these projects I'll at least release what I have built in some form.

Oh and thanks for the compliments.
BSR
2005-01-12, 9:15 PM #18
Stunning! Great work.
"Well ain't that a merry jelly." - FastGamerr

"You can actually see the waves of me not caring in the air." - fishstickz
2005-01-13, 2:17 AM #19
i thought i was helping you with models?

I have those star trek people you asked for?

Meh, nice work anyway
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2005-01-13, 3:43 PM #20
Quote:
BTW, if anyone wants to help out on building character models (with a variety of faces and head shapes, including a recreation of the ever-so logical Mr. Spock), please let me know. I have a basic Movie-Era officer model built, but I'm at a loss at how to create good face textures and head shapes.

Talk either to Shred 18 and/or (Ruthy).
^
|
|
|

Both of them make great models, and Ruthy already seems to have some done. ;)

(also, fyi, Shred18 started a thread here - http://forums.massassi.net/vb/showthread.php?s=&threadid=28794 - as you can see, he has some talent!)
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-01-13, 8:23 PM #21
That effect is impressive. Hopefully Emon's advice can be used to solve your problem. Also, it might just be me, but I'm incredibly impressed with those animated mats in the level. While not techically stunning, they add so incredibly much to the area. It's just impressive you remembered them.
"it is time to get a credit card to complete my financial independance" — Tibby, Aug. 2009
2005-01-15, 1:27 AM #22
My very FIRST gun model. I may edit the texture of the handle, as I'm kidna disatisfied with it at the moment. After that, it's off to programming!

By the way, it's the phaser from Star Trek II. I built the model in JED, made textures in Paint Shop Pro, and used ForceRemap to texture it. Thank god for the last little program.
[http://www.massassi.net/ec/images/15406.jpg]
BSR
2005-01-15, 4:50 AM #23
It's not the greatest model I've ever seen, but it defenitely fits with the rest of the graphical style! Great work.
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2005-01-15, 5:13 AM #24
looks cool, bettar than my 3do's.

P.s.: do not let ruthy help you until he finished his mod;) .
SpriteMod (JO 2003) Roger Wilco Skin

Snail racing: (500 posts per line) ---@%
2005-01-16, 8:06 PM #25
As always, so far as I've been here.... uber cool work! :)
May the mass times acceleration be with you.
2005-01-17, 7:22 AM #26
That work is just awsome man.
2005-01-17, 9:08 AM #27
that phaser model is, as we British Rockclimbers would say, pretty GOD DAMN BLING!!!!
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}

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