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A Funny Thing Happened on the Way to the Forum
2005-04-24, 2:47 PM #1
Here are some shots of my first speed level made for JK, called Basilica. It took me a total of 232 minutes to complete. Here's the rundown:

  • 92 minutes - Architecture (312 sectors)
  • 110 minutes - Texturing
  • 30 minutes - Lighting, Cogging, Misc.
  • TOTAL - 3 hrs., 52 mins.


[http://www.massassi.net/ec/images/15861.jpg]
[http://www.massassi.net/ec/images/15862.jpg]
[http://www.massassi.net/ec/images/15863.jpg]
[http://www.massassi.net/ec/images/15864.jpg]
[http://www.massassi.net/ec/images/15865.jpg]
[http://www.massassi.net/ec/images/15866.jpg]
[http://www.massassi.net/ec/images/15867.jpg]
[http://www.massassi.net/ec/images/15868.jpg]

Those little blue blobs are meant to be rain, courtesy of Zagibu's 2002 tuorial right here on Massassi. If anyone has any new or better techniques, please post them. I just need a different, elongated texture to fall.

I also plan on adding some other features, but the level is more or less finished. I would like to make it JKA as well. It is currently just over 1.00 MBs gobbed and zipped. Beta Testers anyone?
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-04-24, 3:00 PM #2
:eek:
[01:52] <~Nikumubeki> Because it's MBEGGAR BEGS LIKE A BEGONI.
2005-04-24, 4:48 PM #3
My... Preciousss...

*rubs screenies*

*walks away whistling*

:o
Black Water Games | Project Leader and President
Historical Conquerors | The Lays of Middle Earth
www.blackwatergames.com/forums
2005-04-24, 4:53 PM #4
Nice. Where'd you get the textures?

(Oh... I thought that was supposed to be snow. I've got a couple methods, but I'm still fixing them up... Lol.)
_ _ _____________ _ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
2005-04-24, 5:07 PM #5
I got the textures from here.

As for this new rain method, perhaps you could share with me. I'm interested in making this level look as good as possible.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-04-24, 5:16 PM #6
de-aaaamn sweet
Holy soap opera Batman. - FGR
DARWIN WILL PREVENT THE DOWNFALL OF OUR RACE. - Rob
Free Jin!
2005-04-24, 6:30 PM #7
:eek: .........ownage
666, The Number of the Beast.
664, The Bloke Next Door.
Matt Bonner, The Lebron Killer
2005-04-24, 8:12 PM #8
Awesome. Check out JKDude's Area 51, the rain there costs a lot of adjoins buit looks really sweet. It's a texture cascading down visible adjoins cogwise.
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2005-04-24, 8:18 PM #9
I'm surprised it took you longer to texture than to build the architecture. Usually is the opposite for me.
Who made you God to say "I'll take your life from you"?
2005-04-24, 8:44 PM #10
Nifty.
"Well ain't that a merry jelly." - FastGamerr

"You can actually see the waves of me not caring in the air." - fishstickz
2005-04-25, 12:25 AM #11
Now with the thing limit gone, it would be best to use 3do-blotches with transparent rain/snow textures, instead of the particle fx used in the original tutorial. But the rest should still work the same. I wouldn't use sector architecture, though.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-04-25, 7:14 AM #12
mmmmm 16 bit
This is retarded, and I mean drooling at the mouth
2005-04-25, 7:20 AM #13
SWEET JESUS!!!!

:eek: :eek: :eek:
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2005-04-25, 7:40 AM #14
Looking good!
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2005-04-25, 9:23 AM #15
what a wonderful example of simple archi beautifully textured.

you see, people? it doesnt have to be horribly complex. the textures make the map.
My girlfriend paid a lot of money for that tv; I want to watch ALL OF IT. - JM
2005-04-25, 9:54 AM #16
Holy freakin' crap... *bows low* ...but I wish it were darker. Darker is good... but it's really fine how it is. *drools*
*This post has been edited for content.
2005-04-25, 11:04 AM #17
It looks good and I love the textures, It doesn't seem to have much interesting gameplay though.

[edit: now I think of it, those textures might be useful for my map project thingy for hl2]
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2005-04-25, 2:38 PM #18
4 things:

1. SotD worthy... if it worked.

2. Use the lighter.

3. Put a fountain in the middle. That'll chop up the middle nicely, and if it's an odly shaped statue on the fountain, or if you put something in the water like lilly-pads or swimming fish (Which'd be kickass. Maybe even splash for the 3DO rain) it'd be a VERY good gameplay piece. I'd be willing to model this, the fish, the lillys, and the rain if you'd like.

4. Red doesn't seem to fit. Can you try blue? Maybe green? I think a sea-blue or an aqua would work REALLY well.

JediKirby
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2005-04-25, 3:23 PM #19
:eek:

Nice Architecture + Nice Textures = Very Good

Maybe change the rain's sprite, it looks a bit like snow.
Skateboarding is not a crime.
2005-04-25, 5:35 PM #20
For less than four hours that is godlike!
Seishun da!
2005-04-26, 3:21 AM #21
Quote:
Originally posted by Dominik
Maybe change the rain's sprite, it looks a bit like snow. [/B]

That's because the rain is actually a particle, right now. Single elements are even simpler than sprites, they are more like scaled pixels.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-04-26, 7:36 AM #22
I'll beta it... If I wasnt going to Barcelona...
Nope, I'm not french.
2005-04-26, 10:13 AM #23
No JK in Barcelona? Those Hispanos have no culture.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-04-29, 7:08 AM #24
Please invest some time in fixing the following things in the 3rd pic:

In the ceiling, the corners where the hexagons line up, while properly stichted, still look kind of funky. I think you can do better.

Also, the floor in the same pic, I think you should but more effort into making the recessed sector a perfect circle. It's obvious in that pic that the edges of the sector don't line up with the texture on the bottom, and I think it would look better if they did.

Other than that, great job.

(Sorry for the thread necromancy)
2005-04-29, 8:30 AM #25
uhhhhhh.....



/Me humps!




















[/7]
This is not the sig you are looking for. Move along.
2005-04-29, 9:22 AM #26
/me b&s :banned:

2005-04-29, 3:09 PM #27
Thankyou for the comments and suggestions everyone, I apologize for not getting back sooner. I am very busy at the moment with other aspects of life (and other forms of art ;) ).


LKOH_SniperWolf : would you please share these methods of rain with me. I'm interested, and need some better rain. PM me and/or post back here. Thanks.

Grismath : As a matter of fact I have played JKDude's Area 51 and have been to that area. It was the first thing that popped into my mind when making this level, but I dislike the method because of all the adjoins and also how blatantly obvious it is that it is a 2d surface set to conveyor. I might just try to work on it though, but I'd rather use either 3dos or some sophisticated cog work. I'd like to learn more of LKOH's method.

Trige : The sector architecture didn't take quite so long because I made copies of some multiselected sectors, and then flipped them in JED and readjoined them to the rest of the level. Must have saved me over an hour of work, and is really very easy to do. I don't know how many editors do this (obviously your level has to be symmetrical to take advantage of it), maybe I should make a tutorial.

zagibu : Perhaps that method would work, not sure I want to put the time into it. I just want to release something at the moment, being a very active editor who hardly gets any of his stuff out there. I think sector archi is probably best, but I could be wrong. DL's are giving me some trouble at the moment. And I have had nothing but trouble with the flicker cog in the past.

kIRBY : On Point #1) Thanks, but what do you mean "if it worked"?
#2) I don't like the lighter, it creates way too many messy surfaces and screws with my dynamic lighting. Some levels are suited, but .... bah, MAYBE I'll try it but don't get your hopes up.
#3) Good idea. I actually planned to put water in the middle since it's meant to be a Roman building (the hole in the roof is called an atrium and the pool in the center collects rainwater and is known as an impluvium) The fish and lillies would be nice but seems a bit much, perhaps out of place. THe fountain is a good idea as well, but the fish would be more dynamic... gaah, as you tell I'm very indecisive.
#4) What on earth are you talking about? THe only red thing I can see is the roof, and in the Roman Republic they were always red or some shade thereof. Forgive me if I've got the thin end of the wedge.

DSettahr : No problem, don't worry about thread necromancy, for pete's sake it was only a couple of days. I was going to come back to it anyway, so thanks for bumping it. As for the circle in the center, I agree, and the textures on the ceilign have always bothered me. I'll work on it I guess.

Considering I did this whole level in so little time, it will probably sit around for eons because I'm such a perfectionist and refuse to release something unless I'm satisfied with it. Plus I'd like to make it JKA. Please post back people, I need a nudge (or a kick up the rear).
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-04-29, 3:56 PM #28
What i meant was using sector architecture to provide the surfaces for the rain texture to slide on. It works, but it's a waste of adjoins in my eyes, as the same effect can be achieved by using falling 3dos with an appropriate rain texture (drops on a full black background). In the special case of your level, sector architecture could still be an option, since the rain area seems to be quite small.

I might write a howto for the 3do rain stuff, if I'm in the mood on sunday.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-04-29, 5:07 PM #29
It is really, really good as it is. I think you should listen to some of these people's suggestions to improve it, if you'd like. I'm not too familiar with doing this sort of this (all I know is that it took me 40 minutes to make a pointy cube in blender), but I think it is excellent work in such a short time. However, again, if you'd like, you can make it more interesting by improving in based on various suggestions, etc. :) I am impressed.
"When it's time for this planet to die, you'll understand that you know absolutely nothing." — Bugenhagen
2005-05-02, 4:20 PM #30
You make me proud as always, Daft... keep it up!

One thing... it seems a bit too starry for rain, dont you think?
We are the music makers... and we are the dreamers of dreams...
Neurotic||Mobius Grith||The Atrium
2005-05-04, 8:40 AM #31
That is ****ing sexy.
2005-05-04, 1:21 PM #32
:eek:That looks Great! I think it would suit JKArena Beautifully!:eek:
Edward's Cognative Hazards
2005-05-04, 4:55 PM #33
That'd make a killer boss level. Great Work. Looks like something off Clash of the Titans.
2005-05-05, 3:12 PM #34
:eek: :eek: :eek: :eek: :eek: :eek:

Three words came out of my mouth when I viewed this:

OH MY GOD!

apart from the texturing problems already mentioned that is ace!
2005-05-07, 10:20 AM #35
Here are some updated screenies. I haven't had much time to work on this lately, but I only needed a few minutes to do this. I decided the hallways might look a bit more visually apealing if they had some more color, and the blue inside complements the red on the roof outside quite nicely (imo). What are your thoughts?

[http://www.massassi.net/ec/images/15897.jpg]
[http://www.massassi.net/ec/images/15898.jpg]
[http://www.massassi.net/ec/images/15899.jpg]
[http://www.massassi.net/ec/images/15900.jpg]
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-05-07, 2:27 PM #36
I like the blue. Have you already tested Sige's lighter plugin on this level? I think it could need some shadows.

I have attached a sample level that shows how to add more realistic rain. It's basically the same method as in the original tutorial. I just optimised the cog a bit.
To get actual rain instead of the bryarbolts, you have to create a new 3do-based template. I was too lazy for this, but I bet someone around here can help you with it.
The 3do should be a collection of drops. You might be able to do it with single drops, by adding more ghost origins and rain cogs, but you should include the JK thing limit patcher with your level, if you decide to go that way. Single drops look better when hitting water (you can add the "splashing" thing flag) and they work better with collision detection. It's also easier to create a decent splash effect for when the drop hits the ground.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-05-07, 2:28 PM #37
Well, here is the "hard raining" level:
Attachment: 4908/rain1.zip (8,887 bytes)
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-05-07, 3:39 PM #38
hehe, you were trying to kill me, weren't you? ;)

Very nice, a novel idea that actually works pretty well . . . it would be a great method for acid rain! :p

I'll fiddle around with the cog (not that I know nuch about it) and I'll ask a few people if they can make a rain template for me. Sniperwolf is working on something as well at the moment, so I should try out several different methods.

Thanks.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-05-07, 7:43 PM #39
Very nice.
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2005-05-08, 4:36 AM #40
Ok, here's my final contribution. The raindrops are now scaled down concussion bolts (without the damage). They explode when hitting any surface using the standard (scaled down) JK splashsprite and a ****ty splash wav I found on the internet.
The cog variables are documented in the code, BTW.
Attachment: 4919/rain1.zip (18,350 bytes)
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
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