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A Funny Thing Happened on the Way to the Forum
2005-05-08, 8:04 AM #41
Excellent, I'll try it out now.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-05-08, 11:41 AM #42
Very nice, the new rain is excellent. Unfortunately, it seems to have totally screwed up my level's lighting. As you can see below:

[http://img.photobucket.com/albums/v52/RossD/small_Jshot068.jpg]
[http://img.photobucket.com/albums/v52/RossD/small_Jshot069.jpg]

I wonder if tihs is because I've hit the thing limit, although the bryar pistol still seemed to be shooting, so maybe not. A couple of things though:

1) Could you help me get dynamic lighting working, I'd rather use that than the lighter plugin.

2) Could you tell me how to edit the rain template in my .tpl so that it doesn't collide with the player. It's kind of stupid when you're running around in the rain and it smacks you like a brick.

Thanks.

Oh, and also, I've redone the ceiling in that one area again, I like these results best of all:
[http://img.photobucket.com/albums/v52/RossD/small_Jshot067.jpg]
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-05-08, 11:49 AM #43
The new texturing looks superb, great work. But I'm not sure why you are heading for dynamic lights, when there are no 3dos in your level? Anyway, can't help you much with this kind of lighting, haven't got any experience in this area.
I'll work on the template some more, if I find time during the week.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-05-08, 1:00 PM #44
Ok, here is it with the new not-knocking rain template:
Attachment: 4926/rain1.zip (18,388 bytes)
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-05-08, 3:49 PM #45
Zagibu, could you please just post the excerpt from your master tpl for the rain, that's all I need. It doesn't appear when I open up your latest GOB in ConMan. Thanks.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-05-08, 5:42 PM #46
Unless my sense of scale has gone out the window, I think those splashes should be smaller. It could just be the picture though, I'm not sure.
*This post has been edited for content.
2005-05-08, 6:14 PM #47
Yes, you're right, that should be fixed once I get the template though.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-05-08, 8:54 PM #48
wow, neat splash effects.
"it is time to get a credit card to complete my financial independance" — Tibby, Aug. 2009
2005-05-08, 9:00 PM #49
I think that the rain and splashes would look better as translucent. I guess you can do that in the template. :p It would make it seem more waterlike and less blue-rainshaped-things that are falling. ;) Overall the level looks beautiful and would be awsome for JKA. :D
Naked Feet are Happy Feet
:omgkroko:
2005-05-09, 1:41 AM #50
+rain none orient=(0/0/0) type=weapon collide=1 move=physics timer=10 mass=0.000001 physflags=0x200 maxrotvel=90 damageclass=0x2 thingflags=0x28000400 model3d=raindrop.3do size=0.001000 movesize=0.001000 maxrotvel=0.000000 vel=(0.000000/4.000000/0.000000) damage=0 mindamage=0 typeflags=0x20000d cog=raindrop.cog

+dropsplash none orient=(0/0/0) type=explosion timer=0.5 sprite=dropsplash.spr typeflags=0x1 damageclass=0x4

The size of the sprite must be edited in dropsplash.spr. The drops can be made translucent, the splash fx not without some serious effort (using translucent flat 3dos which are aligned to the local screen via cog).
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-05-09, 12:59 PM #51
Thankyou, it works much better now. I've got some homework to do and other things to be getting on with, I'll check back in later.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-05-09, 2:06 PM #52
greyscaling those splash and drop MATs would make it look nicer, too.
We are the music makers... and we are the dreamers of dreams...
Neurotic||Mobius Grith||The Atrium
2005-05-09, 2:14 PM #53
halucid, forgive my ignorance, but what is greyscaling and how do I do it? :o
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-05-09, 8:28 PM #54
Greyscale means no color. Only shades of black and white. Would probably be best to lower the saturation, basically.
_ _ _____________ _ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
2005-05-14, 10:28 AM #55
I think I got the lighting working again. Ad for greyscalign the rain, I'm not sure if that will be necessary - the blue rain actually makes the level look quite appealing and adds some more color. This is one of the reasons why I retextured the interior.

Here are some mini-updates:
- Re-textured inside completely
- Changed sky to make it darker and match the level's color more
- Brightened the roof so that the player can see it more easily
- Added a pool of water to the impluvium
- Did some minor lighting tweaking
- Fixed the rain template

[http://www.massassi.net/ec/images/15927.jpg]
[http://www.massassi.net/ec/images/15928.jpg]
[http://www.massassi.net/ec/images/15929.jpg]

Here are a list of things that need to be completed and are on my agenda:
- Convert the level to Jedi Kight Arena, which inludes:
...... Building a lobby
...... Building an Armory for the host to specify weapons
...... Adding the relevant cogs and spawn points
...... Adding a new "ghost" camera system, similar to Q3 and other modern games, where the spectator can follow other players and hover around the arena
- Add torches with a fire sprite inside the arena

After this has been accomplished, the level should be ready for beta-testing and release!
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-05-14, 11:41 AM #56
I made this cog some time ago for someone else's JKA level. All you do is assign it to a switch surface. After activating it, you keep hitting activate to toggle through people to spectate.
Code:
# Jedi Knight Cog Script
#
# qm_spectator.cog
#
# Let's a player spectate other players by activating a switch.
#
# [QM]
#
# (C) 1997 LucasArts Entertainment Co. All Rights Reserved

flags=0x240

symbols

surface     spectate_button

thing       player=-1                        local
thing       victim=-1                        local
thing       camera=-1                        local
template    camera_tpl=ghost                 local
int         pcount=-1                        local
int         camera_sig=-1                    local
vector      player_dir                       local
vector      player_loc                       local

message     activated
message     pulse
message     removed

end

# ========================================================================================

code

activated:
   player = GetSourceRef();
   player_dir = GetThingLVec(player);
   player_loc = GetThingPos(player);
   ClearActorFlags(player, 0x1);
   SetActorFlags(player, 0x840000);
   pcount = pcount + 1;
   if(pcount >= GetNumPlayers())
   {
      pcount = -1;
      call stop_cam;
      Return;
   }
   if(GetPlayerThing(pcount) == player)
   {
      call activated;
      Return;
   }
   if(camera == -1)
   {
      camera = CreateThing(camera_tpl, player);
      camera_sig = GetThingSignature(camera);
      CaptureThing(camera);
   }
   else
   {
      DetachThing(camera);
   }
   victim = GetPlayerThing(pcount);
   TeleportThing(camera, victim);
   AttachThingToThingEx(camera, victim, 0x8);
   SetCameraFocus(1, camera);
   SetPulse(0.01);
   Return;

# ........................................................................................

pulse:
   if(IsThingCrouching(player))
   {
      call stop_cam;
      Return;
   }
   if(!(VectorDist(GetThingPos(player), player_loc) == 0))
   {
      call stop_cam;
      Return;
   }
   if(!(VectorDist(GetThingLVec(player), player_dir) == 0))
      SetThingLook(player, player_dir);
   SetCurrentCamera(1);
   Return;

# ........................................................................................

removed:
   if(GetSenderRef() != camera) Return;
   SetCameraFocus(1, player);
   Return;

# ........................................................................................

stop_cam:
   SetPulse(0);
   SetActorFlags(player, 0x1);
   ClearActorFlags(player, 0x840000);
   SetCameraFocus(1, player);
   if(GetThingSignature(camera) == camera_sig) DestroyThing(camera);
   camera = -1;
   CycleCamera();
   CycleCamera();
   Return;

end
Hope you find it useful.

QM
2005-05-14, 12:16 PM #57
NICE cog!
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2005-05-14, 12:45 PM #58
hehe, yes, that person was actually me and the JKA level was Somnolence. :o

The reason I asked again is because I never got that cog too work the last time I played, but I suppose you need at least 3 players if its JKA in order for it to work.

I'll try it out again though, maybe over LAN, since I have a horrible internet connection (it's satellite). Actually, wait, that won't work, since I only have 2 computers hooked up.
hmmm...

Well, there's no need worrying about this just yet, I can't use it until I've implemented the other JKA cogs. Thanks, I'll post back when I need some help testing it. I might also need some help with a fire spr.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-05-14, 12:47 PM #59
You know I'm good for testing.
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2005-05-14, 12:49 PM #60
Quote:
Originally posted by jEDIkIRBY
You know I'm good for testing.

Yes, I would appreciate your keen eye for improvement. I can definately relate to your perfectionism, and will let you know when you can put it to some good use! :D
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-05-14, 12:57 PM #61
Well, I did decent testing and it functions with just 2 people. I was never sure why it didn't function in Somnolence, but it worked both in Canyon Oasis and a simple test level.

It doesn't care whether a person is in the arena or not, so you wouldn't need 3 people for it to work. As long as your level has the "ghost" template, it should work.

QM
2005-05-20, 3:36 PM #62
School's almost out for me now, just one more week of exams. In the meantime, I did a quick edit of my level, and made some cheapo burning urns. They don't look too great, partially the model I made, mainly the poor textures and insufficiently detailed fire sprite. Could anyone make something similar for me that would look nice, I will credit you duly.
Attachment: 5180/small_jshot075.jpg (55,795 bytes)
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-05-21, 3:19 AM #63
Fire urns clash with the cold blue theme. It looks more like a memorial place, maybe a hall of heroes, than a temple. Memorial places are usually only open while there is daylight, so they don't need any light spending objects.
I'd add some banners and statues instead.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-05-21, 7:46 AM #64
Well, if you want me to be specific, I'm kind of messing around with Roman culture/architecture. Although this level is called Basilica, it doesn't technically qualify in architectural terms, at least according to Dictionary.com.

However according to Wikipedia, a Basilica really was an alternative name for a Forum in Rome's days, so I do hold some degree of historical accuracy. Again, though, my level doesn't meet the architectural qualifications of such a building, either in the times of Rome or in the times of the Roman Catholic Church as can be found out here. Basilica is just a cool name. I might, however, model the spectator arena after a true Basilica, to some degree.

I like the idea of statues, if you could model something after this I would be pleased - http://www.culturalresources.com/images/Augustus2.jpg That's probably going to be WAY too hard though, so you could always just do some kind of torch with a nice fire sprite, or a burning pyre. I would really like to have some fire in my level. :)
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-05-24, 11:17 AM #65
I began work on the Lobby, since this level is going to be JKA. I'm "loosely" basing it off of this: http://employees.oneonta.edu/farberas/arth/Images/109images/early_christian/st_john_lateran.jpg
Attachment: 5208/lobby.jpg (59,590 bytes)
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-05-24, 11:34 AM #66
One on these pics could be a nice SOTD.
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2005-05-25, 12:18 PM #67
Here are some textures I'm trying out, not a very good angle-shot though. :-/
Attachment: 5221/small_jshot077.jpg (36,610 bytes)
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-05-25, 12:38 PM #68
The last shot for itself looks good, but I don't see how it would fit in the general color scheme. You are saying it's the lobby...for the basilica level? I miss the blue then...
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-05-25, 3:55 PM #69
Quote:
Originally posted by zagibu
The last shot for itself looks good, but I don't see how it would fit in the general color scheme. You are saying it's the lobby...for the basilica level? I miss the blue then...

Wouldn't the red be an eye-pleasing contrast?
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-05-25, 5:53 PM #70
Actually red and blue alternating give some people seizures. :p

2005-05-25, 6:10 PM #71
That was exactly my sentiment when I first questioned the colors. I don't think that lobby, or the roof of the arena fit the blue decorum at all. It certainly doesn't break the level, but it still isn't what it could be.

The wood doesn't fit, either. That's also my opinion, though. I believe cement is a consistant feature to the current arena, and I think a ballroom sort of a lobby, or an entry-way to a cathedral or maybe even a staircase entry-way would look better. But hey, that's me.

JediKirby
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ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2005-05-26, 3:35 AM #72
It looks like two seperate areas that have nothing in common with each other. I'd say it's a bit too much contrast. Especially as the main color of each area is completely absent in the other.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-05-26, 11:20 AM #73
Allright, I'll take this advice to heart. School just ended for me today, so I'll have a shot at re-doing it. :)
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-05-26, 11:51 AM #74
I made it more blue, but the lobby seems kind of bare and gloomy now. I might just have to redesign the whole area. What are your thoughts?
Attachment: 5237/small_1979.jpg (34,043 bytes)
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-05-26, 6:14 PM #75
Add something to the middle - steps going down and coming back out - and that would spice it up nicely.
the idiot is the person who follows the idiot and your not following me your insulting me your following the path of a idiot so that makes you the idiot - LC Tusken
2005-05-27, 5:18 AM #76
Happy SotD to you!
Happy SotD to you!
Happy SotD dear Daft_Vader,
Happy SotD to you!

My first SotD of the new script. Yay for convenient scripts!

JediKirby

[edit]The script is still a little buggy, but bear with us. Brian's still tweaking the code. I certainly didn't put the / in :-P[/edit]
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ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2005-05-27, 8:53 AM #77
Thankyou! :D
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-05-27, 9:01 AM #78
O.o THE LATERAN PALACE! :D

This is progressing verrrry well. But it no longer qualifies as a speedmap, methinks. ;]
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2005-05-27, 9:02 AM #79
Quote:
Originally posted by Wolfy
Add something to the middle - steps going down and coming back out - and that would spice it up nicely.

What do you mean exactly? Personally, I don't think I've left myself with very many good options with this style of lobby, I'll probably just re-design the whole thing.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-05-27, 9:03 AM #80
Quote:
Originally posted by Lord_Grismath
O.o THE LATERAN PALACE! :D

This is progressing verrrry well. But it no longer qualifies as a speedmap, methinks. ;]

Hehe, yes, you caught me there... ;)
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
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