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A Funny Thing Happened on the Way to the Forum
2005-06-01, 12:35 PM #121
Quote:
Originally posted by Daft_Vader
Oh, hey, are you the guy who helped halucid and me test Somnolence? You were doing those awesome jumps in Canyon Oasis, right? :D


Itsa me! Melekin!

Yea, that was it...

I thought the wood beams made the room look an awful lot like a place of worship... Something like a temple, really went with the rest of the level...

Now that you've made it all stone, it looks less templeish, and more public bath'ish... It looks quite roman, and very nice... I think making the stairs a gentler slope like you did was a very good idea, less ... spartan. You may want to stitch the slab texture on the stairs over the feet of the stars instead of the brick texture... Or maybe find a different texture altogether...

You might want to put the JKA control stuff on the back of the double-pillars so they're not in sight from the center of the room.
You fight like a dairy farmer!
2005-06-01, 3:05 PM #122
First thing I did was make sure I was caught up on all the posts concerning this project, here and at the hub. I think I found the problem with the spectator COG and posted in your thread in the COG forum, have stuff to do this afternoon but hope to pour over the other COGs this evening and get in a little action-packed beta testing.

QM
2005-06-01, 3:12 PM #123
Hehe, I remember helping you with Somnolence along with halucid and Melekin. Looks very good... if you need any help or testing, just ask.
"I'm afraid of OC'ing my video card. You never know when Ogre Calling can go terribly wrong."
2005-06-01, 3:17 PM #124
Quote:
Originally posted by Whelly
Hehe, I remember helping you with Somnolence along with halucid and Melekin. Looks very good... if you need any help or testing, just ask.

Thanks Whelly! :p
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-01, 3:47 PM #125
I liked the wooden textures better. The brick textures take away from the realsim because they don't look three dimensional and there are many places where the bricks look as if they have been cut in half.

Really amazing work overall though.
Aquapark - Untitled JK Arena Level - Prism CTF
2005-06-02, 6:59 PM #126
Okay folks, I have a new version out, Beta_0.95 with plenty of bug fixes and a few small additions. It should function much better, all buttons are labled, and the spectator camera should work.

However, there still might be errors, and I'd like to add a couple more things before I complete this one, such as flashes of lightning in the main arena.

Please Beta test away, and tell me what's improved and what still needs fixing. :)

The download link is here - http://jkhub.massassi.net/project/show.php?projid=25§ion=download
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-03, 4:10 PM #127
Has anyone tried out the latest version yet?
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-03, 4:38 PM #128
I downloaded it, but, having never played JKA before, and lacking the requisite cranial proficiency, I can't figure out how to get into the main area.
2005-06-03, 5:59 PM #129
Quote:
Originally posted by money•bie
I downloaded it, but, having never played JKA before, and lacking the requisite cranial proficiency, I can't figure out how to get into the main area.

Ahh, this stumped me the first time as well. I'm afraid that you can't go to the main arena unless you have at least 1 other person to play with. The game is based around a queue system, where players "line up" for a chance to compete. The host can select weapons and all that good stuff as well.

Find someone else to play with and then hit the queue buttons to join! ;)
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-03, 6:43 PM #130
Anyone want to play this over Hamachi?
Aquapark - Untitled JK Arena Level - Prism CTF
2005-06-03, 6:53 PM #131
Quote:
Originally posted by Zojombize
Anyone want to play this over Hamachi?

Darn. Such a brilliant idea, but it will only work on Windows 2000/XP. I have 98. :(
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-03, 8:18 PM #132
Have you considered adding a button so the host can teleport into the arena and run around, as long as the button detects no other players in game, then, when another player joins, it instantly teleports the host back to the lobby?

QM
2005-06-03, 9:27 PM #133
Quote:
Originally posted by Quib Mask
Have you considered adding a button so the host can teleport into the arena and run around, as long as the button detects no other players in game, then, when another player joins, it instantly teleports the host back to the lobby?

QM

That's a good idea, though is not standard JKA practice. I know of no current cog that does that. If you think you could cog that easily, please go ahead.

I'm currently ripping the hair out of my head trying to figure out how to get my dynamic lights to stop flickering. GBK's light cog has its limits . . .
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-03, 9:36 PM #134
If you haven't already tried it, open your jkl file in notepad and change the 'world things' value to 640 (or if you patched JK with the limit removers you can set it higher).
May the mass times acceleration be with you.
2005-06-04, 11:18 AM #135
Quote:
Originally posted by Daft_Vader
I'm currently ripping the hair out of my head trying to figure out how to get my dynamic lights to stop flickering. GBK's light cog has its limits . . .

I still don't understand why you prefer dynamic lights over vertex lighting. As far as I know, they only have 2 advantages over standard JED lights:
- they are dynamic in terms of position and illumination
- they shade 3dos in real time
So, if you don't make use of their dynamic aspects and do not have a lot of 3do architecture in you map, leave your fingers off them. You'd better use this time to play around with the lighter plugin.
Or am I completely wrong here?
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-06-04, 12:21 PM #136
Quote:
Originally posted by zagibu
I still don't understand why you prefer dynamic lights over vertex lighting. As far as I know, they only have 2 advantages over standard JED lights:
- they are dynamic in terms of position and illumination
- they shade 3dos in real time
So, if you don't make use of their dynamic aspects and do not have a lot of 3do architecture in you map, leave your fingers off them. You'd better use this time to play around with the lighter plugin.
Or am I completely wrong here?

Here's my post on the cog forum - http://forums.massassi.net/vb/showthread.php?s=&threadid=32838#post478317

To quote myself, these are some of the reasons why I prefer Dynamic lights, despite the hassle:
Quote:
And please don't suggest not using DLs. They look so much better than static lighting, and are also essential for the lightning effect in my level, plus numerous 3dos.


If I want good weather effects, not to mention lightning that actually causes the level to "flash" I'm pretty sure I'll have to use Dynamic lights. Plus I just think they look so much more attractive than Static lighting. I do have a fair number of 3DOs in my lobby, pluis the rain in the arena. I can't say I ever really liked the lighter plugin much at all. :/
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-04, 1:26 PM #137
You do know of the new lighter program right? I haven't used it so maybe someone could elaborate on the new features.
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2005-06-04, 4:43 PM #138
Quote:
Originally posted by SG-fan
You do know of the new lighter program right? I haven't used it so maybe someone could elaborate on the new features.

The development thread with all the notes and progress (plus the latest version of the plugin I think) can be found here.

It definately has its uses. But I confess I am not an avid fan. But whatever floats your boat.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-04, 10:07 PM #139
Sorry, I should have been less vague. I have a basic idea of what the new one does but I never touched the old version, so I couldn't compare them. I was making sure you knew of it. If you ask me, a good blend of both dynamic and static lights would be best. Then you get the proper architectual shadows, and the flashes from the lightning.
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2005-06-05, 3:42 AM #140
Yeah, ok, but what I don't understand is how you can hate precalculated vertex lighting and love realtime calculated vertex lighting.
Dynamic lights in JK still light the map using vertex lighting, I think. I will run some tests to confirm that, but I'm pretty sure.
I agree that the lighter plugin sometimes brings along a lot of tweaking and tinkering, but it's usually worth the effort.
Lightning can also be done by using SetSectorLight() or ColorEffects.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-06-05, 4:11 AM #141
After having played your level, I must say, stay with the dynamic lights. I didn't think your pillars were 3dos, but they obviously are.
Great job on the level, too. It just feels a bit empty...maybe add some signs of desolation, as you did in the lobby.
Please try to find a better splashsound, too.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-06-05, 10:49 AM #142
Quote:
Originally posted by zagibu
After having played your level, I must say, stay with the dynamic lights. I didn't think your pillars were 3dos, but they obviously are.
Great job on the level, too. It just feels a bit empty...maybe add some signs of desolation, as you did in the lobby.
Please try to find a better splashsound, too.

Will do. :)
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-06, 10:03 PM #143
I like it, is this that level u are making as a tribute to level editors?
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2005-06-06, 10:48 PM #144
Quote:
Originally posted by Spiral
I like it, is this that level u are making as a tribute to level editors?

No, I, uhhh kinda gave up on that one

:o
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-06, 11:17 PM #145
bah, then you suck... what u shoul dhave done is let the authors make their own area, and send u the JKL file.. so it would be a colaboration of a bunch of different styles... Example, mine might be dark and weird looking, while someone else's might be bright and cheerful
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2005-06-06, 11:45 PM #146
Quote:
Originally posted by Spiral
bah, then you suck... what u shoul dhave done is let the authors make their own area, and send u the JKL file.. so it would be a colaboration of a bunch of different styles... Example, mine might be dark and weird looking, while someone else's might be bright and cheerful

I might pick it up again. Might. That's a pretty good idea of yours.

Sorry if I let people down. :(
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-07, 4:33 AM #147
It's editors like you that inspire us all to become better editors... letting us down seems hardly possible for you.
We are the music makers... and we are the dreamers of dreams...
Neurotic||Mobius Grith||The Atrium
2005-06-07, 12:26 PM #148
it would be like mini levels created by each author, and they would send them to you, and you would find a way to connect them.. label them if u want or whatever, but I think it would be cool if they just kinda blened together with no real seperation.... i mean you can label them (try to make the label small and blend in with the walls or something....)

I have this idea like someone is running down a corridor, and then they find themselves in a crazy looking corridor and be like "WTF!? what just happened?!"

or you can do whatever you want ;)
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2005-06-07, 1:08 PM #149
Quote:
Originally posted by Daft_Vader
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...


It's funny. I just used that very same teqnique the other day
building the entrance to the great hall for Helms Deep which has
a network of symetrical domes, arches and pillars. when I looked
at your post and noticed this comment and realized that's what
I'd just done I found it interesting. It's likely many editors do use
this technique.

[http://i6.photobucket.com/albums/y215/millerpj/hdghetourch.jpg]
If curiosity killed the cat then perhaps Curious George killed the cat.
But Cat's do have nine lives so who knows?
2005-06-07, 3:11 PM #150
I'm glad to hear that they do. Btw, even though that is a very small picture, that level looks really awesome! Are those flames sprites? Perhaps you could tell me how you did that, even shoot me a personal message. I did get some fire in my level at one point, but it didn't look anywhere near as good as yours! :eek:
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-07, 7:53 PM #151
i really like Jedi I's picture!! too bad he had to hijack this thread instead of making his own.. :(
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2005-06-07, 8:20 PM #152
Quote:
Originally posted by Spiral
i really like Jedi I's picture!! too bad he had to hijack this thread instead of making his own.. :(

Uhhh, he has a thread right here.

And he's hardly hijacking my thread. He's making a relevant comment as to one of the techniques that I used in my level's creation, and now I know that I am not alone in that department. :p

Besides, I'm personally grateful for him bumping my thread. Not much can happen until I get the final kinks worked out of my level, which is currnetly in the care of another.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-07, 9:39 PM #153
whoops.. my bad
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2005-06-15, 12:16 PM #154
Thanks goes to jedi I for the modified fire sprite and torches. I'm almost done with tihs level now, but I'd still like to add a couple of things to give it a really good, Roman feel. I have something else in mind, which I'll post back here with in a bit, if I can get it working.

I'm wondering though - are we having a JKA contest? Brian hasn't really made any formal statement with rules and a due date. :confused:
Attachment: 5467/small_jshot090.jpg (46,282 bytes)
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-19, 1:03 PM #155
Late in coming, but here's what I want to add to my level:

lion head statues:
[http://img.photobucket.com/albums/v52/RossD/lionhead_correct.jpg]

Unfortunately, the transparency in the model causes some z-fighting at a distance, which I'd like to fix:
[http://img.photobucket.com/albums/v52/RossD/lionhead_wrong.jpg]

I believe Zojombize had some trouble with this in his JKA level, with some transparent banners - does anyone have a fix?
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-19, 1:11 PM #156
I had to move the banners out from the wall a bit. Apparently some graphics cards round off the distance at which 3dos are rendered causing them to clip into the wall if they are positioned too close.
Aquapark - Untitled JK Arena Level - Prism CTF
2005-06-19, 1:23 PM #157
Quote:
Originally posted by Zojombize
I had to move the banners out from the wall a bit. Apparently some graphics cards round off the distance at which 3dos are rendered causing them to clip into the wall if they are positioned too close.
Thanks, but I'd like people to not be able to see the banner sticking out up close - is there a way around that you know of?
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-19, 2:18 PM #158
Its still alive? holy crap!
2005-06-19, 2:19 PM #159
There might be a way around it using cog. You could run a pulse and check the angle to the player, then, if he is not on it's side, move the 3do a bit away from the wall. I' ll give it a shot if I have time tomorrow.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-06-19, 2:50 PM #160
Is it an actual model? Like, fully 3D? Looks too elaborate for JK.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
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