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ForumsShowcase → The Vengeance
The Vengeance
2005-06-05, 1:47 PM #1
Ok so its a WIP and a really... sad attempt lol. EP3 got me in the star wars mood and I figured I'd try my hand at some JA...

If this goes anywhere, it will be a fairly short single player level where a Sith Lord infiltrates his former cult temple to have vengeance on his former cult who have exiled him. Sounds not too orginal? I don't care >:P

I just want to make something that will have lightsaber combat as the main focus. I might try to throw in a few prince of persia style jumping puzzles.

Execution Chamber 01
[http://www.massassi.net/ec/images/16045.jpg]

"Secret" entrance by which the Sith Lord gets in
[http://www.massassi.net/ec/images/16046.jpg]

Execution Chamber 02
[http://www.massassi.net/ec/images/16047.jpg]

Execution Chamber 03
[http://www.massassi.net/ec/images/16048.jpg]

so how is it for a first try after 3 years away from editing and relatively NO experience with a brush engine.
Was cheated out of lions by happydud
Was cheated out of marriage by sugarless
2005-06-05, 1:52 PM #2
I'm planning to have a big stream of smoke coming out of the execution pit IF its possible lol

I don't even remember how to make a skybox, add models, etc. :( If anyone knows wheree i can find tutorials on these things letme know, cuz I've been searching and not finding :(
Was cheated out of lions by happydud
Was cheated out of marriage by sugarless
2005-06-05, 1:59 PM #3
Holy crap, this is impressive. Well done!
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2005-06-05, 2:11 PM #4
The lighting hurts my eyes.

I think you need to also work on some interesting textures.
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2005-06-05, 2:13 PM #5
Nice and moody, me likes. =D
Seishun da!
2005-06-05, 5:33 PM #6
Dangit, I was expecting THE Vengeance.
Nice level. I love the lighting.

-Pretty ship, wasn't it?
2005-06-05, 6:19 PM #7
Quote:
Originally posted by bearded_jarl
Dangit, I was expecting THE Vengeance.
Nice level. I love the lighting.

-Pretty ship, wasn't it?


Indeed it was [salvates].

Looks prommising, though i'd work on the lighting and textures (as stated above). It looks moody, but flatshaded (and i can't stand to see a temple that well-lit. look at my map for proof of that :D)
50000 episodes of badmouthing and screaming like a constipated goat cant be wrong. - Mr. Stafford
2005-06-05, 8:34 PM #8
Updated shot of the area (again, don't mind the lighting, once I've have some more architecture done, I'm gonna work on adding actual lights to the area

[http://www.massassi.net/ec/images/16049.jpg]
Was cheated out of lions by happydud
Was cheated out of marriage by sugarless
2005-06-06, 6:09 AM #9
Skybox: Like in JK, just put brushes at the level boundry and flag them with a sky texture (it will be cyan with the black word SKY on it. You can find them in the skies\ texture folder). The name of the shader will clue you in to which textures will be used to make the skybox. DO NOT use the actual textures themselves!

The shaders for the SKY textures can also be extracted from the pk3s if you want to reverse-engineer a skybox and make your own. :)

For models, the general idea is to insert a specific entity (I forget which one) that you can specifty a md3 in for the model. At this point it will not be collidable, so you need to insert brushes and set their texture to NODRAW, and then arrange them roughly in the shape of the model to make it collidable. This way you have a nice detailed model but not a complex collision mesh to slow things down.

2005-06-06, 6:22 AM #10
Thanks for the tips, maybe you can help me with this problem too:

I made an effect in EffectEd and then added an FXrunner to my map and added

fxFile
env/pit_smoke

but its not running, what am I doing wrong? :S
Was cheated out of lions by happydud
Was cheated out of marriage by sugarless

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