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ForumsShowcase → To Compliment Shred's thread...
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To Compliment Shred's thread...
2006-02-26, 7:17 PM #41
Um, am I missing something? I don't think it's that amazing at all. Sure, it's nice, but what's so mind-blowing about it? All I see is some simple architecture, decent textures and the effects of Sige's lighter plugin.

I also don't particularly like how dark it is. Yes, dark is nice and atmospheric, but it doesn't do much if you can't even see the shadows. And no, my monitor is not too dark. I have the brightness and contrast as carefully calibrated as I can get for this model. The Thief games managed to have dark, atmospheric levels without being so dark that you couldn't see. Maybe aim for something like that?
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2006-02-27, 12:53 PM #42
While the lighting isn't permanant yet, it is pretty close to where it's going to be. Rest assured, the lighting for the VIP area is for atmospheric reasons. The other areas are brighter. I'll get a screenshot up of the bar area in a little bit so that you can see for yourself. :)

Also, the purpose of this isn't to give "OMG, 1337 archi!" to an old JK level. Sure, I'm adding a little extra detail, but restraining from over complicating it. Everything should have a logical function. Unfortunately for 'curve-minded' artist, Nar Shadda doesn't incorporate a lot of curves (if any) into it's architecture. Have at least a little faith in me, Emon. ;)
"The solution is simple."
2006-02-27, 1:06 PM #43
using animated textures you could have the shadow move with the rotating fan.

Cos i'm assuming the lighter plugin effects wont move.
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2006-02-27, 1:16 PM #44
[QUOTE=The Mega-ZZTer]It is a 3do. Of course the fact that you can't tell does probably mean you think it needs work.[/QUOTE]

Yeah, from the screenshots it looked flat. The later screenshot is a better angle, but it still seems a bit too flat. I guess the curtain's supposed to be made out of silk.
Who made you God to say "I'll take your life from you"?
2006-02-27, 1:34 PM #45
I like the dark eerieness. Are you still planning on the room where the guys says to get out of his bar, and a gun under the counter?
This is retarded, and I mean drooling at the mouth
2006-02-27, 1:55 PM #46
Originally posted by CaptBevvil:
Unfortunately for 'curve-minded' artist, Nar Shadda doesn't incorporate a lot of curves (if any) into it's architecture.

Obviously. But there are still a lot of architectural details that should be made. Real world industrial-like settings are hardly flat walls with flat textures.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2006-02-27, 2:07 PM #47
Do you mean, this place?

[http://i2.photobucket.com/albums/y22/CaptBewil/jkn10.jpg]
[http://i2.photobucket.com/albums/y22/CaptBewil/jkn11.jpg]
[http://i2.photobucket.com/albums/y22/CaptBewil/jkn12.jpg]

Yep, the entire level is planned plus some (check out the link on my first post to the jkHub forum).
"The solution is simple."
2006-02-27, 2:10 PM #48
Originally posted by Emon:
Obviously. But there are still a lot of architectural details that should be made. Real world industrial-like settings are hardly flat walls with flat textures.


But it's not industrail...at least, not this area. It's more like NYC sub-way... ;)
"The solution is simple."
2006-02-27, 2:12 PM #49
I think it's a solid base to work on. And come on, guys, you can't expect to be overthrown by the screenshots of a friggin cantina's drinking niche...
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2006-02-27, 2:26 PM #50
Yeah, it is a good base.

NYC subway? So fill it with filfth! It's a Nar Shaddaa cantina. It should be gross.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2006-02-27, 2:34 PM #51
Patience, this is a first pass, not a polish run. ;) Give it time. My priority is to get the map completed. Then comes the smaller detailed stuff.
"The solution is simple."
2006-02-27, 2:36 PM #52
Originally posted by Emon:
Um, am I missing something? I don't think it's that amazing at all. Sure, it's nice, but what's so mind-blowing about it? All I see is some simple architecture, decent textures and the effects of Sige's lighter plugin.

I also don't particularly like how dark it is. Yes, dark is nice and atmospheric, but it doesn't do much if you can't even see the shadows. And no, my monitor is not too dark. I have the brightness and contrast as carefully calibrated as I can get for this model. The Thief games managed to have dark, atmospheric levels without being so dark that you couldn't see. Maybe aim for something like that?


1) What's so mind-blowing about it? Nothing. However, it doesn't have to be mind-blowing, because when you watched the opening cutscene where kyle is in the cantina booth, were you like "OMG THAT ROOM IS FREAKING AWESOME!!" No. He made it look like the room, and cutscene, so that's why it's good.

2) Yes the archi is simple, however, I hate when people are always so obessed with immaculate levels being curvy, and so incredibly intricite. I mean, look at my subtitle!

3) Also yeah, Siege's lighter plugin is used, but don't act like that's no credit to CB, because it's like saying "Oh that CD player is using a battery, but they didn't make that battery!" A battery, like Siege's lighter plugin, is useless without something to go in to. He executed Siege's masterpiece well in his level, at least from my perspective.

4) And finally, I beleive his level's lighting so far is very cool. (At least in the booth/cieling fan area) It's very atmospheric, with the nostalgic feel from the cutscene.

Edit: In no way am I trying to criticize you for your comments Emon, I was just giving my own personal thoughts on what you said.
Author of the JK levels:
Sand Trap & Sand Trap (Night)

2006-02-27, 2:57 PM #53
The lighter plugin is giving some nice shadows there indeed, but I don't think a +0.1 extra sector light for the entire area would do any harm.
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2006-02-27, 4:35 PM #54
The first shots (the room and the hallway where 8t88 and Katarn talk) could have a little more light.

Are you using new textures in these shots?
2006-02-27, 6:26 PM #55
Yes, they're all higher res and 16-bit along with other minor alterations (ie, bump mapping, lighting, etc). I'll probably be playing with the brightness, contrast, and gamma for all of these textures before the final pass.
"The solution is simple."
2006-02-27, 8:24 PM #56
I don't think Nar Shaddaa had pr0n. But yea to be like NYC subway filth that might be acceptable :em321:
This is retarded, and I mean drooling at the mouth
2006-02-28, 8:42 AM #57
Since when does JK support bumpmapping?
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2006-02-28, 9:41 AM #58
I've got a good idea for a fan that I used in one of my unfinished levels:

1) Make a custom fan 3do with the rotation point in the dead center. Texture it, and make another copy of your fan. With your second copy, make it as thin as possible, so that it will create the illusion of a shadow, and this time texture it all black and label all surfaces as translucent.

2) Export your 3dos into JED. When making the templates, be certain to set the second fan as _ghoststructure (I think that' right). Place the first fan so that it's either hanging from the ceiling or resting in an alcove. Place the 2nd fan directly beneath it and in the same position on a floor surface.

3) Apply a cog that makes the fans rotate at the same speed and in the same direction with some sound effects, and Voila! You have a moving shadow that's synched with it's source! Because of the _ghoststructure template, you can walk on it without it moving you.

And for additional coolness: 4) Extrude the floor ever so slightly, so that the fan is resting inside the new sector. Make the adjoining surface GEO 4 (aka visible) and texture it with a translucent grate. To create the illusion of a shadow, set the new surface's extra light to -1 or some variant thereof. You could also do the same with the top most fan, and put a light above it, so that the casting of the shadow will look realistic.

:)
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2006-02-28, 1:07 PM #59
Originally posted by ZOOIkes:
Since when does JK support bumpmapping?


No, it's a pre-rendered effect applied to the texture before converting to a mat file. :)
"The solution is simple."
2006-02-28, 1:12 PM #60
Can you sharpen the ceiling textures in the first room? It seems like they're all zoomed-in.
"Time is an illusion. Lunchtime doubly so."
2006-02-28, 1:32 PM #61
Originally posted by CaptBevvil:
No, it's a pre-rendered effect applied to the texture before converting to a mat file. :)


So basically it has nothing to do with bumpmapping :)
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2006-02-28, 1:51 PM #62
Well, it's quite possible that the textures themselves were bumpmapped before being converted into a mat. I've made several mats that way.
"it is time to get a credit card to complete my financial independance" — Tibby, Aug. 2009
2006-02-28, 2:33 PM #63
That doesn't make it bumpmapping. However, it does mean that a version without the effect baked on can be released for use with sith2, which actually does bumpmapping.
Wikissassi sucks.
2006-02-28, 4:37 PM #64
Pre-Rendered Bumpmapping and Real-Time bumpmapping are still bumpmapping. Just to clear the issue.

When I say I applied bumpmapping to the textures, it means that I used the GIMP "Bumpmap" function to apply the effect. Make sense? Good. ;)
"The solution is simple."
2006-03-01, 8:37 AM #65
Originally posted by Isuwen:
That doesn't make it bumpmapping.


I never said it did. Read my post again.
"it is time to get a credit card to complete my financial independance" — Tibby, Aug. 2009
2006-03-01, 8:46 AM #66
The archi looks good enough, although not that different from the original (with the exception of that amazing window vista with tha landing pads).

My problem is your textures though. They look just as cartoony and grainy as the originals. In fact, to be honest, I didn't know they're new textures till I read your post.
Dreams of a dreamer from afar to a fardreamer.
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