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ForumsShowcase → Colosseum textures
12
Colosseum textures
2006-02-27, 3:13 PM #41
Happy SotD!
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2006-02-27, 3:23 PM #42
awesome, it's been a while :)
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2006-02-27, 3:35 PM #43
that is freakin beautiful.
If you choose not to decide, you still have made a choice.

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2006-02-27, 3:53 PM #44
Kirby, in the SOTD why did you say Spiral\'s both times you said his name? lol
Author of the JK levels:
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2006-02-27, 4:06 PM #45
That's absolutely magnificent! I can't wait to play it. :eek:
2006-02-27, 4:08 PM #46
Originally posted by Dark__Knight:
Kirby, in the SOTD why did you say Spiral\'s both times you said his name? lol


That's Brian's crappy coding. It doesn't understand the character '
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2006-02-27, 4:37 PM #47
There hasn't been a change in SOTD in a while.

gj, Spiral.
2006-02-27, 6:24 PM #48
Your textures are so perfect.


I love you. :mad:
2006-02-27, 7:01 PM #49
Originally posted by JediKirby:
That's Brian's crappy coding. It doesn't understand the character '

Ah, I see.
Author of the JK levels:
Sand Trap & Sand Trap (Night)

2006-02-27, 8:25 PM #50
Maybe it's your crappy neglect of HTML character codes.

Very pretty Spiral.
2006-02-27, 8:34 PM #51
Originally posted by Hebedee:
Maybe it's your crappy neglect of HTML character codes.


Too much work.
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2006-02-28, 7:21 AM #52
I haven't seen any specific pics to support this, but wouldn't the floor at the ground level just be dirt (or whatever the basic earth material was in Rome)?
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2006-02-28, 8:05 AM #53
Originally posted by Detty:
(or whatever the basic earth material was in Rome)?


knowing the romans, it would be a mixture of sand, blood, urine and spunk.
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2006-02-28, 9:33 AM #54
no, because it isn't truely on the ground.. the whole thing is on a stone platform about 6 steps off the ground..

http://www.iqi.ru/indexes/Colosseum.jpg
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2006-02-28, 9:50 AM #55
This level is going to be so awesome (emphasis on the "awe") Admittedly, I don't know how gameplay will fair.

What you need now is to make this into some kind of Jedi Knight Arena level, but add a mod, that changes the player models to gladiators, with swords, nets, etc. But of course, that would be rather ambitious, and most unlikely, unfeasible. :(
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2006-02-28, 1:58 PM #56
SPIRALUS MAXIMUS
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2006-02-28, 3:01 PM #57
wow that killed my 56k

but it was worth it!!! amazing work
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2006-02-28, 5:10 PM #58
Impressive stuff as always Spiral. The textures are perfect.
2006-03-01, 3:23 PM #59
so is this a big 3do or have you flipped out and done it the excessively hard way?
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2006-03-01, 6:54 PM #60
well, at first I tried with architecture, and it started crashing the level.. so I decided to use 3dos
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2006-03-01, 7:44 PM #61
The sensible choice would have been to use both, but that discussion has been and gone.
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2006-03-01, 9:35 PM #62
hmm, yes using a mixture of both I think would make the level more playable IMO.. I'm just anti-3do based levels because I don't trust 3do's.

They killed my father and raped my mother.
"Nulla tenaci invia est via"
2006-03-02, 5:19 AM #63
That's kinda what I've been saying all this time. It really wouldn't be much of an overhaul to do that at this point,
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2006-03-02, 5:25 AM #64
Originally posted by Z@NARDI:
hmm, yes using a mixture of both I think would make the level more playable IMO.. I'm just anti-3do based levels because I don't trust 3do's.

They killed my father and raped my mother.

So true. For small detail elements, 3dos are ideal.... but with all else, archi is the way to go. It's easier, more conrtollable, and somehow more rewarding to make.

Plus, with the adjoin limit remover, why not?
We are the music makers... and we are the dreamers of dreams...
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2006-03-02, 3:03 PM #65
3dos suffer from mysterious overlaps that z-fight. Archi mysteriously cracks and adjoins occasionally come undone. Either way, you'll spend more time fighting JED's lack of accuracy and JK's general lameness then actually building the map.
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2006-03-02, 8:54 PM #66
you care too much.. I do it for fun, so stop being a nay-sayer.
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2006-03-02, 9:44 PM #67
Originally posted by Isuwen:
3dos suffer from mysterious overlaps that z-fight. Archi mysteriously cracks and adjoins occasionally come undone. Either way, you'll spend more time fighting JED's lack of accuracy and JK's general lameness then actually building the map.


you know, when I had my nvidia card.. I never saw any archi cracks, I then switched to an ATI card (thats in the same class as the nvidia card was) and I see them rather regularly (this ati card is horrible... i hate it).
"Nulla tenaci invia est via"
2006-03-03, 11:53 AM #68
I get them just the same on my nvidia GeFarce FX 5700.
We are the music makers... and we are the dreamers of dreams...
Neurotic||Mobius Grith||The Atrium
2006-03-03, 3:11 PM #69
I don't get any cracks on my nvidia geforce 7800 gt.
I dunno if this is a brand problem.
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2006-03-03, 9:49 PM #70
Originally posted by Isuwen:
Archi mysteriously cracks

That's because of floating point inaccuracies and rounding errors, and JK doesn't have any kind of vertex welding for between sectors. A properly made 3DO will have all of it's vertices (at least the important ones) welded, so it's not a problem. I see DFLT cracks in my HCP level right now, I can see DFLT showing through from other surfaces. If I were to replace all DFLT instances with something darker and more similar to the level textures, it would greatly reduce the visibility of the seams to practically nothing.

Oh, and seam visibility is probably also affected on what resolution you run at. I doubt the card itself matters, although I could be wrong. I've seen seams in several games (Rogue Spear comes to mind) with many video cards.
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2006-03-04, 2:59 AM #71
Just one (tiny) criticism, those arches would collapse if you don't make them like this:

[http://www.pitt.edu/~medart/image/glossary/KEYSTONE.JPG]
If it breaks, you get to keep both pieces.
2006-03-04, 7:35 AM #72
yeah, that's actually exactly how they are ont he colosseum, I just hadn't gotten around to making that yet..
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2006-03-04, 1:15 PM #73
Emon, I know why they crack. The problem is, with points with the EXACT SAME POSITION going through the EXACT SAME OPERATION should have the EXACT SAME RESULT, but they don't! I'm fairly certain it's because when JK clips adjacent polygons to the same viewport, the new verticie is sometimes interpolated from opposite ends of the line. Oops!

It's not really effected by resolution. It happens just the same; at a higher resolution, the sparkly edge is longer, meaning more pixels show through - but at a lower resolution, the individual pixel is more visible.

Arches don't need a central keystone. They work just as well with two blocks meeting with a verticle seam at the center. It's not even any harder to build that way. Usually, the arch would be framed with wood, the stones would be layed on top, the center (or two center) stones are hammered in, and the wood frame is removed. The large center stone on some arches is purely decorative.
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2006-03-04, 7:08 PM #74
but if you look at the pictures of the colosseum.. the arches DO look like that.. I was planning on adding a mat or something to it
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