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ForumsShowcase → Scream MP: JK
Scream MP: JK
2006-03-29, 11:50 AM #1
Now that we have the adjoin limit / thing limit / new cog verbs patch for JK I've re-released my multiplayer MotS TC / level, Scream MP, for JK. It solves all of the detail HOM problems that occurred before and has allowed the addition of many new features.

For those of you who don't know, Scream MP is loosely based on the Scream trilogy. Players choose from one of four characters (including the Killer), and evade the Killer in a large, interactive mansion.

Scream MP: JK is available from the JK editing hub until Massassi post it:
http://www.jkhub.net/project/show.php?projid=249

New features in Scream MP: JK include:

- Reflective water (false cubemapped - planemapped) .
- False animated water polygrids (water has waves and ripples).
- Realistic flashlight with a light beam intensity based on the distance of the object it's currently hitting.
- Lockable doors.
- Damageable doors (with 6 damage regions).
- Lots more improvements and bug fixes.

A few screenshots:

[http://www.jkhub.net/project/screens/project-249-GoEsIILWLn.jpg]
The Whole House - From the rear. The brightness of this screenshot has been increased to make things more visible.

[http://www.jkhub.net/project/screens/project-249-pf6KuzwA3S.jpg]
Sidney Using Flashlight - In the music room - the drums, pianos and stereo all work when activated.

[http://www.jkhub.net/project/screens/project-249-c6B9gr36CX.jpg]
Outdoor Pool - The outdoor pool is at the rear of the house. The brightness of this screenshot has been increased to make things more visible.

[http://www.jkhub.net/project/screens/project-249-779Y183ZpZ.jpg]
Reflective Water - In the main swimming pool - turning the jacuzzi on or swimming causes the water polygrid to animate.

[http://www.jkhub.net/project/screens/project-249-W7dj0yYwE3.jpg]
Broken Door - Entry to the master bedroom. The Killer just smashed a hole in the door.

[http://www.jkhub.net/project/screens/project-249-rKP3qxDGjj.jpg]
Flashlight - In the attic bedroom
2006-03-29, 12:51 PM #2
Looks good, downloading it now.
2006-03-29, 12:52 PM #3
Sweetness, I've always thought a level like this would be good.
2006-03-29, 4:07 PM #4
How'd you do the water like that?
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2006-03-29, 9:23 PM #5
Those reflections are jacked, mein freund. Seems like they're applied directly down onto the water, as if the wall texture was overlayed flat on top of it, instead of how it should look. You know what I'm saying?

Anyways, this looks awesome! Neat concept and neat innovations.
2006-03-29, 10:32 PM #6
I agree. Very cool concept!

Chris Swan rocks
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2006-03-30, 1:33 AM #7
Thanks for the comments.

Yes, the water isn't perfect - the only way I know of to do reflections is JK is to fake them with an overlayed texture.

JediKirby: I took a screenshot of the area I wanted to reflect, Photoshopped the image to look like water, and then used a morphing tool to generate 6 animation frames. Then I split the image into 256x256 chunks and made textures. I then made a flat polygrid 3do and applied the textures to it. To fake the polygrid distortion I moved some vertices in the 3do to create 3 different polygrids, which are quickly made visible in turn in game to give the impression that a single polygrid is being distorted.
2006-03-30, 3:29 PM #8
Theres a point where a fake reflection looks worse then no reflection at all. You might have reached it. As a case in point, I didn't even relize it was supposed to be a reflection until you said so. Instead, I though 'wtf is up with that water?'
Wikissassi sucks.
2006-03-30, 4:15 PM #9
Is there a way to make it a bit cloudy?
2006-03-30, 6:32 PM #10
Hmmm... that knife looks familar...
The cake is a lie... THE CAKE IS A LIE!!!!!
2006-03-30, 8:55 PM #11
YOU STOLE MR TRANDOSTABBY

[http://images.mzzt.net/mrtrandostabby.jpg]

[http://images.mzzt.net/burnsauce.gif] [http://images.mzzt.net/dancingpadlock.gif]

2006-03-30, 8:59 PM #12
hey, isn't that sorta like tinting textures from other authors, not crediting them and calling them your own?
Current Maps | Newest Map
2006-03-30, 9:18 PM #13
Yeah well, "APRIL FOOLS" and download links don't really mix well.

2006-03-30, 9:33 PM #14
[QUOTE=Chris Swan]- Realistic flashlight with a light beam intensity based on the distance of the object it's currently hitting.
[/QUOTE]

LOL! Way to take a description of how something works and doing it on your own. :D :D :D

Signs of a true coder. :)

I agree with the reflection on the water looking iffy. Brilliant idea, just kinda, odd I suppose. If only there were a way to render geometry 'in' a 3do........
-Hell Raiser
2006-03-30, 9:40 PM #15
Holy crap I think there's a way! Too tired to test, but maybe someone would give it a go:

There's something about a translucent 3do behind a 'non-flagged as geometry' that will make it clip. Suppose the inside of the pool were a 3do, and your 'reflection geometry' were level geometry, 'hidden' behind the inside of the pool. You might need a few layers of translucent 3do to get the pool to dissapear, but then you would see the reflection only in the water.

I'm positive it can be done, even if I am sleep depping atm. :p
-Hell Raiser
2006-03-31, 1:51 AM #16
SavageX, Mega-ZZTer, Blood Asp: SavageX is given full credit in the readme, and I don't know if he remembers, but I asked him when I released the original Scream MP if I could use some SS3 resources and he said it's fine. That knife was in the original Scream MP :p

Hell Raiser: I'll have a go at your suggestion if I get chance. Would be cool if it worked.
2006-03-31, 1:57 AM #17
[QUOTE=The Mega-ZZTer]Yeah well, "APRIL FOOLS" and download links don't really mix well.[/QUOTE]

Are you saying you can't download it? It's on the JK hub:

http://www.jkhub.net/project/show.php?projid=249§ion=download
2006-03-31, 3:37 AM #18
Hell Raiser: Can you just try and explain that reflection theory again please - I've played around a bit but I don't think I've really achieved what you're getting at.

The attached zip contains source files for a level where the reflected geometry is visible above the water, but a cog turns on the inside of the pool once you go into it. Don't really know if this is what you meant.
Attachment: 11203/reflection.zip (72,926 bytes)
2006-03-31, 5:23 AM #19
[QUOTE=Chris Swan]SavageX, Mega-ZZTer, Blood Asp: SavageX is given full credit in the readme, and I don't know if he remembers, but I asked him when I released the original Scream MP if I could use some SS3 resources and he said it's fine. That knife was in the original Scream MP :p

Hell Raiser: I'll have a go at your suggestion if I get chance. Would be cool if it worked.[/QUOTE]

Well you seem to be forgetting that he can withdraw his permission at any time if he so chooses. It might be best to ask him again to be sure you still have it.

[QUOTE=Chris Swan]Are you saying you can't download it? It's on the JK hub:[/QUOTE]

No, I'm saying April Fools projects don't tend to be downloadable.

2006-03-31, 8:39 AM #20
[QUOTE=Chris Swan]Hell Raiser: Can you just try and explain that reflection theory again please - I've played around a bit but I don't think I've really achieved what you're getting at.

The attached zip contains source files for a level where the reflected geometry is visible above the water, but a cog turns on the inside of the pool once you go into it. Don't really know if this is what you meant.[/QUOTE]

lol! Sorry, was terribly sleepy when I posted it. :o

Chuck my idea, you just gave me a better one:

I like the idea of having the cog 'turn on' the inside of the pool once you're in it. However, a translucent pool should be in place if you're not in it, so you can see it + the reflection geometry.

Let's take a looksie at that attachment. (will post again later :) )
-Hell Raiser
2006-03-31, 8:50 AM #21
Ah snap, that's exactly what you're doing. That translucent pool doesn't look so well. :( It needs to have like... 75% translucency, which JK won't do. :(

How about making the reflection geometry translucent, with a black 'skybox' behind it to elliminate HOM?

/me bugs Sige about alpha transparency.....
-Hell Raiser
2006-03-31, 9:43 AM #22
That makes the reflections a little more subtle, but it's still very difficult to see the interior of the pool :(

Thanks for your help so far anyway.
Attachment: 11204/reflection.zip (73,344 bytes)
2006-03-31, 11:02 AM #23
[QUOTE=The Mega-ZZTer]Well you seem to be forgetting that he can withdraw his permission at any time if he so chooses. It might be best to ask him again to be sure you still have it.[/QUOTE]

I think it's fair to assume that, between releasing one version of a level and another, permission to use stuff has not been withdrawn unless otherwise stated.
2006-03-31, 1:47 PM #24
Originally posted by GHarris:
I think it's fair to assume that, between releasing one version of a level and another, permission to use stuff has not been withdrawn unless otherwise stated.


Agreed. In the real world, the person would have to send a notice to retract permission.

Technically, everything any editor releases for JK is the property of LucasArts (see the "EULA"). It's just bad practice not to credit an Artist for their work.
"The solution is simple."
2006-03-31, 2:29 PM #25
To be honest I never even gave the knife a second thought when taking those screenshots - it's been a part of Scream MP for so long. The screenshots weren't supposed to show it off and I certainly wasn't trying to claim credit for it.
2006-03-31, 3:02 PM #26
Originally posted by GHarris:
I think it's fair to assume that, between releasing one version of a level and another, permission to use stuff has not been withdrawn unless otherwise stated.


Well SavageX was surprised to see his model *shrug*. If it's been some length of time I would think it's only polite to make sure the people you borrowed stuff from remember it. >.>

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