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ForumsShowcase → Some new stuff
Some new stuff
2006-04-30, 11:48 AM #1
What's up Massassi? Its been a while since I last posted here, so I thought I'd show some screens of that i've been doing over at JKHub.net recently. Feedback is always appreciated.

A new addition to my physics cogs that allow things to be knocked over and fall to the ground:
[http://jkhub.net/project/screens/project-143-N8YQezm8nU.jpg]

Re-design of Theed Capital Building core:
[http://jkhub.net/project/screens/project-16-JgpSQhXrVk.jpg]
[http://jkhub.net/project/screens/project-16-4vYsrbNJkc.jpg]

Some models to populate the building:
[http://jkhub.net/project/screens/project-16-HwMWWki5GF.jpg]
[http://jkhub.net/project/screens/project-16-NUBHg73I0x.jpg]
[http://jkhub.net/project/screens/project-16-RXmTf2GN1q.jpg]
[http://jkhub.net/project/screens/project-16-OUII1JfUJN.jpg]
[http://jkhub.net/project/screens/project-16-rZOPe7g5nF.jpg]
[http://jkhub.net/project/screens/project-16-Uq0YRrmKko.jpg]
[http://jkhub.net/project/screens/project-16-r3b1rZuaXv.jpg]

More below...
One day, after everybody else quits, I'll be the best.
Sith Mercenaries
^My site.
2006-04-30, 11:48 AM #2
Tier I area using my new models:
[http://jkhub.net/project/screens/project-16-MPEbqoIAy2.jpg]

Tiers I and II using new models:
[http://jkhub.net/project/screens/project-16-T8pyYOI7WS.jpg]

Getting close to these models make them look BETTER instead of worse:
[http://jkhub.net/project/screens/project-16-J0xLgtCuO0.jpg]

My first attempt at a character model:
[http://jkhub.net/project/screens/project-16-fvsBf1OOY2.jpg]
[http://jkhub.net/project/screens/project-16-UDdUaB3WLN.jpg]

My first attempt at texturing a character model :(
[http://jkhub.net/project/screens/project-16-AlafDmWRyD.jpg]

Pre-rendered graphics and effects baked onto JK 3dos:
[http://jkhub.net/project/screens/project-16-FCYRJ3rp5X.jpg]

A pre-rendered room in JK. 3ds max render on the left, JK screenshot on the right. Ported directly from 3ds max, NOT re-created in JED.
[http://jkhub.net/project/screens/project-16-CUlwRtKJm3.jpg]
One day, after everybody else quits, I'll be the best.
Sith Mercenaries
^My site.
2006-04-30, 12:39 PM #3
Wow, you seem to be quite a busy guy. Good work on...everything. Keep it up.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2006-04-30, 1:11 PM #4
I really do have to say, you're doing lots of awesome things. You've really proved me wrong.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2006-04-30, 1:30 PM #5
Kirby! Where you been man? Come back to #jkhub!
One day, after everybody else quits, I'll be the best.
Sith Mercenaries
^My site.
2006-04-30, 3:16 PM #6
the models are awesome, as is most of the level.

Now you need to perfect the art of keeping the graphics throughout the transition into JK.
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2006-05-01, 12:50 AM #7
The textures and lighting creeps me out but otherwise it's pretty good.
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2006-05-01, 8:19 AM #8
those last two pictures, that's more like it man
that's what i'm talkin about ;)
2006-05-01, 10:10 AM #9
Well I'm certainly impressed. Good show.
Stuff
2006-05-01, 4:31 PM #10
Awesome work on Attack on Theed: Final Assault as usual. I can't wait for its release. Your new physics also look interesting.

I'll need your help on physics for a level of mine by the way. [http://www.jkhub.net/forums/images/smiles/cheer.gif]
Wes Darklighter
|Theed|
2006-05-01, 4:45 PM #11
sexy, sexy, sexy, sexy, amazing amazing all around.
2006-05-01, 9:55 PM #12
:eek:
Wow I wish I was that good. I might be able to do that room in... never?
2006-05-01, 10:17 PM #13
Luks kool but where iz jarjar plz mak him to plz rlease now plz k thx bye
This is retarded, and I mean drooling at the mouth
2006-05-01, 10:26 PM #14
You win the award for best furniture ever in Jedi Knight. Slick. :]
2006-05-02, 4:05 AM #15
Mmm, yes, indeed. :D
-Hell Raiser
2006-05-02, 8:43 AM #16
Pretty dang sweet, though I have a few critiques:

1. the carpet looks like a Jackson Pollock painting or something.. I'm guessing it's just low-res.

2. the lighting is bland. It would probably look better if you broke the lighting into multiple lights similarly to the last screenshot--for example, if you added small but intensive lights somewhere around the windows (assuming the windows are supposed to be the light source), and weakened or removed the massive light you're currently employing.

Anyway, keep it up!
2006-05-02, 12:15 PM #17
The lighting seem too bright. Lower it a bit and give it a "dungeon" kind of feel.

That is, of cource, up to your liking.
|-|E|_|_O
2006-05-02, 9:04 PM #18
I'm very impressed with that physics cog and the 3ds export. Could you post a video of the cog in action? I'm actually working on a similar thing with the pre-rendered effects, so please don't make yours so cool that it makes mine useless :gbk:
2006-05-03, 4:46 AM #19
Very nice.

When are we seeing a finished version of SM HQ or a new purgatory >_> haha
"Jayne, this is something the Captain has to do for himself"

"N-No it's not!"

"Oh."
2006-05-03, 8:42 AM #20
Hey everybody, thanks for the comments/suggestions.

You can check out the main part of my physics cogs in action yourself. Just download the Hub Level Pack 2005 (beta 2) from the address below and host a MP game at Asylum of Mortality. The HLP 2005 URL is:
http://jkhub.net/project/get.php?id=618
NOTE: You will need the thing limit remover patch installed to play.

If you wanna check out an early WIP of the "knocking things over" part of the cogs, you can download a small test level I uploaded to JKHub a while ago from:
http://jkhub.net/project/get.php?id=669

Although that WIP of the new physics cogs is months old, I have still yet to be able to get the falling wood beams to have a "domino" effect with other objects. After all my testing, I STILL can only manage to get the beams to collide with Kyle. But when it's just a gib of a broken chair falling to the ground, the collision problems will be almost unnoticible.


Thanks to you guys who mentioned my crappy lighting. :) I've been having lots of trouble getting it the way I want it because the core of the building is made up of 3dos, and 3do's only lite well with dynamic lights. Unfortunelty, dynamic lights also make architecture bright too, and it's been a pain trying to find the perfect mixture. :( I'll get it right sooner or later though. If anybody has experience lighting a room full of 3do's and archi, any advice would be awesome. :)
One day, after everybody else quits, I'll be the best.
Sith Mercenaries
^My site.
2006-05-03, 12:20 PM #21
Originally posted by SM_Sith_Lord:

Although that WIP of the new physics cogs is months old, I have still yet to be able to get the falling wood beams to have a "domino" effect with other objects. After all my testing, I STILL can only manage to get the beams to collide with Kyle.

Well.....depends on how you're doing the cogging for the physics, cause if you can get the touched messages sent, you can figure out a rough idea upon where they are colliding by mathematics because you have the basic shape of the object (in this case, a rect prism), and then apply a torque upon the object with the given inertia (I = integralof(dist * change in mass))...but thats advanced physics and cogging and calculus. But its possible to be accurate given only a touched message. :p
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2006-05-03, 2:38 PM #22
Or lets all hop on the cogext.dll bandwagon, and use OnFrame() to replace entire cogs. :em321:
-Hell Raiser
2006-05-03, 7:00 PM #23
Lol HR. :)

Pilot: What I technically meant was I can only get the touched message when they hit Kyle. :)
One day, after everybody else quits, I'll be the best.
Sith Mercenaries
^My site.
2006-05-03, 8:01 PM #24
It's spelled "Tier".

-Not tear.

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