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ForumsShowcase → Eat Your Heart out Gengis Khan!
Eat Your Heart out Gengis Khan!
2006-06-05, 2:13 AM #1
This is my progress on my Great Wall of China CTF level.

[http://www.jkhub.net/project/screens/project-262-iVnnEQrX4Q.jpg]

[http://www.jkhub.net/project/screens/project-262-rX91beRvUh.jpg]

[http://www.jkhub.net/project/screens/project-262-JTKLChhDQR.jpg]

[http://www.jkhub.net/project/screens/project-262-7QEeB4Umfy.jpg]

Nothing here is final but the general layout and look is pretty much done.
If curiosity killed the cat then perhaps Curious George killed the cat.
But Cat's do have nine lives so who knows?
2006-06-05, 3:27 AM #2
You seem to like ancient history. Looks good so far, just tell me if you wanna implement some catapults ;).
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2006-06-05, 7:08 AM #3
Is this supposed to be modern day? Somehow, I don't think the Chinese would have emblazoned their banner with Western characters...

(unless they were trying to fend off an army of European ninjas!)

:ninja: :ninja: :ninja: :ninja: :ninja: :ninja:
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2006-06-05, 7:31 AM #4
A fantastic improvement. Is the sun rising?
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2006-06-05, 7:57 AM #5
Beautiful map! Just a few suggestions:

•Experiment with extra surface cleaves to eliminate those annoying lighting skews.
•Tweak the wall texture to have a nice even transition from brick to grass.
•Definately use that hi-res skybox technique that Zeq pointed you toward.
•Get rid of the english writing on the banners, as Gris pointed out. We all know it's China. ;)
•Add a few more details that would help the players know what side they're standing on... like extra solid red/gold banners everywhere, for instance.
•Keep gameplay in mind. The wall itself looks like fun, but what details will be included to keep gameplay interesting on the ground level?
We are the music makers... and we are the dreamers of dreams...
Neurotic||Mobius Grith||The Atrium
2006-06-05, 10:01 AM #6
The banners I actually made for the sake of
gameplay. I will have a lot more things that
let you know what side you're on. It isn't
supposed to be completely historically
accurate but it is supposed to give the feeling
of ancient china. I'll think about taking out
the english writing but I think it might help
as far as gameplay goes. I want to smooth
out the texture on the wall to grass but that
could get rather difficult with the small texture
scale I'm using. I try to get it but I won't
promise anything just because I am starting
to hate 3do architecture since it isn't
predictable. I've been having all sorts of
problems with my 3dos and the flicker cog.
It seems to not positon them with the correct
yaw when it recreates them.

I love ancient history BTW Zagibu. It is one
of my favorite subjects though I'm much too
big of a nerd to go into anthropology or
archeology.

Hmm catapults? :cool: good Idea. I think We
could use the same cog for this level (new model
though since the other one is noob work). I've
realized that it isn't syched though. I will have two
lakes in the level so maybe we can make two that
can launch from lake to lake. I want a cog that will
allow you to climb ropes as an alternate way of
getting on the wall. I was thinking something
with attaching the player to an object at activation
of the rope and then allowing the player to walk
up the rope using animations and thrust or any
way we can get it to work.
If curiosity killed the cat then perhaps Curious George killed the cat.
But Cat's do have nine lives so who knows?
2006-06-05, 11:25 AM #7
What about making a sector at that point, and making it zero-grav? So when the user gets close to the rope (and in the sector) he can move right on up, or down.
2006-06-05, 11:35 AM #8
Looks awesome! BTW I like how the banners are currently.
2006-06-05, 11:46 AM #9
[QUOTE=Cool Matty]What about making a sector at that point, and making it zero-grav? So when the user gets close to the rope (and in the sector) he can move right on up, or down.[/QUOTE]
That could work pretty well. Of course, it wouldn't look too good yet. But maybe you could change the walk/run animation in this sector, too? Unfortunately, I have no idea about animation handling in cog.

Also, the catapults not being in synch can be easily fixed (I guess it's just the animation+sound that doesn't play on all computers, right?).
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2006-06-05, 12:10 PM #10
Looks like a pretty unique CTF experience! I worried that you might just use flat terrain but the terrain job you did fits the map pretty well.
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2006-06-05, 12:12 PM #11
Do I hear catapults that act as a jump pad? ... and you can fly over the wall? WOW. That in itself would make this level worth downloading.
Magrucko Daines and the Crypt of Crola (2007)
Magrucko Daines and the Dark Youth (2010)
Magrucko Daines and the Vertical City (2016)
2006-06-05, 8:11 PM #12
The animation is probably what's causing
the problem with the catapult cog but what
happens is the catapult shows up fine on a
client computer until you try and use the
catapult and then it just launches you at
the wrong vector and the catapult dissapears.

I think the regular walking animation will be
fine for climbing the ropes. That's how it is on
Half Life Team Fortress and it looks fine. When
I finish the general asthetics I'll move on to
gameplay mechanics that aren't involved with
the ctf cogs.

I still have to make some assorted scenery
3do's for the wall.

I don't have much in mind yet as far as these
3dos go so any ideas would be great. All I
know for sure is that I will want to have torches
but they are taken care of. Please post any
ideas to de-emptify the wall. I'm only looking
for ancient stuff (not tourist trap type of things).
If curiosity killed the cat then perhaps Curious George killed the cat.
But Cat's do have nine lives so who knows?
2006-06-05, 8:14 PM #13
Originally posted by JediKirby:
A fantastic improvement. Is the sun rising?


sorry Kirby, Didn't mean to ignore you.
Nope no rising sun. It is stationary. It
now blinds you when you look at it so
I guess that's a plus.
If curiosity killed the cat then perhaps Curious George killed the cat.
But Cat's do have nine lives so who knows?
2006-06-05, 8:16 PM #14
GOD DAMN YOU, MONGORIANS, TEARING DOWN CHITTY WALL!
the idiot is the person who follows the idiot and your not following me your insulting me your following the path of a idiot so that makes you the idiot - LC Tusken
2006-06-05, 8:26 PM #15
SCHWEET N SHOWAR POHRK!
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2006-06-09, 12:46 PM #16
Here are a couple of my 3dos I have
to fill the void of my level. Does
anyone have any ideas other than
these two to help with the interior
of the wall?

[http://www.jkhub.net/project/screens/project-262-3rNMYUgbOW.jpg]

[http://www.jkhub.net/project/screens/project-262-CqkRkrKeqJ.jpg]
If curiosity killed the cat then perhaps Curious George killed the cat.
But Cat's do have nine lives so who knows?
2006-06-09, 12:48 PM #17
More intricate architecture, tapestries, paintings, banners, torches hanging on the wall, etc.
2006-06-09, 1:41 PM #18
Why would there be tapestries and paintings on the wall?

Is there a reference to the archi construction of the wall?
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2006-06-09, 2:01 PM #19
Why wouldnt there be? It's a pre-midieval builing, swit.
2006-06-09, 2:03 PM #20
I have no Idea what it's like inside the
towers I'll google it. Tapestries are
more of a European type of thing but
I will use them. I'm talking about
peices of furniture and other stuff to
litter the towers since I already have
Ideas for the banners. I already have
the torches, I just haven't taken the
time to insert them all.
If curiosity killed the cat then perhaps Curious George killed the cat.
But Cat's do have nine lives so who knows?
2006-06-09, 2:34 PM #21
Nice lighting :)
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2006-06-09, 4:10 PM #22
aside from the issues with dynamic light, this project looks awesome./
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2006-06-09, 4:38 PM #23
Originally posted by -Monoxide-:
Why wouldnt there be? It's a pre-midieval builing, swit.


Because...it is a difficult culture...and it is a military post.
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2006-06-09, 8:42 PM #24
Originally posted by Ruthven:
aside from the issues with dynamic light, this project looks awesome./


Thanks Ruthven. I hate dynamic
lighting. It is nearly impossible to
manipulate perfectly and it makes
me very angry. That is the main
problem I have with this project
too. I think I have my lights the
way I want them though. Now I
just have to get the 3do's so they
look good under my lights with the
right cleaves and such.
If curiosity killed the cat then perhaps Curious George killed the cat.
But Cat's do have nine lives so who knows?
2006-06-09, 8:49 PM #25
As I said earlier, extra cleaves on the problematic 3do surfaces should help with the lighting delema.
We are the music makers... and we are the dreamers of dreams...
Neurotic||Mobius Grith||The Atrium
2006-06-09, 11:06 PM #26
That box is ridiculously huge.

Yes, torches mounted on the walls, carpets, tapestries...
the idiot is the person who follows the idiot and your not following me your insulting me your following the path of a idiot so that makes you the idiot - LC Tusken
2006-06-10, 4:09 AM #27
Originally posted by halucid:
As I said earlier, extra cleaves on the problematic 3do surfaces should help with the lighting delema.


not so i feel, in my experience, its to do with how the shapes were created in the 1st place. If each face has its own set of vertices, instead of sharing them with other faces, the shape will render correctly.

Unless u can duplicate this with cleaving :ninja:
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2006-06-11, 1:38 PM #28
[QUOTE=jedi I]The banners I actually made for the sake of
gameplay. I will have a lot more things that
let you know what side you're on. It isn't
supposed to be completely historically
accurate but it is supposed to give the feeling
of ancient china. I'll think about taking out
the english writing but I think it might help
as far as gameplay goes.[/QUOTE]
Naaaaah, colour coded flags/banners are more than enough for most of us to tell the difference. Plus, China has kanji writing, mongolia has... something other than kanji.
Seishun da!
2006-06-11, 1:42 PM #29
Don't listen to them, keep the banners, they're cool.

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