Massassi Forums Logo

This is the static archive of the Massassi Forums. The forums are closed indefinitely. Thanks for all the memories!

You can also download Super Old Archived Message Boards from when Massassi first started.

"View" counts are as of the day the forums were archived, and will no longer increase.

ForumsShowcase → JED Backons Me Once More
1234
JED Backons Me Once More
2006-07-03, 9:42 PM #41
Looking good, but add some ambient light!
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2006-07-03, 10:42 PM #42
Surely you've just got some bad sector merging, or none at all. I know you can't have that many in that little thing.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2006-07-03, 11:43 PM #43
Originally posted by Emon:
Looking good, but add some ambient light!


I was about to comment that it is refreshing to see a level without any for a change.
"it is time to get a credit card to complete my financial independance" — Tibby, Aug. 2009
2006-07-04, 3:48 AM #44
Maybe work with the adjoin-turn-off cog and screenshot-textures? The short distances might be a problem, but it could be worth a try...
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2006-07-04, 4:33 AM #45
Just insert a big wall in the middle somewhere. That works wonders for framerates.
ORJ / My Level: ORJ Temple Tournament I
2006-07-04, 5:05 AM #46
It looks wonderful! Even if it wont be playable I say you should finish it so we can all go oooh!
Spoting an error in post will result in a $100 reward.
Offer expires on 6/6/06. Valid one per customer, per day.

Rangi
2006-07-04, 5:30 AM #47
Or he could just arrange his cleaves better.
Wikissassi sucks.
2006-07-04, 6:15 AM #48
That too.
ORJ / My Level: ORJ Temple Tournament I
2006-07-04, 9:47 AM #49
Very nice, love the the looks of it so far. Just curious, how many hours have you put into it so far?
2006-07-04, 10:39 AM #50
[QUOTE=Joseph T]Very nice, love the the looks of it so far. Just curious, how many hours have you put into it so far?[/QUOTE]
Probably something shocking. I'm going to guess at 10-15. :o

And yes, I'm sure I can arrange the the cleaves better. It does become extremely hard in such a small space though. It's going to require some careful examination of the geometry, and a lot of patience. :mad:
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2006-07-04, 10:50 AM #51
Originally posted by Freelancer:
I was about to comment that it is refreshing to see a level without any for a change.

I don't think you get out enough. You see, light bounces off surfaces. It helps light up other surfaces. It's called radiosity. JK doesn't do this, so we must fake it with ambient light.

Completely dark shadows like those are totally unnatural.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2006-07-04, 10:56 AM #52
Originally posted by Emon:
I don't think you get out enough. You see, light bounces off surfaces. It helps light up other surfaces. It's called radiosity. JK doesn't do this, so we must fake it with ambient light.

Completely dark shadows like those are totally unnatural.

Actually, I usually use Dynamic Lights in my levels, this is the first time I've tried the Lighter plugin. I might end up ditching it anyway due to the number of surfaces it makes. DLs work beautifully in smaller levels, and I've grown used to using them.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2006-07-04, 11:55 AM #53
Originally posted by Daft_Vader:
Actually, I usually use Dynamic Lights in my levels, this is the first time I've tried the Lighter plugin. I might end up ditching it anyway due to the number of surfaces it makes. DLs work beautifully in smaller levels, and I've grown used to using them.

The surface count usually isn't an issue on modern PCs, especially in small levels. Don't worry about it.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2006-07-04, 12:32 PM #54
texture it !!!! dont waste your time doing lights when its not even textured..

looks nice
"Nulla tenaci invia est via"
2006-07-04, 1:41 PM #55
Yeah! Texture it! :) z@nardi! can you texture some ww2 guns and put them in-game for me? You really have to release your level! :)
There is no emotion; there is peace. There is no ignorance; there is knowledge. There is no passion; there is serenity. There is no death; there is the Force

-The Jedi Code
2006-07-04, 3:26 PM #56
Originally posted by Emon:
I don't think you get out enough. You see, light bounces off surfaces. It helps light up other surfaces. It's called radiosity. JK doesn't do this, so we must fake it with ambient light.

Completely dark shadows like those are totally unnatural.


This. isn't. real. life. It's a game. I think it looks better this way.
"it is time to get a credit card to complete my financial independance" — Tibby, Aug. 2009
2006-07-04, 3:51 PM #57
Originally posted by Freelancer:
This. isn't. real. life. It's a game. I think it looks better this way.

Games mimmic real life. They're simulations of real life. Generally, things that look more realistic are more attractive to the eye. But fair enough.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2006-07-04, 4:32 PM #58
Originally posted by Dash:
Yeah! Texture it! :) z@nardi! can you texture some ww2 guns and put them in-game for me? You really have to release your level! :)


hey dash long time no talk!
"Nulla tenaci invia est via"
2006-07-04, 5:01 PM #59
Yeah. Haven't had internet on my computer since I moved. I use WAP to post here :) I'll try to get some broadband connection or something :)
There is no emotion; there is peace. There is no ignorance; there is knowledge. There is no passion; there is serenity. There is no death; there is the Force

-The Jedi Code
2006-07-04, 5:16 PM #60
Originally posted by Emon:
I don't think you get out enough. You see, light bounces off surfaces. It helps light up other surfaces. It's called radiosity. JK doesn't do this, so we must fake it with ambient light.

Completely dark shadows like those are totally unnatural.


Yea man I don't think you get out to the science lab enough. Jeeze what a loser :rolleyes:
Spoting an error in post will result in a $100 reward.
Offer expires on 6/6/06. Valid one per customer, per day.

Rangi
2006-07-04, 5:51 PM #61
Originally posted by a_person:
Yea man I don't think you get out to the science lab enough. Jeeze what a loser :rolleyes:

Oh, yeah, I'm such a loser for knowing how light works. I'm such a loser for being smart. I'm such a loser because I'll have a better job than you in a few years, making a lot more money and having a hotter girlfriend. Yeah, such a loser.

Piss off you little ****.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2006-07-04, 6:01 PM #62
Emon is sort of right. Radiosity makes things look better and yes, light bounces. If light didn't bounce (if I remember correctly) we wouldn't be able to see anything. Anyway, nice map. I likes it.
2006-07-04, 9:21 PM #63
Yeah, Reflections. Only a pure black surface absorbs light and doesn't bounce it.
I had a blog. It sucked.
2006-07-05, 4:00 AM #64
Originally posted by Emon:
Oh, yeah, I'm such a loser for knowing how light works. I'm such a loser for being smart. I'm such a loser because I'll have a better job than you in a few years, making a lot more money and having a hotter girlfriend. Yeah, such a loser.

Piss off you little ****.


If you could read you'd relise I wasn't calling you are loser. I was sarcastically calling freelance one, eargo the sarcastic face :rolleyes:
Spoting an error in post will result in a $100 reward.
Offer expires on 6/6/06. Valid one per customer, per day.

Rangi
2006-07-05, 6:23 AM #65
Originally posted by a_person:
If you could read you'd relise I wasn't calling you are loser. I was sarcastically calling freelance one, eargo the sarcastic face :rolleyes:

Then maybe you should have quoted him, not me. :rolleyes:
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2006-07-05, 5:59 PM #66
25,000 surfaces later...
Attachment: 12962/small_Jshot003.jpg (36,974 bytes)
Attachment: 12963/small_Jshot004.jpg (31,525 bytes)
Attachment: 12964/small_Jshot005.jpg (28,986 bytes)
Attachment: 12965/small_Jshot006.jpg (31,198 bytes)
Attachment: 12966/small_Jshot007.jpg (32,699 bytes)
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2006-07-05, 6:04 PM #67
:|



:O
2006-07-05, 6:20 PM #68
Oh my...










Keep it that way!
2006-07-05, 6:44 PM #69
Cool keep with it... I like that middle step
Attachment: 12968/7.jpg (56,662 bytes)
This is retarded, and I mean drooling at the mouth
2006-07-05, 6:49 PM #70
you;re odd my son.


AWESOME LEVEL>!!!
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2006-07-05, 7:29 PM #71
Ooh, and one more. But I'm still not freaking done with the architecture! :mad:
Attachment: 12969/small_Jshot008.jpg (31,088 bytes)
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2006-07-05, 10:24 PM #72
Holy crap, sweet! The outer walls need awnings and windows from unaccessable housing. Maybe even long clothes lines!!!!!!! Eeee! That's serously cool.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2006-07-06, 4:27 AM #73
Originally posted by Emon:
Then maybe you should have quoted him, not me. :rolleyes:


Ok let me clear this up, I was sarcastically agreeing with you, therefore I quoted you, else no-one would've known what I was talking about.

Now, that, level, looks, ****ing, awsome. And i've gotta say that is indeed an awsome step. How did you do it?


-a_amazed_person
Spoting an error in post will result in a $100 reward.
Offer expires on 6/6/06. Valid one per customer, per day.

Rangi
2006-07-06, 12:05 PM #74
Originally posted by a_person:
Ok let me clear this up, I was sarcastically agreeing with you, therefore I quoted you, else no-one would've known what I was talking about.

If that's the case, I apologize.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2006-07-07, 7:44 AM #75
looking great - but, like so many jk levels, the guy who invented the cell and portal vis det. algorithm must be turning over in his grave.. erm that is, if he's dead. otherwise you're just giving him a terrible loin itch.

considering the fact that todays compys are powerhouses compared to jk's req'd specs its not really a problem. but if i were you, id convert a lot of that into a 3do or two and drop in a couple dynamic lights. you'd lose the shadows, but the performance gained by not running through hundreds of sectors every render could be spent on lighting. but again; its your level and i'm not you. and in any case, it cant be any more devestating on sector traversal than drazen's outdoor areas.


ranting and bashing aside, it looks pretty bad-*** so far. im looking forward to seeing some [more] textures in place - and i hope there are going to be traps!
[ B A H ]
Bad *** by nature,
Hackers by choice
2006-07-07, 8:28 AM #76
StrikeAthius: turning it into 3dos would be a bad idea

Firstly, it isn't possible to convert a level to 3dos without remaking it from scratch. Secondly, dynamic lighting is awful. I can't fully describe how much more effort it requires than regular lights, but let me just say the fact that intensity and range aren't exclusively controllable is a pain in making appealing dynamic lighting. Thirdly, the collision-detection of 3dos is a piece of ****--the ability to pass through 3do surfaces is not uncommon. Finally, I'm fairly certain occlusion culling doesn't work on 3dos, or at least that's the only thing I can figure, since levels I made out of 3dos still had terrible framerate.

Theoretically it seems like a good way to cut down on surfaces, but, to summarize, its suckiness outweighs the minimal benefits.

Anyway, awesome work, that's some of the best lighting I've ever seen in JK.
2006-07-07, 1:59 PM #77
Originally posted by money•bie:
Anyway, awesome work, that's some of the best lighting I've ever seen in JK.

It's the lighter plugin. ;)
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2006-07-07, 3:00 PM #78
Originally posted by money•bie:
Anyway, awesome work, that's some of the best plugin I've ever seen in JK.


fixed :D
"Nulla tenaci invia est via"
2006-07-07, 4:14 PM #79
Quote:
Firstly, it isn't possible to convert a level to 3dos without remaking it from scratch.


where there's a will, there's a way.

a JKL describes all the visible surfaces in a level. so does a 3do model. it wouldn't be very difficult to write a tool that re-organizes the way those surfaces are represented; a 3do equivelant of a jkl STILL DESCRIBES the same exact visible/collideable surfaces. same polygons with the same vertices and the same texture coordinates.


Quote:
Secondly, dynamic lighting is awful.


i won't entirely disagree with you there.. :P


Quote:
Thirdly, the collision-detection of 3dos is a piece of ****--the ability to pass through 3do surfaces is not uncommon.


probably true, but i've never personally seen evidence of this.

one problem with a '3do level,' though, is the massive number of sphere/plane collision checks that normally do not occur in even 'highly adjoined' JKLs such as this one.

to fix the collision-detection, as well as speed up the collision-detection, a non-collidable 3do version of the level could be inserted in the ORIGINAL level; with all its original sectors intact.

then set the geomode of each of the sector's surfaces to 0. turn off visibility traversal through the sectors by changing their adjoin flags. you STILL GET the superfast collision detection of the level geometry itself, and you STILL GET the big performance boost from not traversing the sectors during rendering

Quote:
Finally, I'm fairly certain occlusion culling doesn't work on 3dos, or at least that's the only thing I can figure, since levels I made out of 3dos still had terrible framerate.


it is fact that jk does not support occlusion culling. this is evident because the original LEC door cogs manually turn off adjoin visibility through doorway sectors. also, occlusion culling wouldn't buy a dang thing if the entire level were just one 3do. a 3do cannot cull parts of itself.

if you were implying a type of 'surface culling' i can tell you it would give no performance increase, since a polygon must be fully rasterized in order to see if it is occluded or not.


Quote:
Theoretically it seems like a good way to cut down on surfaces, but, to summarize, its suckiness outweighs the minimal benefits.


the goal is not to cut down on the number of surfaces, but the number of sectors that must be traversed. if it's going to end up rendering a huge proportion of the level's surfaces ANYWAY, you might as well not do a computationally expensive test before rendering them all. you're trading off overdraw and algorithm efficiacy.

making a 'level 3do' its not 3do's intended use, but neither is disabling the 'visible adjoins limit' so that levels like this are renderable. there's a reason that there is a maximum number of visible adjoins hard-coded in: performance.
[ B A H ]
Bad *** by nature,
Hackers by choice
2006-07-07, 10:19 PM #80
I know how unfashionable it is to dissect posts to provide an outlet for wit-filled rebuttals, but I'm afraid I have to lower myself to such depths.

Quote:
where there's a will, there's a way.

a JKL describes all the visible surfaces in a level. so does a 3do model. it wouldn't be very difficult to write a tool that re-organizes the way those surfaces are represented; a 3do equivelant of a jkl STILL DESCRIBES the same exact visible/collideable surfaces. same polygons with the same vertices and the same texture coordinates.
Certainly, but until that will actualizes the aforementioned way, my point stands.

Quote:
i won't entirely disagree with you there.. :p
I'd question your sanity otherwise. ;P

Quote:
probably true, but i've never personally seen evidence of this.
I actually have a level with this problem, so if you really want evidence I can send it to you.

Quote:
one problem with a '3do level,' though, is the massive number of sphere/plane collision checks that normally do not occur in even 'highly adjoined' JKLs such as this one.

to fix the collision-detection, as well as speed up the collision-detection, a non-collidable 3do version of the level could be inserted in the ORIGINAL level; with all its original sectors intact.

then set the geomode of each of the sector's surfaces to 0. turn off visibility traversal through the sectors by changing their adjoin flags. you STILL GET the superfast collision detection of the level geometry itself, and you STILL GET the big performance boost from not traversing the sectors during rendering
Err, I'm fairly sure changing the sector's surfaces to 0 would give you a HOM--assuming, of course, you mean the non-3do's sector's surfaces. I guess I'm not following you.

Quote:
it is fact that jk does not support occlusion culling. this is evident because the original LEC door cogs manually turn off adjoin visibility through doorway sectors. also, occlusion culling wouldn't buy a dang thing if the entire level were just one 3do. a 3do cannot cull parts of itself.

if you were implying a type of 'surface culling' i can tell you it would give no performance increase, since a polygon must be fully rasterized in order to see if it is occluded or not.
Hmm, I'm afraid I am again sent into a tizzy. Maybe my OpenGL books or literacy have misled me, but isn't occlusion culling by definition surface culling? Perhaps you thought I meant portal clipping.

Semantics aside, that 3dos are not culled in any beneficial manner is my point. Indeed, what's more, non-3do levels are.

Quote:
the goal is not to cut down on the number of surfaces, but the number of sectors that must be traversed. if it's going to end up rendering a huge proportion of the level's surfaces ANYWAY, you might as well not do a computationally expensive test before rendering them all. you're trading off overdraw and algorithm efficiacy.
You assume that a majority of surfaces are non-occluded, which in this case is quite a rash conclusion considering Daft's level obviously has quite a few interior spaces (ergo, occluded surfaces).

Quote:
making a 'level 3do' its not 3do's intended use, but neither is disabling the 'visible adjoins limit' so that levels like this are renderable. there's a reason that there is a maximum number of visible adjoins hard-coded in: performance.
Whether a portal engine or a pathetic excuse for culling creates the better performance is ultimately down to the particular level. In my experience with levels that have a large number of occluded surfaces, the performance favors the former.
1234

↑ Up to the top!