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 → Desert map 3do work. (Need textures.)
123
Desert map 3do work. (Need textures.)
2006-07-23, 1:27 AM #41
Originally posted by BigCarm:
If you indeed have a suggestion for improvement attached to your repeated vague critique, please share. It didn't make any more sense the second time around, sorry.

Yes clearly she was wacked by someone who lifted the spade over their head and wacked down. If you get someone to wack up it may put the face back in shape.
Spoting an error in post will result in a $100 reward.
Offer expires on 6/6/06. Valid one per customer, per day.

Rangi
2006-07-23, 12:54 PM #42
"Whack" has an H, my fellow countryman.

I think Sariss looks good, though her lower lip needs to be brought up. And yeah, the nose is kinda nasty.
"Well ain't that a merry jelly." - FastGamerr

"You can actually see the waves of me not caring in the air." - fishstickz
2006-07-23, 10:32 PM #43
Well, I know how much you guys love this mountain texture, so I used it again when experimenting with a new map. I only have a couple of textures that I think don't need to change. Like the sky. It scrolls from sunrise to sunset.

[http://www.massassi.net/ec/images/16942.jpg]
[http://www.massassi.net/ec/images/16941.jpg]
[http://www.massassi.net/ec/images/16940.jpg]
2006-07-24, 3:42 AM #44
I actually hate the mountain texture.
Spoting an error in post will result in a $100 reward.
Offer expires on 6/6/06. Valid one per customer, per day.

Rangi
2006-07-24, 2:39 PM #45
He's right...it looks like marble, not mountain rock. What you really need is some heightmapped terrain, with lighting, possibily a different texture for the peaks if you can pull it off without it being ugly.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2006-07-24, 3:31 PM #46
Those latest screenshots remind me a lot of the purgatory level for JK, at the beginning when you died on the battlefield.
Author of the JK levels:
Sand Trap & Sand Trap (Night)

2006-07-24, 5:44 PM #47
I won't comment at all until an attempt has been made to properly texture. As it is now, I really can't recognize the map's architectural skill with such nausiating texturing. When looking for a texture set, remember to find textures with a nice transistion between grass/sand and cliff... because jagged edges will make your eyes bleed.
We are the music makers... and we are the dreamers of dreams...
Neurotic||Mobius Grith||The Atrium
2006-07-24, 9:45 PM #48
Originally posted by halucid:
I won't comment at all until an attempt has been made to properly texture. As it is now, I really can't recognize the map's architectural skill with such nausiating texturing. When looking for a texture set, remember to find textures with a nice transistion between grass/sand and cliff... because jagged edges will make your eyes bleed.

I fully respect your decision, though I personally do not think texturing prevents one from observing/appreciating architecture. I'll be adding texture transitions asap.
2006-07-24, 10:38 PM #49
Carm, what he means is not to say he refuses to look at the archi because of the textures he doesn't like. He actually means that it is really hard to see the archi with textures like that. All of the surfaces become blended together in one gigantic mess, and it's hard to tell what, if anything is sculpted at all. Looking at the wireframe, you can obviously see there is architecture, but with those canyon rock textures, the wireframe is about all we have to go by.
Author of the JK levels:
Sand Trap & Sand Trap (Night)

2006-07-24, 11:31 PM #50
Also another good way to define archi is to add lighting.
Spoting an error in post will result in a $100 reward.
Offer expires on 6/6/06. Valid one per customer, per day.

Rangi
2006-07-24, 11:42 PM #51
Regardless of good texturing, it's apparent that none of it looks realistic, so I honestly don't know what to say. It looks like it was difficult to make? I think you really need to start from scratch and work on smooth archi in some OTHER program other than JED if you want anything worth commenting on. It doesn't HAVE to be nice looking; it's JK. I'm just saying that, as of now, it looks to resemble nothing realistic at all.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2006-07-25, 12:10 AM #52
I don't currently have the skill or knowledge to make this very real-looking. If you have specific suggestions for study or even for practical implementation, I'd appreciate it.

IF YOU CARE SECTION:
It isn't hard to make at all, thankfully. Much of it is smoke & mirrors in JED: cleave out a big rock, scale it up, paste it offset with a few YAW variations, and it looks like there are lots of different rocks (except for the peaks, which I'm getting around to). Configure the mountains as a range, a border, whatever, and it's good to go. Also, I imported a number of sectors from my old Haven project (2002) and scaled it down to incorporate a "floor." It wasn't hard work. I like to fancy that it was smarter work (but I don't know if it lives up).
2006-07-25, 6:24 AM #53
I'd suggest using the heightmap generator that's on the hub. It produces far more realistic terrain that you can still have control over. As long as you use good fade-lines between things, you can come out with FANTASTIC and easy to light (thinglights) levels. Your randomized approach is 1998 :-P
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2006-07-25, 10:19 PM #54
Originally posted by JediKirby:
I'd suggest using the heightmap generator that's on the hub. It produces far more realistic terrain that you can still have control over. As long as you use good fade-lines between things, you can come out with FANTASTIC and easy to light (thinglights) levels. Your randomized approach is 1998 :-P

Noted, but what are the weaknesses of said generator? I haven't the resources to fiddle with it or take it back to my editing computer atm.
2006-07-25, 10:21 PM #55
I did not have much time to work on this today, but I did implement some transitional mats for my mountains. I'll be adding further depth effects to the mountain texture in the near future.

Here's a layered screen from JED.
[http://img.photobucket.com/albums/v702/bigcarm2002/Projects/texturetransitions.jpg]
2006-07-25, 10:31 PM #56
I really like the transition texture between the sand and rock, but the rock is still pretty horrid. Maybe it would look better in game..
Author of the JK levels:
Sand Trap & Sand Trap (Night)

2006-07-25, 10:38 PM #57
Originally posted by Dark__Knight:
I really like the transition texture between the sand and rock, but the rock is still pretty horrid. Maybe it would look better in game..

It does, slightly, though only because you can see its depth in vivo, so to speak. And thanks! I actually made that transition on my own with Fireworks, and I am horrible with textures.

I'm hoping that adding shadow depth effects will help my mountains to look less gruesome some, since lighting is still yet a barren frontier for JK 3do's.
2006-07-25, 10:59 PM #58
It will, fullbright maps always look hideous when compared to a well-lit and shadowed map.
Author of the JK levels:
Sand Trap & Sand Trap (Night)

2006-07-25, 11:32 PM #59
Yeah, just place some lightsources in, and do a quick lighter plugin run to convince all the doubtful people.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2006-07-26, 12:50 AM #60
Yea I also want to see it lit.

As for the transition texture it looks superb!
Spoting an error in post will result in a $100 reward.
Offer expires on 6/6/06. Valid one per customer, per day.

Rangi
2006-07-26, 8:27 AM #61
All you (might) have to do to get a nice screenshot:

1. Lower the saturation level of all those textures by 50%. Real life isn't so cartoony.

2. Throw a strategically placed dynamic light in there.

3. Get yourself a nice in-game shot.
We are the music makers... and we are the dreamers of dreams...
Neurotic||Mobius Grith||The Atrium
2006-07-27, 2:01 PM #62
I've done some more work for depth effect.

[http://img.photobucket.com/albums/v702/bigcarm2002/Projects/before-after.jpg]

Now, this is all good & fine in JED (and hal, I'll try that saturation trick out when I get back to my editing computer).

In game, however, I've got a texture mystery I just can't solve yet...

[http://img.photobucket.com/albums/v702/bigcarm2002/Projects/JSHOT010.jpg]

Quick fixes anyone? My thoughts went to downloading ForceRemap, but I wanted to ask.

Looks like I'll have to save that "good" screenshot for another thread, because I'm still grasping at straws!
2006-07-27, 9:46 PM #63
looking a lot better, except for the random polygons of rock texture in the middle of the sand.
Author of the JK levels:
Sand Trap & Sand Trap (Night)

2006-07-27, 9:55 PM #64
It would look awesome without that bug!
2006-07-27, 10:03 PM #65
It looks like a clipping error. Just delete all the surfaces that are showing up.
Spoting an error in post will result in a $100 reward.
Offer expires on 6/6/06. Valid one per customer, per day.

Rangi
2006-07-28, 1:17 PM #66
Originally posted by a_person:
It looks like a clipping error. Just delete all the surfaces that are showing up.


I would agree if what I were working with weren't a 3do. I'm going to double check tonight if I can, but my suspicion is that there's some tiling discretion between JK rendering of mats and JED.
2006-07-28, 3:05 PM #67
I'm pretty sure 3do's are far more likely to clip than archi. I may be wrong though.
Spoting an error in post will result in a $100 reward.
Offer expires on 6/6/06. Valid one per customer, per day.

Rangi
2006-07-28, 5:23 PM #68
No, a_person, you're right. 3dos clip all the time, although I've never seen something strange like that happen before..
Author of the JK levels:
Sand Trap & Sand Trap (Night)

2006-07-28, 6:51 PM #69
It could be clip - if he happens to have two 3dos, identicle except for texturing, in exactly the same spot.

But it looks like a texture error to me. Especially that spot right up front in the bottom center. See how those three surfaces come together?

Also, I would expect clipping errors like that to produce z-buffer stripes in 3d accelerated mode, not just cut surfaces off.
Wikissassi sucks.
2006-07-28, 6:52 PM #70
From the looks of it, you might have accidentaly made several overlapping surfaces.
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2006-07-28, 7:10 PM #71
I have an interesting problem, at least.

As you can see in JED, there are no texturing errors. Everything lines up. Check, double-checked.

My rock-sand transition mat is the only one experiencing trouble like this.

Stats:
512x512, 16-bit.

The model to which it belongs is basically a very large, inverted, trapezoidal prism. I haven't got JED on this computer to experiment with deleting any surfaces, but this does not appear to be the issue.
2006-07-28, 7:19 PM #72
Make it 256x256, then re-align the rock/sand transition textures in Jed, as their size will have been cut in half.
2006-07-28, 7:19 PM #73
Originally posted by Delphian:
Make it 256x256.

Good plan. I'm on it. :)
2006-07-28, 7:24 PM #74
Psh, that was my suggestion!
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2006-07-29, 1:53 PM #75
Once it's aligned properly at 256*256, you should be able to replace it again with the 512*512 one. Just don't ever let JED know that larger version exists; stick it in the gob yourself.
Wikissassi sucks.
2006-08-02, 6:57 PM #76
Here is what it looks like *without* that error!

[http://img.photobucket.com/albums/v702/bigcarm2002/Projects/JSHOT012.jpg]
[http://img.photobucket.com/albums/v702/bigcarm2002/Projects/JSHOT014.jpg]

And here's the beginning of the "underground" area I'm working on.

[http://img.photobucket.com/albums/v702/bigcarm2002/Projects/JSHOT017.jpg]
[http://img.photobucket.com/albums/v702/bigcarm2002/Projects/JSHOT019.jpg]
2006-08-02, 11:29 PM #77
Nice, man. Maybe add some smaller rocks or bushes to break up some of the remaining harsh transitions between rock and sand?
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2006-08-03, 10:06 PM #78
Looking good. Is this part of an SP level of sorts? I'm interested as to why your playing as Yun?
Spoting an error in post will result in a $100 reward.
Offer expires on 6/6/06. Valid one per customer, per day.

Rangi
2006-08-04, 2:18 AM #79
I'm more interested in knowing why that freighter is sitting on end.
Wikissassi sucks.
2006-08-04, 2:28 AM #80
That's not a freighter :p it's a factory/building/outpost :p

(Yes, I know it's the freighter from the first level, but it actually looks better as a building if you ask me. All it needs is a front door...)
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
123

↑ Up to the top!