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2006-08-29, 1:36 PM #1
kekeke I'm back.

[http://img.photobucket.com/albums/v139/Zell65/shot0041-1.jpg]
[http://img.photobucket.com/albums/v139/Zell65/shot0042.jpg]
[http://img.photobucket.com/albums/v139/Zell65/shot0040-1.jpg]
[http://img.photobucket.com/albums/v139/Zell65/shot0043.jpg]
DO NOT WANT.
2006-08-29, 1:44 PM #2
omg is that jk?
2006-08-29, 1:56 PM #3
Yellow lighting doesn't help with the scene. Prehaps change the lighting?
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2006-08-30, 10:39 AM #4
Well, here's that last section of the level from my previous thread from below:
[http://img.photobucket.com/albums/v139/Zell65/shot0044.jpg]
I changed the lighting to be a bit darker (I think it's a bit too dark, sadly, so I recently doubled the brightness):
[http://img.photobucket.com/albums/v139/Zell65/shot0045.jpg]
Loading crane:
[http://img.photobucket.com/albums/v139/Zell65/shot0046.jpg]
I kept some yellow lighting, though.
[http://img.photobucket.com/albums/v139/Zell65/shot0047.jpg]
DO NOT WANT.
2006-08-30, 11:43 AM #5
Your lamps' glows should emanate from the bulb, not the fixture itself.
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
2006-08-30, 11:57 AM #6
I realized that when I took the pictures, and it's already fixed. :)
DO NOT WANT.
2006-08-30, 12:05 PM #7
Zell, looks like someone's trying to get SotD. (HINT: it's not me.)
2006-08-30, 12:09 PM #8
Actually, that hadn't crossed my mind.

My compile with lighting takes ages, I wonder if I should think about finishing this and starting a new cross-over level.
DO NOT WANT.
2006-08-30, 12:19 PM #9
Something looks funny about the mesh wall, and I don't think that the rusted walkway stuff quite fits in. But apart from those 2 personal texture things, awesome.
nope.
2006-08-30, 12:50 PM #10
Originally posted by BigCarm:
Zell, looks like someone's trying to get SotD. (HINT: it's not me.)

SotD used to be a big deal when dozens of amazing shots were coming out every day. Nowadays it's just meh.
Dreams of a dreamer from afar to a fardreamer.
2006-08-30, 1:24 PM #11
Yeah, I had one myself a while ago. Looking back, I don't see what was so fantastic about that particular shot. :/
DO NOT WANT.
2006-08-30, 7:06 PM #12
Hopefully this is better.
[http://img.photobucket.com/albums/v139/Zell65/shot0049.jpg]
[http://img.photobucket.com/albums/v139/Zell65/shot0048.jpg]
DO NOT WANT.
2006-09-02, 7:24 PM #13
Umm
[http://img.photobucket.com/albums/v139/Zell65/shot0053.jpg]
DO NOT WANT.
2006-09-03, 5:22 PM #14
WHY ARE YOU USING MY JADEN (...that was his name, right?) :psyduck:
All is fair in love and war.
2006-09-03, 6:35 PM #15
Pipes are nice. Floor is not.
Wikissassi sucks.
2006-09-03, 6:36 PM #16
Explain, please.
DO NOT WANT.
2006-09-03, 8:41 PM #17
To me, the whole thing looks like a lot of different styles and colors and ideas in one area. There's so much contrast, and not enough style. The lighting also really hurts it with the transluscent lightboxes and random colored lighting. I had the same gripes with F.E.A.R. in that it seems very bland. I think better textures, less intentionally elaborate archi in favor of useful and interesting archi that at least LOOKS interactable and more design intention would help a whole lot. I get sick of random wall fixtures with a light in the middle of it that seemingly has no use but to look pretty in an industrial building.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2006-09-03, 10:08 PM #18
Dang. See, that's what I was going for. Since Nar Shaddaa is just a huge city built up by layers of time, I'm going for different styles and colors because that's what it is- old buildings and new buildings all mixed together, thus all kinda of styles and colors. I'm also going for one kind of general style in lighting, and htat would be a dark environment. Like, low-lit. The lighting is bare, and just enough to light the way, since lights would cost money and money is not what most creatures in Nar Shaddaa had, so things look cheap. Take, for example, what that hallway looks like now: I removed the huge blurry lights on the wall and now things are much more dark.
[http://img.photobucket.com/albums/v139/Zell65/shot0056-1.jpg]Granted, it's too dark now, but that's gonna be changed tomorrow with a little more light to let you see the pipey goodness.

As for hte textures thing; I know. Jedi Academy has horrible textures for a level such as Nar, because the developers removed every texture they used in the JO Nar level, and even those weren't very good. I have no means of making my own textures, nor any experience in that.

I've actually based most of my areas off old pictures from Sine Nomen's Nar level, but the only ones in the Editor's Corner are from 2004. I don't even know how he got hte textures he had, but they seemed to work very well.
DO NOT WANT.
2006-09-03, 11:05 PM #19
But when I say different styles, I don't mean in the way it looks, I mean in the consistancy of how it's designed. You have inconsistant style throughout the models and layouts. In one place, it looks logical, and then suddenly you have a boxy room. TRUST me, boxy rooms are a sign of planning. If you really want to be nar-shaddaa-ish, start putting random gigantic pipes going through the middle of walkways, make the roof suddenly dip in, have a broken circuit board laying open. You need to make it feel more of a haplash of a bunch of different pieces and parts put together, but NOT look like a bunch of random levels put together. There's a difference.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ

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