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ForumsShowcase → Whats that coming over ma heed..
12
Whats that coming over ma heed..
2007-02-18, 4:47 PM #1
Is it a mon- No it isnt.

Yo peeps, if I create a non-archi surface (3do) above ground level, with a translucent (33% opacity) low res black image, can I call it a shader?

[http://www.massassi.net/ec/images/17084.jpg]

Basically i dont care, I'm calling it shaders for jk. so heres more examples.

[http://www.massassi.net/ec/images/17085.jpg]

Lighting shader
[http://www.massassi.net/ec/images/17081.jpg]


Aaaand... some pics of me testing new jaffa enemies and models and weapon effects.


[http://www.massassi.net/ec/images/17079.jpg]

[http://www.massassi.net/ec/images/17080.jpg]

[http://www.massassi.net/ec/images/17083.jpg]

And i'm making on average a new weapon a week. so... tahts fast.
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2007-02-18, 4:50 PM #2
yay! :v:

2007-02-18, 5:08 PM #3
Damnit Ruthy, you made me spooge my pants! ;)
And when the moment is right, I'm gonna fly a kite.
2007-02-18, 5:12 PM #4
I don't understand what you're talking about, what's the thing you're referring to as a shader?
Detty. Professional Expert.
Flickr Twitter
2007-02-18, 5:18 PM #5
a seperate entity that adds or reduces the amount of apparent light you see.

Be it a shadow or a light blob.

It doesnt work in the same way as proper shaders, but this is only jk.

The guys i lived with called it "shader-ish".

If its good enough for EA games designers, its good enough for me.
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2007-02-18, 5:38 PM #6
Oh I get it! Sweet :D :D I've thought about something like that but never got it working right :'( How'd you do it?
2007-02-18, 5:57 PM #7
milkshape mainly.

And working out that translucent makes it 33% opaque, then the rest of your texture shadows have to have the same change in darkness.
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2007-02-18, 6:12 PM #8
That's beautiful, considering it's JK.
I had a blog. It sucked.
2007-02-19, 12:09 AM #9
Awesome work! IM me sometime about this.
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2007-02-19, 4:19 AM #10
wow, nice star gate. I hope it keeps what it promises on the shots in-game.
My levels
2007-02-19, 9:04 AM #11
The NPCs look quite weird (must be JK's animations) but otherwise:

AWESOMEOLICIOUSPLENDERIFFIC
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2007-02-19, 12:18 PM #12
Nice Quake4 work!
2007-02-19, 2:48 PM #13
you mother****er. that is awesome. i especially like the detail on that one gun in the second shot and the third screeny with the faux bump map
2007-02-19, 3:53 PM #14
the difference between the new graphics and old is that the textures are higher res, and better quality, but the polycount is reduced.
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2007-02-19, 4:52 PM #15
Use dynamic lights in the outdoor shot. The lack of contrast is blinding.

Also, I refuse to give you SotD. Again. Release the goddamn thing.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2007-02-19, 5:06 PM #16
Originally posted by JediKirby:
Use dynamic lights in the outdoor shot. The lack of contrast is blinding.
.


Denied. Once i have the 80% of the rest of the detail (decorr items) there will be a lot more shadow and complexity. aside from some further texture shading, i am NOT using dynamic lights outside.

tried it.

Didnt look right for me.
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2007-02-19, 5:07 PM #17
oh, and as for the never releasing this, its simple.

the size of this game is about 25% of HL2 (potentially)

and I am the only one doing it, and i only get 3 hours a night on it.

CUT ME SOME SLACK JACK!
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2007-02-19, 6:25 PM #18
How big is HL2?
2 gigs?
2007-02-19, 9:18 PM #19
Yes, he's back. :D And looking as sweet as ever. And that looks like lens flare in the 2nd screenie. That is ingame and dynamic nuh? <3
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2007-02-20, 6:29 AM #20
of course not. its a promo pic, the only lense flare i will have ingame is adddynamicadd blinding light if you look at the vector of the sun.
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2007-02-21, 12:02 AM #21
I never understood why games would have to artificially create an effect that is actually an unwanted byproduct in filming...a game designer would even argue that it hampers immersion, because it simulates a thick layer of glass in front of the player.
I'm not talking about the blinding, but about the lens flares. I hate them.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2007-02-21, 12:06 AM #22
Damm that would've been really nice if it was ingame stuff *me ponders ideas on how to actually do it* :ninja:
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2007-02-21, 1:56 AM #23
Originally posted by zagibu:
I never understood why games would have to artificially create an effect that is actually an unwanted byproduct in filming...a game designer would even argue that it hampers immersion, because it simulates a thick layer of glass in front of the player.
Since we know that what we're seeing in movies and on TV is a real life environment, we (subconsciously) accept the fact that the lens flare is part of this reality. Both filmed footage and simulated game environments are viewed on a screen, and by simulating the effects of filming on the game environment, the impression is created that what we are seeing is actually filmed.
Dreams of a dreamer from afar to a fardreamer.
2007-02-21, 5:51 AM #24
I see your reasoning, but you forget that films are watched while games are played. The role of the two media consumers are totally different. In films, you occupy the role of a passive observer, being somewhat detached from the world displayed in the film (there are exceptions experimenting with first-person immersion, but they are rare). In games, you play a character in the virtual world, and you get direct response on everything you do. The immersion is much deeper. Just try to remember when you played your first shooter, and how thrilled you were. This level of immersion is impossible to achieve in films.
I just don't see how games can profit from lens flares. They might look cool in screenshots, but IMO they are only annoying ingame.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2007-02-21, 5:58 AM #25
Lens Flare is in games because 90% of product design is driven by what somebody thinks would look cool.
Detty. Professional Expert.
Flickr Twitter
2007-02-22, 10:46 PM #26
Looks nice (except the lighting) Say, do you have LODs for your 3do models?
This is retarded, and I mean drooling at the mouth
2007-02-23, 1:26 AM #27
You've got some impressive stuff going on with your effects. I cannot believe your stargate shot didn't get SotD.
Current Maps | Newest Map
2007-02-23, 10:53 AM #28
1 word.
Corruption.
2007-02-23, 11:54 AM #29
Originally posted by Detty:
Lens Flare is in games because 90% of product design is driven by what somebody thinks would look cool.


Isn't that what product design is about? Marketing to someone who wants to buy it because they like it? :p
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2007-02-25, 8:04 AM #30
what god do those jaffa serve? there is no symbol on there foreheads.
Just incase you forgot.
The day i tried to live,
I hung out on the powerlines
and let the martyrs stretch.
2007-02-25, 11:51 AM #31
Amazing work man. The graphics are good enough that I don't really care when it comes out, just as long as you do end up releasing it.
2007-02-25, 11:53 AM #32
HOLY SNAP :O
THAT STARGATE LOOKS LIKE JO
Baby dragons can't figure out humans- If they didn't want to be eaten, why were they made of meat and treasure?
2007-03-11, 9:57 PM #33
more shadows.

Adding many many more objects to the level, and with each shadow, it adds realism and complexity to an otherwise baron sandy mud floor.
Attachment: 15686/dishshadow.jpg (68,464 bytes)
Attachment: 15687/treetall.jpg (76,065 bytes)
Attachment: 15688/malp.jpg (62,897 bytes)
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2007-03-11, 10:13 PM #34
Sick! Those shadows are GREAT! Very nice work, can't wait to play it :)
2007-03-12, 1:05 AM #35
Awwwwww man it sucks now.


jkrofl
2007-03-12, 12:27 PM #36
I see defaul...

- MrRavenX was killed by Ruthven -
- Server limit reached -
Lyrics are highly overrated.
2007-03-12, 1:36 PM #37
That truck looks tiiny
2007-03-12, 1:57 PM #38
Neatsome!
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2007-03-13, 12:43 AM #39
Originally posted by Verticae:
That truck looks tiiny


you cant possibly be that dumb... surely :eng101:
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2007-03-13, 9:22 AM #40
Originally posted by JimmyLuthor:
what god do those jaffa serve? there is no symbol on there foreheads.
Just incase you forgot.


Important point!

Otherwise, looks like the GameModGods bestowed you with some awesome power.

btw... I see dflt.mat!
My Parkour blog
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