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ForumsShowcase → oh look another map thatll never see the light of day!
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oh look another map thatll never see the light of day!
2008-04-06, 5:36 PM #81
Little notice, to me it seems that :
On shot0056-2.jpg and shot0057-1.jpg, the light value of sky and architecture are too much similar.
This is not good for the expression of the light (i think in term of hierarchy of value, from light to dark).
i think your idee of the light on this two shots seems not very clear.

Shot0081.jpg : Excellent !
I dont make maps, but paintings and illustrations, if this point of vue can be useful because i dont know what is possible technically.
2008-04-07, 7:25 PM #82
Does this look better?
[http://img.photobucket.com/albums/v139/Zell65/shot0082.jpg]
[http://img.photobucket.com/albums/v139/Zell65/shot0083.jpg]
DO NOT WANT.
2008-04-07, 8:48 PM #83
in my opinion, much.
My girlfriend paid a lot of money for that tv; I want to watch ALL OF IT. - JM
2008-04-08, 7:26 PM #84
Yeah, adding a different color to the scene does alot. Helps to dissipate the "grey tone" of your previous screenshots. Don't be afraid of adding some new colors to the areas, it helps to create pockets of interest for the eyes.
SnailIracing:n(500tpostshpereline)pants
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2008-04-10, 7:47 PM #85
10 x yes!! much better! Thanks!
2008-04-14, 7:31 PM #86
Well my map seems to be suffering from being too complex, actually, so it freezes due to low virtual memory (I think) every time I run a patchshadows compile, so what this means is no more pretty patch shadows. :( I still got some work done, though. Feast your eyes.
[http://img.photobucket.com/albums/v139/Zell65/shot0086.jpg]
[http://img.photobucket.com/albums/v139/Zell65/shot0084.jpg]
[http://img.photobucket.com/albums/v139/Zell65/shot0087.jpg]
DO NOT WANT.
2008-04-15, 7:27 AM #87
I honestly didn't know that JA could look like that. :O

The shot down the stairs is awesome.
nope.
2008-04-15, 8:32 AM #88
lookin' pretty sexy there
$do || ! $do ; try
try: command not found
Ye Olde Galactic Empire Mission Editor (X-wing, TIE, XvT/BoP, XWA)
2008-04-15, 12:38 PM #89
The shot looking up from the bottom of the shaft looks very, very awesome. However, the shot from the top looking down into the shaft looks kind of bland. After further evaluation, I've decided that it's the canyon walls. They just seem too flat, could you possibly add some cuts, extrusions, or just something to give them more depth?

[Edit] Also, I guess if you're not going to be spending much time in that area it doesn't really matter. However, if the player will be around that scene for awhile I think the walls deserve some change to match the rest of the awesome detail in the level.
Author of the JK levels:
Sand Trap & Sand Trap (Night)

2008-04-15, 6:27 PM #90
I agree with Dark__Knight's post and edit, about the canyon wall, (but i didn't notice at first, all seems perfect)
Excellent work. Your sp map comes fairly well, i sincerely hope it will see the daylight!!!
2008-04-15, 7:39 PM #91
Well I'll try to work on that later, but here's what I got done today:
Generator platform:
[http://img.photobucket.com/albums/v139/Zell65/shot0088.jpg]

Activated ( I notice this doesn't show up well, but smoke comes from those vents on top to show that it's on) :
[http://img.photobucket.com/albums/v139/Zell65/shot0089.jpg]

And voila, yonder lift works!
[http://img.photobucket.com/albums/v139/Zell65/shot0093.jpg]
DO NOT WANT.
2008-04-25, 11:49 AM #92
Good! Good!
2008-04-26, 9:47 PM #93
Still pluggin' away... :colbert:

[http://img.photobucket.com/albums/v139/Zell65/shot0094.jpg]
[http://img.photobucket.com/albums/v139/Zell65/shot0095.jpg]
[http://img.photobucket.com/albums/v139/Zell65/shot0097.jpg]
DO NOT WANT.
2008-04-27, 4:09 AM #94
Perhaps Player will have something to do under this water?

Can you give us some elements of your general plot?
Do you plane actually the action plot? (npc, doors, consoles to activate...)?

I'm very impressed by the visual aspect and i really hope you will let us play in this pretty map! Don't let it a dream, please!!!
2008-04-27, 9:10 AM #95
Well, the plot is definitely more puzzle-oriented than action-oriented. As a result, your character will have no force powers, because that would just make everything too easy. I'll try to make it so you can still use a saber to avoid the atrocity of JA's guns, you just won't be able to throw it or any such thing. I'm not sure how to make that work, unfortunately. My dream is to have the three regular lightsaber stances available, and to have secondary fire do the lightstaff kick.
DO NOT WANT.
2008-04-27, 2:53 PM #96
Get a better water shader, suggest looking at rgoer's crazy ones.

Obviously not quite so complex, but take off the fancy texture mapping and you're left with a nice water shader.
Sneaky sneaks. I'm actually a werewolf. Woof.
2008-04-27, 3:34 PM #97
Originally posted by Oxyonagon:
Get a better water shader, suggest looking at rgoer's crazy ones.

Obviously not quite so complex, but take off the fancy texture mapping and you're left with a nice water shader.


Link please? Anything flowing works fine.
DO NOT WANT.
2008-04-27, 3:53 PM #98
Rgoer made some crazy awesome stuff. I believe Raven hired him.

Anyway, Zell your map looks amazing. It resembles Sine Nomen's work in many ways. That's got to be one of the highest complements any editor for a JK game can receive.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2008-04-27, 4:00 PM #99
Again, is there a link? I've searched google, the radiant textures, and jkhub, and haven't found a single 'rgoer'

Anyways I made a puzzle wherein the water is initially at a high level, and the airlock is sealed. You have to lower the water to get out.

[http://img.photobucket.com/albums/v139/Zell65/shot0099.jpg]
(HINT: That's when the water is lowered.)
DO NOT WANT.
2008-04-27, 4:14 PM #100
Search the jediknight.net editing forums, that was his hangout place.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2008-04-27, 4:38 PM #101
Those posts are all from pre-2004 and as such, none of the images show up. Plus I never found anything about his texturework. :(
DO NOT WANT.
2008-04-27, 9:25 PM #102
Originally posted by Emon:
Rgoer made some crazy awesome stuff. I believe Raven hired him.


I remember him. I also remember his stuff for the Levelsource contests.

I too recall something about Ravensoft hiring him too.

Two of his works:

http://www.massassi.net/levels/files/2936.shtml

http://jediknight3.filefront.com/file/Sunset_on_Coruscant;25574
SnailIracing:n(500tpostshpereline)pants
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2008-05-04, 8:37 PM #103
Looks like I have to pump constant pictures into this thing to keep it alive.
[http://img.photobucket.com/albums/v139/Zell65/shot0100.jpg]
This fan blows air constantly, which stops you from entering that door. You have to find a way to disable the fan. See that handrail dangling? It blows in the wind. It looks real cool.

[http://img.photobucket.com/albums/v139/Zell65/shot0101.jpg]
That water leaking out of yonder pipes stops when the water in the dam above is drained. I thought it looked pretty awesome. Also, it diverts power to the generator that I already showed, so the elevator can be powered. It's a power-switching puzzle. Filling the canal powers the elevator, while draining the canal allows access to maintenance.
DO NOT WANT.
2008-05-04, 9:40 PM #104
...... o_O

AWESOME.

The cracks look freakin' awesome, though if I may make a suggestion try putting some highlights on the underside of the cracks to make them look more 3D. Maybe something like this
"it is time to get a credit card to complete my financial independance" — Tibby, Aug. 2009
2008-05-04, 10:11 PM #105
Wow, awesome is right. I love that effect. I agree with Free on the highlights.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2008-05-05, 8:25 AM #106
Very interesting is right!
2008-05-05, 10:22 PM #107
MOAR!
"it is time to get a credit card to complete my financial independance" — Tibby, Aug. 2009
2008-05-06, 12:48 AM #108
Omg is that ja!?!?!?

Looks really great.
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2008-05-07, 8:30 AM #109
Idee for your wall with water: here's your shot modified with photoshop (incrustations+tranformation+saturation redefinition+erase+...)

Here are the images i used to improve the wall, if you are interested:
http://www.megaupload.com/?d=9MCJE19M

[http://i149.photobucket.com/albums/s50/grangana/map%20discussions/shot0101modif.jpg]
2008-05-07, 9:44 AM #110
Hmm, I'm no texture artist, nor do I have the programs necessary to make those sort of textures working in-game, but that does look bloody brilliant... Is it possible for anyone to take those images gana has up there and turn them into a single, combined 'dirty' texture that can be used as a decal? I think the way they work is they have an alpha-blended background that is transparent, with the detail texture overlaid that as a color that won't be rendered transparent. This can then be applied on to a patch mesh and put on a wall as a decal.
DO NOT WANT.
2008-05-07, 10:29 AM #111
Im' painter Zell, you speake chinese for me, this improvement for the wall is just an idea, you are not obliged to spend too much time with this sort of extra detail. Your first screenshot is largely sufficient and your map is already beautiful.
In any way i don't want to waste your time, or make you forget the objective: to release the mod!
2008-05-20, 4:42 PM #112
Oh, **** guys. looks like I hit the maximum brush limit of 32768. :( Which is wierd, because in GTKRadiant, it says I've only used 10109 brushes... Something wrong here?
DO NOT WANT.
2008-05-20, 5:53 PM #113
I don't think you need to worry about the brush limit.
SnailIracing:n(500tpostshpereline)pants
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2008-05-20, 6:14 PM #114
Um... It's not letting me compile. Halfway through the first stage it says it hit the max brush limit. I think I should worry about it if that's the case...
DO NOT WANT.
2008-05-20, 8:50 PM #115
Your map has to be HUGE for it to reach maximum brush limit. HUGE.

It has to be a different error.
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2008-05-20, 9:51 PM #116
I dunno, I vaguely remember Sine running into that problem with Nar Shaddaa. He had to split it into multiple levels, I think.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2008-05-20, 9:55 PM #117
It could be VIS-related error.

I remember Sine having problems compiling lighting because he was using a POS computer. But that's not VIS.

*sigh* Nar Shaddaa...
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2008-05-20, 11:00 PM #118
Hmm, yeah, it's most definitely doing it still, and I know that I don't have 32768 brushes in my map. There are definitely only 10,000. I don't understand what's going on here. :argh:
DO NOT WANT.
2008-05-21, 3:14 PM #119
If you're still getting the problem, you're going to have to convert parts of your level into .ase models.

Welcome to the complicated stuff. There's a way to compile .map files into .ase files, I'm not sure where the line is but there was a tutorial somewhere, I'm sure if you google you can find it. Basically, select portions of the geometry that the player is unlikely to collide with (physics wise) and use the .ase conversion procedure. This will bring your brush count down.

The procedure itself is done on an individual map, so copy/paste the geometry over, make it into a .ase, then put it back into your map (as a model entity).

I'm pretty sure the max is something like 64-128 thousand brushes, so you must be whoring out pretty bad, but .ase models can save you.
Sneaky sneaks. I'm actually a werewolf. Woof.
2008-05-22, 6:05 PM #120
I dont know... I've been optimizing my map the whole time, and GTK definitely says 10,000 brushes, which is a believable number... I mean, my map really isn't very big. This problem should not be occurring.
DO NOT WANT.
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