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ForumsShowcase → Merry Xmas from ruthven at P7X M87
Merry Xmas from ruthven at P7X M87
2007-12-24, 5:16 PM #1
HOE HOE HOE MERRY XMAS HOES

[http://www.jkhub.net/project/screens/project-45-D_h8Tg8YTL_tn.jpg]

[http://www.jkhub.net/project/screens/project-45-hAySo2CKal_tn.jpg]

[http://www.jkhub.net/project/screens/project-45-aMvP_QysOv_tn.jpg]

[http://www.jkhub.net/project/screens/project-45-hKoWRofw17.jpg]

[http://www.jkhub.net/project/screens/project-45-aj7JfKPZn7.jpg]

[http://www.jkhub.net/project/screens/project-45-TmMd3H2u5L.jpg]

[http://www.jkhub.net/project/screens/project-45-s388boxZwq_tn.jpg]

:colbert:
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2007-12-24, 5:19 PM #2
These pics are amazing as always... too bad they're tiny?!
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2007-12-24, 5:29 PM #3
So purdy....however, I'd recommend taking a look at my grass cog.

P.S. - I saw your hub page......... :v:
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2007-12-24, 5:36 PM #4
[http://www.jkhub.net/project/screens/project-45-RTIgI7uTYj.jpg]

[http://www.jkhub.net/project/screens/project-45-_ybgKwPbnj.jpg]

[http://www.jkhub.net/project/screens/project-45-2Zf_gJScYn.jpg]

[http://www.jkhub.net/project/screens/project-45-FKatVbz_mw.jpg]

[http://www.jkhub.net/project/screens/project-45-G8T0VoKX_N.jpg]

[http://www.jkhub.net/project/screens/project-45-3kj1RC_zGY.jpg]

Now this last one is interesting. Not only does the shader look great, but the complex trans materials DONT clip with each other. How you ask? Dont ask. Thats how. :tfti:

[http://www.jkhub.net/project/screens/project-45-fvojOJYM8m.jpg]
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2007-12-24, 5:43 PM #5
my grass 3do's use 5 LOD's, and 2 mipmaps, and they allign perfectly with the shadows of the surface, and they dont clip much.

However, unless you have a 3d card over 32 megs, the grass complexity will slow down the game very badly, for me it gets to 10 fps.

Luckily, i changed the easy/medium/hard setting into Low spec/Normal/Max spec.

Grass doesnt even show in Lowspec.
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2007-12-24, 5:51 PM #6
Thanks!

That's some seriously fantastic looking stuff, Ruth. Beyond the usual "zomg awesome," it's truly fantastic stuff for the medium.
2007-12-26, 2:27 PM #7
Thats the most beautiful vaporware I've ever seen.
Lyrics are highly overrated.
2007-12-26, 2:38 PM #8
Insane. :neckbeard:
-Hell Raiser
2007-12-26, 3:02 PM #9
Originally posted by MrRavenX:
vaporware



:psyduck: come again?
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2007-12-26, 3:23 PM #10
JK is so old that it's evaporated into the air?
-Hell Raiser
2007-12-26, 10:14 PM #11
Wow ruth, turning easy/med/hard into low/med/high is a brilliant idea :D
2007-12-27, 12:52 AM #12
I thought JK was capable of mega-large textures these days... well, I guess the old engine makes even those look old.

Anyhow, still looking neat even though I'm somewhat bored of seeing that outdoors map all over again. Is it all you got? :P
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2007-12-27, 10:32 AM #13
Originally posted by FastGamerr:

Anyhow, still looking neat even though I'm somewhat bored of seeing that outdoors map all over again. Is it all you got? :P


That map is teh one i'm working on most. All of the decorr and weapons and effects, is what i'm adding to this level, and all of taht stuff will be resued through out the other levels. Ie. Weapon racks, weapon models, jaffa, soldiers, trees etc. Once i've done this 1st outdoor level, the foundation for the rest of the levels is set, and building becomes faster.

I've also completed 3 of the 4 or 5 cheyenne mountain levels.
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2007-12-27, 10:45 AM #14
Sounds neat. Any screenshots? :)
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2007-12-27, 1:30 PM #15
I move that Ruthven be forced to post a new thread here at least once a week with new shots of new material.

Any second?
If you choose not to decide, you still have made a choice.

Lassev: I guess there was something captivating in savagery, because I liked it.
2007-12-27, 4:12 PM #16
i've posted pics of cheyenne mountain LOADS of times.
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2007-12-27, 11:30 PM #17
oh yeah thought you might get a kick out of this.

Its up to you lot to figure out what each attribute/skill symbolises.:neckbeard:
Attachment: 18117/bkforce.jpg (97,878 bytes)
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2007-12-28, 8:11 AM #18
awesome as always, Ruthy
$do || ! $do ; try
try: command not found
Ye Olde Galactic Empire Mission Editor (X-wing, TIE, XvT/BoP, XWA)
2007-12-28, 8:28 AM #19
Originally posted by Ruthven:
Its up to you lot to figure out what each attribute/skill symbolises.:neckbeard:


Am I right?
Attachment: 18121/abilities.JPG (34,775 bytes)
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
2007-12-28, 10:16 AM #20
Dude I would definately crank all my stars into 'make sausage'.
COUCHMAN IS BACK BABY
2007-12-28, 10:16 AM #21
LOL awesome Wolfy :tfti:
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2007-12-28, 6:58 PM #22
Ahhh... SavageX had something like that for FRMOD (abillities, that is)... it kicked arse. He removed it because there were balance issues or something (or something was buggy). Which annoyed me because it was still awesome and would have been worth the effort to save.

2007-12-28, 9:30 PM #23
Originally posted by Ruthven:
[http://www.jkhub.net/project/screens/project-45-RTIgI7uTYj.jpg]

[http://www.jkhub.net/project/screens/project-45-_ybgKwPbnj.jpg]


Did you accomplish this with actually creating the wall texture with the shadows built in? They could be lined up better but it looks fabulous. Especially that door.
"Nulla tenaci invia est via"
2007-12-29, 9:44 AM #24
wall texture. given the light angle and the dimensions of the decorr objects with the angle of the wall, its very hard to get it just right.

My perfectionist nature can only go so far. I'm gonna leave it as it is. :p
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2008-01-01, 4:56 PM #25
yeah I imagine it would be time very time consuming to get it perfect
"Nulla tenaci invia est via"
2008-01-06, 11:43 AM #26
Ruthven: Is the attribute/skill screenshot an ingame menu of some sort? How did you go about creating this and implementing if so? I've been wanting to make some in game menus for my ST levels, but am stumped on how to do so.
BSR
2008-01-06, 5:02 PM #27
It's the force power screen with a different BM.
2008-01-06, 7:36 PM #28
Force powers are controlled entirely by COGs, with the exception of the prev force power, next force power, and use force power keys (plus the force power hotkeys).

However it is easy enough to remove prev/next/use hotkeys and then you are left with powers which only change bin variables... then your kyle.cog or whatever can check for these bins to determine which attributes or skills you selected.

Also you can keep some of the force power hotkeys for powers which need to be toggled or to change the way the attribute works or something.

2008-01-06, 7:56 PM #29
Is it now possible to have 16 bit BMs in JK or MotS? Ruthven's shot hardly looks like it's only 256 colors.
BSR
2008-01-07, 2:43 AM #30
Originally posted by BSR:
Is it now possible to have 16 bit BMs in JK or MotS? Ruthven's shot hardly looks like it's only 256 colors.


No, its 256 colours. 16 bit BM's are only allowed in gameplay HUD.

PSP function.
16 bit image

Sharpen image>add 4% noise.>reduce to 256 colours

optimised median cut > Nearest colour.

That allows for the greatest quality in 256 :hist101:

And Zeet, we're talking only menu BM force powers, which are preset in JK exe, not controlled by cog in the menus.
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2008-01-07, 7:35 AM #31
Oh, I almost forgot. Looks freakin' awesome, as usual. :master:
2008-01-07, 4:03 PM #32
[http://shauri.org/gif/notworthy.gif]
And when the moment is right, I'm gonna fly a kite.
2008-01-09, 3:42 AM #33
You're a special kind of stupid, Ruthy. Or awesome. Or it's stupid how awesome your product is. I don't know, choose one, whatever, there's something stupid about you.
omnia mea mecum porto
2008-01-09, 5:34 AM #34
I'm a fan of obscure compliments but thats down right cryptic. :tinfoil:
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2008-01-13, 9:20 AM #35
So... estimated time of completion: Approximately the same year Humans invent stargate technology, rendering this mod completely useless.
My Parkour blog
My Twitter. Follow me!
2008-01-13, 10:53 AM #36
well someone isnt getting a beta...
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}

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