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ForumsShowcase → Out with the old, in with the revolution.
Out with the old, in with the revolution.
2008-07-06, 10:43 PM #1
Yay ^^, I'm the only one still working on this xD

Right, so I've done everything I can think of making this, based off of Halucids sketches. I need some more! Draw me some concepts so I can get these done.

First up, Nar Loading Terminal:

[http://www.jkhub.net/project/screens/project-459-WGWoA8ReIM.jpg]

[http://www.jkhub.net/project/screens/project-459-HkDCfm9xVe.jpg]

[http://www.jkhub.net/project/screens/project-459-EIAZTZxzDp.jpg]

NEED SKETCHES. HELP ME OUT.
2008-07-06, 11:11 PM #2
I like the looks of it. The architecture is definatly up there. Its a good rendition of the Nar Shadda Level. Looks really good. Just tryiong to up it a bit? Make it more modernish?
THE GUNDAM PROJECT
2008-07-07, 12:48 AM #3
The only suggestion I have is to make it more realistic. Honestly, how did the level designers expect a regular person to get to that upper area? there's a big pit in front of the stairs to the elevator!!!
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2008-07-07, 3:08 AM #4
high polygon models, 16 bit new textures, and DLL lighter plugins, and Mmmmmmm that'll look dang sexy! :awesome:
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2008-07-07, 11:06 AM #5
Originally posted by SG-fan:
...stairs to the elevator!!!


There are stairs leading to an elevator.... That makes sense in and of itself.
-=I'm the wang of this here site, and it's HUGE! So just imagine how big I am.=-
1337Yectiwan
The OSC Empire
10 of 14 -- 27 Lives On
2008-07-07, 11:14 AM #6
Originally posted by SG-fan:
The only suggestion I have is to make it more realistic. Honestly, how did the level designers expect a regular person to get to that upper area? there's a big pit in front of the stairs to the elevator!!!


There were stairs? I always just ran up the slope to jump up. :D
Clarinetists, unite!

-writer of Bloodwing
(a work in progress)
2008-07-08, 2:39 AM #7
Originally posted by Yecti:
There are stairs leading to an elevator.... That makes sense in and of itself.


And that is a perfectly valid point ;)
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2008-07-08, 1:50 PM #8
hmmm

looks familiar.. if I still have my version of this level you want me to send it to you?
"Nulla tenaci invia est via"
2008-07-08, 2:32 PM #9
Just the man I was waiting for!

That'd be great, dude. Heck, if you have some free time, I'd be delighted if you could help :)
2008-07-08, 10:38 PM #10
Looking at it again, it might be nice to have some more architecture in the pit room and hangar, if you can come up with something appropriate.
Clarinetists, unite!

-writer of Bloodwing
(a work in progress)
2008-07-09, 12:04 AM #11
I agree with G.Ramos In the hanger area, think of cross braces or supprt struts. The TD Trap area has support braces on the curving coloumns (see first SC). Something like that in the hang might be a good idea, it'll add depth, realism and detail to an otherwise more bland area.
THE GUNDAM PROJECT
2008-07-09, 12:34 PM #12
Early WIP textured (going to be adding more archi in a bit.)

[http://www.jkhub.net/project/screens/project-459-UZbs8W7YEq.jpg]

[http://www.jkhub.net/project/screens/project-459-7VdfEFOVRV.jpg]
2008-07-09, 9:14 PM #13
I think your other rooms are too simplistic. Try to think of meaningful structures.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2008-07-09, 10:30 PM #14
Small update.

I'm planning on expanding the "stairs" room. I'm going to make the level seem a little more vast then it really is.

[http://www.jkhub.net/project/screens/project-459-AAPnEhEdI9.jpg]

[http://www.jkhub.net/project/screens/project-459-vJ2Wd9rhjD.jpg]
2008-07-09, 11:52 PM #15
I think that metal texture, when place on large sections of wall, looks a little weird with the light/shadow alternation (I'm thinking of the pit area). If you could reduce the contrast between the bright and dark spots on the big walls, it would be a big improvement imo.
Clarinetists, unite!

-writer of Bloodwing
(a work in progress)
2008-07-10, 12:16 AM #16
Ooh, pretty.
"it is time to get a credit card to complete my financial independance" — Tibby, Aug. 2009
2008-07-13, 4:26 AM #17
I love it ;]
2008-07-13, 7:42 AM #18
I always thought that the 2 extruded areas with the force surges would make nice windows with a view & maybe even a few catwalks or something outside.
? :)
2008-07-13, 5:31 PM #19
Very early WIP on cityscape. One of the buildings in the second shot is missing. I just recently fixed the 3do problem :P

Post your comments.

[http://www.jkhub.net/project/screens/project-459-ilATfFvlLd.jpg]

[http://www.jkhub.net/project/screens/project-459-zMvizb0Eyj.jpg]
2008-07-13, 5:36 PM #20
I made some high(er) resolution versions of those fuel tanks a while ago, if you want them.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2008-07-13, 5:52 PM #21
Definitely :D

Btw, there are some flying ships already implemented. Give me some time and I'll have a whole bunch ;)
2008-07-13, 6:12 PM #22
I'm going to sketch a few concepts for some of the areas for you. I think you should completely rework the belt area, giving it a real rail instead of the divider you have now. Try to think of it as a heavy-load transporter, and organize the area that way. Also, the stairs area should probably be more of an atrium to the rest of the ship. The extrude in the middle of that room should be an opened service room, perhaps placing a nocollide 3DO of the covering grate up against one of the walls. I'd suggest big doors in that stairs room leading to other areas of the ship that you cannot access.

I also think the main area needs more detail to the wall struts, such as docking arms that we've seen in other starwars games.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2008-07-13, 7:53 PM #23
Thanks kirbs, I'm in dire need of sketches and other concepts to further the level. :)
2008-07-13, 8:01 PM #24
Originally posted by Emon:
I made some high(er) resolution versions of those fuel tanks a while ago, if you want them.


They're not still hexagonal prisms are they (or are they pentagonal)?
"it is time to get a credit card to complete my financial independance" — Tibby, Aug. 2009
2008-07-13, 8:34 PM #25
btw, ZED Shot of cityscape. Like I said, WIP, I plan on getting a lot more life out of this.

[http://www.jkhub.net/project/screens/project-459-b04VlNG588.jpg]
2008-07-13, 11:59 PM #26
I'm not sure I'm a fan of those lights going vertically in large segments (as in the right of the shot), but in a line of one or two (as can be seen on the left) it looks good. Also, it's NarSh, so don't forget we need some neon signs for alien strip joints and the such!

Also, that Bulk Freighter model needs replacing. It looks like the one originally in JK single player, if I'm not mistaken. Perhaps ask the creator of the model for XWA Upgrade?
[http://www.xwaupgrade.com/screenshots/bulk/bulk_2_small.jpg]
Clarinetists, unite!

-writer of Bloodwing
(a work in progress)
2008-07-15, 9:26 PM #27
Working on skybox. Nal Hutta :D (Viewable above the buildings)

[http://jkhub.net/project/screens/project-459-r32OkBFsII.jpg]

[http://jkhub.net/project/screens/project-459-BwGAtamBlm.jpg]

[http://jkhub.net/project/screens/project-459-RwjHuODx9L.jpg]

A few color tweaks and such, give me some feedback on this. Also, if anyone can, help me out with the buildings xD
2008-07-15, 9:43 PM #28
Wow. That's ALOT of visual noise. It does look like a busy city. But the thing is, a very intense backdrop can be very distracting.
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2008-07-15, 10:21 PM #29
I agree with the noise.. maybe a mip-map would make it look better. But the planet looks butter

Xzero, you're further along on your map that I was but I wouldn't care to still send you what I made. I just have to look through my cd archives to find it.
"Nulla tenaci invia est via"
2008-07-15, 11:47 PM #30
Sure Zanardi :) I'd like to see what you made, might be better on performance then what I did.

Yeah, still working on the textures for the city. They're temporary. When it's done it shouldn't be so hard on the eyes.
2008-07-16, 2:41 AM #31
I actually kind of like how what you've got is closer to the cutscene interpretation of Nar Shaddaa.

I haven't sketched anything yet because I've been drawing sprites for the last week. I'll do something in a bit here.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2008-07-16, 10:27 AM #32
Originally posted by JediKirby:
I actually kind of like how what you've got is closer to the cutscene interpretation of Nar Shaddaa.


Yeah it really does look like the opening cutscene where the camera flies around Nar before entering the Cantina. Awesome job!
Author of the JK levels:
Sand Trap & Sand Trap (Night)

2008-07-17, 9:32 PM #33
Looks pretty good. I like the forcefield texture youve used.

Tottally agree about the city looking like the cutscene but also that it is very noisey. Maybe if you scaled the textures up on those bulding, maybe added a few new ones..
Spoting an error in post will result in a $100 reward.
Offer expires on 6/6/06. Valid one per customer, per day.

Rangi
2008-07-18, 12:06 PM #34
New textures in the works. Lighting will be worked on later.

[http://jkhub.net/project/screens/project-459-jXUECZ3vVh.jpg]

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