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wut
2008-08-31, 5:44 PM #41
Sometimes -VIS can go on 6+ hours.
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2008-09-03, 7:46 PM #42
OK so guys, the level is complete, but until these questions are answered, I can't do diddly squat about moving on to the next section.
DO NOT WANT.
2008-09-06, 10:36 PM #43
Holy cow I got SotD! :awesome:

Well while I'm trying to figure out the final scripting in that thread above, here's something to whet your appetite till then.
[http://img.photobucket.com/albums/v139/Zell65/shot0136.jpg]
DO NOT WANT.
2008-09-07, 5:08 AM #44
Everything you've shown is cool, it is however disheartening it's all for a game no one plays anymore.
2008-09-07, 9:56 AM #45
Yes, 'tis disheartening to think that if this gets released after all the work I've done, barely anyone will play. But it is nice to think that it might get a few people to reinstall JA yet, and damn it all if it isn't fun as hell to edit JA. :D If I were anywhere near as experienced as this on Hammer, guess what you'd be seeing instead.
DO NOT WANT.
2008-09-07, 10:44 AM #46
wow... I'd play JA again just for this =O
I can't wait for the day schools get the money they need, and the military has to hold bake sales to afford bombs.
2008-09-07, 11:43 AM #47
Same here.
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2008-09-07, 12:04 PM #48
Oh yeah thought I'd mention, but I can play the whole level from start to finish now. But without the VIS stage, it runs kinda crappy, and of course, there are no objectives yet. :(
DO NOT WANT.
2008-09-07, 5:31 PM #49
It looks very fun, and this last set of screenshots reminds me of the pipeline level in JK:DF2.
Author of the JK levels:
Sand Trap & Sand Trap (Night)

2008-09-08, 11:29 AM #50
Reminds me of Half Life 2. Which is a good thing considering the capabilities of the Q3 engine.

2008-09-11, 7:41 AM #51
I'd probably reinstall JA for this. Looks really nice!
2008-09-20, 12:06 AM #52
So you now play as Raltharon, the other apprentice barely mentioned in JA. He served under Corran Horn (I looked it up on Wikipedia :P), and you've been sent by Master Horn (Who has personal business of his own) to investigate a water processing plant/dam that has been tainting the lake nearby. You already saw the shots of the first level, where you make your way into the whole facility. Now you are scouring it for the source of the infection. Yes, the player model and force powers all work.

[http://img.photobucket.com/albums/v139/Zell65/shot0138.jpg]
[http://img.photobucket.com/albums/v139/Zell65/shot0141.jpg]
DO NOT WANT.
2008-09-20, 1:17 PM #53
I got a small boner. I love the level of detail you put in.

2008-09-21, 9:14 AM #54
Fantastic screenies, Its rather makes some of the orginal JO and JA levels look quite whimpish. Good stuff ! :)
2008-10-07, 7:35 PM #55
[http://img.photobucket.com/albums/v139/Zell65/shot0145.jpg]
[http://img.photobucket.com/albums/v139/Zell65/shot0143.jpg]
DO NOT WANT.
2008-10-07, 9:01 PM #56
The outdoor lighting is pretty weak, you should do some of that color bounce q3map2 nonsense or wateva, cause the architecture itself looks nice
2008-10-07, 10:15 PM #57
[http://img.photobucket.com/albums/v139/Zell65/shot0147.jpg]
Better?
DO NOT WANT.
2008-10-07, 10:33 PM #58
Yay, more pretty pictures. :D
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2008-10-08, 8:20 PM #59
This is easily the best area I've ever made, and I'm quite proud of it. The scripting, the architecture, everything. I love it. It's my baby and I made it. :tinfoil:
[http://img.photobucket.com/albums/v139/Zell65/shot0151.jpg]
This fight I like, because the catwalk has two traps on it. The grate, where it's cracked, is breakable, and one can easily be pushed off that area with the broken handrail. I've been surprised by that several times during testing and I got pushed to my doom.
[http://img.photobucket.com/albums/v139/Zell65/shot0148.jpg]
DO NOT WANT.
2008-10-08, 10:27 PM #60
You're going to release it, right?
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2008-10-14, 12:17 AM #61
Yes I plan to. However I am sad at the state of affairs JA editing is in, but that doesn't mean I'm stopping.
[http://img.photobucket.com/albums/v139/Zell65/shot0152.jpg]
[http://img.photobucket.com/albums/v139/Zell65/shot0154.jpg]
DO NOT WANT.
2008-10-14, 8:38 AM #62
dude that's awesome - i'm going to be installing ja when you are done! :)
gbk is 50 probably

MB IS FAT
2008-10-14, 8:42 AM #63
Holy hot!
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2008-10-14, 12:40 PM #64
Thats looking quite awesome :P

Hope it continues to grow dude :)
2008-10-14, 1:20 PM #65
I will definitely play this. :)
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2008-10-14, 2:27 PM #66
I will personally make sure the file upload system is working and ready when you release this, just so we have the pleasure of hosting it.
2008-10-14, 2:43 PM #67
Wow, thanks everyone. :) I wasn't expecting so much support. :awesome:

I planned on working on it today, but due to some car discrepancies with my dad, I won't be home for a few more hours.
DO NOT WANT.
2008-10-14, 4:23 PM #68
Looking good. Excellent, actually. It's especially impressive how you've kept the level of detail consistant throughout the whole thing. Makes me want to dust of GTK-R and start building again myself.

By the way, what do you mean about "the state of JA editing," exactly?
2008-10-14, 4:30 PM #69
Meaning no one cares because of all the fancy next-gen titles that are out now.
DO NOT WANT.
2008-10-14, 5:51 PM #70
Dammit, that's what I thought, too.

Well screw those punks and their fancy pants.

I'll play your levels- keep up the good work. And feel free to prod me about finishing up some of my own ideas too, if you are so inclined.
2008-10-14, 6:02 PM #71
What ideas did you have? Other JA editors always intrigue me.
DO NOT WANT.
2008-10-14, 9:40 PM #72
All right, but you asked for it. Check your private messages, mate.
2008-10-14, 11:47 PM #73
In case you were wondering, I plan to reinstall JA for this ;)
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2008-10-17, 1:47 AM #74
Here, a small little sneak peek at this area to whet your appetites overnight, while I upload a video I took in-game.
[http://img.photobucket.com/albums/v139/Zell65/shot0155.jpg]
[http://img.photobucket.com/albums/v139/Zell65/shot0156.jpg]
DO NOT WANT.
2008-10-17, 9:10 AM #75
*cough AREA PORTAaaals!*

Have you put any in or are they just all being produced automatically? That may be the source of your vis failure.
Sneaky sneaks. I'm actually a werewolf. Woof.
2008-10-17, 9:18 AM #76
Oh oh oh, I totally area portal this map. It's my first one that fails, and I've areaportaled everything that I can. The problem is, that map has such a huge open area with so much detail crammed into it that it doesn't work.

No no, my framerates are smooth as butter on this map. It's the first part, with all the outdoor stuff, that sucks.
DO NOT WANT.
2008-10-17, 10:53 AM #77


[EDIT: Yes, I know... jaden's voice... I find it much better than silly text on screen.]
DO NOT WANT.
2008-10-17, 2:19 PM #78
That is very cool. I'm looking forward to trying this out :)

Also: See your PM.
Author of the JK levels:
Sand Trap & Sand Trap (Night)

2008-10-17, 2:42 PM #79
So take control of the vis process yourself, then. Make liberal use of detail, hint, and area portal brushes. Re-arrange things to cut long lines of site. There's really no excuse for excessive build times. If at any point during development the total vis time exceeds a few minutes you should be doing something to fix it immediately, and if you can't, you know it's time to split it into two bsps.
2008-10-17, 2:49 PM #80
Looking at your screenshots from the outdoor area, actually... I can't see anything that should cause excessive vis times; unless you've built the map wrong. The terrain itself should be detail brushes, if not patch meshes, neither of which affect vis. The thin columns and rails should be detail brushes. The little details on the walls should be detail brushes. The protruding trim on the towers should be detail brushes.

Use large, simple grid-aligned blocks inside the terrain to block vis. You end up with what is basically a series of connected boxes. BSP will run faster. VIS will run faster. LIGHT will still take forever. And, with fewer bsp portals, you end up with a smaller vis tree, and the game usually runs faster despite rendering more triangles per frame!
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