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ForumsShowcase → You've seen this before.
12
You've seen this before.
2009-07-07, 8:21 PM #1
[http://jemgine.omnisu.com/jk3/jk3_5.jpg]

I told you so.

[http://jemgine.omnisu.com/jk3/jk3_1.jpg]

These next two are from areas not reachable without force jump, which Kyle will not have.

[http://jemgine.omnisu.com/jk3/jk3_6.jpg]

[http://jemgine.omnisu.com/jk3/jk3_2.jpg]

The original is truly the ugliest level ever made for a video game.

[http://jemgine.omnisu.com/jk3/jk3_7.jpg]
2009-07-07, 8:36 PM #2
Dude, wow.

Looks insane.
2009-07-07, 9:30 PM #3
I kind of hate you a little bit right now. Your reconstruction is fantastic. I love the back hallways in the last picture. :neckbeard:
DO NOT WANT.
2009-07-07, 9:33 PM #4
Hate? What?
2009-07-07, 9:35 PM #5
Are you taking advantage of Q3Map2's ridiculous terrain features?
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-07-08, 6:40 AM #6
Not my favorite level, but splendid work
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2009-07-08, 7:35 AM #7
PROBLEM

[http://x.mzzt.net/2009.07.08.10.35.42.jpg]

I see a crack (pic 3).

Also from that high up the terrain looks awfully flat, with just four levels separated by cliffs. Especially on the lower three levels try to put more gently sloping terrain...

2009-07-08, 8:23 AM #8
Also, from down below the top of the "cliff" is uniform all the way around and kinda kills the natural look of it. I'd add some variation, and one thing always bugged me about this, if this is suppose to be the front door, shouldn't there be a way to get to it without having to scale a wall/cliff? Thus, I'd also add some pathway to get in and our which is not accessable via invisable wall. Looks amazing tho. ;)
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2009-07-08, 10:33 AM #9
Morgan Katarn was straight pimpin wit that crib yo
Lyrics are highly overrated.
2009-07-08, 10:37 AM #10
why is the greenhouse such a jumbled shape?
2009-07-08, 11:24 AM #11
I have some of those 04 textures, if you're interested, JM.
TAKES HINTS JUST FINE, STILL DOESN'T CARE
2009-07-08, 11:26 AM #12
comma
TAKES HINTS JUST FINE, STILL DOESN'T CARE
2009-07-08, 3:10 PM #13
Quote:
Are you taking advantage of Q3Map2's ridiculous terrain features?
If you mean the alphamod stuff pioneered by Sock, then yes. It's useful for more than just terrain blending, too.

Quote:
I see a crack (pic 3).
From the part your cropped out, it looks like you've mistaken the top of the fence for a crack.

Quote:
and one thing always bugged me about this, if this is suppose to be the front door, shouldn't there be a way to get to it without having to scale a wall/cliff? Thus, I'd also add some pathway to get in and our which is not accessable via invisable wall.


I thought about that when I was first building the exterior, but couldn't really see the point of replacing a big artificial cliff with a big artificial gate, or whatever. Since it's StarWars, I figured he just flew in. Hopefully a proper skybox will help.
Also, I will never add an invisible wall.

Quote:
I have some of those 04 textures, if you're interested, JM.
I'm already using a bunch of your textures. :D By all means, give me more.
2009-07-08, 5:41 PM #14
Yeah, I noticed in the hallway shot that the floor is my texture, but the walls are not even though I posted those textures here on the showcase as well.

http://img.photobucket.com/albums/v392/darrenrw/04wex3c.jpg
http://img.photobucket.com/albums/v392/darrenrw/04wex5d.jpg
http://img.photobucket.com/albums/v392/darrenrw/04wex4a.jpg
http://img.photobucket.com/albums/v392/darrenrw/04wex4b.jpg
http://img.photobucket.com/albums/v392/darrenrw/04wex1.jpg

I suppose I should be nice and give you the non-compressed versions, but this will do for now.
TAKES HINTS JUST FINE, STILL DOESN'T CARE
2009-07-08, 5:53 PM #15
Egads!

Though. I always have to convert your textures to baseline jpegs.
2009-07-08, 6:07 PM #16
Because they're optimized for web viewing, not actual use. I don't use the jpeg format for any production. I can send you .tif versions of just about any texture I've made that you're using. Or any other format. Hell, maybe I'm nice enough to just hand out the .psds.
TAKES HINTS JUST FINE, STILL DOESN'T CARE
2009-07-09, 12:34 AM #17
Awesome work!
Dreams of a dreamer from afar to a fardreamer.
2009-07-09, 3:39 PM #18
Originally posted by Roger Spruce:
Hell, maybe I'm nice enough to just hand out the .psds.

Who are you and what have you done with Zully?
And when the moment is right, I'm gonna fly a kite.
2009-07-09, 5:28 PM #19
zully died a long time ago.
TAKES HINTS JUST FINE, STILL DOESN'T CARE
2009-07-09, 5:42 PM #20
He died in prison.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-07-09, 8:31 PM #21
I killed him.
2009-07-09, 9:25 PM #22
the shapes of structures are rarely chosen at random :mad:
2009-07-10, 6:59 AM #23
I agree. I'm not a big fan of the glass structure.
TAKES HINTS JUST FINE, STILL DOESN'T CARE
2009-07-11, 9:46 AM #24
Making water look good in this game is a *****. But at least I got the edges to blend off nice. Now, if I can just get the lightmaps to blend the same way...

[http://jemgine.omnisu.com/jk3/jk3_9.jpg]
2009-07-11, 10:38 AM #25
It's really too bad, because the parts where it's faithful to the original level look amazing. The parts where you took artistic license look pretty damn bad, to be honest.

It's still a house, you know. Who wants to live in a house that's dominated by pipes leading nowhere? Or with a chasm right in front of the garage? Or a river going right past their foundation? It makes no sense. It's not believable detail work - it's just a bunch of visual noise.
2009-07-11, 11:13 AM #26
Looks smoother in the FMVs

[http://img.photobucket.com/albums/v215/garosaon/waste/baronslame.jpg]
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2009-07-11, 2:07 PM #27
You totally overdid it with the glass thing and the river.
2009-07-11, 2:14 PM #28
The lighting seems to exaggerated, with no noticeable light source. Also, I hate that grass, as well as the water texture.
TAKES HINTS JUST FINE, STILL DOESN'T CARE
2009-07-11, 3:12 PM #29
Know what would look more realistic?

If JM painted the vertices in the middle of the water to be darker, and left the edges around the water lighter. This would simulate what is actually happening in real life to create that effect.
2009-07-11, 3:15 PM #30
Originally posted by Jon`C:
It's still a house, you know. Who wants to live in a house that's dominated by pipes leading nowhere?

Well, it's also a farm, and as seen in the FMV screenshots, there is some irrigation equipment. JM's might be a bit too much, though. I definitely agree about the glass, it's WAY too much.

Originally posted by Jon`C:
Or with a chasm right in front of the garage? Or a river going right past their foundation?

I see what you mean, but:
[http://wicandersblog.files.wordpress.com/2008/10/fallingwater-1.jpg]
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-07-11, 3:22 PM #31
Originally posted by Roger Spruce:
The lighting seems to exaggerated

I'm pretty sure Q3Map2 does some good global illumination type effects. JM, you should use that, if you aren't already. Maybe make the entire area a bit brighter, it wasn't so dark in JK. Also the water texture does suck.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-07-11, 3:32 PM #32
Yeah, 'cept that creek is bringing Falling Water down :P. But still, the point remains that a house COULD (and has been) built on and excessively near to water... but would some poor farmer do it? Dunno.
2009-07-11, 3:42 PM #33
Did you play JK? Did you see the size of his house and farm? He's not poor.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-07-11, 3:50 PM #34
Farmers rarely are.
2009-07-11, 3:55 PM #35
Originally posted by Emon:
Well, it's also a farm, and as seen in the FMV screenshots, there is some irrigation equipment. JM's might be a bit too much, though. I definitely agree about the glass, it's WAY too much.
I don't mind irregular structures for the most part, but **** this monstrosity. With that roof the entire load is working to deflect the cantilevers on the top left and around the entire structure - the whole glass roof is being supported by the tensile strength of the transparent panels.

There's a reason it looks horrible: because you never, ever see anything built that way in real life.

Edit: Coincidentally, Fallingwater (the home Emon posted a photo of) is an example of how cantilevers are supposed to work in a structure.
2009-07-11, 4:14 PM #36
It's Star Wars, we can afford a little suspension of disbelief. You could always explain away the structural engineering with advanced materials. HOWEVER, it's still ugly. If it were tasteful but unrealistic, I wouldn't mind. If the first two rungs of panels were removed, lowering the height of the structure, it might look nice.

Reminds me of that proposed replacement for the World Trade Centers, the one with the huge **** glass top. Ugly and impractical.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-07-11, 4:28 PM #37
Originally posted by Emon:
It's Star Wars, we can afford a little suspension of disbelief. You could always explain away the structural engineering with advanced materials.
But why would you waste the materials if you did have them?

It's still stupid anyway. The flat parts would hold water which is the literal opposite of what a roof is supposed to do.

Quote:
HOWEVER, it's still ugly. If it were tasteful but unrealistic, I wouldn't mind.
I think it's ugly because it's so improbable. A part of game aesthetics is avoiding unintentional incongruence with reality. You can see this theory at work in basically every game: even the buildings in games like Halo and Half-Life look like something someone would build, if given an infinite amount of money and infinite materials.

JM's skylight looks like something that would still violate building codes in 10,000 years.
2009-07-11, 6:10 PM #38
Originally posted by Jon`C:
Or with a chasm right in front of the garage?


Hovercars? Space ships? :psyduck:

2009-07-13, 10:10 AM #39
Me likes the water idea, but I do agree it needs a new texture.
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2009-07-13, 11:03 AM #40
Originally posted by The Mega-ZZTer:
Hovercars? Space ships? :psyduck:


Plus the chasm runs perpendicular to the garage, just like a ditch or shoulder. If JM places a gate in front of the garage then it would be perfectly fine.
DO NOT WANT.
12

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