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ForumsShowcase → Steam Release Celebration Level Contest Mega Thread
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Steam Release Celebration Level Contest Mega Thread
2009-12-18, 8:14 PM #641
Reminds me of life.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2009-12-19, 7:36 AM #642
Originally posted by Tracer:
Reminds me of Midtown Madness.


This. It also looks really awesome.
2009-12-19, 8:29 AM #643
I'll go ahead & ask since no one else is going to. Are there hookers & how much are they?
? :)
2009-12-21, 8:51 AM #644
Just for the record, there's no way I'm going to be done in time for the deadline. Oh Well.

Next thing, I'm getting HOM in one of the areas I've been working on. Even after the patch!? So what's the adjoin limit, and how do I tell how many? Someone mentioned it was in the debug numbers at the top but none of them seems very high? Only a couple hundred?
2009-12-21, 10:09 AM #645
It sounds like some of your adjoins got set to some strange geo setting, which jed does sometimes when you undo sector cleaves.
"it is time to get a credit card to complete my financial independance" — Tibby, Aug. 2009
2009-12-21, 4:00 PM #646
Yeah, no way I'm meeting the deadline either. .(

Originally posted by Brian:
Someone mentioned it was in the debug numbers at the top but none of them seems very high? Only a couple hundred?


That was me. I've pointed out the number below.
Attachment: 23248/JSHOT084.jpg (93,302 bytes)
And when the moment is right, I'm gonna fly a kite.
2009-12-21, 4:01 PM #647
Originally posted by Freelancer:
It sounds like some of your adjoins got set to some strange geo setting, which jed does sometimes when you undo sector cleaves.


Geo 0 on an unjoined surface will cause HOM, as will deleted surfaces.
And when the moment is right, I'm gonna fly a kite.
2009-12-21, 4:07 PM #648
If it's geo 0, won't it also not show up in 3d preview? Is there a way to detect "deleted surfaces?" I've never encountered something like that before. What's the visible adjoin limit after the patch is installed?
2009-12-21, 4:49 PM #649
Okay, I figured it out. There was a surface that was adjoined on one side but not the other, so if you looked through it from one side things would get all wonky. Thanks for the pointers. My visible adjoin count in this area goes from ~60 to ~160 depending on where you are (If I recall correctly).

One question, but first some background. When I am using Zed and then I say save JKL & Test, when I exit JK and come back to my desktop (windows xp), the fonts are all blurry and weird. I checked the color depth and it's still 32 bit. The only way I can find to make it go away is to reboot the computer (annoying). It's almost like it's turning on a high level of font anti-aliasing or something. The interesting thing is that it doesn't seem to happen when I'm connected to an external display, only on the attached screen (I'm using a macbook). Any ideas what could be causing this?
2009-12-22, 1:17 AM #650
Originally posted by Zell:
PIPES: THE NEW CRATE :awesome:

Disagree! CRATES: THE NEW CRATES

[http://www.jkhub.net/project/screens/project-408-18xn0psuCU.jpg]

I doubt this will be done in time. I'm now motivated for the first time in over a month. I have nothing else to do for the next 10 days so maybe I can fudge it together. Maybe I'll release an SE version later.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-12-22, 3:51 AM #651
I used to see people using the dead Yun model for generic corpses. Ever since then, I've done the same.
[http://www.jkhub.net/project/screens/project-408-QH0LqQTGJr.jpg]

Jackpot!
[http://www.jkhub.net/project/screens/project-408-FjA_4DsRyR.jpg]

If you run fast enough, you can break glass on impact.
[http://www.jkhub.net/project/screens/project-408-xkSHP2o8MH.jpg]

[http://www.jkhub.net/project/screens/project-408-mnXB5NBHY5.jpg]
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-12-22, 5:53 AM #652
Originally posted by Emon:
I used to see people using the dead Yun model for generic corpses. Ever since then, I've done the same.


I used Yun as a corpse in magrucko 1, and now he's a bad guy in magrucko 2. So I'm probably the worst defender :D

Your screenies look good! The rooms seem a bit bare at the moment though. Get some more pipes and beams in there!
Magrucko Daines and the Crypt of Crola (2007)
Magrucko Daines and the Dark Youth (2010)
Magrucko Daines and the Vertical City (2016)
2009-12-22, 9:56 AM #653
Here is the area I was having problems with. They're fixed now, I think it turned out pretty well. It will look a lot better with some shadows. You will be able to see the path/trail that goes up behind a bunch of the cliffs. I'll try to post the zip in my jkhub project shortly.
Attachment: 23256/JSHOT018.jpg (77,421 bytes)
Attachment: 23257/JSHOT019.jpg (87,984 bytes)
2009-12-22, 10:12 AM #654
Sweet!
"it is time to get a credit card to complete my financial independance" — Tibby, Aug. 2009
2009-12-22, 10:43 AM #655
I put up my projects folder again: http://www.jkhub.net/project/show.php?projid=527§ion=downloads
2009-12-22, 12:54 PM #656
I was going to use the soused tusken, but I'm going to change him to Yun ^^
2009-12-22, 1:11 PM #657
Hot-tastic stuff, Brian!
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2009-12-22, 1:48 PM #658
Brian are you making a fun waterpark?
2009-12-22, 1:53 PM #659
Sort of. You actually end up travelling against the flow, but I suppose you could start at the top and backtrack through the entire level if you want to. You may not want to, it's actually going to be a wastewater treatment facility -- meaning the water will be dirty, to say the least.
2009-12-22, 2:20 PM #660
That's what JK level 4 should have looked like.
DO NOT WANT.
2009-12-22, 2:45 PM #661
Which one was level 4?
2009-12-22, 2:54 PM #662
The aqueduct.
"it is time to get a credit card to complete my financial independance" — Tibby, Aug. 2009
2009-12-22, 2:55 PM #663
I'm going to have to replay it because I forgot about it :(
2009-12-22, 6:36 PM #664
Brian, that must have been a ain to add sector thrust to!
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2009-12-23, 5:27 AM #665
I like it, but IMO using one rock texture makes it feel a bit unrealistic. Is it possible to perhaps bring more textures / colors to the walls? Maybe this won't be so apparent with the shadows, though... Otherwise, pretty cool.
幻術
2009-12-23, 6:18 AM #666
Gris: haven't finished that part yet :( It will definitely be a pain. There are a series of pipes/canals/aqueducts throughout the entire level. All with moving water (or will be moving before it's done).

Koobie: I agree. If you can manage to scroll back and look at my other screenshots of another similar area (canyons) you will see that the shadows help a lot. I would agree that a couple of textures that work well together would make it look nicer, but I'm not a texture artist :(
2009-12-23, 6:43 AM #667
Brian, there's a JED plugin, VecCalc that will produce vectors between two multiselected things. Just snap the grid to the vertices on your waterslide thing, place ghosts there, then multiselect 2 of them and VecCalc will make a vector for you. I think it makes a vector from the first selected thing to the next one, so it is consistently in the correct direction.

You can also just fudge the small corners and reuse the thrust from the adjacent sectors.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-12-23, 8:07 AM #668
Hey Brian, whats up with all the intersecting sectors? Is it because of hidden layers and laying down architecture over them?

The level looks fantastic though, please finish it!!
"Nulla tenaci invia est via"
2009-12-23, 8:13 AM #669
Which ones specifically are you talking about? All the sectors in "extra architecture" and the "3do" layers aren't accessible. There are a few spots where I overlapped simply because I didn't feel like moving stuff out of the way (specifically, when you come up from the first "cliffs" layer, through the "inspection" area and up the stairs to the "settling tanks") -- Whenever I move a bunch of sectors, half the textures seem to get wonky. It doesn't have a negative impact on playability unless you are super-observant and realize it somehow (not looking at it in Zed).
2009-12-23, 8:53 AM #670
Yeah specifically in the cliffs layer. I know it doesn't effect gameplay or anything but I guess I'm just anal haha
"Nulla tenaci invia est via"
2009-12-23, 9:10 AM #671
That's what I get for starting on the "middle" area of the level instead of starting at the beginning and moving forward. I wanted to do the "settling tanks" first because I thought they were going to be cool (I still think they are cool but not as cool as I had envisioned).
2009-12-23, 5:10 PM #672
A willow tree. The tree in the background has broken UV coordinates on the leaves :huh:

[http://www.jkhub.net/project/screens/project-408-Iol_lcamTX.jpg]
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-12-23, 6:27 PM #673
:psyduck:

That is a swell tree. Looks JO worthy..
2009-12-23, 8:05 PM #674
Awesome
2009-12-23, 8:08 PM #675
My only gripe about that tree would be that's it's kinda sparse in its leafiness. Is that because of modeling/engine limitations, or just the way it is?
2009-12-24, 3:07 AM #676
It's the way it is. I might add more. All my foliage models, except for the grass, are premade that I've downloaded elsewhere, so they need to be tweaked.

For a little while I tried using the 3ds max foliage primatives. 40,000 polygons is too much for JK. :carl:
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-12-24, 4:58 AM #677
Originally posted by Emon:
All my foliage models, except for the grass, are premade that I've downloaded elsewhere, so they need to be tweaked.


Mind pointing me in the right direction? I need some good foliage models for Hysteria.
And when the moment is right, I'm gonna fly a kite.
2009-12-24, 6:21 AM #678
Search for "foliage" on sharecg.com. You can have any models I get working in JK. The problem is that UV coordinates never seem to export correctly from 3ds max. If I make a cube, put a texture on it, export it, it won't be correct! I'll have to shift it and scale it to make it work right. SOMETIMES they work like with the willow tree but most of the time they don't. It's infuriating.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-12-24, 6:50 AM #679
This one is more full.

[http://www.jkhub.net/project/screens/project-408-j47I1vNUFF.jpg]
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-12-24, 6:50 AM #680
Originally posted by Emon:
Search for "foliage" on sharecg.com. You can have any models I get working in JK. The problem is that UV coordinates never seem to export correctly from 3ds max. If I make a cube, put a texture on it, export it, it won't be correct! I'll have to shift it and scale it to make it work right. SOMETIMES they work like with the willow tree but most of the time they don't. It's infuriating.


Send it to me, I haven't had any issues converting 3ds max to 3do
"Nulla tenaci invia est via"
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