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ForumsShowcase → Steam Release Celebration Level Contest Mega Thread
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Steam Release Celebration Level Contest Mega Thread
2009-12-24, 7:02 AM #681
The broken tree in the picture is here:
http://www.jkhub.net/project/get.php?id=1864
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-12-24, 7:22 AM #682
Awesome, I finally got this one to work. The leaves were messed up. Brightness increased to make it easier to see. You can also see the fish in the water. :XD:

[http://www.jkhub.net/project/screens/project-408-f1pKRxR2Ko.jpg]
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-12-24, 8:43 AM #683
Some machinery. You might recognize the moister vaporator from level 3, except that I imported it to 3ds max and ran meshsmooth on it. :XD:

[http://jkhub.net/project/screens/project-408-18BLjY3u2Z.jpg]
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-12-24, 9:06 AM #684
that thing was a moisture evaporator?
DO NOT WANT.
2009-12-24, 9:48 AM #685
Yeah according to the template name, shrug
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-12-24, 11:52 AM #686
Nice work Emon, a better improvement for the original level 3. The default template of the moisture evaporator always reminded me of an ancient artifact called a butter churn thingy or what ever that old device was called.

I think Lucasarts could of done a better job than that, but you improved it.
He who controls the spice controls the universe-
2009-12-24, 12:49 PM #687
:gonk: Oh woe is me! My external hard drive with all my LoG files has finally crapped out. This was actually a backup of another hard drive that died. :argh: Darn Curse of the TC!

I may be able to recover the files, but probably not in time for the contest deadline. I may quickly polish up the older LoG:Co-op I released a beta of, and submit that instead.

Since the other files are possibly gone, I can tantalize you with the following true* details! The level contained natural language processing that interpreted typed dialogue, to which the characters would respond with on-the-fly generated responses! Also, it featured full VR support. <_<
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2009-12-24, 12:58 PM #688
You hit the drive with a hammer, didn't you? :P
And when the moment is right, I'm gonna fly a kite.
2009-12-24, 12:59 PM #689
Originally posted by Darth Dan:
ancient artifact called a butter churn

holy **** never saw it
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-12-24, 1:55 PM #690
Originally posted by Lord_Grismath:
:argh: Darn Curse of the TC!<_<



Thats gotta suck, I know how that goes, the same happened to me awhile back. I use a 16 Gig USB flash drive but I know thats not a 100% secure either. Good Luck.
He who controls the spice controls the universe-
2009-12-25, 10:20 AM #691
:( I dont think Im going to be able to complete my project for the deadline. It would look to rushed and unfinished at the end of the last level, which is where Im at, it consists of 4 levels and cutscenes that I included. Even if I did accomplish my project, I would not take time to beta test and try to re edit my flaws. I also wanted to include and end cutscene as well.

I could just enter level 1, but it continues as a story for the next and so on and so forth. This Nar Shaddaa level is going to see the light of day some time in the near future. If any one has a suggestion Ill gladly accept it.

another teaser snapshot:
Attachment: 23266/JSHOT001.jpg (173,112 bytes)
He who controls the spice controls the universe-
2009-12-25, 12:36 PM #692
Many of us won't finish. If NO ONE is finished we'd have to extend. If some are finished, we'd have a pack. Then the rest of us could make a separate pack later :awesome:
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-12-25, 12:53 PM #693
I like that idea, I think Im a little more cheered up thanks. And Merry Christmas.
He who controls the spice controls the universe-
2009-12-25, 2:42 PM #694
my first level will be finished.. and thats what will be submitted for the contest
2009-12-27, 10:53 AM #695
I couldn't open that file Emon, something to do with mentalray
"Nulla tenaci invia est via"
2009-12-27, 11:32 AM #696
It's saved in the latest version, maybe it's incompatible?

Oh well, I don't really need it now anyway.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-12-27, 12:02 PM #697
I think it's something on my end
"Nulla tenaci invia est via"
2009-12-27, 12:07 PM #698
I'm finishing my level tomorrow I think. I keep saying level, I mean three levels. three big "lets stretch jk to it's limit without using the patch" levels, that I actually started when the contest was announced - and so if I'm able to release that, which was made in the contest timeframe, then nobody has any excuse! :D
Magrucko Daines and the Crypt of Crola (2007)
Magrucko Daines and the Dark Youth (2010)
Magrucko Daines and the Vertical City (2016)
2009-12-27, 1:03 PM #699
I'm going to submit mine as it is. I should be able to get more done this week.

Building this map has made me realize something. I love modding and might get back into it, but definitely not JK.
"Nulla tenaci invia est via"
2009-12-27, 1:39 PM #700
REMEMBER WHAT WILL HAPPEN IF YOU WON'T RELEASE YOUR LEVELS

HARK HARK KNIFE KNIFE
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2009-12-29, 6:25 AM #701
[http://www.jkhub.net/project/screens/project-510-86oiwyT3hK.jpg]
Magrucko Daines and the Crypt of Crola (2007)
Magrucko Daines and the Dark Youth (2010)
Magrucko Daines and the Vertical City (2016)
2009-12-29, 11:25 AM #702
Goit, you've done an awesome job on the lighting in your levels!
2009-12-30, 2:34 AM #703
[http://www.jkhub.net/project/screens/project-9-zvc6yxRqef.jpg]
For some reason the sky flag is not working for this scene. Since the camera is static in this case, I may just put a single skybox-type texture back there.
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2009-12-30, 4:18 AM #704
Not a chance.
2009-12-30, 5:28 AM #705
Originally posted by Lord_Grismath:
For some reason the sky flag is not working for this scene. Since the camera is static in this case, I may just put a single skybox-type texture back there.


Sky flag? Eww! Dynamic lighting would have looked hot on that terrain if it's 3do. Use an evening sky texture for the backdrop and a low dynamic light to make the shadows more prominent. Hawt!

Just a thought. ;)
2009-12-30, 10:01 AM #706
Since The Darkness Jaded won't be finished, I finished Space Noxx II and submitted it today.

[http://www.jkhub.net/project/screens/project-145-YY9K2ov8cx.jpg]

[http://www.jkhub.net/project/screens/project-145-Nx4Li4ezrJ.jpg]
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-12-30, 10:17 AM #707
Originally posted by Emon:
Since The Darkness Jaded won't be finished, I finished Space Noxx II and submitted it today. It's been uploaded on the JKHub project page if anyone wants to try it.


I hate this level. Its a nice level in UT but its creation is totally flawed. The reason you need a 3d accelerator to view this level properly is because the entire architecture is made up of 3do's. The author apparently does not know how to make the "sector within a sector" effect.

The mats are taken from UT which shows me there was no attempt to make new textures. The hole in the center with the transparent mat is buggy. You can see the sky texture through it and it cuts up the transparency. The jump platforms were the only thing I liked.

If you want to see how flawed this level is... turn your 3d card off and walk around. The 3do's are either not aligned correctly or poorly made.

I don't like pissing on a level like this but the one thing I hate is unoriginality and this level has no originality at all.
[01:52] <~Nikumubeki> Because it's MBEGGAR BEGS LIKE A BEGONI.
2009-12-30, 10:18 AM #708
haha :XD:
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-12-30, 11:24 AM #709
Looks really cool! :D
幻術
2009-12-30, 1:53 PM #710
liek omq this si teh best lvl evar
Lyrics are highly overrated.
2009-12-30, 5:03 PM #711
i read mb's post and knew it was familiar!
DO NOT WANT.
2009-12-30, 5:10 PM #712
Sector in sector effect? What?

Still though... way to be creative.

I'm going to end up releasing mine in it's current state. I don't know if I *CAN* go much further. I tried to take the q3 tool chain and engine in a direction I never had before, and I learned a lot, but mostly what I learned is that building a map entirely out of static models is a really bad idea.
2009-12-30, 5:56 PM #713
Haha, I was totally going to post that rant Emon.
COUCHMAN IS BACK BABY
2009-12-30, 7:09 PM #714
Originally posted by JM:
Sector in sector effect? What?

Cleaving a sector apart then deleting the inner sector. You know, using negative space.

Originally posted by JM:
but mostly what I learned is that building a map entirely out of static models is a really bad idea.

How so? I recall several people doing this to create success. You are using q3map2's functionality to integrate static models right?
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-12-30, 7:22 PM #715
Quote:
Cleaving a sector apart then deleting the inner sector. You know, using negative space.


Oh, so, it's a stupid way to say 'making a level'?

Quote:
How so? I recall several people doing this to create success. You are using q3map2's functionality to integrate static models right?


The engine does not actually support solid models. This is where all the trouble arises. They are great for pretty scenery, but the need to be clipped in some way to use them for actual play space. Now, q3map2 can auto-clip models. Raven used this in Jedi Academy in that tatooine level where the terrain is mostly models. Unfortunately, it does this by creating a brush for every single triangle in the model. (The reasons for this should be obvious, if you know how the quake3 engine does collision detection.) I can hand-clip everything, but this proved impossible to accomplish on the sloping ramp; radiant just can't rotate brush work to arbitrary angles without ****ing up. And the ****ed up clip brushes caused the player to do things I can only describe as 'strange'. I have some parts clipped by breaking the models into simple collidable parts, and uncollidable details.
2009-12-30, 7:38 PM #716
Originally posted by JM:
Oh, so, it's a stupid way to say 'making a level'?

There is a very old tutorial describing the "sector in sector" effect. It was a name to describe negative space for people that were new to editing, I guess. A box in a room appears to be a sector inside another, but it isn't.

Originally posted by JM:
Unfortunately, it does this by creating a brush for every single triangle in the model. (The reasons for this should be obvious, if you know how the quake3 engine does collision detection.)

But brushes are discarded at compile time and nothing but geometry and portals are left. I thought q3map2 converted models into this geometry.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-12-30, 7:47 PM #717
The engine doesn't do collision detection against the bsp tree. It does it against a set of convex volumes... the brushes. This is why brushes can be solid without splitting the tree. (Details, glass, patches, entities. Etc.) It's also why the map has a brush limit. And solid models create way too many brushes. I hit the brush limit before I even added the rocks.
2009-12-30, 7:49 PM #718
I'm going to stick all the assets and map files up on jkhub too so anybody can check out how it's put together.
2009-12-30, 7:55 PM #719
Oh, I see what you mean. That's rather silly.

I don't understand why brushes were chosen for Quake. Did Carmack (or someone else) think they were somehow so simple that it would be better to treat EVERYTHING as a brush? It makes so many things convoluted.

Unreal did it right.

Oh hey look, guess which technology still gets licensed today?
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-12-30, 8:04 PM #720
Well it makes the actual collision detection code really simple, since brushes are already stored as a set of planes.
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