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ForumsShowcase → Steam Release Celebration Level Contest Mega Thread
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Steam Release Celebration Level Contest Mega Thread
2009-10-15, 7:58 AM #201
Looks great! The veritcal bar in the second shot closer to the arched entry needs texturing consistent with the vertical bar farther away and to the left.
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2009-10-15, 8:10 AM #202
Originally posted by Emon:
Fix those adjoins on the outside cylinder!


:huh:
And when the moment is right, I'm gonna fly a kite.
2009-10-15, 8:14 AM #203
Yeah that's what I was thinking. Hey emon, maybe a couple of sentences to explain or something? It's difficult to decipher exactly wtf you're talking about.
2009-10-15, 9:19 AM #204
Originally posted by Lord_Grismath:
Looks great! The veritcal bar in the second shot closer to the arched entry needs texturing consistent with the vertical bar farther away and to the left.


Thanks grismath, I didn't notice that. :)
2009-10-15, 11:09 AM #205
Kind of looks like Unreal Tournament!
COUCHMAN IS BACK BABY
2009-10-15, 11:59 AM #206
Originally posted by Brian:
Yeah that's what I was thinking. Hey emon, maybe a couple of sentences to explain or something? It's difficult to decipher exactly wtf you're talking about.

hahah fair enough

It's generally good practice to have the adjoins of a perfect polygon (such as your cylindrical structure) converge to the four corners of the rectangle that it circumscribes. Reduces the number of adjoins, making it (marginally) faster but also just easier to work with. I can be a perfectionist with geometry so it's how I usually do it. I merge all the sectors and surfaces, then re-cleave.

Blue lines in the top left section indicate what it should look like:
Attachment: 22847/hysteria_better_adjoins.PNG (166,009 bytes)
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-10-15, 12:06 PM #207
I initially thought the same thing, but it looks like in this case, you would actually be increasing the number of adjoins you have to look through at any one point. You wouldn't really be reducing the number of adjoins, rather, the number of surfaces.
2009-10-15, 12:27 PM #208
Originally posted by Emon:
stuff

Oh, yeah, that. I always do that. Just look at the area near the bottom in that shot for an example.
I just forgot about the outside. :shrug:

Thanks for the visual description, though.
And when the moment is right, I'm gonna fly a kite.
2009-10-15, 12:36 PM #209
No Brian, there would be fewer. There would only be one adjoin on each side of the square part. You'd remove six adjoins.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-10-15, 12:37 PM #210
You're right, I didn't see the outside box.
2009-10-15, 6:12 PM #211
Speaking of the outside box...
Attachment: 22848/hysteria_base_entry_terrain.png (24,109 bytes)
And when the moment is right, I'm gonna fly a kite.
2009-10-15, 6:13 PM #212
Rad
2009-10-16, 11:26 AM #213
Just to note, bluriness of the image is because of the JKHubs resizing.

[http://www.jkhub.net/project/screens/project-517-rxfsPQWILA_tn.jpg]

And for those interested in the JK version,

[http://www.jkhub.net/project/screens/project-517-e78de6A_IZ_tn.jpg]
2009-10-16, 11:28 AM #214
Now we only need Ruthy to participate in the contest
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2009-10-16, 11:48 AM #215
Great work, Xzero, looks awesome!
幻術
2009-10-16, 5:04 PM #216
Originally posted by Xzero:
Just to note, bluriness of the image is because of the JKHubs resizing.



And for those interested in the JK version,


Since there's only one shade of colored light, why not use a tint cog for the JK version? ;)
if(GetLocalPlayerThing() != jkGetLocalPlayer()) call implode_universe;
2009-10-16, 5:41 PM #217
I must be blind or something because I can't tell a difference.
2009-10-16, 5:52 PM #218
Originally posted by Brian:
I must be blind or something because I can't tell a difference.


There isn't a very big one in this image, since the general area doesn't have much color to begin with.

Check the other comparison shots, on my screenshot page

Edit: Added this one just to show the difference in that little hallway on the far end. The lighting and texturing in that area is different now, it's somewhat brighter. I'll post some shots later.

[http://www.jkhub.net/project/screens/project-517-cJj7XABdOt_tn.jpg]
2009-10-16, 6:25 PM #219
Stop being so awesome. :(
2009-10-17, 7:58 AM #220
I'm going to start thumbnailing my images just for the sake of not super-sizing the thread.

[http://www.jkhub.net/project/screens/project-517-Weu8GonC1B_tn.jpg]

Edit: I've also gone back and thumbnailed the rest.
2009-10-17, 9:10 AM #221
Coolmatty should add a max-width style on images. It's not hard, took me all of 5 minutes with phpBB (yeah I like we run vB but it can't be THAT much harder).

2009-10-17, 9:53 AM #222
Xzero, do you go through lighting each area after you build/texture it? What about item/enemy placement? I generally do all the architecture for an area first, texturing as I go along. When I get bored/tired of working on that area, I start on another one, eventually going back to the previous to clean things up. But I never like doing the lighting which is one reason I don't get a lot done.

Does anyone have any tips on lighting large, outdoor areas? It seems harder to get the shadows to look halfway decent.
2009-10-17, 10:10 AM #223
Make a huuuuuge (50+ JKUs) skybox, put a light up near the top, use lighter plugin.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-10-17, 2:32 PM #224
Yeah. The lighter plugin really really really needs some means to do directional lighting.
2009-10-17, 2:42 PM #225
Er, you mean indirect lighting?
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-10-17, 3:22 PM #226
No, I mean directional. Parallel lighting. Like from the sun. It only does pointlights, and to mimic sunlight you need a pointlight as far away as the sun is.
2009-10-17, 3:41 PM #227
I do basic lighting as I texture and build each area. For screenshots, I go through the "detailed" lighting process (lighter, proper lighting.)

This is for each new set of screenshots, aka I redo the lighting constantly.

I also haven't gone full-out on the lighting yet, as I've been setting it up for screenshots and not the final game, so lighting in the screenshots is incomplete and is to be considered WIP.

The level should be complete within the next 2 weeks or so, the rest of the time to the contest deadline will be spent on lighting, sound and item placement. Possibly hi-res texture replacements too.
2009-10-17, 7:28 PM #228
Originally posted by Emon:
Make a huuuuuge (50+ JKUs) skybox, put a light up near the top, use lighter plugin.


Are these two separate things? When you say skybox, are you talking about just a huge sector that surrounds all other sectors, but is adjoined to them in all the right places?
2009-10-17, 8:55 PM #229
Yeah, basically he's saying you want to simulate the actual SUN with a light + the lighter plugin. So put a light real high up (and you have to extrude into the sky to make a skybox for that usually).

2009-10-17, 9:34 PM #230
However, once you run the lighter, you can delete the huge thing you extruded to get it far enough away. The lighter plugin should always be one of the last things you do, though.
2009-10-18, 6:11 AM #231
I always save a "lighter" copy of my level every time I test the lighting, as to not overwrite the original level.
2009-10-18, 10:24 AM #232
I'll give it a try. Thanks for the tips. Once I get a lit section, I'll post a screenshot. It's difficult because I can run Zed but not JK from my mac which means I can only test in-game on the weekends. Blarg.
2009-10-20, 8:48 AM #233
WHAT'S THIS LACK OF SCREENSHOTS DOING HERE
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2009-10-20, 9:10 AM #234
I got distracted trying to make decent-but-not-amazing cliffs using a bunch of hexagons. It looks ok. I don't think I have time to make every area perfect, so I'm probably going to leave them as-is. I'm having a hard time finding decent cliff/rock textures for 06baron. Blargh.
2009-10-20, 9:57 AM #235
Brian, I have a bunch of good rock textures if you want them.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-10-20, 10:28 AM #236
That would be much appreciated. I am running old-school, though. No patches, no 16 bit mats, etc.
2009-10-20, 1:48 PM #237
Originally posted by Brian:
That would be much appreciated. I am running old-school, though. No patches, no 16 bit mats, etc.


i thought the same thing until i realized i couldnt make my hallway more than 80 feet-ish without hitting the limit
2009-10-20, 1:51 PM #238
What limit?
2009-10-20, 2:31 PM #239
Visible adjoin limit, presumably.

Brian, stop by #massassi or #jkhub and I can send you something.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-10-20, 2:34 PM #240
Do you mind emailing me the file over email?... brian -at- massassi dort com. It's gmail so as long as it's < 10 mb it should be fine. I can't jump on irc right now, at work.
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