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ForumsShowcase → Steam Release Celebration Level Contest Mega Thread
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Steam Release Celebration Level Contest Mega Thread
2009-10-31, 7:57 PM #321
Looks awesome.
2009-10-31, 8:28 PM #322
Outside textures could use more contrast. The bridge, door, and the various wall and floor/ceiling textures all seem to blend together.

As-is, would probably look better in motion, of course.

2009-10-31, 8:35 PM #323
I was going to drop out, but these screenshots are bringing me back!

I never started a brand new level, so I'm going to polish off LoG Co-op... the plan is: I'm going to work on a lot of bug fixes for the synced AI, generally improve the visuals/atmosphere, add more stuff to do after you leave Terra, and POSSIBLY port it to MotS so I can actually have darn NPC interactions (the JK model I was working on was way too hard to sync). In fact everything about this would be easier if I made it MotS, so there. Executive decision. Fewer people can play it... but those are the same people presumably who could play the earlier LoGs.

Also, to reduce lag, you won't be able to hop to whichever planet you like... it'll have to be a bit more linear. I'm going to split the planets into separate JKLs.
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2009-10-31, 9:28 PM #324
Ripping off my idea to make a level for MotS eh? A strike against you, sir!
COUCHMAN IS BACK BABY
2009-11-01, 11:18 AM #325
Here are a couple. One is from the starting area, Cliffs, and the other is just a corridor. I'm trying to get the lighting right. Also some of the surfaces that should be translucent aren't because lighter screws them up. I guess I have to run lighter, then verify *every single translucent surface in the entire level* (ugh).
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2009-11-01, 11:41 AM #326
Use the find tool to multiselect all of your water surfaces, then reapply the translucent flag.

It looks great, Brian, I love the architecture.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-11-01, 12:10 PM #327
You could also make them Geo 0 temporarily, run the plugin, and then make them geo 4 again. They won't be cut by the lighter (so no nice shadows), but it's not like you need them on water anyway.
2009-11-01, 5:54 PM #328
New! New! New!
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COUCHMAN IS BACK BABY
2009-11-01, 8:09 PM #329
Originally posted by Emon:
Use the find tool to multiselect all of your water surfaces, then reapply the translucent flag.

It looks great, Brian, I love the architecture.


Thanks. I didn't realize Jed could do that. I'll give it a try next time. I didn't want to spend a bunch of time futzing with it because I'm not really doing the "final" lighting yet, I just wanted it to not be fully lit.
2009-11-02, 7:57 AM #330
Tracer: looks a little cramped.

2009-11-02, 4:21 PM #331
Cool looking stuff guys. It does look a little cramped but I think it's a nice change from most levels.
2009-11-02, 4:36 PM #332
I think cramped is cool for a space station. I imagine that's how the real one is. You don't see that typically in Star Wars but that's because GL is a moron.
2009-11-02, 5:16 PM #333
Brian, I'm loving that hexy terrain.
2009-11-02, 5:30 PM #334
Thanks, it turned out about as I had expected. Not glorious but decent.
2009-11-02, 6:22 PM #335
loving the work guys :)

this contest may actually have quite a few entries! unless by saying that i've just jinxed it...
Magrucko Daines and the Crypt of Crola (2007)
Magrucko Daines and the Dark Youth (2010)
Magrucko Daines and the Vertical City (2016)
2009-11-02, 8:16 PM #336
I textured that corridor. Now I have three corridors! Honestly I haven't been too happy with what I've turned out so far but I am pleased with the half-octagon hallway. At some point I think I might go back and make the rectangular hall more like this one. I'm also probably going to replace the light texture with a caution stripe look.
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COUCHMAN IS BACK BABY
2009-11-03, 12:22 AM #337
Those are some spify corridors there Tracer.
2009-11-03, 11:17 AM #338
Since I do my work on a laptop that's subject to bouncing around, moisture (I bike, even in the rain), being used all day for work, etc., I decided to start backing up my junk to jkhub periodically. This means everyone can d/l it. So ... feel free if you're curious.

http://www.jkhub.net/project/show.php?projid=527§ion=downloads
2009-11-03, 12:02 PM #339
Originally posted by Brian:
Since I do my work on a laptop that's subject to bouncing around, moisture (I bike, even in the rain), being used all day for work, etc., I decided to start backing up my junk to jkhub periodically. This means everyone can d/l it. So ... feel free if you're curious.

http://www.jkhub.net/project/show.php?projid=527§ion=downloads


You've got a solid color mat that isn't flagged as such and makes JK crash! Rookie mistake! :P
2009-11-03, 1:04 PM #340
The yellow one? Yeah I was having trouble pinpointing a certain surface and that one got flagged stupidly. It needs to be geo 0. Also, it didn't crash mine, so that is interesting. Remember... work in progress.
2009-11-03, 5:11 PM #341
[http://www.jkhub.net/project/screens/project-510-RH1LBOUByB.jpg]

Almost finished level 2, just need to do the final cutscene and boss battle and then it's on to level 3.
Magrucko Daines and the Crypt of Crola (2007)
Magrucko Daines and the Dark Youth (2010)
Magrucko Daines and the Vertical City (2016)
2009-11-04, 1:02 PM #342
Go Go Goit Rangers!
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2009-11-05, 3:17 PM #343
I made another hallway and Mysteriousith loaned me this sweet DANGER texture. But I screwed up my door.cog. :confused:
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COUCHMAN IS BACK BABY
2009-11-05, 3:21 PM #344
Your frames are wrong or your pitch/yaw/rol is being manipulated by the cog.
2009-11-05, 3:21 PM #345
Yeah, I know. I wanted an upside-down door that opened downwards...I'll probably just make it right-side up.
COUCHMAN IS BACK BABY
2009-11-05, 4:55 PM #346
Make the rails black or something. You can barely notice them.
Lyrics are highly overrated.
2009-11-05, 5:07 PM #347
Lighting will probably fix that.
Warhead[97]
2009-11-05, 9:14 PM #348
It's rainin' sideways!

[http://www.jkhub.net/project/screens/project-408-WJGdR6L0YE.jpg]
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-11-06, 1:19 AM #349
Originally posted by Tracer:
I made another hallway and Mysteriousith loaned me this sweet DANGER texture. But I screwed up my door.cog. :confused:


Do the frames cross 0 on any axis? I once saw an issue with doors like this. I believe it may have been to do with how the PYR is calculated with + coordinates vs - coordinates, because I fixed it by setting the PYR on the frames to different but equivalent settings. (e.g. 90 Y + 180 R equivalent to 180 P + 270 Y + 180 R or something like that (note those numbers are made up!))
2009-11-06, 7:14 AM #350
Most likely, you have different PYR values for each frame. If the door is just sliding upwards, make them all 0. JED does have a frame mode to make things easier. I think you can only get to it from a button on the toolbar, however.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-11-06, 7:34 AM #351
What? You edit frames WITHOUT using frame mode?
2009-11-06, 7:47 AM #352
Sure, you can edit the frame attributes on the thing. Frames mode is relatively new, if I recall.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-11-06, 7:55 AM #353
...
2009-11-06, 7:58 AM #354
Likely people are following the doors or elevators tutorials which talk about how to get the frame values. I remember there being a weird frame mode which would come on automatically and screw up all the numbers so, at least in the one I wrote, I talked about how to work around that (disabling some setting -- move thing frames when thing moves or something). I don't know how/why to use a "frame mode" either.
2009-11-06, 8:56 AM #355
I thought frames mode was added sometime in 0.9?
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-11-06, 9:14 AM #356
No. And, in fact, it worked perfectly fine before that. Brian just did not understand how to use it.
2009-11-06, 9:24 AM #357
Oh, I'm thinking of the line drawing for frames mode which was added in that unstable 0.96 or whatever it was. That also did things like preserve multiselect after cleaving, but had a ton of bugs.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-11-06, 9:31 AM #358
I *still* don't understand how to use it.
2009-11-06, 10:59 AM #359
I've been using Ped-Hed's door tutorial to make my doors.
COUCHMAN IS BACK BABY
2009-11-06, 8:10 PM #360
I believe Jed automatically translates all of the frame values on a thing if that thing is moved, so its easier to move a room with a door/elevator in it
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