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ForumsShowcase → PJNS
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PJNS
2010-06-10, 3:31 PM #41
Just another view of this Landing Pad with a little more brighter light from using a cog that enables things (ghosts) to illuminate an area without the special defects that sometimes occur with thing lighting.
Attachment: 23989/JSHOT000.jpg (798,626 bytes)
He who controls the spice controls the universe-
2010-06-14, 9:33 PM #42
.
Attachment: 24003/JSHOT000.jpg (768,795 bytes)
He who controls the spice controls the universe-
2010-06-15, 11:09 AM #43
I like the hallway design.. it looks great. I like the updated lighting in the previous shot as well.
2010-06-15, 3:00 PM #44
thanks, I found a trick with using the lighting in jkedit, but it doesnt work great all of the time. I select a vertex on the corner of the light texture and use a very small intensity of the light value from the light mode and work my way up till it illuminates a small surface area. Sometimes it works good and sometimes it dont. Too bad I cant use the lighter plugin.
He who controls the spice controls the universe-
2010-06-15, 5:04 PM #45
Sure you can, if you use Zed.
2010-06-15, 6:14 PM #46
You know? I have to admit you are absolutely correct JM. After this overextended project that Im working on I am for sure going to use ZED. Maybe a Multi-player version of PJNS with 3 small levels except made with Zed. ;)
He who controls the spice controls the universe-
2010-06-15, 6:27 PM #47
Every time I see the acronym "PJNS" I pronounce it just like "penis" in my head, but with a j sound in there, somehow. What's the deal.
2010-06-15, 8:46 PM #48
You know Zell said the same thing. If this gives everybody that impression I will change the acronym for damn sure.:nonono:

Before it was only the letters PNS and I didnt like that so I decided to place the "J" from the word project and I thought that was an improvement. So I chose PJNS which may not be proper english but oh well!

I want to keep Project Nar Shaddaa as the title, but ****...now the acronym sounds like penis to everyone. God damn it!:argh:
He who controls the spice controls the universe-
2010-06-15, 8:59 PM #49
Pjenis
DO NOT WANT.
2010-06-15, 9:31 PM #50
Isn't That what its called in kroko's native tongue?:P
He who controls the spice controls the universe-
2010-06-16, 2:34 AM #51
Thats the same method I use for vertex lighting Dan.. use a .1 or .2 usually works unless its a big surface.

To be quite honest.. I didnt like that lighter plugin too much... sure it made the lighting look realistic, but i used it on one of my outside areas and it caused so many concave errors that i couldnt even count them on both my hands lol.
2010-06-16, 4:20 AM #52
Looking snappy! I never got satisfactory results with the Lighter plugin, the only area in TODOA where I used it was at the door arch on the left.
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2010-06-16, 1:48 PM #53
Wow Fast G, I still cant create architecture like you can. How do you do it? Im going to take a small break and play it again. that is still the best project in JK history. I need to learn how to incorporate weapons, HUDs, and glowsaber FX mods in the gob. file somehow, I just need a little instruction on how to. thanx!:)
He who controls the spice controls the universe-
2010-06-17, 12:00 AM #54
Just think how much credit it will do you if you ever apply for a game design position and you whip out your PJNS :cool:
2010-06-17, 1:08 AM #55
Originally posted by saberopus:
Just think how much credit it will do you if you ever apply for a game design position and you whip out your PJNS :cool:


:awesome:
2010-06-17, 6:20 AM #56
I hope that you're doing regular backups of this. I can't tell you how many times people here have impressed everyone w/ projects only to lose their data. Consider this fair warning.
? :)
2010-06-17, 7:16 AM #57
Originally posted by Mentat:
I hope that you're doing regular backups of this. I can't tell you how many times people here have impressed everyone w/ projects only to lose their data. Consider this fair warning.


I have multiple backups of the entire project plus all of the materials and tools that I utilize. One folder is called levels under construction, a second backup folder, a USB flash drive that holds everything that has to do with this project, and last a re-writable CD ROM.

And according to what saberopus says: soon Im going to whip out my huge PJNS and show the world. :D
He who controls the spice controls the universe-
2010-06-17, 7:39 AM #58
PEJNIS!

Good work. I like the color-scheme of the hallway!
Was cheated out of lions by happydud
Was cheated out of marriage by sugarless
2010-06-17, 7:51 AM #59
Originally posted by Darth Dan:
Wow Fast G, I still cant create architecture like you can. How do you do it? Im going to take a small break and play it again. that is still the best project in JK history. I need to learn how to incorporate weapons, HUDs, and glowsaber FX mods in the gob. file somehow, I just need a little instruction on how to. thanx!:)


My memory shouldn't be this shaky after nearly 6 months since the release, but I think it had three gobs in its directory and one of them (TODOA_Engine.gob) basically had the guns, HUD and some other FX stuff (BMs et al) so you might break it down and see what you can do.
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2010-06-17, 2:40 PM #60
I appreciate it Fast G, but I dont want to copy your works too much, but I might study a little of the schematics of your project and use maybe the HUD and the glowsaber, if Im smart enough to program those files in the right places. Its going to take a little trial and error. I still could not figure out how to change the fonts in my levels like the message sft.file, but oh well!

And thanks JEP glad you like the Hallway.
He who controls the spice controls the universe-
2010-06-17, 9:57 PM #61
Download link for the HUD. And GlowSaber of course is available at JKHub as well. To edit SFTs you either have to use JKPaint or FontJedi but making those fonts actually look good and proper takes time (or at least it took me time!).
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2010-06-22, 7:58 PM #62
Old ceilinglight.3do vs. New ceilinglight.3do
Attachment: 24034/old light.JPG (28,866 bytes)
Attachment: 24035/new light.JPG (33,001 bytes)
He who controls the spice controls the universe-
2010-06-22, 8:00 PM #63
I have about 4 other custom self illuminating lamps that I created, but I wont show them until later. They really work. :awesomelon:
He who controls the spice controls the universe-
2010-06-29, 3:58 PM #64
Looks good overall, looking forward to it. gj.
Does 'self illuminating' light mean every face has extra light in the 3do or does it give off dynamic light? It doesn't look like they give any dynamic light in those screens. Try placing "light=0.5" or so in the template. Remember that lighting in JK is heavily dependent on the vertex locations of the faces being lit!
This is retarded, and I mean drooling at the mouth
2010-06-29, 9:36 PM #65
I created the 3do based upon the old ceiling light template and changed the "light=0.5" to "0.6" in the template editor just to increase the brightness a little, it has the same effect as the other thing lights. So yes it does have dynamic lighting, it doesnt show too much in the screen shot for some reason. I like to use dynamic lighting because it casts shadows on 3do's. Thanks Im glad you like it.

btw: I haven't seen you here in the forums before but it looks like you have been here before me. Glad to have met you.
He who controls the spice controls the universe-
2010-06-30, 5:57 PM #66
This looks really good. To bad I can't run JK for anything on my system :\
error; function{getsig} returns 'null'
2010-07-01, 7:06 AM #67
Thanks Alan. There is a program on the JKhub.net. Im not sure how that works or if it does work at all, but give this a shot and I hope it doesn't mess anything up for you. Im only running Windows XP second edition.

http://www.jkhub.net/project/show.php?projid=547
He who controls the spice controls the universe-
2010-07-05, 12:35 AM #68
Ah, I'm running 32-bit. I got it to install, but not to actually function. I'll mess with it more later.
error; function{getsig} returns 'null'
2010-07-05, 6:55 PM #69
Did you try the window GUI thing?
2010-08-15, 12:03 PM #70
Thanks again for the awesome textures Darth Alran

Project Nar is nearing completion.
Attachment: 24225/JSHOT000.jpg (622,820 bytes)
He who controls the spice controls the universe-
2010-08-15, 7:57 PM #71
Nice, good to have this thread back after a silent month.
2010-08-15, 8:12 PM #72
yeah! I just wanted to let everyone know that pejnis :P excuse me I mean PJNS is still alive and well. I decided that I was spending too much time in the discussion forums and not enough time in trying to get Project Nar finished and released.

Thanks, I'll keep this updated a little more. ;)
He who controls the spice controls the universe-
2010-08-16, 9:48 AM #73
Looking awesome!
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2010-08-17, 6:21 AM #74
Thanx FGR
He who controls the spice controls the universe-
2010-08-26, 6:34 PM #75
Does anybody have a clue as in how to make this bad boy give a physical contact or collision that will affect or push the walkplayer when this device is in rotation? I tried everything, I tweaked with some of the parameters in the template manager and to no avail it goes right through me. It has collision when it is a non-rotating object, but when I give it this parameter: angvel=(0.00000/90.00000/0.000000) it turns into a moving ghostdecor template.

I was going to use this cog instead (00_fandamage) to add some challenge to it, but this is not used for a fan sector.
Attachment: 24268/impeller.jpg (147,046 bytes)
He who controls the spice controls the universe-
2010-08-27, 11:34 PM #76
I faced a similar problem in TODOA for the "reactor" area's rotating gizmos, you could take a look into that level's templates (even though that I might be a bit difficult since I gave most of my templates names like "argh" or "doingbink"). Or just ask Zeq!
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2010-09-07, 7:53 PM #77
This level looks awesome! I seriously want to play this.

Guys, email me so we can arrange a game. stinkfinger123@gmail.com

I'm always down to play JK
When you hit the brakes your life is in your foot's hands.
2010-09-07, 10:31 PM #78
REALLY love how slick that console was a couple of shots back. Looking damn good, man, all of this work. Always a joy to see someone still editing the game, makes it SOOOOOO tempting for me to get back into it, but there's just too much else to deal with right now.

You have an excellent taste for atmosphere, which I think is the number one thing missing in most people's JK levels. Even the original LEC levels, despite not having the greatest architecture/textures had AMAZING atmosphere (hence why we all fell in love with the game). The engine is wonderful because it is capable of truly ABSURDLY large levels, although I think the best JK levels I played weren't necessarily the largest in terms of play area, they just took advantage of one of the #1 things JK has going for it - scale.

Your levels take advantage of that much more than most, but I'd encourage you to push that even more. In other words, I want to feel like, even if I can't go behind a certain door or if I can only SEE a certain area, there is an amazing world just beyond the world I can play in. For me, at least, it REALLY adds to the atmosphere and consequently vastly improves my play experience.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2010-09-08, 3:53 PM #79
Hi Daft, I really appreciate your very positive comments and your great feedback. This project was originally going to be just two small levels and has been expanded to a monster of five levels and two cutscene levels. Its coming to its grand finale (Thank God). If Im not mistaken, weren't you the one that created the Roman architecture level that was one time on the Screen Shots of Glory? I gave that map a shot and was officially blown away. The Archi was brilliant, as well as the textures. That was not too long before I started the Temple of Terentius (MP) and then a little later, PJNS. It was authors like you that inspired me and gave me knowledge of editing JK. Take care Daft and good luck with your acting career. I bet you'll make a great actor in the future

btw: if you ever find time you should come back into game editing, despite it being a pain in the glutes sometimes its one of the greatest hobbies.
He who controls the spice controls the universe-
2010-09-08, 5:56 PM #80
Dan, glad the feedback meant something to you, and your gracious praise is truly appreciated. I had a lot of fun with this game, and it's a love affair I'd love to start up again whenever I get the chance. ;)

I did indeed create that Roman level, although I'm not sure which incarnation you are referring to? There's one released (in my sig - see "Basilica"), and another one that's about 99% done, which I vaguely recall uploading to the HUB for others to use as they please. (After taking a nostalgia trip, I found it - http://www.jkhub.net/project/show.php?projid=353 ). Dude, I would be so happy if someone could just FINISH that ****er, so if you ever have the time, go for it. I also understand that you are quite busy with your own projects, obviously!

Best of luck as you finish this up. Definitely shoot me a PM when you are done with this beast, that goes straight to my phone, so I will be sure to check this out as soon as I am able.

And thanks for the warm wishes in regard to acting. It's challenging for me, just like editing computer games used to be. I wouldn't do it if it was easy. ;)

The Best,
- Daft
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
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