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ForumsShowcase → Curved doors in JK
Curved doors in JK
2011-10-01, 2:39 PM #1
I actually implemented this in 2009, but I've only now gotten around to showing anyone.

BEHOLD: Dark Forces-style curved doors... in Jedi Knight!

And when the moment is right, I'm gonna fly a kite.
2011-10-01, 8:57 PM #2
Love it man, Love it!
Whats your secret?
Need to know . . . why . . . because I have an idea lol.
THE GUNDAM PROJECT
2011-10-02, 12:48 AM #3
That's goddamned awesome.
? :)
2011-10-02, 6:03 AM #4
Pretty good. I once considered adding doors like that by having the 3DO have an invisible dot as the center of the 3do so that when you rotated the 3do it would look like the doors were "orbiting" the "dot". In a 100% 3DO environment, however.
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2011-10-02, 10:37 AM #5
Originally posted by Zero_Raven:
because I have an idea lol.


imagine that ;)
2011-10-02, 4:06 PM #6
Originally posted by FastGamerr:
Pretty good. I once considered adding doors like that by having the 3DO have an invisible dot as the center of the 3do so that when you rotated the 3do it would look like the doors were "orbiting" the "dot". In a 100% 3DO environment, however.


Does there generally need to be a physical center for the door model? The Fuel Depot map had those big rotating doors in the pipes, but they would have had a center.
"Flowers and a landscape were the only attractions here. And so, as there was no good reason for coming, nobody came."
2011-10-02, 7:41 PM #7
Originally posted by saberopus:
imagine that ;)


Well its an idea i've had for quite sometime, only issue I've had was these doors lol.
THE GUNDAM PROJECT
2011-10-03, 6:56 AM #8
Originally posted by Bobbert:
Does there generally need to be a physical center for the door model? The Fuel Depot map had those big rotating doors in the pipes, but they would have had a center.


Oh yeah, those doors were different since they were inside one sector and were just half-disk shaped instead of ring-shaped like these doors. I'm guessing the pivot point was in the middle of the "straight line" side of the door.
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2011-10-03, 8:39 AM #9
Originally posted by Zero_Raven:
Well its an idea i've had for quite sometime, only issue I've had was these doors lol.


Code:
11:13 <+space_ghost> I've got 20 bucks here that says Zero_Raven's "idea" is a
                      Dark Forces TC for JK.
11:13 <+Nikumubeki> Gee I wonder where I've heard that before
11:13 <+space_ghost> also know as the Great Right of Passage that every young, 
                     fledgling JK editor goes through before he Learns Better.
11:13  * space_ghost raises his hand
11:13 <+space_ghost> I've done it
11:13 <+space_ghost> who else has?
11:13 <+space_ghost> be honest...
11:14 <+space_ghost> the second you discover JED's "import dark forces map" 
                     function, you just /have/ to import all of DF's levels and 
                     make a go of it
11:14 <+Nikumubeki> I think everyone in Massassi should know my first post ever 
                    by heart on their deathbeds: 
http://forums.massassi.net/vb3/showthread.php?8298-Dark-Forces-for-Mots&highlight=
11:14 <+space_ghost> haha yeah


:ninja:
And when the moment is right, I'm gonna fly a kite.
2011-10-03, 8:21 PM #10
This is one of the most Goddamned mind blowing things I have seen in JK, sofar.
He who controls the spice controls the universe-
2011-10-24, 1:52 PM #11
The pivot is floating in space so when it ends up rotating at a wide angle. JED doesn't actually have a rotate widget but I'm guessing you just rotated one door 90 and the other -90 with keyframes (or whatever the hell JED uses to move objects, it's been forever)?
A dream is beautiful because it remains a dream.
2011-10-24, 4:28 PM #12
Originally posted by Gettleburger:
The pivot is floating in space so when it ends up rotating at a wide angle. JED doesn't actually have a rotate widget but I'm guessing you just rotated one door 90 and the other -90 with keyframes (or whatever the hell JED uses to move objects, it's been forever)?

JED? I think you mean "JK" there.

You're close. It uses the Rotate cog verb, though, there are no keyframes involved. Keyframes suck.


If I get really bored later I'll write a tutorial. It'll be long, though, this thing was a pain in the ass to set up.
And when the moment is right, I'm gonna fly a kite.
2011-10-24, 5:15 PM #13
I can imagine dude. How do you even set the pivot point in the editor before you export it as a 3do? Does it have to be like a separate little tiny brush that you select as the final actor before you export so it makes it the pivot?
A dream is beautiful because it remains a dream.
2011-10-24, 5:46 PM #14
You can't select the offset when you initially export. You have to reimport the mesh in JED, align the offset and reexport.
And when the moment is right, I'm gonna fly a kite.
2011-10-24, 7:02 PM #15
I believe the 3do offset/centre/pivot of a JED-made 3do is based on which sector had the active selection at the time of export.
"And lo, let us open up into the holy book of Proxy2..." -genk
His pot is blacker than his kettle!
2011-10-24, 7:08 PM #16
Yes, it's placed in the center of the selected node, but you can't arbitrarily place the offset where you want it on the initial export.
And when the moment is right, I'm gonna fly a kite.
2011-10-24, 8:38 PM #17
Yes you can.

Create cube. Delete faces. Delete all vertexes but one. Position vertex. Export with that single-vertex sector selected.

Also, a rotating 3do. Woop-de-doo.
2011-10-25, 2:35 AM #18
Now get to work on the 'Empire Fairgrounds' map. Let me know when you're done with all of these so that I can play it. Don't forget the cotton candy.
? :)
2011-10-25, 3:16 AM #19
Originally posted by Gettleburger:
I can imagine dude. How do you even set the pivot point in the editor before you export it as a 3do? Does it have to be like a separate little tiny brush that you select as the final actor before you export so it makes it the pivot?


Pretty much. I started doing this very late when working on TODOA, but before exporting the 3DO I created a new mesh, dragged all of its surfaces to the same point so it became a dot, selected all the surfaces of the dot and gave them a transparent texture, moved it to the position that I wanted to be the center of the 3DO, and right before exporting I made sure that the "dot" was the currently active sector. Oh, and I always named it 'nipple'. Resulting in stuff like this.
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2011-10-25, 5:27 AM #20
Originally posted by JM:
Yes you can.

Hmm. Shows what I know.

Originally posted by JM:
Also, a rotating 3do. Woop-de-doo.

To be fair, it's quite a bit more complicated than that. Lots of limitations to work around.
And when the moment is right, I'm gonna fly a kite.
2011-10-28, 8:47 AM #21
I never noticed that there weren't rotating doors in JK until now. I have barely done any editing myself so I never noticed until now. I am very impressed though, cool stuff!
2011-11-03, 4:02 PM #22
Originally posted by gbk:
Code:
11:13 <+space_ghost> I've got 20 bucks here that says Zero_Raven's "idea" is a
                      Dark Forces TC for JK.
11:13 <+Nikumubeki> Gee I wonder where I've heard that before
11:13 <+space_ghost> also know as the Great Right of Passage that every young, 
                     fledgling JK editor goes through before he Learns Better.
11:13  * space_ghost raises his hand
11:13 <+space_ghost> I've done it
11:13 <+space_ghost> who else has?
11:13 <+space_ghost> be honest...
11:14 <+space_ghost> the second you discover JED's "import dark forces map" 
                     function, you just /have/ to import all of DF's levels and 
                     make a go of it
11:14 <+Nikumubeki> I think everyone in Massassi should know my first post ever 
                    by heart on their deathbeds: 
http://forums.massassi.net/vb3/showthread.php?8298-Dark-Forces-for-Mots&highlight=
11:14 <+space_ghost> haha yeah


:ninja:


Now here comes the part where sadley I must say your only half correct.
While it IS an idea inspired by Dark Forces, the only time i've played DF was on my PS1. I never owned the computer version. However if I can figure out these rotating doors, I will be utilizing them in PotF.
THE GUNDAM PROJECT
2011-11-08, 7:21 PM #23
Im going to recreate something close this in...hahaha....are you ready?.......in Jkedit.LOL!...... :omg:
He who controls the spice controls the universe-
2011-11-08, 10:30 PM #24
Originally posted by Darth Dan:
Im going to recreate something close this in...hahaha....are you ready?.......in Jkedit.LOL!...... :omg:



There is nothing wrong with JKEdit
"The quality of the levels you make is determined by the skill of the person not by the editor in which they use!"-Michael Kyle
Ogel's City
2011-11-09, 3:09 AM #25
At the moment it seems like most of the active editors are actually using JKEdit. 2011 seems to have been a more active JK year than 2010 was, too.
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2011-11-10, 5:02 PM #26
I was going to retire from it but I acquired the Jkedit bug again, Im starting another project here real soon.

@Ogel45: I was just being silly, Jkedit is not too bad, that's why I used it to create ONS.
He who controls the spice controls the universe-

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