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PostPosted: Sat Nov 22, 2003 2:28 pm 
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One more model:

http://home.planet.nl/~buijs512/trescom/scrub2_v1.zip

Good looking plant, four variations. Though the poly count is a little high, framerate dropped a little. Keep these in the basement, I'll probably create a lower poly version later.

Screenshot: http://home.planet.nl/~buijs512/trescom/scrub2.jpg

* More stuff:

New water objects (though there's still one that messes up) + fully functional waterfalls!:

http://home.planet.nl/~buijs512/trescom ... lls_v1.zip

Uses 16-bit transparant textures which didn't crash on my machine. Looks pretty good though some waterfalls need some tweaking.

Screenshot: http://home.planet.nl/~buijs512/trescom/waterfalls1.jpg

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PostPosted: Sat Nov 22, 2003 9:49 pm 
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Someone's been busy today! :P

Just got back from work (yuck), but the screenshots above look pretty damn good. I'll check the zips out in a little bit. :)


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PostPosted: Sat Nov 22, 2003 11:01 pm 
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Waterfalls look damn good, Rem, though I was thinking about slowing a few of them down just a hair. Is that ok? RiverBed texture fits quite nicely too. :) That plant above is pretty cool, too, seems to fit well right around that water hole of the main waterfall.

*btw, the level did crash on me when I switched from hardware to software mode while in game, though it loaded up in software mode fine afterwards. Could be, it just doesn't like switching to software mode while in game.


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PostPosted: Sat Nov 22, 2003 11:37 pm 
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Yep, that's exactly the same thing that happened on my machine.
Another problem solved then. :)

Not sure I can change the animation without doing it all over but if you think it's needed I can do that. Will also make the waterfall models two-sided. Will try to make the large waterfall as well, but I think I might need to use a scrolling texture (like ocean objs) because its a rather large object It would require a lot of frames to make it scroll slowly.
Can throw in some billboards with small splash animations at the bottom to hide the edge where it hits the water. :)

I'll give the shoreline models another try as well, see what I did wrong with that... :)

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PostPosted: Sun Nov 23, 2003 12:53 am 
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Nah, don't worry about redoing the animations, Rem, that's just too much work for you. I just figured that I'd try adding a float interval value to the waterfall scripts and see if I could slow them down just a bit. Overall, I think they look great. You're spoiling us with all of this nice work. ;)

Scrolling texture sounds like it might be the ticket for the large waterfall, I agree.

*We do have to get that one water object fixed though --


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PostPosted: Sun Nov 23, 2003 12:35 pm 
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Fixed the broken water object:

http://home.planet.nl/~buijs512/trescom ... lls_v2.zip

Replaces all waterfalls/water objects.

I found out a way to keep the rock formations from LODing:

group rvrrck01 = {
float ext_ImportScale = 1.000000
int ext_GeometryType = 2
bool MipMap = false
bool Shadow = false
string Class = "CInstance"
string Anim00 = "RVRRCK1C.bmp"
}

group rvrrck02 = {
float ext_ImportScale = 1.000000
int ext_GeometryType = 2
bool MipMap = false
bool Shadow = false
string Class = "CInstance"
string Anim00 = "RVRRCK1C.bmp"
}

Makes the engine think the models are animated. :) Might need to use the same script on some of the larger rocks as well.
I don't know why but I always had the feeling that the "bool MipMap" value had something to do with the LODing but it seems only to affect texture mipmapping...

There are a few parts of the terrain along the river that need some minor changes, could you send me the last terrain in case you have edited it?

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PostPosted: Sun Nov 23, 2003 1:02 pm 
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Yeah, I used the cachemul to straighten out the lod on those rocks, Rem. It's no prob. ;)

Gotta go to damn work again... arghh! lol

UPloaded the terrain. I have the bridge area straightened out already, so try to stay away from that area. What I noticed were mostly the pathways that you placed following the river up to the falls, they're a bit screwy yet. I was going to fix 'em myself, but if you wanted to, no prob. there either. ;)

http://www.trespasserextras.com/terrainx3.ZIP


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PostPosted: Sun Nov 23, 2003 5:24 pm 
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Here's the updated terrain:

http://home.planet.nl/~buijs512/trescom/minilev.wtd

Made the river a bit deeper at some points, smoothened out the banks a bit and retouched the pathways along the river, looks more natural, eroded.

I'll probably will change a few minor things on the water models as well, but I'll upload all of that later on.

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PostPosted: Mon Nov 24, 2003 2:37 am 
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Terrain tweaks look pretty good, Rem. I've been doing some minor tweaking as I landscape if I run into some mushy ground or something else odd, but just lemme know if you need the latest version of the terrain and I'll upload at any time.

I'd like to take another week, maybe two to get at least the main center of the island fairly detailed, perhaps even within that time we could get the lab buildings straightened out as well, then I'll upload the level to bring us all up to date. This weekend really sucked in as far as having any time available to me, but looks like I'll have ample time this coming week. :)


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