I thought he meant he was doing his impression...TheIdiot wrote: I know. What I meant was simply what Draco meant when he said "impression of not liking"...does he mean do I not like it or that he doesn't like it?
Trespasser HD - Beach / Jungle Road (BE + JR released)
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Re: Beach Extreme Detail Remake
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
- Draconisaurus
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Re: Beach Extreme Detail Remake
Lol. I meant that, upon reading the description of a misted IJ3, I had the personal impression that I myself did not like it. At any rate, thinking of it now it seems cool..
Re: Beach Extreme Detail Remake
Ah, okay. When I say "misted", I mean a little big foggier than the rest of the level, but not too much. Think more of TLW's atmosphere.Draconisaurus wrote:Lol. I meant that, upon reading the description of a misted IJ3, I had the personal impression that I myself did not like it. At any rate, thinking of it now it seems cool..
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Re: Beach Extreme Detail Remake
Fantastic work sir. Simply fantastic!!!
Re: Beach Extreme Detail Remake
Great to hear from you again, RoadWarrior! And thank you for the compliments.Road Warrior wrote:Fantastic work sir. Simply fantastic!!!
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Re: Beach Extreme Detail Remake
I know you said you were only going to tackle the beach and maybe JR, but, can you imagine every level of the game brought up to this new level of detail saturation? Surely if time and patience were allotted this could be a thing. I would even throw some money at it....TheIdiot wrote:Great to hear from you again, RoadWarrior! And thank you for the compliments.Road Warrior wrote:Fantastic work sir. Simply fantastic!!!
Re: Beach Extreme Detail Remake
Well, RW, you may be in luck as Draco and I have been discussing the creation of a full remake featuring all the original levels PLUS the missing Pine Valley, Plains and Plantation House levels. Though I definitely can't take any money from it without Universal shutting us down, I feel the reward is being able to play it even as the creator.I know you said you were only going to tackle the beach and maybe JR, but, can you imagine every level of the game brought up to this new level of detail saturation? Surely if time and patience were allotted this could be a thing. I would even throw some money at it....
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Re: Beach Extreme Detail Remake
Ha! Yes, I didn't even consider that until later.
Re: Beach Extreme Detail Remake
It's been a while now, so here's a shot of my most recent progress, the rocky valley just to the east of the brachiosaur encounter:
I wanted to do something a bit different here as the entire area before this where the terrain is rough would end up being too similar, so I went with more of a cluster of small rocks surrounding the base of the mountains. Also wanted to get a screenshot of the area near the wrecked Unimog, but I haven't created the new Unimog model yet so that will have to wait. You may also notice a few new ground textures - I've finally replaces all of the temporary ones from TC~Isle, so it's all fresh and new!
I had originally planned on creating a GIF to show off a new graphical feature I've just recently implemented, but I couldn't find a sufficient program to turn videos into GIF files, so that will have to wait for now. Trust me, it'll be worth the wait as it looks pretty cool and adds soooooo much to the overall look of the level.
Aside from that, the level is about 3/4ths of the way finished now, just have to do the brachiosaur valley (currently doing that at the moment, broken bridge area and monorail station. I'm considering ending the level at the top of the bridge as we now know that originally JR was supposed to begin walking down the hill toward to monorail, but then I would have to alter the terrain so that you couldn't get back to BE from JR.
On that note, I believe I may switch JR's terrain over with that of the PC Gamer release, where the terrain is somewhat rougher but retains the open feel of the early alpha we obtained a while back. To me, the early alpha version is just TOO open, with no real paths to follow aside from the monorail itself and the Hidden Valley. I also of course will be using the PC Gamer PH, PV and IJ terrains once I get that far as the base for each level (though IJ might be merged in a couple of small places with Retail to add some variety - still want to either keep the gorge or attempt to create the lake and swamp from the walkthrough, so the Blighted Forest will be about half the size it is in the PC Gamer release).
More to come soon hopefully! We may even have a release before Xmas...
I wanted to do something a bit different here as the entire area before this where the terrain is rough would end up being too similar, so I went with more of a cluster of small rocks surrounding the base of the mountains. Also wanted to get a screenshot of the area near the wrecked Unimog, but I haven't created the new Unimog model yet so that will have to wait. You may also notice a few new ground textures - I've finally replaces all of the temporary ones from TC~Isle, so it's all fresh and new!
I had originally planned on creating a GIF to show off a new graphical feature I've just recently implemented, but I couldn't find a sufficient program to turn videos into GIF files, so that will have to wait for now. Trust me, it'll be worth the wait as it looks pretty cool and adds soooooo much to the overall look of the level.
Aside from that, the level is about 3/4ths of the way finished now, just have to do the brachiosaur valley (currently doing that at the moment, broken bridge area and monorail station. I'm considering ending the level at the top of the bridge as we now know that originally JR was supposed to begin walking down the hill toward to monorail, but then I would have to alter the terrain so that you couldn't get back to BE from JR.
On that note, I believe I may switch JR's terrain over with that of the PC Gamer release, where the terrain is somewhat rougher but retains the open feel of the early alpha we obtained a while back. To me, the early alpha version is just TOO open, with no real paths to follow aside from the monorail itself and the Hidden Valley. I also of course will be using the PC Gamer PH, PV and IJ terrains once I get that far as the base for each level (though IJ might be merged in a couple of small places with Retail to add some variety - still want to either keep the gorge or attempt to create the lake and swamp from the walkthrough, so the Blighted Forest will be about half the size it is in the PC Gamer release).
More to come soon hopefully! We may even have a release before Xmas...
Re: Beach Extreme Detail Remake
Very impressive...TheIdiot wrote:It's been a while now, so here's a shot of my most recent progress, the rocky valley just to the east of the brachiosaur encounter:
I wanted to do something a bit different here as the entire area before this where the terrain is rough would end up being too similar, so I went with more of a cluster of small rocks surrounding the base of the mountains. Also wanted to get a screenshot of the area near the wrecked Unimog, but I haven't created the new Unimog model yet so that will have to wait. You may also notice a few new ground textures - I've finally replaces all of the temporary ones from TC~Isle, so it's all fresh and new!
Use VirtualDub to convert the video frames to bitmpas, then you can load them elsewhere to mae your GIF...I had originally planned on creating a GIF to show off a new graphical feature I've just recently implemented, but I couldn't find a sufficient program to turn videos into GIF files, so that will have to wait for now. Trust me, it'll be worth the wait as it looks pretty cool and adds soooooo much to the overall look of the level.
Or you could export directly to GIF from VirtualDub, but I'm not sure how well it does it...
We'll wait with interest...
Aside from that, the level is about 3/4ths of the way finished now, just have to do the brachiosaur valley (currently doing that at the moment, broken bridge area and monorail station. I'm considering ending the level at the top of the bridge as we now know that originally JR was supposed to begin walking down the hill toward to monorail, but then I would have to alter the terrain so that you couldn't get back to BE from JR.
On that note, I believe I may switch JR's terrain over with that of the PC Gamer release, where the terrain is somewhat rougher but retains the open feel of the early alpha we obtained a while back. To me, the early alpha version is just TOO open, with no real paths to follow aside from the monorail itself and the Hidden Valley. I also of course will be using the PC Gamer PH, PV and IJ terrains once I get that far as the base for each level (though IJ might be merged in a couple of small places with Retail to add some variety - still want to either keep the gorge or attempt to create the lake and swamp from the walkthrough, so the Blighted Forest will be about half the size it is in the PC Gamer release).
More to come soon hopefully! We may even have a release before Xmas...
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
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Re: Beach Extreme Detail Remake
Looks great - though that palm to the right has an awful tile...
I don't recommend this.. for one due to the backwards progression issue.. It just makes sense to end BE at the impass of the Terminus wall.I'm considering ending the level at the top of the bridge as we now know that originally JR was supposed to begin walking down the hill toward to monorail, but then I would have to alter the terrain so that you couldn't get back to BE from JR.
I second this motion. I mourn the loss of a direct road path but it's more than made up for by the varied terrain.On that note, I believe I may switch JR's terrain over with that of the PC Gamer release, where the terrain is somewhat rougher but retains the open feel of the early alpha we obtained a while back. To me, the early alpha version is just TOO open, with no real paths to follow aside from the monorail itself and the Hidden Valley.
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Re: Beach Extreme Detail Remake
Well, now I'm really going to have to get that GTX 1080 card to experience this in all it's glory!
Quite lovely!
Quite lovely!
0066521C: 'Cannot create local swap file - Is Trespasser installed??',0Ah,0
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Re: Beach Extreme Detail Remake
Will definitely try that. Thanks!Use VirtualDub to convert the video frames to bitmpas, then you can load them elsewhere to mae your GIF...
Or you could export directly to GIF from VirtualDub, but I'm not sure how well it does it...
Yeah, I keep forgetting to fix those...the trees are all probably going to have upgraded, bumpmapped texture anyway so those old TC textures will probably be gone.Looks great - though that palm to the right has an awful tile...
I'm on a GTX 970 and it's still staying around 45 FPS actually! I bet once I get into JR it will start to truly slow down though...that level covers twice the area BE does, so it will probably be quite laggy. I imagine Beach HD to have around 20000 objects by the end, meaning JR will probably reach around 35000-40000. The good news is that since JR is one of the largest levels, the others will definitely take less time (except for IT, which will be heavily revamped and will need a number of new models).Well, now I'm really going to have to get that GTX 1080 card to experience this in all it's glory!
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Re: Beach Extreme Detail Remake
Just don't forget about RTJP! Haven't seen a lot of progress on that mod in a minute..TheIdiot wrote:I imagine Beach HD to have around 20000 objects by the end, meaning JR will probably reach around 35000-40000. The good news is that since JR is one of the largest levels, the others will definitely take less time (except for IT, which will be heavily revamped and will need a number of new models).
Re: Beach Extreme Detail Remake
I know, I know... Haven't really touched Isla Nublar for a while now, though there is some stuff that I'd been working on prior to starting college. Time is currently limited and I'd like to get a release of Beach out before anythingDraconisaurus wrote:Just don't forget about RTJP! Haven't seen a lot of progress on that mod in a minute..TheIdiot wrote:I imagine Beach HD to have around 20000 objects by the end, meaning JR will probably reach around 35000-40000. The good news is that since JR is one of the largest levels, the others will definitely take less time (except for IT, which will be heavily revamped and will need a number of new models).