Screenshot thread
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Re: Screenshot thread
Well, I must say I like the "upper" screenshots better... the "lower" ones look too washed up or something...
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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
- Rebel
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Re: Screenshot thread
Like the screenies. The areas look quite expansive, I can tell a great amount of effort and consideration went into aesthetics.
Castaway Final Release Link: https://www.mediafire.com/file/ro5qzl88 ... l.zip/file
Final Walkthru (Updated): https://www.mediafire.com/file/skkxy7b0 ... u.zip/file
Castaway Final (optional update): https://www.mediafire.com/file/2bh23l30 ... e.zip/file
Final Walkthru (Updated): https://www.mediafire.com/file/skkxy7b0 ... u.zip/file
Castaway Final (optional update): https://www.mediafire.com/file/2bh23l30 ... e.zip/file
Re: Screenshot thread
Thanks for the input. Yeah, that's the issue Draco was having too...it seems the grass texture which I'm using as a base has too much of a whitish color; it needs to be more yellow-greenish to match up with the movie. We're working on updating that now.machf wrote:Well, I must say I like the "upper" screenshots better... the "lower" ones look too washed up or something...
Well, the entire game (besides the tutorial and ending) takes place in one level file, so you can imagine how "big" everything feels. I'm a bit of a detail freak as well, though that's something of a disadvantage when it comes to Tres because it can't really handle too much and it's starting to show slightly.Like the screenies. The areas look quite expansive, I can tell a great amount of effort and consideration went into aesthetics.
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Re: Screenshot thread
Use culling (shadows too) values whenever you can. There's little point in rendering objects that can't be seen, eg. interior decor., or objects that are out of view with relation to player position.
Castaway Final Release Link: https://www.mediafire.com/file/ro5qzl88 ... l.zip/file
Final Walkthru (Updated): https://www.mediafire.com/file/skkxy7b0 ... u.zip/file
Castaway Final (optional update): https://www.mediafire.com/file/2bh23l30 ... e.zip/file
Final Walkthru (Updated): https://www.mediafire.com/file/skkxy7b0 ... u.zip/file
Castaway Final (optional update): https://www.mediafire.com/file/2bh23l30 ... e.zip/file
Re: Screenshot thread
Took your advice and got the FPS up a bit, also boosted stability. Thanks, Rebel. If object shadows aren't rendered on other objects, is it safe to set bool Shadows = false on objects that are exclusively indoors?Rebel wrote:Use culling (shadows too) values whenever you can. There's little point in rendering objects that can't be seen, eg. interior decor., or objects that are out of view with relation to player position.
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Re: Screenshot thread
Sure. I always did. Rendering indoor shadows is pretty much pointless, not to mention inaccurate seeing that directional lighting is fixed and translates rather poorly indoors.is it safe to set bool Shadows = false on objects that are exclusively indoors?
Castaway Final Release Link: https://www.mediafire.com/file/ro5qzl88 ... l.zip/file
Final Walkthru (Updated): https://www.mediafire.com/file/skkxy7b0 ... u.zip/file
Castaway Final (optional update): https://www.mediafire.com/file/2bh23l30 ... e.zip/file
Final Walkthru (Updated): https://www.mediafire.com/file/skkxy7b0 ... u.zip/file
Castaway Final (optional update): https://www.mediafire.com/file/2bh23l30 ... e.zip/file
Re: Screenshot thread
Ooh, so for example I can take the interior models of the Visitor Center - which will never be seen outside - and disable the shadows for an FPS boost with no loss in quality?Rebel wrote:Sure. I always did. Rendering indoor shadows is pretty much pointless, not to mention inaccurate seeing that directional lighting is fixed and translates rather poorly indoors.is it safe to set bool Shadows = false on objects that are exclusively indoors?
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Re: Screenshot thread
I can't believe it, machf and I agree on something!machf wrote:Well, I must say I like the "upper" screenshots better... the "lower" ones look too washed up or something...
Disabling shadows for interior objects is a good idea. I may recall doing the same for JPDS. Also be careful with the culling values; with Tres CE we should be able to get better rendering results, and it may become less necessary to do stuff like that. We'll see how it goes.
Re: Screenshot thread
Alright, so, I finally went ahead and made a corrected grass texture, based right off of the Brachiosaur scene from the movie. I think it's pretty good, better than the minty one (sorry, Sam). The only texture I changed was the base grass one, so you can compare it with the lighter one I was using before. What do you guys think?
The color is based on this image:
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Re: Screenshot thread
O_O TI, you may not believe it but I actually approve of this new grass texture.
However.. the lighter-colored grass patches are uglier than ever.
Also... I truly do not understand your insistence on using TresEd for screenshots! Ingame is so much nicer, especially with CE..
However.. the lighter-colored grass patches are uglier than ever.
Also... I truly do not understand your insistence on using TresEd for screenshots! Ingame is so much nicer, especially with CE..
Re: Screenshot thread
And there was much rejoicing...O_O TI, you may not believe it but I actually approve of this new grass texture.
Got them fixed already - now they look BETTER than ever! Mixed in a bit of dirt instead of that weird brownish thing I had before.However.. the lighter-colored grass patches are uglier than ever.
At this point, it's just because the level is broken, to be honest. Not that we'll be seeing much of it anymore, anyway...if you know what I mean. What I mean to say is that Draco and I are in the process of moving to a new level file of Isla Nublar - and this one is, literally, larger than ever.Also... I truly do not understand your insistence on using TresEd for screenshots! Ingame is so much nicer, especially with CE..
EDIT: Finally got some new images uploaded, they're from the new rtjp~testing level, running in CE. Got a new enhanced sky, brand new textures for everything as well as normalmaps and HD textures on a few select objects.
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Re: Screenshot thread
Oh noz, bumpmaps up the arse! Sweet! I like the new foliage textures.
Re: Screenshot thread
Oh...this level will be amazing to play when it finish and on the CE. I be holding on to my butt until then!
~Dr.Shaw
We are tressers by heart like Anne. John made his dream come true as well as mine.
We trespass on his dream and to see the forgotten world that once was alive 65 million years ago now touchable. Who...dares to come trespass....?
We are tressers by heart like Anne. John made his dream come true as well as mine.
We trespass on his dream and to see the forgotten world that once was alive 65 million years ago now touchable. Who...dares to come trespass....?
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Re: Screenshot thread
Hmmm just a note... I'm not sure bumpmaps are a good idea for foliage. It looks great but I think they are a little taxing on the engine. But TBH I'm not sure how much of an issue this would be with CE. Might want to test out a super thick environ with them and have a look at FPS.
Re: Screenshot thread
Well, it's already on CE, so that's one thing ticked off. The game itself is another story...no idea how long this'll take, but maybe I'll get the Test Level out here and there as sort of a filler/teaser. Even then, it's still gonna be a while.DrShaw wrote:Oh...this level will be amazing to play when it finish and on the CE. I be holding on to my butt until then!
Exactly what I plan to do. If bumpmaps become an issue, I'll remove them or make them optional. They didn't seem to be too problematic in Tres, so hopefully they'll be fine on CE. I don't recall normalmaps ever being very taxing on many game engines, though these were modern, unmodified engines. Who knows how tres will handle 5000+ pieces of HD, normalmapped flora? I guess we'll have to find out...Hmmm just a note... I'm not sure bumpmaps are a good idea for foliage. It looks great but I think they are a little taxing on the engine. But TBH I'm not sure how much of an issue this would be with CE. Might want to test out a super thick environ with them and have a look at FPS.