Remaing models to beta:

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Post by Rebel »

Remdul, if not too much trouble, could you please model two gears for me (like in the picture below) that don't suck. Just starting the generator is too easy, want to add that puzzle I described.

Thanks. ;)

http://www.geocities.com/lastrebel41/gears.jpg

*The generator will actually have two minor repairs needed to be done before it'll start properly and open doors. One, unjamming the gears, the second, pushing a fuse back into its holder.

http://www.geocities.com/lastrebel41/panel.jpg
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Post by Rebel »

How we doin' in here, Remdul.... How 'bout an update? :wink:
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Post by Remdul »

Eek! I must have overlooked this one. Sure I can model those gears, but I think I'll end up with two textured cylinders. Yours have a lot of detail, but that makes the other models around it look like crap. Consistency is often more important than an individual object's details.

Doesn't sound like a big job, I'll do that right away. :)

Oh, and the panel looks great! 8)
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Post by Rebel »

Cool. Then I can finish up the scene and import since scripting is completed. :)

*C_panel -- just did a little altering to fit the fuse puzzle into it, added the buttons. Puzzle itself works pretty neat. If gears are jammed, you'll hear a grind, if fuse is out of place, you'll hear a power down. Fix both, generator fires up properly and doors begin to open.

** Finished the engine room puzzling as well. I modelled a metal crate, looks ok, but I'll upload a picture just to be sure that you ok the look of it. So, that gives us two possible methods of getting inside the ductworks.

http://www.geocities.com/lastrebel41/mcrate.bmp

(I'm working off of a backup harddrive, so my software to change bmps to jpgs isn't available)
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Post by Remdul »

Sounds nifty Rebel. :)

Got the gear stuff done:

http://home.planet.nl/~buijs512/trescom/gears.jpg

As you can see I added some other stuff as well. I kept the gears + axels seperate from the other parts. I put a little fence around it for safety, and it may also come in handy to jam a piece of pipe between there.

Zip:

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

One new texture, shares the palette from the other generator textures.

Sure, I'll model another iron crate if you like. Will create a busted version and a few more variations as well. :)
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Post by Rebel »

Looks good, Rem. Sure, I know your metal crate versions will be better than mine, so by all means, create the better version. ;)
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Post by Remdul »

Got them metal crates finished:

http://home.planet.nl/~buijs512/trescom/mcrates.jpg

One closed one, and one with a removable lid. Zip file:

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

Four new textures, sharing a new palette. Maybe it's a bit of overkill for such a simple model, but I figured this crate may be reused by others in the years to come, so I made it quite detailed. Polycount is a bit higher than your regular wooden crates, so keep that in mind.
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Post by Rebel »

Hey, they look pretty cool. :) Much better than my crap! lol
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Post by Rebel »

All done here. I'll await the next delivery. ;)

The gearing drove me a bit nutso, but they look pretty damn neat, especially while animated while the doors are opening and closing.

:)

Don't know how much time you have this week, but maybe you could do a few of the simple items like that river branch, our life preserver dougnuts, sand mounds or waterfall. Not trying to push you too much :o , just want to keep things moving along here. :mrgreen:
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Post by Remdul »

Oh, I still have that tree branch somewhere, forgot to upload it. It's actually a fallen dead tree, so you might want to use it elsewhere on the island as well.

For the waterfall, you mentioned a while ago that you where thinking about adding a little pond at the top of that mountain. Did you alter the terrain since the last upload? If so, send me the WTD and I'll model that waterfall. :)

Sand mounds, 'doughnut lifepreserver' ( :D ) no problem. :)

* Oh, maybe we should release the beta with Tres' original dinos and save all the new ones for the final release? That way there's still a considerable surprise in the final level, and it'll be totally different gameplay because they probably behave different.
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Post by Rebel »

No, the terrain you have is the correct terrain, Rem. Once the waterfall is imported, I'll give it a look and maybe then I'll edit the terrain and add a pool if it seems the right thing to do.


No new dinos in beta? Hmm... not sure that I like that idea. Of course, it does make it easier to get the beta ready, but then again I was already envisioning where the newbies would be and how neat they'd look in the landscape of tc_isle. I'd go along with just revamping the raptor if you'd like, as that would probably be rather easy, just a longer snot and more natural colors maybe (I really never liked the original colors -- from a natural selection standpoint, they would have never evolved into such blantantly outlandish camo colors. I also don't think importing all of those textures is such a grand idea, as we're pushin' texture space to the limit here. Bottom line, I'd rather not import anything that isn't going to stay, and I'd much prefer to omit certain dinos from the beta rather than add the originals. If a dino is missing from the beta, that's fine, as the 'new' elements of the final version would not disappoint. Dinos aside, there'll still be plenty to add onto the final version, so in one sense, additional eye candy will add to the final product.
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Post by Remdul »

Got the lifepreserver and sand mounds:

http://home.planet.nl/~buijs512/trescom/misc1.jpg

Zip:

http://home.planet.nl/~buijs512/trescom/misc1.zip

Created a new sand texture for the, since the opacity map needs to match the model closely. I made a few variations, so there should be at least one that fits where ever you want to use it (lighthouse, B29)...
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Post by Rebel »

Got 'em. :) I wound up using two and altering another for the b29 so it followed more closely to the interior's contour. I consider that stuff done now, too. ;)

*btw, which program are you using to arch your text? Photoshop...? Wanted to use half a preserver for the s.s. minnow easteregg, but can't duplicate your textwork. :?
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Post by Remdul »

I did that text in 3dsmax (font shape with bend modifier, then used render alpha channel as mask) but you can also use WordArt in Ms Word. I used the latter for the text on the side of the B-29.

But gimme a sec, I'll do that texture for you... :)

There ya go:

http://home.planet.nl/~buijs512/trescom/lifepr2c.zip

8)
Last edited by Remdul on Thu Sep 02, 2004 8:10 pm, edited 2 times in total.
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Post by Rebel »

Neato. :) There'll be no shortage of easter eggs in this puppy, Martijn.
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