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 Post subject: Trespasser: Dark Silence
PostPosted: Thu Sep 19, 2019 9:31 am 
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Stegosaurus
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Joined: Wed May 03, 2017 6:37 pm
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Location: Czech Republic
So we have a new year here.! And I worked a bit. And for Trespasser: Dark Silence (working title) mod We have prepared several objects for the show :!:

:TEAM:
LEAD / DESIGN, SCREENPLAY - Shenlor
SCREENPLAY, LEVEL DESIGN, MODELER - Melber
ASSISTANT / SCREENPLAY - SpykerCZ


Dynamic grass test and some pictures.



Sketch of the island
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pictures
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PostPosted: Thu Sep 19, 2019 6:20 pm 
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-=TresCom Developer=-
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Location: That country nobody likes (you know the one)
That stuff looks pretty cool, Melber. I like ancient architecture in general, so I find the images intriguing. As a note, don't go too crazy with the grass though, Draco ran into a problem a while back because of using too much of it.


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PostPosted: Thu Sep 19, 2019 9:38 pm 
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T-Rex
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Location: Canada, eh?
That dragon looks rad - there can never be enough CAnimals. :) I overall really like the fantasy setting, it's something fresh...reminds me a lot of what Rebel did with Ruins, actually. I'm eager to see where this goes. The title kind of sounds like it's a sequel to Dark Secrets, even though I don't think that's the case.

As for the grass - it should be fine so long as the grass object's polygons don't intersect. I fear however that when the grass moves it will result in a crash due to this issue.

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PostPosted: Tue Oct 08, 2019 11:02 pm 
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T-Rex Killer
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Joined: Mon Dec 06, 2004 5:21 pm
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This mod looks pretty awesome. Dragon Approved 8)
The grass object thingy.. I forget exactly what issues I had, but I know TheIdiot tried making all his ground foliage have physics in BeachHD, which resulted in the objects of the final area simply not having any physics, due to overload. The opacity thingy is a point too, Trespasser struggles with too much of that at once and/or heavy opacity intersection. One of my recommendations for large maps is to test-place objects around the area in a dummy version of the level, entirely non-final but simulating the same amount of foliage, buildings etc. that you want the level to contain, so you can test stability. Could save major headaches later on.

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