Thanks everyone!
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I must admit, even in my 'Tres-purist'-ness I am liking these normalmap rocks.
I see nothing non-vanilla with using normalmaps considering the original game had them as well. It'd be nice if one day someone could create a complete set of normals for every object in the game in order to replace the original black-and-white bumpmaps which can't be imported from GeomAdd.
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It looks like the next generation of Trespasser.
That's what I hope to get out of this level. Even if it's a smaller level, I'd like to create a level of detail unseen before in the game while keeping it fully playable.
It's funny, I was playing Left 4 Dead today and I realized how even in 2008 - 10 years after Trespasser - many games still had relatively low levels of detail in forested areas. There are a few trees here and there, some patches of 3D grass, and a lot of solid cliffs. No undergrowth, layers of vegetation, varied groundcover, or anything you really see in real forests. It's actually kind of impressive how good Tres looks with the right touches!
EDIT: Just finished a new model for the level and I may have gone a bit overboard with the detail - it's only a small structure, yet GeomAdd is informing me that it's got upwards of 4800 triangles! Guess I have to break this one up a bit...in all my RTJP time, there were only a couple of models that broke even 3000 tris. A building of this size would never have gone over 3K tris, but I'm really enjoying the way this particular mesh looks with all of the extra minor 3D details.
The level is starting to shape up in the ideas department, though I'm still keeping much of the level area devoid of pre-planning in order to avoid being bogged down by my own ideas. What I can say is that I've decided to include a few non-obvious winks and nods toward some of the "classic" TresCom fan-made levels which served as inspiration for my own love of the game.
