TresCom Forums

TresCom : The Trespasser Fan Gateway...
It is currently Wed Apr 21, 2021 11:37 am

All times are UTC




Post new topic Reply to topic  [ 21 posts ]  Go to page Previous  1, 2
Author Message
 Post subject: Re: A terrain test
PostPosted: Sat Dec 12, 2020 7:35 am 
Offline
-=TresCom Website Manager=-
-=TresCom Website Manager=-
User avatar

Joined: Fri Jun 24, 2005 9:40 pm
Posts: 4428
Location: Sweden
Draconisaurus wrote:
Hmm oh Tatu thanks. One detail I can relate is that, even TresEd finds Mt Watson too high. TrnObjs don't like to render up at the top inside TresEd, due to how high the mountain is. I forget the details but they don't show up on the terrain while you're looking at it. They work fine ingame.


You just need to move the TrnObj higher up in position and they will render find in TresEd. For the Island mod I've moved TrnObj high above the ground in order to not see them in TresEd. :P

_________________
Active project: Trespasser: Isla Sorna - Working on PH2-IT (and experimental BE-IT).

"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."


Top
 Profile  
 
 Post subject: Re: A terrain test
PostPosted: Sat Dec 12, 2020 7:22 pm 
Offline
T-Rex Killer
T-Rex Killer
User avatar

Joined: Mon Dec 06, 2004 5:21 pm
Posts: 12901
Location: Portland, OR
Teroman, Tres CE settings seem to improve terrain rendering a ton all on their own. Oddly enough, the pre-release builds of Trespasser also had better terrain detail. The engine seems to have been capable of more but toned down in order for the game to be stable on people's PCs by the time of release, but now terrain detail is more readily at hand. Just look ingame at TheIdiot's terrain in his final release of RTJP, from across the empty areas into the park.

tatu wrote:
You just need to move the TrnObj higher up in position and they will render find in TresEd. For the Island mod I've moved TrnObj high above the ground in order to not see them in TresEd. :P

Heh!

_________________
T-Script Reference / Trespasser Millennium / JP Dark Secrets / Tres File Box / Tres Machinema & Dinosaur Toy Films


Top
 Profile  
 
 Post subject: Re: A terrain test
PostPosted: Tue Dec 15, 2020 7:58 am 
Offline
T-Rex
T-Rex
User avatar

Joined: Thu Feb 20, 2014 9:13 pm
Posts: 3502
Location: Canada, eh?
One thing to note about CE is that I'm not sure whether it overrides Culling Distances set in the actual level files with its own, or if it only overrides the default. I always like to set the rendering options in my own levels and generally suggest the CE settings be avoided, unless playing the original game. Terrain settings are more hit-and-miss, though like Draco said there are settings aside from distance-detail stuff that can make it look much better than retail.

_________________
Current Project: Cloning Facility | My Release Thread
Image


Top
 Profile  
 
 Post subject: Re: A terrain test
PostPosted: Wed Dec 16, 2020 12:52 pm 
Offline
Brachiosaurus
Brachiosaurus

Joined: Sun Jun 25, 2017 11:48 pm
Posts: 153
That is very interesting. I'm gonna look into that with the search feature.


Top
 Profile  
 
 Post subject: Re: A terrain test
PostPosted: Wed Dec 16, 2020 4:10 pm 
Offline
T-Rex Killer
T-Rex Killer
User avatar

Joined: Thu Apr 24, 2003 11:20 pm
Posts: 12155
Location: Lima, Peru
TheIdiot wrote:
One thing to note about CE is that I'm not sure whether it overrides Culling Distances set in the actual level files with its own, or if it only overrides the default.

The default, I guess. It would make no sense to eliminate the rest.
Quote:
I always like to set the rendering options in my own levels and generally suggest the CE settings be avoided,

BAD idea IMO. I refuse to be forced to play something at somebody else's choice of settings.

_________________
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


Top
 Profile  
 
 Post subject: Re: A terrain test
PostPosted: Thu Dec 17, 2020 8:55 pm 
Offline
T-Rex
T-Rex
User avatar

Joined: Thu Feb 20, 2014 9:13 pm
Posts: 3502
Location: Canada, eh?
machf wrote:
Quote:
I always like to set the rendering options in my own levels and generally suggest the CE settings be avoided,

BAD idea IMO. I refuse to be forced to play something at somebody else's choice of settings.

Fair point. I will say that the reason for it is optimization - I usually try and get the best possible graphical result without straining the game too much. Those super-detailed levels like MegaJungle might cause crashing if played with too high of CE settings, and there are likely plenty of players who wouldn't connect their CE settings to that crashing.

_________________
Current Project: Cloning Facility | My Release Thread
Image


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 21 posts ]  Go to page Previous  1, 2

All times are UTC


Who is online

Users browsing this forum: No registered users and 7 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  

Powered by phpBB® Forum Software © phpBB Group