Re: 20th Anniversary of Trescom Community Level
Posted: Tue May 10, 2022 5:13 pm
Going to claim the level now.
TresCom : The Trespasser Fan Gateway...
http://www.trescomforum.org/
An interesting part of level fine-tuning I haven't explored before. In JPDS it did begin to crash the level, and I had to keep the rivers and construction site terrain detail down to a minimum. I can have a look at that in this level later; I must admit I'm a bit inexperienced in recent Tres craft at this particular size/complexity of map.Terrain Optimizing
Could you go into detail here? I have zero experience tweaking those values. I might even as if you could do a pass at the level, and just do that part on it.Additionally, the triggers I used for the weather set-up could probably be tweaked a bit to reduce view distance and terrain rendering detail if the issue remains once the terrain has been optimized (I have tested these values extensively in the past however and have determined them to be okay, provided the terrain is optimized as well as possible).
Palette count is actually being well-maintained by J7 and myself. We're using the JPDS .PAL file selection released with Tres Twilight/Millennium, only rarely creating new ones. So the high number you see stems from the total selected of that group, or close to it. As well the upper limit I learned is 128 rather than 98. At each new import he and I re-do texture's palettes using Wally.Palettes
Yeah, I'm the one who added the lake area with the serpent skeletons and the giant rock formations around the starting ocean area.Draconisaurus wrote:TI I'm glad to see you finally do a version. Have you done one before? I forget.
That's the idea. I avoided combining quads if it would damage the structure of the terrain itself, hence why there are still several areas that are higher-detail.Looking in TresEd, I don't notice the terrain detail difference. Could indicate my not paying enough attention to that aspect. Looking now I feel more quad-combining is possible.
Thanks, did you check the parasaurs as well? They also got new textures. The anky skin is based on one from and old JPOG mod, and then I added details from the JP3 film over it.Did actually get to see the normalmap on the Anky by watching the one who is eating ingame. Looks great! And his colors stand at more as well.
I guess we could, the actual sign part is its own Unlit model so it could be animated.That billboard looks great. I'm starting to feel we could have a number of neat things slotted there at the start of the level.
That sounds like a stability report to me.I'm afraid I can't give a stability report, as this level doesn't really crash for me.
Huh. Very strange. Does it get to the end of the load bar and then immediately crash? I've seen plenty of levels with much higher detail (some of which you've made yourself) which haven't caused trouble. Might have something to do with your trespasser.ini again.TrespasserGuy wrote:The game crashes before fully loading the level on my end :/
Didn't quite see those one's normalmaps while looking in the basement. I'm notoriously bad at being able to see them.New Paras
Oh neat!I guess we could, the actual sign part is its own Unlit model so it could be animated.