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TresCom Forums • View topic - tc isle terrain

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 Post subject: tc isle terrain
PostPosted: Sat Nov 08, 2003 10:57 am 
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PostPosted: Thu Nov 13, 2003 12:19 pm 
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PostPosted: Thu Nov 13, 2003 2:36 pm 
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PostPosted: Thu Nov 13, 2003 3:48 pm 
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PostPosted: Thu Nov 13, 2003 4:24 pm 
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Yep, gravel texture is the right one. If you want you can import a copy of the gray rock texture, so they can be replaced later on with one that fits better.

Think you are right, that rock texture might fit well fo the mountains but not the river. I'll create a few new textures in a sec...

Sorry to hear that, hope you'll feel better soon. :)


Last edited by Remdul on Thu Nov 13, 2003 8:10 pm, edited 1 time in total.

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PostPosted: Thu Nov 13, 2003 4:45 pm 
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Some nice textures:

http://home.planet.nl/~buijs512/trescom/rivertex1.zip
http://home.planet.nl/~buijs512/trescom/rivertex2.zip

Will go grab some food first, will probably create another few variations later today. :)

* Created a muddy river bank texture. Not entirely satisfied with it (need more roots dangling down the dirt, maybe some grass at the top) but I'll tweak that later ...


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PostPosted: Thu Nov 13, 2003 9:28 pm 
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Got 'em, bud. I'll get to work on it. ;)


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PostPosted: Fri Nov 14, 2003 4:13 am 
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PostPosted: Fri Nov 14, 2003 10:49 am 
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PostPosted: Fri Nov 14, 2003 1:14 pm 
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Yeah, you know, I hate throwing more work your way, but when I started to consider the number of trn_objs that may be needed to work the riverbed, it didn't seem right. May still need to add a patch here or there like you mentioned and perhaps that edge model that I uploaded, but prefitting most seems the appropriate thing to do.


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PostPosted: Fri Nov 14, 2003 1:24 pm 
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No problem Rebel. I'll see what I can do. :)

Just modeled the water surface object, fits pretty good. No texture yet...

Have been thinking about the transparant texture prob, I realised that I imported those as well, (clouds). Can't remember what version of GeomAdd it was but I bet that it's something with the prog, and not t-scripts (copied those from existing objects from the beach level).


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PostPosted: Fri Nov 14, 2003 2:16 pm 
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I wouldn't even place a texture on water objects, Rem. They don't appear to 'do' anything for effect and cruising about some of the original levels, a good portion of the water objects aren't textured either. I can't see a difference --

*had the clouds in a test level too. They looked cool hanging against the slopes of the crater, though I think they should be omitted in areas directly above crater. The intersection with the terrain kills the look in area players can reach. I also reverted back to the tc.sky (you might have noticed). The sky model textures you uploaded a while back look quite good, but the horizon doesn't. No matter the fog color, you can see the edges of the sky where it ends (1000 ft up, i think) and it looked quite unnatural. Think the tc.sky texture worked out so well because the color so closely matched the white/gray haze of the clipping background and the clouds in that texture itself are away from the edges of the texture and more towards the center so it blends well into the dead horizon.

btw, here's the terrain file:

http://www.trespasserextras.com/terrainx2.ZIP

I didn't touch any of your riverbed work, (nice work on that, btw)but a small piece at the bridge to get a better fit for that model. Other variations are just small touchups along the bottom part of the path towards our lighthouse, as well as getting rid of some of that mushy terrain.


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PostPosted: Fri Nov 14, 2003 8:06 pm 
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Well actually I was hoping to use a scrolling or animated texture on some parts of the river to simulate flowing water. Or maybe use even both (two layers) but we'll see how it works out with just the interactive water.

Will also be creating some rock models for the smaller waterfalls to be used to cover up the seams for the water objects (we'll have to cut those up, there's probably a maximum resolution on those realtime generated water textures).

Sure, move those clouds about, see where they fit best. Now that the we can see what parts of the terrain are impassable this should be a lot easier. :)


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PostPosted: Fri Nov 14, 2003 8:12 pm 
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The waterfall themselves (even those smaller ones you added) will be animated, so hopefully that'll be enough to achieve the look you're going for. Don't forget, we also could use some water disturbance triggers so that would keep the water in motion for us.

*My biggest concern is where the river meets the ocean. That part is going to require the attention.


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