machf wrote:
Sounds just like when I decided to use the terrain and assets from the Pens level to make the Fort level... and THAT "small project on the side" eventually grew more complex, too. May I say, "welcome to the club", or is is too early yet?
Too early I'd say, considering I think Pens holds the longest development time that I know of for a mod in general.
Looks like Trespasser, but also do not look like Trespasser. This looks so cool. Imagine the day we get Isla Sorna into a similar state, while not as detailed on the foliage maybe, but when we redo all terrain objects and add small stuff like sea stars etc
tatu wrote: ↑Tue Feb 07, 2023 6:29 pm
Looks like Trespasser, but also do not look like Trespasser. This looks so cool. Imagine the day we get Isla Sorna into a similar state, while not as detailed on the foliage maybe, but when we redo all terrain objects and add small stuff like sea stars etc
Glad to hear it, thanks. I'm hoping this level establishes how easy (though time-consuming) it is with the superior CE rendering to make a really nice-looking level. And there should be some relatively fresh puzzles coming your way in it as well, plus some hopefully cool fancy AI scripting. I'm not just going for elaborate visuals.
The advantage with doing a smaller level like this is that I can get away with doing excessive detail everywhere, since there aren't going to be that many objects overall (though I'm already at 38000ish, more than a lot of retail levels, at only a quarter the size!). The Isla Sorna Project is so large I would fear decorating even the first half of BE like this without crashing the game! And I could probably do with making better TrnObjs for this level, but I was too lazy when I first started so these will have to stay for now.
Thanks, Rebel! I plan on adding more detail to the beaches if I can find some time as well, and replacing the old TC Isle logs I just lazily re-skinned with higher-poly ones. And of course that boat you made for me in the screenshot still needs some enhancement.
"Well, as long as you're under there, you can check the breakers," Thorne said. ... "There's a box right behind the front bumper. Over on the left."
"I see it." [said Sarah]
...
"The box is in backward. Flip all the switches the other way. Are you dry?"
"No, Doc. I'm soaking wet, lying in the damn mud."
~Michael Crichton
Thanks, Drac. The normal maps really help to sell the rocks. Really wish the terrain had normal maps as well since it looks somewhat "meh" with the fancy rocks around, but I've mostly tried to hide that by placing a ton of rocks and bushes to cover some of the uglier terrain. There is a patch of "fake" terrain in the level that uses the rock texture, which looks sooo much better than the non-normal-mapped terrain around it.