
...! I was just thinking about dinosaurs from the first two movies that were not in Trespasser. ActRam... I wonder if a Pachy was planned. I've never been a big fan of the dino, but maybe....
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Oh I already planned for that. There are just waaaaayyyy too many raptors haha. I read in TLW that there should actually be more herbivores than predators. So we'll want to have relatively frequent "heards".. I bet with some simple AI, we could fit 5-6 fully active herbies in a given area, if we wanted.. Maybe more, dunno. And of course plenty of loners and pairs. But yes - raptors and weapons are going to be far less frequent in our version of the game, that's for sure. It's another nice reason for expanding the playable area of the game.. providing more potential dino encounters for the game as a whole with reduced density. This aspect of Tres: R is part of the design scheme to make it all more like the devs originally planned..Second Illiteration wrote:Cut down a bit on having a raptor every 200 yds. I know having that kind of thing adds to the excitement, but it would be cool to see a more balanced eco system of herbivores to carnivores
Yeah I know Tres Has it's limits in the Dino department but I think most of them would quite nicely make for some beauty around the island, and I am sure many of the Dinosaurs move across the island quite frequently some of them probably circling the island continually, like the Bigger Herbivores which cant stay in one area because they would completely destroy the vegetation in that area. By pockets you mean like 4 or 5 in one area for instance "we will see a small herd of gallimimus on the plains."Draconisaurus wrote:Wow, quite a list.. Well we shall see. We're definitely not going to attempt to put ALL of the dinos in, jeez... We want to see some regularity around the island, for realism, but obviously isolated pockets of dinos is possible (isolated pockets does not equal two, btw).
Any more specific suggestions..?
Right, and may add some traps so the player got to think a little more?Draconisaurus wrote:There are just waaaaayyyy too many raptors haha.
Oh yeah, Carno could work well if done properly.. Don't want to just throw then in there for the fun of it.Second Illiteration wrote:a few other dinos we have
Carnotaurus
Crylophosaurus
Pretty much, yeah. I also think that there would sometimes be more than one "herd", so you might find a herd of Trikes in the "hidden valley", and then another equally large one across the island somewhere.. but not everywhere or randomly.As for having lots of different species. I'm thinking (as you probably are to Draco) that certain species would only appear on certain portions of the island, i.e. they've carved out their territory. So that could allow using more different species without making it too crowded...
All the methods I can think of stand a chance of looking pretty fake, unless you put LOOTS of planning into it. If someone wants to try setting this up, and it actually works, I don't see why it couldn't go in the game somewhere. A trike stampede in the hidden valley would be sweet - though perhaps we'd want to find a larger area (and no there are no trikes in the Plains).Also, we could try some big herd scenes...in the past I've mentioned some ideas I've had, maybe we could discuss this further to see if there is some way to do it...in fact I'm thinking the way in which some animation Machf has done could be the ticket/ possible with some interesting results
Ahh yes, I was trying to remember that part.. thanks.And just to note on the novel: in the actual novel there were way more carnivores on the island than would be naturally sustainable in that ecosystem, but was held up due to the large amount of herbivore death do to DX.
Yeah.. hmmm.I want to say a normal pred/herb dichotomy at least mentioned somewhere is 1 for every 25...and animals as big as dinos would also have LARGE territories.
Hmmm.. What exactly do you mean by "traps"? There will certainly be a few more in the Mayan zones..tatu wrote:Right, and may add some traps so the player got to think a little more?
Well you already know of what my idea of the proper way to do itDraconisaurus wrote: Oh yeah, Carno could work well if done properly.. Don't want to just throw then in there for the fun of it.
AgreedPretty much, yeah. I also think that there would sometimes be more than one "herd", so you might find a herd of Trikes in the "hidden valley", and then another equally large one across the island somewhere.. but not everywhere or randomly.As for having lots of different species. I'm thinking (as you probably are to Draco) that certain species would only appear on certain portions of the island, i.e. they've carved out their territory. So that could allow using more different species without making it too crowded...
well...there were a couple ideas I had. And my idea of seeing a herd, at least the major one I had, was being high on a cliff, seeing one off in the distance or something like that. Def not something that you would interact with, just a visual. The one idea I had was using a billboard and having some kind of animation. But the other way would be like how Machf did the carno and a flying model he did, basically using an animated texture. The model would have all the poses of a simple walk cycle, or eat cycle or whatever, and only certain parts would be visible at a time to make it look like movement. Then using a trigger have it glide across in a direction while the animation is playing, possibly covering the ground a bit with foliage to hide where it may look fake. Something like that maybe?All the methods I can think of stand a chance of looking pretty fake, unless you put LOOTS of planning into it. If someone wants to try setting this up, and it actually works, I don't see why it couldn't go in the game somewhere. A trike stampede in the hidden valley would be sweet - though perhaps we'd want to find a larger area (and no there are no trikes in the Plains).Also, we could try some big herd scenes...in the past I've mentioned some ideas I've had, maybe we could discuss this further to see if there is some way to do it...in fact I'm thinking the way in which some animation Machf has done could be the ticket/ possible with some interesting results
Ahhhhh. I think doing it at a distance, off a cliff etc, really is the way to go. And the animated poses shouldn't be too difficult, when they won't be seen up close... Then again, it might be fun to have to try outrunning a stampede.Second Illiteration wrote:well...there were a couple ideas I had. And my idea of seeing a herd, at least the major one I had, was being high on a cliff, seeing one off in the distance or something like that. Def not something that you would interact with, just a visual. The one idea I had was using a billboard and having some kind of animation. But the other way would be like how Machf did the carno and a flying model he did, basically using an animated texture. The model would have all the poses of a simple walk cycle, or eat cycle or whatever, and only certain parts would be visible at a time to make it look like movement. Then using a trigger have it glide across in a direction while the animation is playing, possibly covering the ground a bit with foliage to hide where it may look fake. Something like that maybe?
Well yeah, I'm pretty sure it was also thought of for that, at least.Anna wrote:ActRam could also have been used for the Trike, maybe..
Another good point, it would be fun to set up pack interactions in specific areas..And about the "too many raptors" .. I agree. It was pretty fun to mess around with all those raptors, but it wasn't natural (and since Raptors are packhunters, why aren't they then all "collected in one spot" instead of appearing one by one?)
Thats what I mean^^Draconisaurus wrote:Hmmm.. What exactly do you mean by "traps"? There will certainly be a few more in the Mayan zones..tatu wrote:Right, and may add some traps so the player got to think a little more?