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Re: Return of hppav's updates! Update 10-17-09 *A Table Scrap*

Posted: Fri Oct 30, 2009 5:24 am
by hppav
It will be, :P I just said I haven't made any props yet.

Re: Return of hppav's updates! Update 10-17-09 *A Table Scrap*

Posted: Wed Dec 02, 2009 3:43 pm
by The Rescue Team
Good work project looks very good. :D

Re: Return of hppav's updates! Update 10-17-09 *A Table Scrap*

Posted: Thu Dec 17, 2009 5:25 pm
by hppav
New update! I managed to make a windmill :P A freaking HUGE windmill!

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http://diehard.50webs.com/windmill.gif

Draco says this may very well be the largest physically spinning object ever put into a Trespasser level. This is in a test level I made :P Our development uses green energy :lol:

And exactly 2 months after the last update :P

Re: Return of hppav's updates! Update 12-17-09 WINDMILL!

Posted: Thu Dec 17, 2009 5:29 pm
by Draconisaurus
Yeah, damn dude... It's colossal! :|

Re: Return of hppav's updates! Update 12-17-09 WINDMILL!

Posted: Thu Dec 17, 2009 5:41 pm
by hppav
Here's an image that can properly compare:

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As you can see, the hub of the fan is as tall as Anne.

EDIT: The blades are around 52 feet long, which is actually close to normal for one of these beasties. The tower is a tad bit short compared to those but good enough for my purposes :lol:

Re: Return of hppav's updates! Update 12-17-09 WINDMILL!

Posted: Thu Dec 17, 2009 8:00 pm
by machf
Hmmm... definitely bigger that anything I've placed on the Pens so far (no, no windmills!).

Re: Return of hppav's updates! Update 12-17-09 WINDMILL!

Posted: Thu Dec 17, 2009 9:22 pm
by tatu
Awesome, how did you make it spin like that? Did you shot it or is it a trigger?

Re: Return of hppav's updates! Update 12-17-09 WINDMILL!

Posted: Fri Dec 18, 2009 1:38 am
by hppav
Magnet with a start trigger and a $Pusher object, like the pteras in TC~Isle :P

Re: Return of hppav's updates! Update 12-17-09 WINDMILL!

Posted: Fri Dec 18, 2009 12:03 pm
by Anna
It's big AND awesome! We have many windmills in Denmark, and it's a pretty normal size, I can tell :D

Re: Return of hppav's updates! Update 12-17-09 WINDMILL!

Posted: Tue Dec 22, 2009 5:57 am
by The Rescue Team
You said there will be raptors and compies in the first level, what herbivores will there be?

Re: Return of hppav's updates! Update 12-17-09 WINDMILL!

Posted: Tue Dec 22, 2009 12:55 pm
by hppav
That's a good question. I haven't finalized where I'm going to have what animals yet. The first level is going to be a raptor dominated area, I know that. Raptors are nocturnal so you won't see too many during the day (there will be enough though :P) but you'll come back through at night later, when the Raptors aren't asleep.

As for herbivores, I'm going for a largely inverse of Sorna, with most carnivores on the rim of the island and herbivores in the interior, largely because that's how Hammond laid out the island. You may see some stray herbivores in the first level that wandered into raptor territory though.

Re: Return of hppav's updates! Update 12-17-09 WINDMILL!

Posted: Tue Dec 22, 2009 2:54 pm
by Draconisaurus
Oh yeah, Sam, have you decided the complete list of dinos to be in your mod? And will it be 15 or...

Re: Return of hppav's updates! Update 12-17-09 WINDMILL!

Posted: Tue Dec 22, 2009 2:59 pm
by hppav
It will be 15 :P Just not all 15 at once, :lol:

Re: Return of hppav's updates! Update 12-17-09 WINDMILL!

Posted: Thu Dec 24, 2009 6:32 pm
by hppav
OK, I've made an epic decision. The interior of the VC will be developed secretly with consulting only Draco on whether it looks right and such :P Don't worry, you'll see images of the inside when it's closer to completion. Until then you'll have to do with the exterior.

Now, I've done some serious texture reworking on the exterior of the VC and did some modeling. Not as much as I'd like to have done thusfar due to some pain from recent dental work, but I got a decent amount of work done to show you.

The new exterior wall texture matches the actual color of the VC better. What I did was I made a layer with the dark bluish gray color sampled directly from the image and then rendered clouds with the lightest color. Then I fiddled with brightness and contrast and saturation so that it looks perfect. Then I overlayed the old texture on top of it to make it appear dirty and aged. The effect will later be amplified through overgrown vegetation when I get to creating the vegetation.

The rotunda/turret textures don't seem quite right to me. It's the same thatched roof texture originally shown on the bread crumb image. I think it may be the excess of green and too much light/dark variation and not enough brown.

Also, as per Draco's crit, I created new window frame textures to match the more blue look of the actual set compared to the bright green I had before.

As for modeling, I started patching the massive holes between the older facade mesh and the newer rear exterior mesh. The big square opening is going to be where the Rex gained access to the Visitor Center main hall at the end of the movie. I've also matched the columns below the exterior Control Room to the columns inside the control room. I've also put in the windows/fans for the kitchen (which has an interior view as well, though not much new has happened with the interior aside from the texture fix on the wall).

Also you can see the massive air conditioning units. These are the first of many exterior details that I will be adding onto the exterior mesh.

Anyway, enjoy the images! :)

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Re: Return of hppav's updates! Update 12-24-09 VC Exterior

Posted: Thu Dec 24, 2009 10:20 pm
by Draconisaurus
Dude, it's looking sweet (love the new concrete). The VC really is an expansive complex, lots of potential for game activities..