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PostPosted: Thu Jan 11, 2018 8:20 pm 
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Albertosaurus
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Draconisaurus wrote:
Don't forget the rust indentations...

:P We haven't gotten THAT far yet. If only Lee had added parallax mapping...

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PostPosted: Fri Feb 16, 2018 7:02 am 
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Albertosaurus
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Well, I've been busy the past few weeks, but just a few minutes ago I went back to add a couple of new models to RTJP~Helipad and apparently a mesh must have exported incorrectly, because I ran into the dreaded "GeomAdd.exe has stopped working" error message, which resulted in the destruction of my level files. Wouldn't be surprised if the following infuriated shout of frustration woke the neighbours.

So that's about a month of progress gone right there, as I didn't back the files up since I didn't expect anything to go wrong - I've never had anything go wrong when importing fresh, unscripted models into the level before. :x Very frustrating, especially since I don't actually know what caused this to happen, as the meshes were all fresh out of Max. I hadn't done a whole lot of work in that time, but the work I did was mostly tedious fence-laying - one of my least favorite things to do. A model or two was also lost, but fortunately I just reorganized my model folder, so I can retrieve these quickly and safely.

Really disheartening stuff, but that's how it goes sometimes, I guess. That'll teach me to start a modding session without backing up. :cry:

EDIT: Phew, turns out I had a backup file stored elsewhere on my system. I've now only lost about a couple of days of work, which can easily be repaired and probably even done better this time. Crisis averted!

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PostPosted: Sat Feb 17, 2018 3:40 am 
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T-Rex Killer
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Are there any elements of develompent for Helipad that AREN'T tedious and forward level progress significantly?

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PostPosted: Sat Feb 17, 2018 3:48 am 
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Albertosaurus
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Draconisaurus wrote:
Are there any elements of develompent for Helipad that AREN'T tedious and forward level progress significantly?

Nothing that can really be done in the level itself at this time. The "tedious" part is really just laying down fences and sections of tour track, since it takes so long to position them correctly. Thing is, having the fences down is crucial to level design, since everything has to be built around them so that they remain accurate - especially since they can't be deleted once they're down.

I guess there's still a fair amount of modelling to get done, which is definitely more fun than placing miles of fences! Most of the modelling stuff is somewhat minor though, other than finishing off the Visitor Center, Emergency Bunker, and Main Utility Shed, plus making the remaining vehicle meshes.

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