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PostPosted: Tue Dec 02, 2003 10:00 am 
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Location: Holland, Europe
Yeah, MAX thinks he's funny when he exports objects mirrored:

http://home.planet.nl/~buijs512/trescom/truck_v2.zip

:)

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PostPosted: Tue Dec 02, 2003 4:01 pm 
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Location: That country nobody likes (you know the one)
Mad Max! :-)

*Rem, I've got the truck all fixed up, just wanted to show you a screen pic of the location I chose for the model before importing it into tc isle. Feels right, look alright to you?

http://www.trespasserextras.com/ltlocation.jpg


Last edited by Rebel on Wed Dec 03, 2003 3:56 am, edited 1 time in total.

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PostPosted: Tue Dec 02, 2003 10:49 pm 
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Nice model Remdul, and some might fine rusty textures :)


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PostPosted: Wed Dec 03, 2003 10:54 am 
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Thanks Andres. :)

Location looks great Rebel, I'll create some nice mud & woodchip textures when I get home. :)

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PostPosted: Wed Dec 03, 2003 12:43 pm 
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Okeedok. Just wanted your opinion before the import. ;)


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PostPosted: Wed Dec 03, 2003 2:19 pm 
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Here's the woodchip texture:

http://home.planet.nl/~buijs512/trescom/woodchip.zip

:)

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PostPosted: Wed Dec 03, 2003 4:57 pm 
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Here's a prelim. screenshot for you, Rem. (you like?)

Level Screenshot 24

Nice woodchip texture, could use the same texture too, though one without an opacity map, just squared. We could use it for a woodchip mound placed near a few sawhorses.

Lemme know when you've got the mud texture done. ;)


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PostPosted: Wed Dec 03, 2003 6:35 pm 
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Stuff looks good, allthough the ferns seem to be a bit large.

Yep, got the texture up here:

http://home.planet.nl/~buijs512/trescom/woodchip2.zip

Think I'll be creating some of the smaller models planned this week, those sawhorses, chainsaw and some other things like chairs, beer bottles and a table for the lighthouse.

I haven't been able to come up with another mud texture (the one included in the first set of textures I uploaded a while ago didn't really look great), but I think the one you used on the nest in our previous level should look fine.

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PostPosted: Wed Dec 03, 2003 7:48 pm 
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I'll check the fern size, thought they might be a bit too large, but in game they looked rather cool, so I sorta let them as such. Will fiddle with it a bit.

I was thinking about our nest texture, I'll export that --

*If you create a few beer or whiskey bottles, if you broke up a few of them into six or eight pieces we could probably place them up on a shelf in the lighthouse and allow them to be breakable.


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PostPosted: Wed Dec 03, 2003 10:33 pm 
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Here's a quick render:

http://home.planet.nl/~buijs512/trescom/stuff7.jpg

Let's keep this quiet, you know what happens if Homer finds out someone kept this lying around... ;)

Will upload the models tomorrow, running outta time here.

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PostPosted: Wed Dec 03, 2003 10:35 pm 
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LOL!

You're one funny s.o.b., Martijn! :lol:

Here's another 2 shots, Rem. (ferns are downsized from previous 33 %)

Level Screenshot 25

Level Screenshot 26


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PostPosted: Thu Dec 04, 2003 2:30 pm 
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Location looks great Rebel. I like that second screenie very much. Great job there. :)

Here are the models;

http://home.planet.nl/~buijs512/trescom ... ure_v1.zip

Includes:
-3 variations of the KrustyO's cereal boxes
-Duff beer bottle (breakable, 2 elements)
-wine bottle (also breakable, 2 elements)
-chair (breakable)
-table (legs are breakable as well)

* Keep the chair and table models in the basement and put only the instance in place on location, I'll probably be making some new textures that share the palette and thus migth need to change it a few times (same story as with the 2nd plants/trees palette)...

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PostPosted: Thu Dec 04, 2003 2:35 pm 
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Cool stuff, Rem.... I'll get to work on it. Btw, since there would have been a need for fuel in that area, think I might export our exploding barrel from our testzone into that area. I figure we'll be able to use it in a few locales: ship, timbered area, crater.


*Will place master models in basement. I never imported the high poly river plant into tc isle, (in case you wanted to change it, tweak that palette) and the fern palette is matched to our previous vegetations.


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PostPosted: Thu Dec 04, 2003 4:21 pm 
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Sure Rebel. :)

Made another few models, will probably up them later today;

http://home.planet.nl/~buijs512/trescom/stuff8.jpg

-chainsaw
-2 variations of sawhorses (ya think they need to be breakable?)

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PostPosted: Thu Dec 04, 2003 4:28 pm 
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Nice stuff, Rem. :)

Nah, breakable horses aren't necessary. (I've actually dropped those things from 20ft off flat roofs and they didn't break). Besides, hard to get these breakables to actually stay together. There's alot of friction there, sometimes just the slightes touch makes 'em break up, regardless of mag settings.


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