Island resources

Released! - TresCom Ops' TC Act 2 Archive Forum.

Moderators: scallenger, Hilwo, Kovu

User avatar
Rebel
-=TresCom Developer=-
-=TresCom Developer=-
Posts: 6112
Joined: Sun Nov 10, 2002 10:26 pm
Location: That country nobody likes (you know the one)
Contact:

Island resources

Post by Rebel »

Trees, most notably. So, wouldn't it have made some sense if InGen, rather than shipping lumber to the Island, would have made use of timber already available in the construction of the lighthouse and dock?

Pic area below. I was thinking in this area perhaps we could create a timbered out area, perhaps beyond those various dead stump cuts, a few felled and milled trees, perhaps even create an old rusted out timber truck along with other lumber related equipment left to the weather. Could also be a good place to place a weapon, plus add another point of interest inbetween the Island. Considering that the locale is directly below the steep slopes of the crater, this area could also be a bit wet, perhaps the ground a bit muddy and a little surface water. Something on the order of swamp ground, if you get my drift --

Opinions?

http://www.trespasserextras.com/loggin.jpg
madppiper
-=TresCom Website Manager=-
-=TresCom Website Manager=-
Posts: 2107
Joined: Mon Jul 22, 2002 11:17 am
Location: Germany
Contact:

Post by madppiper »

I like the idea in general...

but wouldn't you think that nature would recover quickly? I mean in Tres and JP we got an entire towns overgrown by plants... afterall we're talking about a jungle-type of area here
User avatar
Rebel
-=TresCom Developer=-
-=TresCom Developer=-
Posts: 6112
Joined: Sun Nov 10, 2002 10:26 pm
Location: That country nobody likes (you know the one)
Contact:

Post by Rebel »

True, but the area wouldn't necessarily restore itself by full growth trees, more likely it'd be with smaller plants, a few, small sapling trees growing inbetween the stumps, but the moist ground is conducive to rotting tree stumps more than anything. Also, if you consider the force of the runoff coming down from that slope of our crater, I think new trees would also have a helluva time keeping root, only a few would make it.

*I really think that this could be a cool looking area, MP. Guess we'll have to see what Remdul thinks of it. If he likes it, he could landscape that holed area himself if he wanted, then upload it as a completed scene. it shouldn't interfer with what's around it. We could use new models so that their placements and existence won't conflict with what's already in game.

**If you like the idea Rem and wanted to do it though, I'd need to upload the most recent wtd file in case you needed to edit anything in there.
Remdul
-=TresCom Developer=-
-=TresCom Developer=-
Posts: 1845
Joined: Mon Jul 22, 2002 12:35 pm
Location: Holland, Europe

Post by Remdul »

Sure Rebel, sounds fine.

I can make a few extra models like tree stumps, tree trunks and of cource a chainsaw.

Will model another few plants today (ferns for example) wich will look great in that area.
Remdul
-=TresCom Developer=-
-=TresCom Developer=-
Posts: 1845
Joined: Mon Jul 22, 2002 12:35 pm
Location: Holland, Europe

Post by Remdul »

Here they are:

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

Includes 3 fern variations, two sawed of tree stumps, large and small log. Also, included new scrub2 textures, I'm createing a second palette for the plant, I'll update the palette (and thus the textures which share it) as I create new textures.

Renders:

http://home.planet.nl/~buijs512/trescom/ferns.jpg
http://home.planet.nl/~buijs512/trescom/timber.jpg

* I bet the green ferns look great when planted close along the river (and maybe on rocks in the water as well). Should not be used near the beaches though, don't think they'll like salt water. :)
Last edited by Remdul on Sat Nov 29, 2003 1:12 pm, edited 1 time in total.
User avatar
Rebel
-=TresCom Developer=-
-=TresCom Developer=-
Posts: 6112
Joined: Sun Nov 10, 2002 10:26 pm
Location: That country nobody likes (you know the one)
Contact:

Post by Rebel »

Here's the latest terrain file in case you need to do anything in there.

http://www.trespasserextras.com/terrainx4.ZIP

Chainsaw sounds cool, ol' rusty truck.... eh, you know what to do, don't need me telling you how. Are you going to create the scene then?
Remdul
-=TresCom Developer=-
-=TresCom Developer=-
Posts: 1845
Joined: Mon Jul 22, 2002 12:35 pm
Location: Holland, Europe

Post by Remdul »

Sure, I got a nice idea of how the truck should look like. Looks like we got ourselves another great location. :)
User avatar
Rebel
-=TresCom Developer=-
-=TresCom Developer=-
Posts: 6112
Joined: Sun Nov 10, 2002 10:26 pm
Location: That country nobody likes (you know the one)
Contact:

Post by Rebel »

Sounds good, Rem. Let the creative juices flow! :)

(btw, models look good. fern should fit in there nicely. ;) )
Remdul
-=TresCom Developer=-
-=TresCom Developer=-
Posts: 1845
Joined: Mon Jul 22, 2002 12:35 pm
Location: Holland, Europe

Post by Remdul »

Early render of the truck:

http://home.planet.nl/~buijs512/trescom/truck1.jpg

Again, very good idea Rebel, this location is gonna look great. :)
User avatar
Rebel
-=TresCom Developer=-
-=TresCom Developer=-
Posts: 6112
Joined: Sun Nov 10, 2002 10:26 pm
Location: That country nobody likes (you know the one)
Contact:

Post by Rebel »

Great lookin' truck thar, Martijn. Nice job! :)
User avatar
Rebel
-=TresCom Developer=-
-=TresCom Developer=-
Posts: 6112
Joined: Sun Nov 10, 2002 10:26 pm
Location: That country nobody likes (you know the one)
Contact:

Post by Rebel »

Can't get over how damn cool that truck looks, Rem. Gonna put the InGen logo on the doors? Maybe we should borrow the saw horses from the ascent level for props too, perhaps create a wood chip ground texture? Would there still be some wood chips left on the ground...? Maybe a log too, half sawed... perhaps to compliment the chain saw, could have a few standard, rusted up hand saws lying about as well. Your ferns look great, should look perfect growing inbetween the stumps. Just throwing out generalized ideas, since if I understood, you'll be setting this scene up.

*This is definitely a solid addition to the level. Much better than simply adding trees to that area. Breaks up the landscape while at the same time adds another point of interest, a place worth exploring.
Remdul
-=TresCom Developer=-
-=TresCom Developer=-
Posts: 1845
Joined: Mon Jul 22, 2002 12:35 pm
Location: Holland, Europe

Post by Remdul »

Sure, all great stuff. It's on my to-do list. :)

Almost got the truck finished:

http://home.planet.nl/~buijs512/trescom/truck2.jpg
http://home.planet.nl/~buijs512/trescom/truck3.jpg

Still working on interior, headlights and maybe I'll add a few flat tires.
User avatar
Rebel
-=TresCom Developer=-
-=TresCom Developer=-
Posts: 6112
Joined: Sun Nov 10, 2002 10:26 pm
Location: That country nobody likes (you know the one)
Contact:

Post by Rebel »

Renders looks great, Remdul. 8)
Remdul
-=TresCom Developer=-
-=TresCom Developer=-
Posts: 1845
Joined: Mon Jul 22, 2002 12:35 pm
Location: Holland, Europe

Post by Remdul »

User avatar
Rebel
-=TresCom Developer=-
-=TresCom Developer=-
Posts: 6112
Joined: Sun Nov 10, 2002 10:26 pm
Location: That country nobody likes (you know the one)
Contact:

Post by Rebel »

Looks excellent, Rem. :) Got back late from hunting, but I'll either get this up n' running either tonight or tomorrow morning (no work tomorrow). Will definitely post up a screenie for you.

Again, splendid work. ;)

*Just gave it a quick port to a testlevel, Rem. Looks great, but I noticed the driver side door's angle (window half) is opposite of the truck frame (you'll notice in pic below). Imagine that you can fix that quick. I'll sub it out first, get the scale right, then import to the proper level and get the screen pic. :)

http://www.trespasserextras.com/truck1.jpg
Locked