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 Post subject: Minor stuff
PostPosted: Fri Mar 05, 2004 2:49 pm 
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InGen Flashlight. I ditched the magnet angle for the beam and used centityattached instead. Works beautifully. Rem, my beam isn't nothing more than a straight cylinder and uses alpha channel for the light. Fine that way, but if you wanted to redo the shape of the beam itself and maybe assign a 24bt transparent texture to it instead of the alpha, cool.

If not, no biggie. Can stay this way. Operates as you n' Andres wished it to. Action key, on/off.

http://www.geocities.com/lastrebel41/Tres/Flight.ZIP


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PostPosted: Sat Mar 06, 2004 1:28 pm 
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Works great Reb. Neato. 8)

Created a new light model:

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

Lightbeam now has a somewhat smooth gradient tint and a halo, but I might want to tweak the texture a bit more by either scaling up the texture coordinates or scaling down the texture.

Got some screens here, we'll put them in the next site update...

http://www.trescom.org/trescom/creations/tcops2_36.jpg
http://www.trescom.org/trescom/creations/tcops2_37.jpg

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PostPosted: Sat Mar 06, 2004 2:21 pm 
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Looks cool. I kinda figured that you'd be able to do a little something with the beam. ;)


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PostPosted: Mon Mar 22, 2004 4:22 pm 
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Remdul, when you get the chance, could you texture this ocean object properly? I cut the hole in it for the venture (so ocean doesn't cut thru ship), but I couldn't get the texture right --

http://www.geocities.com/lastrebel41/Tres/oceanv.ZIP

*btw, I lowered the ocean from 4ft. to 3.7ft. (when croached, your sight would fall below ocean plane height)

Ocean model is same scale as original ocean11 object, 192.


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PostPosted: Wed Mar 24, 2004 2:51 am 
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Nevermind (about ocean object), I figured it out --

Below, the 1st screenshot of the venture inside tc_isle. . As you will probably notice, the fog is toned down considerably in the general area of the ship. Didn't want to shortchange the players (not to mention yourself), so the venture comes into clarity at a good range. Looks damn good, although the crappy jpg format kills the coloring of the original scene.

http://www.geocities.com/lastrebel41/images/Venture.jpg


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 Post subject:
PostPosted: Thu Mar 25, 2004 7:22 pm 
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Hey Rem, not sure how sweet you were on the idea of a cave, but I found a nice location for one on a bottom slope behind the crater walls, used the exported 3ds terrain mesh to create it.

I included a few screenshots of the outershell in place on terrain, along with the 3ds file if you feel like using the idea. (It'd need an entrance, fitted into its inner shell (didn't create that -- figured it's the same model as exterior, just inverted))

Would think it'd be cool to tie the cave into the b29 crashsite as I previously mentioned; survivor pilot's lair. We could use simple survival type models inside; lantern, empty army air corp amunition boxes, colt 45, simple stuff like that. Lemme know what you think. :cartman:

http://www.geocities.com/lastrebel41/Tres/cavezip.ZIP


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 Post subject:
PostPosted: Thu Mar 25, 2004 9:25 pm 
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Oh, btw, I'd like to put the structure in the pic below on top of the bluff near the venture. (I tried modelling it myself, but as you can probably guess, it came out pretty crappy :? ) What'dya think? Would be something that existed on the island before InGen activity, old n' decrepit as pic suggests. I think it'd look pretty damn neat sitting up thar'.

http://www.geocities.com/lastrebel41/im ... _tower.jpg


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PostPosted: Sun Mar 28, 2004 12:49 pm 
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I think the cave, survivor pilots lair will look great. I can model a small dilapidated awning, build from some airplane parts and parachute cloth. Just outside might be something like a campfire, with plants all grown over it.

I'm not so sure about the tower. It would look great, but that sort of destroys the history of this little island. Before InGen set foot on land, with exception of the B29 crew or maybe natives (the Mayans from Sorna) no one has ever been there.

I might also build some temples, a bit less Mayan like and a bit more Asian, like Anchor Wat. This might have been a place where the natives came for sacrifice rituals, but didn't live here on the island.

I remember you wanted to have a rope-bridge in the level, I think I know a place where yo put it: in between the lighthouse and the end of the road leading towards it. So the lighthouse will be standing on a column of rock, and the bridge connects it. Waves crashing onto pointy rocks below.
We I might chop the bridge up in several sections, so it can be animated to gently swing in the wind. Of cource there can be a few loose planks that fall down when you step on them.

:)

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 Post subject:
PostPosted: Sun Mar 28, 2004 1:59 pm 
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Can skip the idea of the tower, no prob. I just thought that it would've looked cool atop the bluff and be seen from the venture. (thought it could have served as a listening post during the early days of WWII, abandoned, forgotten, whatever, which was my rationale)

I'm not really too keen on any mayan type ruins, we're really out of good location space and we shouldn't really 'stick' something inbetween something else just for the sake of additional eye candy that may look out of place with the rest of the detail of the island, though ala Easter Island statues, perhaps sitting just beyond the shoreline between the lighthouse and the b29 crashsite might be interesting to consider. Or, perhaps you can think up something along the statues or some type of fragmented temple type walls atop the bluff where I suggested the tower go. I always consider the asthetics too; will it fit the scene or look out of place?

I can't envision a rope bridge location. Connected from our lighthouse to a point on the road? Could you pinpoint that locale on a map for me...? (could always hold back that idea for the river level -- used as a means of crossing the river at some point) I'm also concerned with fps in our areas near complete. Adding more large poly items inbetween other high poly models in heavily landscaped areas may drag down performance to undesireable levels.

*btw, are we still going to insert that flipped truck along the hill where the road to the lighthouse ends? (We also need to replace that crappy, dummy wooden boat that lies offshore inbetween the lighthouse and river.

Glad you like the cave idea. T'was lookin' for some point of interest for the backside of the island. The slopes of the crater limits useable land space, but it'd be nice to have a little something back there, so the cave came back into my mind. It's a fair walk from the b29, back around to the venture site --


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 Post subject:
PostPosted: Sun Mar 28, 2004 3:00 pm 
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Funny, I was thinking of Easter Island statues as well. I might create a few, but I'll first get some other stuff done.

Figured there might not have been much space left for some sort of temple. Wasn't going to be something complex, but we'll save something like this for the river level.

I just modeled a rope bridge (10 min. job):

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

The location I had in mind:

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

But if it is to much trouble re-shaping the terrain then we'll save this model for the river level like you suggested.

* 'bout the truck: I'll probably model one to put in the crater, I might create a damaged version to put wherever you like it. :)

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 Post subject:
PostPosted: Sun Mar 28, 2004 3:05 pm 
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Well, I can explore the rope bridge possibility if you want me too, (the pic does look damn cool) but if it creates too many problems for the terrain (major altering often messes up other locales as well) it can be held back for the river level. Either way, the model will be used.

Nice job on it. :)


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 Post subject:
PostPosted: Sun Mar 28, 2004 3:26 pm 
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Sure, I'll upload it in a sec, then you decide what to do with it. :)

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 Post subject:
PostPosted: Sun Mar 28, 2004 3:40 pm 
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Sure. Talkin' to MP over on chat; he'd love that model for the river level, so we'll probably hold it back if that's ok with you. ;)


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 Post subject:
PostPosted: Sun Apr 18, 2004 2:20 pm 
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Remdul, some more minor stuff. Would it be possible to add a 'spider crack' in our lab window textures? Since Mick had trouble with them breaking, it's likely some other people will as well. Think we should skip their breaking apart and switch the windows to a cracked texture instead.

The other thing: Just a little texture animation of a few sparks for the control panel to show the short-circuit.

Also, I think that lookout tower atop the crater entrance model is a good place for a sniper rifle (the zoom camera used here).


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 Post subject:
PostPosted: Tue Apr 20, 2004 6:53 pm 
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Created sparks texture for shortcut. You can put these on a few planes over the panel wherever you like, use different timing and orientation for each.

http://home.planet.nl/~buijs512/trescom/sparks_v1.zip

Textures are 16-bit transparant. If they look like crap you might want to use Tres' build in spark particles instead (yellow metal spark in combination with the cattle prod blue sparks might look just fine).

Will create that cracked window texture as well. Not sure I'll be able to upload it right now, my connection is acting up weird, stalls after a minute or so after I reconnect. If I can't get it to work tonight I'll upload it tomorrow at work. :)

* Glass texture: works with glass2_.bmp. :)

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

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