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 Post subject: Remaing models to beta:
PostPosted: Mon Jun 28, 2004 10:50 pm 
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I know that this list is going to give you a headache Remdul, though I think it's important that it be detailed. Feel free to add to or alter these ideas.


1) Crate: 'FINISHED'

2) Sand Drift: 'FINISHED'

3) LightHouse Stuff: 'FINISHED'

4)Spray Animation: 'FINISHED'

5) Cargo Hold Door Generator: 'FINISHED'

6) Pilot House Stuff: I don't want to get complicated here, so if you'd like to minimize the beta work, just the actual wheel could do for the beta. If you feel like modelling the radio too, that's cool. I'd suggest that you use a digital (like a led) readout instead of dials, that way I could put a script on random and the numbers would change which each operation of the radio, hence, it'd display a different frequency in its display each time and play a random clip. The inside of the ship itself (compartments) will have to wait for final....
*A button for the ship's horn would be nice, too. ;)

7) Pilot's lair: 'SAVING FOR FINAL' If you're still in to this idea, I'd like to have this as well. Although, I was thinking instead of using parachute cloth to detail the opening of the cave, perhaps we should just obsure its view with vegetation instead. Two reasons: One, its location is very close to the ocean so it stands to reason that anything outside would most likely have been washed away years ago, and secondly, hiding the entrance adds that possibility that a player could walk past the location, hence, not find it the first time around.

Other lair items: Old lantern, ammo boxes, perhaps a gun and any other little item you might be able to think of. I also anticipate a diary at the site, I've begun that myself, though I'll see if trav is interested in finishing the entries for me.

8) Vehicles: 'FINISHED'

9) Crater Fences: 'FINISHED'

10) Hanger Light Box: 'FINISHED'

11) Upper Lab control room: 'FINISHED'

12) Airtanks: 'FINISHED'

13) Dinosaur Corpse: 'FINISHED'

14) WaterFall: 'FINISHED'

15)Rotted Wooden Boat: 'FINISHED'

16) Balloon: Last, but certainly not least, since this is how we arrived at this Island. However, I've been rethinking our original plans on this. I was thinking that perhaps it'd be better from an explorational standpoint that we start off somewhere along the backside of the Island instead of its center and have our nearly deflated balloon strewn across the ocean behind Anne where she starts. The player, would then be able to go either left or right, and gradually work their way around and into the Island's center. We wouldn't need the basket of the balloon either, just the actual balloon top. I hope you agree to this, 'cause the more I think about starting out at the tree, the less I like the idea. I really think that this is a better starting point....

17) Sniper Rifle: 'FINISHED'

18.) Tree Branch: 'FINISHED'

19) Dinos: Well, this is all your department, my friend, though I think just a revamped Raptor, your compy and that one dino you showed us that kinda looks like a stegosaur though has a club at the end of its tail would do nicely for the beta. If another comes about, that'd be a nice surprise for the final....


Well, I know this sounds like alot of stuff, hope not, but I'm pretty sure that's it. I know that you have much on your plate these days, but I really felt it necessary to detail all of the necessary objects lacking and what we needed to accomplish before we can release this puppy to the General Public.

:cartman:


Last edited by Rebel on Mon Dec 13, 2004 2:00 am, edited 20 times in total.

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 Post subject:
PostPosted: Sat Jul 10, 2004 10:21 am 
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I'll simply start at the top of the list and work my way down.

Here's the first:

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

Renders:

http://home.planet.nl/~buijs512/trescom ... ender1.jpg
http://home.planet.nl/~buijs512/trescom ... ender2.jpg

* Oh, and I did a texture mapping tutorial while working on this model, will finish it after we got the level released...

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 Post subject:
PostPosted: Sat Jul 10, 2004 11:41 am 
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Did I post some w.i.p renders of the dilophosaur (a.k.a. spitter) already?

Anywoo, here are some of the finished dino:

http://home.planet.nl/~buijs512/trescom/spitter1.jpg
http://home.planet.nl/~buijs512/trescom/spitter2.jpg
http://home.planet.nl/~buijs512/trescom/spitter3.jpg

I'll wait with the rigging until I have all models done, otherwise I might spend to much time switching from scripting to modeling to debugging (TpmDino). Of cource, I could pose a few models and export them to be used in screenshots, much like DW did back with the original...

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 Post subject:
PostPosted: Sat Jul 10, 2004 12:47 pm 
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Spray animation:

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

Includes 16 frames of 16bit transparant textures, the spray model itself, and a dummy model strip with the textures to make importing easier.

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 Post subject:
PostPosted: Sat Jul 10, 2004 2:47 pm 
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Hell, that spitter looks mighty mean, Remdul... Nice Job. :) Maybe in the next trescom update you should supply a few renders for a sneak peak at one or two of the dinos.

Crate looks cool, sounds like a good idea to have a texture tutorial too. I added a 'COMPLETED', after the crate and spray animation, but if you want you could perhaps just erase their listings from the 1st posting, might be easier on the eyes.

Anyways, nice to see you back and crackin'. :)


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 Post subject:
PostPosted: Sat Jul 10, 2004 4:01 pm 
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Thanks. :) More to come:

http://home.planet.nl/~buijs512/trescom/fences.jpg
http://home.planet.nl/~buijs512/trescom/fences.zip

Includes 4 fence models, one with a gate, one with a whole, one slightly bend a regular version. Two new textures, both using an existing palette.

And as if that wheren't enough, here's a quick preview of the parasaurolophus:

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

Once this baby is done I'll create a dead version of her, rotting, with bones exposed.

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 Post subject:
PostPosted: Sat Jul 10, 2004 5:10 pm 
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Damn..... that Para is worthy of being a pet! Splendid work, man. MP oughta love havin' some renders such as that for an update. :)

Downloading Fence now, will knock that off our list. ;)


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 Post subject:
PostPosted: Sat Jul 10, 2004 5:17 pm 
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I don't know if it's the coffeeine right now, but I'm seriously shaking out of joy!

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 Post subject:
PostPosted: Sat Jul 10, 2004 7:22 pm 
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Its the coffee. ;)

But those models are really spectacular! Especially the Para and Dilo (almost died). Can you guys make it spit or have a frill too?


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 Post subject:
PostPosted: Sat Jul 10, 2004 8:21 pm 
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I doubt it. We could try attaching an extra model to the head (or a series of models and animate it with scripts), but I don't think we can made em spit, unless there's some way of figuring out how to detect when the dino is attacking...

Rebel, just modeled the old boat. It still looks to new, needs some damage and perhaps a slightly dirtier texture:

http://home.planet.nl/~buijs512/trescom ... ender1.jpg
http://home.planet.nl/~buijs512/trescom ... ender2.jpg
http://home.planet.nl/~buijs512/trescom ... ender3.jpg

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 Post subject:
PostPosted: Sat Jul 10, 2004 8:41 pm 
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Yea, looks a little too seaworthy thar, Remdul. (though nice model, alright) If you could, could you punch a hole through the bottom of the hull towards the bow section? I have a palm that has grown up through the wreckage.

*I thought about the frill myself, though I'm not sure how well I could attach an animation to 'stay' with the dino in the exact position we'd want. We could try it, but I wouldn't count on the results. As far as not 'spittin' except when appropriate, you'd need to use a particular sound inside a trigger for that, like when it goes to bite, the trigger fires the spit animation. Sounds all quite cool n' all, though maybe we should save those type of experiments for the final. Still much to do....

** Para corspe sounds good. Would fit in well with out storm-damaged area....


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 Post subject:
PostPosted: Sat Jul 10, 2004 10:12 pm 
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Ah okay, as long as you've tried it or plan to or whatever there's not much more I can say to that. ;) Even if it cant have a frill or spit it still kicks ass. Also, what sounds will you use for the Dilo? From Operation Genesis or something?

Cool boat too;)


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 Post subject:
PostPosted: Sun Jul 11, 2004 11:11 am 
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Yeah, I think borrowing sounds from JP:OG would be best.

Got the boat finished Rebel:

http://home.planet.nl/~buijs512/trescom ... ender1.jpg

And the ZIP:

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

Two new textures, both sharing an existin palette.

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 Post subject:
PostPosted: Sun Jul 11, 2004 1:32 pm 
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As always, nice work, Remdul. You make everything look so damn easy. :)

Replaced the shoreline boat. I ripped half the ship apart (hope you don't mind - made it more wrecked for a separate model), figured I'd put the bow part of the boat sticking out of the ocean near the docks, or perhaps buried into the sand. Not really sure yet. Whichever looks more asthetic --

I finished up the engine puzzle (spray animation looks pretty damn good), though I do need a steel crate (same crate as ingen's standard wooden ones) so that I can give the players 2 possible solutions to getting up into the ductworks. (Either flooding, or stacking) I couldn't seem to find the right texture for the job.

Oh, btw.... we need a button, switch or something for the Venture's horn.... almost forgot about that. So, when you get into the pilot house work, try to work that in for us. :)


Last edited by Rebel on Sun Jul 11, 2004 4:26 pm, edited 1 time in total.

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 Post subject:
PostPosted: Sun Jul 11, 2004 4:17 pm 
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She doesn't have to repair the boat does she? ;)


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