Remaing models to beta:

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Remdul
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Post by Remdul »

Bleep. Check the above links. :P

* Edit: i mean my previous post...
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Post by Rebel »

Got it, Rem. Like the pic, light looks pretty neat. The generator shouldn't be too hard on you since it's a color sequence puzzle. ;)
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Post by Remdul »

Got the pickup truck done!

http://home.planet.nl/~buijs512/trescom/pickup1.jpg
http://home.planet.nl/~buijs512/trescom/pickup2.jpg
http://home.planet.nl/~buijs512/trescom/pickup3.jpg

And the zip:

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

Includes 9 textures, all sharing a new palette. I've included both a .tpm file and a .3ds file. Use the .3ds only if the .tpm doesn't work, .tpm preserves vertex normals much better than .3ds.
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Post by Rebel »

Me likes, and it's a Chevy too. :yes:

Downloading now.....

*I've got the lighthouse light all figured out as well (uses unlit scroll animations), but I'll wait until you model the generator so that I can setup the accompanying puzzle before I import into tc_isle.

**Tpm seemed to import just fine this time. I'll use the tpms whenever possible, though supplying me the 3ds file as backup is a good idea. ;)
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Post by Remdul »

And here's the sniper rifle:

http://home.planet.nl/~buijs512/trescom ... rifle1.jpg
http://home.planet.nl/~buijs512/trescom ... rifle2.jpg
http://home.planet.nl/~buijs512/trescom ... rifle3.jpg

And the zip as usual:

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

Includes two new textures. Figured a new palette would be the best thing to do. A 16-bit transparant texture takes care of the glass, with baked in specular reflection. As you can see the croshair is build into the scope thing, which should look fine in 800x600 and up, although it might suffer a bit from aliasing in lower resolutions (I didn't use a texture for the crosshair so it'd look fine even when Tres is played with low texture detail).
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Post by Rebel »

Neato. I love that. :yes:
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Post by Rebel »

Got the sniper rifle working -- pretty good aim at 50 to 100 yards, though close shots you'll miss high. (Had to sight it in for far shots, afterall) Tested it by standing near the crater entrance and shooting at the lab lights and taking shots at the truck's lights.

*Shouldn't really play this level unless quality bar is all the way up or down just one notch below the max. settings. Else, when you get near the water, level may sputter to near unplayability. Not sure why, but I assume that it has something to do with the water itself. By the poll results, looks like I'll be setting up a low_rez version after we've completed the beta anyways, so those with slow machines should download that version.

Finished sub'ing the truck out as well. Added the normal details: particle and sound effects for lights, added windshield (can shoot n' crack), squeaky door. Might add a dead horn click. I don't really see any reason to create a crashed version, I'll just flip a second truck near the hill previously mentioned.... that'll be fine. ;)

Went ahead and added the lighthouse beacon light as well. Looks good, and Anne has plenty of headroom while passing, so no knocks on the ol' head.
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Post by Remdul »

Sounds nifty Rebel. :)


Workin' on the SS Venture bridge section Reb;

http://home.planet.nl/~buijs512/trescom/pilot_house.jpg
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Post by Rebel »

Looks good, Rem. Try to work a horn button in there somewhere too, for a ship toot. :) I can't really tell from the pic, but try n' keep the radio display separate so we can put up some various digital frequency readouts. (3 or 4 frequency settings would be good enough, I think, right?)

The less moveable parts inside the bridge the better, as I'll have to get everything to sway along with the bridge. Perhaps you could bridge the gap between the two main portions of the interior with a single plane running along the deck(blank opacity map) so that those two sections become a single model. That'll make it easier on me to attach the new parts to the bridge itself and get everything to rock together.

*btw Remdul, I tried switchin' those waterfall textures and I didn't see any positive difference. I made up a one piece main fall section in lieu of the split one, but I can't seem to get the textures to render the same as yours. Model's below if you wanted to try and re-texture it.

http://www.geocities.com/lastrebel41/newfalls.ZIP
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Post by Remdul »

Hmm, I think it is because the animations simply don't run synchroniously, thus showing the seams. Is there perhaps a script value that starts the texture animation from the level start (or maybe even a value that synchronises stuff)?

Or maybe we can cheat it, by making the models all have the same pivot position, or the same bounding box size. I believe the engine pauses the texture animation when objects are not visible (could be player radius based, or view frustum based).

Maybe removing the culling values will get things straight if it doesn't cause performance problems. In theory, if the objects will never be considdered hidden by the engine, they should remain in sync from he moment the level starts.

I managed to see the two parts of the first waterfall to run in sync, but when I walked out of the area and got back they where no longer.

Anyway, just in case, here are the waterfall objects with the right textures (but you probably got them right already, just compare the values.txt with the scripts if you want to be sure).

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

* Sure, the radio thing is no problem, horn button neither. Not sure what you mean with the bridge stuff though...
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Post by Rebel »

I noticed the same thing myself that sometimes when you walk into the caverns, the textures do seem right. Though using culling values shouldn't really effect the animation, as I just assumed whether a model is visible or not, the animation is still being processed. I refuse to lose sleep over it though -- too many other things to do.

*Bridge parts: How to explain, hmm... You have two large sections there with countertop space. So, if you connected those two sections together (obviously, spaced at the proper distance) they'd be one model, not two. By single plane, I meant adding a face between the base of those two models.

Like below:

[]X[]

The X, representing a face connecting the two models at the base. We'd need to use a blank texture, like those for the vegetation sounds, for the face so it doesn't show.
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Post by Remdul »

I think I understand now. But if I'm right, you won't need that transparant texture plane. Parts of models don't have to be physically connected to be one model.

But, are you planning to move, animate the bridge section? Did I miss something here?

Got that steam animation for use in the cavern turbine room Reb:

http://home.planet.nl/~buijs512/trescom/steam.zip
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Post by Rebel »

Bridge section sways, quite neat. And yea, you're right, the two separate sections of a model don't need to be attached -- my mistake, forgot. For some reason, the asbs MP uploaded didn't work, so I had to upload them separately.

On another thread, there's a list of all play animations, the bridge movement being one of those.

Downloaded. I'll see if I can't set that up atop one of the turbines near the small piping. Looks neat.

*I have to say, I'm extremely impressed! You did a great job on that steam, Martijn. Look's fantastic. ;)
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Post by Remdul »

Got the generator for the SS Venture done:

http://home.planet.nl/~buijs512/trescom/generator1.jpg
http://home.planet.nl/~buijs512/trescom/generator2.jpg

Zip:

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

Three new texture + 1 opacity map. Used an existing palette. I'm not sure what controls you need on it, but there's enough space on the control panel to add a button or two.

* The generator for the lighthouse is probably going to look like one of those smaller, portable ones you often see on construction sites.
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Post by Rebel »

Very nice, Remdul. Not sure of operation or potential puzzling either, I generally figure these things out as we go along. :D
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