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 Post subject: JPDS1 - Final To-Do List
PostPosted: Fri Dec 19, 2008 4:32 am 
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T-Rex Killer
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Sighting the events of the past SEVERAL weeks regarding the contents (or lack thereof) of the JPDS1 level, with both things on it having been completed and things having been all-out removed or downgraded in difficulty, I've decided that the old to-do list is now entirely obsolete and we require a new one to get us through the rest of the year (just under 2 weeks). Here is the final listing, to be updated as it's worked on:

JPDS1 Final List of Things To Do:
  1. Set up environment sublevel
  2. Model final streams/waterfalls
  3. Model Rex Nest top
  4. Shorten browning stump
  5. Remap swamp/nest base trnobj
  6. Fix HoodA / door mags
  7. Import VJRTablkC02-00 from ED
  8. Comm. Station buildings (make/reuse)
  9. Finish cave
  10. VL physics
  11. Set up/model VL walls
  12. Model sleeping rex
  13. Finish swamp shack
  14. Swamp shack object placement/scripting
  15. Finish HC lanturn
  16. Finish Mayan tunnels - connect to construction site
  17. HC generator
  18. HC laser fence
  19. Finalize HC object placement
  20. Chinook?
  21. InGen/BioSyn version of JP gas jeep
  22. Fix height of HSP
  23. Plains perimeter fence??
  24. Limit explorable area of Plains?
  25. Finalize Plains Research Observatory
  26. Import gas station (blue?)
  27. Finalize gas station object placement
  28. Bring in Lab from Tres to HRS
  29. Bed subobjects
  30. End table mags
  31. Hammond desk
  32. Complete HRS object placement
  33. Complete HRS scripted events
  34. Fix bridges around level
  35. Dam Control Building - build out of pieces??
  36. Dino River bridge debris/trnobj cover
  37. Explodable rock?
  38. ATX maps?
  39. Finalize Runway model
  40. Finish Hanger/physics
  41. Import wood palette
  42. Runway object placement
  43. Fix gun scale
  44. Swinging vine?
  45. Always-face toad
  46. New megaraptor model?
  47. New retail raptor skin selection/import
  48. Model TLW ptera (alive/dead)?
  49. Model EA exterior&fence/populate area
  50. Use ***App to fix object heights
  51. Combine all sublevels (see below)
  52. Cutscenes?! Intro and Newgame x_x
  53. Create additive TPA files (installer must seek out originals minus menu)
  54. Finalize ~ dead hunters event(s)
  55. Finalize ~ Music/Sound design
  56. Finalize ~ foliage
  57. Finalize ~ environmental scripting (EAX environments, random birds, fog areas, new hint triggers)
  58. Finalize ~ dino placement
  59. Finalize ~ gun/ammo placement
  60. Finalize ~ scripted events/puzzles/text guides
  61. Finalize ~ JPDS1.swp contents
  62. Create valid JPDS1.scn file in ***App if possible
  63. Finalize ~ Menu (HUD, sounds)
  64. Finalize ~ ATXconfig settings (hotkey - h = hud), folder/file set-up
  65. Write JPDS installer
  66. Release JPDS1!!!!!!!!!!!!!!!!!!!


List of sublevels used to develop working areas of JPDS1:
  • JPDS1
  • JPDS~Plains
  • JPDS~lodge
  • JPDS~Swamp
  • JPDS~TrnObjA
  • JPDS~HRS
  • JPDS~Foliage
  • JPDS~HC
  • JPDS~Dam
  • JPDS~Runway
  • JPDS~UtilShed
  • JPDS~Maya
  • JPDS~RapVal
  • JPDS~EA
  • JPDS~MistyMtn
  • JPDS~Envrnmt
  • JPDS~underbrsh

Additional to-do notes:
  • Fix Waterfall jump - die when careful
  • edit Hammond pylon voiceover
  • Fangorn Forest music in old forest
  • Submarine Symphony - Secret Island music (reverb)
  • HRS - vines on cars/buildings, VH21 for Nedry's room, hollow crate lid icon, fire box from util shed
  • TrnPlnSndPtch00o8.bmp - use PV sand for plains sand?
  • Pack of megaraptors feasting on dead sauropod
  • download chinook:
    http://www.turbosquid.com/FullPreview/I ... /ID/357042
    http://www.jplegacy.org/home.php?load=j ... shed.shtml
  • Buildings\Misc\Medical
    Buildings\Misc\Signs
    Buildings\Models_Tatu
    Buildings\Models_Ryan
  • Enter HRS Admin by tele wire only
  • Keycard in Hammond Office to Lab
  • Rope to Nedry's quarters (crates at bottom)
  • For Credits:
    "Char, I'm sorry....
    there ARE invisible walls in JPDS. HA, HA!"
  • "Dear Trespasser:
    Collect all the eggs in JPDS1 here to activate a special event."
    ---Must go in HRS lab

RepeatDelay text triggers identifying zone names.
==JPDS1==
  • North Utility Shed
  • Northern Swamp
  • Swamp Shack - OFF LIMITS
  • Visitors Lodge - Construction Site
  • Infected Marsh
  • The Plains
  • Misty Mountain
  • Mickey's Cave
  • Comm. Station
  • Crossroads Gas Station
  • Raptor Valley
  • Resting Place
  • Mayan Terrace
  • High Pass
  • Old Forest
  • Game Trail Valley
  • Rex Nest
  • Hunters Camp
  • Still Forest
  • Hillside Research Station
  • Paleo Vegetation Zone - OFF LIMITS
  • Hydroelectric Dam Compound
  • Isla Dino
  • Embryonics Administration Complex


Easter Eggs:
  1. Special Hammond VO - "My name is Ozymandias, king of kings. I was born on March 14, 1928. The mysterious John Hammond, shady investor, multi-millionaire, jovial mad scientist. We grew seven of them, the seven rulers of the island. An idea brought me awake one morning in New York, I didn't write it down. Something about Jurassic Park or God knows what." Placed where?
  2. Collect dinosaur eggs at HRS lab - summon super-toxin rifle?
  3. Winston/Crichton memorial
  4. TresCom dedication
  5. Halo weapon (Rex >_>)
  6. Our rooms/cubicals in HRS
  7. "There once was a solid defense
    On an island with assloads of fence.
    But before the destruction
    Became a deduction
    He still said they spared no expense."
    http://virenity.deviantart.com/art/The- ... d-87964375

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PostPosted: Fri Dec 19, 2008 4:39 am 
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Gallimimus
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oh shi-
seems haaaard to accomplish in two weeks. *metroid scape theme*
ill see if i can do something, still i have some unfnished busines to take care offff

wonder who else will post here, besides james

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PostPosted: Fri Dec 19, 2008 4:47 am 
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T-Rex Killer
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x333 owo hmm well I haven't added Rex to the usergroup yet XD I'll do that now.

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PostPosted: Fri Dec 19, 2008 5:40 am 
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Albertosaurus
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Well I'm starting to get really busy...and I don't konw about most of that. What do you need for the megaraptor? Also, what are the specifications for the sleeping rex? Two things I could possibly accomplish


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PostPosted: Fri Dec 19, 2008 7:45 am 
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T-Rex Killer
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Ah, well the megaraptor is mainly a point for me to go figure out how to use the mesh/skin you sent me way back when, when I get around to digging it out.. I'll let you know if I need anything from you on that (I was wanting to weld the verts and have it rerigged but we will see). As for the sleeping dino, yes I'd love if you could take that task off my hands. I need a sleeping retail T-Rex model; it's going to be sleeping in the cortyard of that Visitors Lodge from my last dev journal. I'm not sure yet if I want it to be the female or a NEW skin from your selection.. if you have an inspiration for what might look good in that environment (I'm thinking in terms of the vast array of ones you've already done), lemme know.. but yes, sleeping rex, please thank you :mrgreen:

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PostPosted: Fri Dec 19, 2008 9:35 am 
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Velociraptor
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Wow, that's a huge list! :o If there is anything I can do, please let me know. The Christmas hols have almost started, so I have more time available.


The sleeping rex sounds cool! :P

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PostPosted: Fri Dec 19, 2008 2:38 pm 
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Just tell me when to beta test:)

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PostPosted: Sat Dec 20, 2008 1:53 am 
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T-Rex Killer
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Ah Tatu, thank you, I will send you a PM when we're ready for that (assuming there's time :? ).

Matt, sounds good, hopefully I will be able to give you some stuff to do.. How's The Box coming? :|

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PostPosted: Sat Dec 20, 2008 5:44 am 
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*Yawns* I suppose I better get my ass in gear now that I read that plot thread (Whopper of a thread that was)

Ammo system... okay that will need the ATX ActionType, and of course a few resources. I'll get a Minilev working, test it out (alongside the LandMines I had planned for PF) and send the files when they're ready.

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PostPosted: Sat Dec 20, 2008 6:32 am 
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T-Rex Killer
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Sounds good.


Tasks completed in the past two nights:
  • Darken pine leaves
  • Revamp pine models/bark?

The revamping ended up being only redoing the Sequoia model (looks way better) and improving most of the pine textures. No bark mods were made.. IF there is time at the end of all this, I may make changes to the retail pine models, but otherwise I'm moving on.

Was 68, now 66


PS: Added new sublevel - JPDS~underbrsh (will be used for ***App height adjustment so that the regular foliage doesn't make things hard to see/select).

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PostPosted: Sat Dec 20, 2008 5:38 pm 
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Albertosaurus
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Draconisaurus wrote:
Ah, well the megaraptor is mainly a point for me to go figure out how to use the mesh/skin you sent me way back when, when I get around to digging it out.. I'll let you know if I need anything from you on that (I was wanting to weld the verts and have it rerigged but we will see). As for the sleeping dino, yes I'd love if you could take that task off my hands. I need a sleeping retail T-Rex model; it's going to be sleeping in the cortyard of that Visitors Lodge from my last dev journal. I'm not sure yet if I want it to be the female or a NEW skin from your selection.. if you have an inspiration for what might look good in that environment (I'm thinking in terms of the vast array of ones you've already done), lemme know.. but yes, sleeping rex, please thank you :mrgreen:




Ok...well I could possibly rerig the model for you, i've actually learned a LITTLE bit about it, basics of it anyway, enough to generally get a dinosaur moving. As for the T-Rex, I would say sticking with a retail skin would be the best bet, simply for time reasons, the retail meshes can take longer to skin because of all the different bmps. However I could do some slight alterations such as giving it closed eyes. Let me know.


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PostPosted: Sun Dec 21, 2008 7:54 am 
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T-Rex Killer
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Ah lol I did not even think of closed eyes! But yes for the sleeping rex, what I need is someone to use machf's instructions on getting the bone system to work in Max (OR GMax) for moving the limbs around, and position the bloody thing in a sleeping pose.. then I'll use that as a static model. Think you can handle that? Might be a neat little adventure.. GMax should do fine as long as you can export as TPM properly.

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PostPosted: Sun Dec 21, 2008 5:29 pm 
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Albertosaurus
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hmmmm using the bones to move the limbs...I've never done that. So it's going to be something that wakes up? Is there some info on using the bones to move limbs that I could check out?


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PostPosted: Sun Dec 21, 2008 9:32 pm 
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Draconisaurus wrote:
Ah Tatu, thank you, I will send you a PM when we're ready for that (assuming there's time :? ).

I got time:)

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PostPosted: Wed Dec 24, 2008 5:48 am 
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T-Rex Killer
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Yes tatu I meant time on OUR side lol, that is, time between a working beta level and release date.

Second Illiteration wrote:
hmmmm using the bones to move the limbs...I've never done that. So it's going to be something that wakes up? Is there some info on using the bones to move limbs that I could check out?

How it works is we just have a static rex model in a sleeping position.. not CAnimal.. then the right triggered event(s) will teleport it away and replace it with an erect, grumpy T-Rex.

And perhaps this will refresh your memory:
viewtopic.php?f=9&t=6366&p=74776&hilit=gmax+bones#p74776
(note that we will NOT be animating it, just putting it into a single sleep pose)

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