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Re: TresCom Community Project - Trespasser: Reloaded

Posted: Sat Apr 25, 2009 9:23 pm
by Shadow Wolf
that IS a nice patch of land... does this still fit with the tower thing? I'd kinda expect the concrete concept to be built into a wall near a valley......

Re: TresCom Community Project - Trespasser: Reloaded

Posted: Sun Apr 26, 2009 12:12 am
by Draconisaurus
Lol near a valley? (for those who missed, Wolf and I discussed this a bit in IM) Well it could still go here, I was thinking, and thereby be able to check both towards the waterfall and towards the land off to the East.

Re: TresCom Community Project - Trespasser: Reloaded

Posted: Sun Apr 26, 2009 6:57 am
by RexHunter99
If I get my computer working within the next week, I'll be whipping up a storm in 3dsMax :P I also want a plot that's AS FAR AWAY FROM THAT DAMNED CHURCH AS POSSIBLE! JEEZ >_> ALL I HEAR IS PRAYING. *shudders*

Re: TresCom Community Project - Trespasser: Reloaded

Posted: Sun Apr 26, 2009 7:05 am
by Draconisaurus
Haha, alrighty.. I am guessing somewhere around the bus near Wu's place and the construction area.

Re: TresCom Community Project - Trespasser: Reloaded

Posted: Sun Apr 26, 2009 2:42 pm
by Second Illiteration
Looks like there's a lot of plots taken...lol. I can just get in where I fit in so if you have any suggestions

Re: TresCom Community Project - Trespasser: Reloaded

Posted: Sun Apr 26, 2009 3:38 pm
by Draconisaurus
Heheh, well how about this already-existing large bungalow on the corner of Main and Rue de Jules Verne?

Image



Btw, if you're reading this machf, you should totally tell us where you want your house to be. :yum: Even if it's up in the hills..

Re: TresCom Community Project - Trespasser: Reloaded

Posted: Sun Apr 26, 2009 5:33 pm
by Shadow Wolf
Draconisaurus wrote:Lol near a valley? (for those who missed, Wolf and I discussed this a bit in IM) Well it could still go here, I was thinking, and thereby be able to check both towards the waterfall and towards the land off to the East.
I guess it could go there... I just don't want it to be too tall and an eyesore... especially if we go for the low poly concrete option... the farcry instincts idea would possibly look kinda nice there

Re: TresCom Community Project - Trespasser: Reloaded

Posted: Sun Apr 26, 2009 5:42 pm
by Draconisaurus
Hmmmmmmm we'll see. TBH, some areas of the town are prb. gonna look a bit strange anyway, by the time everyone has placed their house.. :lol:

Re: TresCom Community Project - Trespasser: Reloaded

Posted: Sun Apr 26, 2009 6:48 pm
by Nick3069
My house is coming along slowly but very, I've completed a major part of my kitchen island:
The real thing
The real thing
kitchen_island.jpg (70.08 KiB) Viewed 13203 times
The model in Google SketchUp.
The model in Google SketchUp.
sketchup_island.JPG (46.56 KiB) Viewed 13147 times
Quick question:
John Hammond (VH46) wrote:Buildings were stripped of everything valuable.
Does that mean that our homes must be empty? My guess is: yes.

Re: TresCom Community Project - Trespasser: Reloaded

Posted: Sun Apr 26, 2009 7:05 pm
by machf
Nice...
How do you plan to export from Sketchup later?

Re: TresCom Community Project - Trespasser: Reloaded

Posted: Sun Apr 26, 2009 7:35 pm
by TheGuy
Lookin' good Nick!
Nick3069 wrote:
John Hammond (VH46) wrote:Buildings were stripped of everything valuable.
Does that mean that our homes must be empty? My guess is: yes.
Personally, although that would be true to the story, I think it would be a bit boring with nothing in the houses. This will be a kind of Trescom legacy, after all, so it would be cool to make our houses personal or something. :yum:

Re: TresCom Community Project - Trespasser: Reloaded

Posted: Sun Apr 26, 2009 7:39 pm
by Shadow Wolf
Nick3069 wrote:Quick question:
John Hammond (VH46) wrote:Buildings were stripped of everything valuable.
Does that mean that our homes must be empty? My guess is: yes.
gad I hope not... I could do with putting binoculars, a rifle or two, a broken radio and some other stuff in mine as signs of it's use

Re: TresCom Community Project - Trespasser: Reloaded

Posted: Sun Apr 26, 2009 8:26 pm
by Draconisaurus
Matt is absolutely right with this, the whole point here is for the level to be quite fun.. Matt even played around a bit with the idea of his home being a teepee. :P Make your home your own, put whatever you want in it as long as Tres can handle it.
Hmm you know.. I ought to release that palette selection I made with the models batch, so people can start using those instead of making all variety of new palettes.

machf, no word yet on your home? I'm going to guess now that you're thinking "I'm not going to answer that, you really think I have time to make a house in your level?" Anyway I hope you'll do something for it. :yum: If not then I'll just reserve a small bungalow for you, using the materials I originally collected for your JPDS-EA office.

Nick, I'm liking what I see so far, keep it up - hopefully it will make it into the level from that app. 8)
Oh and, you never answered my question:
Draco wrote:Btw Nick, did you modify the way the East Gate works? I seem to remember these little triggers that stopped the doors as they opened.. the set-up seems wholly different now.

Re: TresCom Community Project - Trespasser: Reloaded

Posted: Sun Apr 26, 2009 10:11 pm
by Nick3069
machf wrote:Nice...
How do you plan to export from Sketchup later?
Thanks!
I was hoping somebody would ask the question. 8) It's simple actually, export in Google earth (.kmz, which is a disguised zip archive), rename the file extension to zip, unzip the archive, open the Collada model file (.dae) in the model folder (I used MeshLab to open it, you can also use Blender) and from here it's the same process as all other models.

It would be fun if somebody would create a plugin for SketchUp to export to tpm directly, like the OBJ export plugin, but I don't mind going trough all these steps. Before anybody asks, I don't use OBJ export plugin because it doesn't export the texture data, and one of the reasons why I use SketchUp is because of the very simple texturing system.
Draconisaurus wrote:Matt is absolutely right with this, the whole point here is for the level to be quite fun.. Matt even played around a bit with the idea of his home being a teepee. :P Make your home your own, put whatever you want in it as long as Tres can handle it.
A tipi? :lol: Okay, then.
Draconisaurus wrote:Nick, I'm liking what I see so far
Thanks!
Draconisaurus wrote:Oh and, you never answered my question:
Draco wrote:Btw Nick, did you modify the way the East Gate works? I seem to remember these little triggers that stopped the doors as they opened.. the set-up seems wholly different now.
:? When did you ask it? :lol:
No, I don't remember changing the anything about the East Gate. Why do you ask? The East Gate is buried under a hill now anyway...

Re: TresCom Community Project - Trespasser: Reloaded

Posted: Sun Apr 26, 2009 10:59 pm
by Draconisaurus
Nick3069 wrote:I was hoping somebody would ask the question. 8) It's simple actually, export in Google earth (.kmz, which is a disguised zip archive), rename the file extension to zip, unzip the archive, open the Collada model file (.dae) in the model folder (I used MeshLab to open it, you can also use Blender) and from here it's the same process as all other models.
Holy crap... so you use 3DS for import? Or do we have a TPM export script for 'MeshLab'...
Draconisaurus wrote:Oh and, you never answered my question:
Draco wrote:Btw Nick, did you modify the way the East Gate works? I seem to remember these little triggers that stopped the doors as they opened.. the set-up seems wholly different now.
:? When did you ask it? :lol:
It was in fact an edit to one of my posts on the first page.. I noticed you were on the forum within 5 mins afterwards and hoped you didn't come too soon to catch it..
No, I don't remember changing the anything about the East Gate. Why do you ask? The East Gate is buried under a hill now anyway...
Hmmmm, how strange. Well for one, it's probably going to be moved directly to the south-east road of the town, so it does matter to me how it works. :yum: But I swear it used to work differently.. oh I'll get around to it anyway.

Look for my furniture package shortly, btw.. just have a few subobjects to make up.