tatu wrote:awesome24712 wrote:Now, perhaps take a few things out here and there to make it stable, and
that's a forest you want in a Trespasser level! (of course, though, you would have to make it somewhat linear)
Actually, you can easily have a lot of foliage in a level. The problem is that we've got to used to the draw distance option the ATX patch brings. Turning that to 0 makes you have a lot of more objects in an area (Trespasser: Reloaded - InGen Town got around 16000 objects in the town, and only in the town without crashes and lags).
Tatu's correct =3. When I set ATX's draw distance bar to more than half, the level crashes xD. If I go serious with this at some point, I'll have to keep a warning out for it
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The weird thing about forests though, is that even though the're mostly flat, It's entertaining to walk through em'. Place a few ambient forestry-noises around the vicinity, add some possible crashed jeeps and other ruins, and bam! You got yourself one hell of a forest!
Although, after still being a little bored last night, I decided to increase the size of it by x4 or so, and it still runs like a 'beaut! I know I said I didn't want to mess around with TresEd for a while, but I think this is also very strictly related to Trespasser in a way. I see this more of a test on just how much that 1998 engine can hold, and It's pretty damn impressive so far! I've fixed a lot of floating ojects (if not all of them), deleted some raptors that got mixed in with it (they may have been copied accidentally from the basement), and I plan to soon take awesome24712's advice on building a more environmental aspect in the 'level' by adding in voice recordings for Anne, a lot of nice ambient sounds, and hopefully make a few nice puzzles with scripting.
But, that's all just brainstorming atm.