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PostPosted: Wed Sep 27, 2017 6:36 pm 
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Albertosaurus
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Location: Canada, eh?
Second Illiteration wrote:
As far as your time of day progression goes, why can't you just put the time of day that you think will set the mood the best. I think realisitically, if Trespasser were a true situation, you would take time to rest and you would wait and things like that. I would say don't worry too much about having the timing perfect

The reason I want to keep things kind of logical is that I think it would be confusing to players when the time suddenly jumps forward without explaination. It simply wouldn't make sense. I suppose I could make different versions of each level, one at the original time and one at my own decided time.

Draconisaurus wrote:
Nice new palms! I get the feeling that Tres HD is a sort of pro-potentiation of the high-res capacities of Tres CE for the original game. The Destiny of Trespasser is Fulfilled! :pirate:

:D Thanks! That's pretty much the objective, to take Tres to its limits and make it look as good as it possibly can, while also coming up with some fun new stuff and trying to get things as close to the original walkthrough as possible.

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PostPosted: Mon Feb 19, 2018 4:43 am 
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Albertosaurus
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Decided to take a break from RTJP to get back into this project:

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Just a random cliffscape in near the Mayan Face in JR. Created some more detail props, including these ledges, which can be applied to cliffs to create steps or realistic-looking overhangs. I also tweaked the Reshade a bit to get rid of the excessive bloom, and will probable tweak it some more and reduce the radius of the screen-edge blur, as right now it can be somewhat distracting.

I've also begun the process of properly scripting all of the new models from MegaJungle. A lot of them had already been scripted in RTJP~Helipad, but there are still a LOT to do, especially concerning the oddly-shaped rocks. My goal is to get things looking highly-detailed up to a distance of about 75 meters, and from there on try to cull as many objects as possible without making it obvious. Of course, considering the very high polycount of many of these meshes, this might prove to be impossible as the CE engine does still have its limits. I might try my hand at making low-poly distant meshes of some models to see if that can help improve performance, as right now when I use the console to set the CullDist to 75 and look at the Mayan Face gorge, my FPS drops from 45ish to 25ish. :sick:

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PostPosted: Mon Feb 19, 2018 7:24 am 
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T-Rex Killer
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Still getting over how little that broad leaf bush plant looks like a 3D mesh.

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PostPosted: Mon Feb 19, 2018 8:37 am 
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Albertosaurus
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Draconisaurus wrote:
Still getting over how little that broad leaf bush plant looks like a 3D mesh.

What do you mean by that? Is that a good thing or a bad thing? Which bush specifically do you mean - I assume the one on the mid-right side of the image? I deliberately made those plants low-poly so that you can place a lot of them (and I mean a LOT of them) in a small area without destroying your FPS.

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PostPosted: Mon Feb 19, 2018 8:52 pm 
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T-Rex Killer
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The bush in the middle right of the screen. Looks like you planted a plant inside the level rather than import a mesh.

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