Trespasser HD - Beach / Jungle Road (BE + JR released)
Posted: Fri Jan 01, 2016 2:10 am
EDIT 20-Jan-21: This project is no longer in the works. The downloads provided for the two levels are fully playable, with Beach HD being mostly finished and Jungle Road HD being mostly UN-finished.
Have fun!
DOWNLOAD LINKS
Beach HD 0.1 Alpha:
http://www.mediafire.com/file/z7ptd74k1 ... 1alpha.zip
Jungle Road HD 0.1 Alpha:
https://www.mediafire.com/file/7p5f5169 ... a.zip/file
Original post:
"TheIdiot, the kind of detail you're attempting simply is...it's not possible..." - Ian Malcolm
Been working on this for a while on and off in between short bouts of RTJP editing since I'm currently a bit bored on that front. This is more or less sort of a benchmark for me to use, as well as a bit of a testbed for further RTJP development and design, alongside a fun little project that I've had in mind for a while. Basically, the premise of this level is an "HD" remake of Beach, the first level of Trespasser. And by HD, I mean "stupidy, overly crowded to the point of unplayability".
I was heavily inspired by s1n31's Trespassing mod for Crysis, and I wanted to try and see exactly how much detail TresCE can handle in a retail sized level while still being (somewhat) playable on a modern PC. I've gone ahead and completely abandoned all attempts at conserving FPS and using less detail in non-essential areas, instead opting to cover the entire playable area in as much crap as the engine will allow. So far, the small area from the starting beach to the InGen sign has nearly as many objects as the entire retail level, and I won't be stopping this amount of detail any time soon. Along with the insane amount of foliage, I've redesigned several original models with higher polycounts, as well as added some of my own design to the level itself, though nothing completely game-changing. It's pretty damn amazing what you can achieve in a game from 1998 detail-wise with a bit of patching on a new computer!
Here are some screenshots to see what I mean:
The starting beach. You can see the slightly enhanced airplane tail textures, along with a little bit of the terrain textures which are more or less complete (might be using them for RTJP in the end). I'm currently unsure about the 24-bit lightshafts that I've used in several places since the game doesn't quite render them the way I intended - they were supposed to look much brighter and more faded with a much softer transition into opacity. I also have the larger billboards set to "AlwaysFace = false" so they don't rotate weirdly - I find that this looks very good when the closer billboards are stationary, and smaller, distant billboards have "AlwaysFace = true" since you'll never be very close to them, plus making them smaller makes the distance seem much larger.
FPS on the beach is high, I tend to see about 50-55 FPS without occlusion objects. I am also using the hi-res textures I made a while back, which don't appear to be doing much to the FPS at all when enabled.
Here's my hotel ruins area, beloved ripped-off from Trespassing (sorry s1n31, your design was too epic to ignore ). This area isn't complete yet, though I intend to do something along the lines of what I came up with in Tres: Reborn, with a lot of scaffolding to climb about on and a lot more general clutter. I also went and made a proper coastline in the vein of TC~Isle, which was a huge pain, but ultimately paid off...anyone mind filling me in on how that was done in TC~Isle? I've also added a low-poly model of Anne's plane to the ocean in the distance, as well as a wing that has washed up on shore on a smaller beach just to the left of this screenshot that was previously un-accessible.
The FPS in this view was 47-49, and I believe the double 24-bit ocean textures may be causing a bit of that performance hit.
And finally, a shot of the jungle. The fence model is brand-new but still uses the original texture, though I haven't made the gates yet. And in case you're wondering, yes, the entire playable jungle area will be this densely covered. No idea how this will impact performance once the entire stage is covered, but fortunately, for once, I don't care at all since my objective is to test the engine to its limits.
FPS in the jungle averages about 48-54, and it fluctuates mostly as you look around. The 24-bit textures don't appear to have much of an impact yet.
Don't expect regular updates on this project since it's sort of a side thing and placing the vegetation is very time consuming - I may cover the entire level and stop there rather than continue to complete the level for the time being. My main focus remains RTJP (which I hope to have an update on soon), but this level is helping me to test out a lot of stuff that I've been looking into for RTJP (like the sunshaft effects, coastline, dense vegetation...). I also don't intend to remake any of the other levels in this style since this is a pretty large project in itself. I really like the way this is looking compared to how Isla Nublar is currently turning out, especially color-wise, so I might be porting most of these textures over to RTJP to replace the weirdly bright green-ness that is currently bothering me.
Have fun!
DOWNLOAD LINKS
Beach HD 0.1 Alpha:
http://www.mediafire.com/file/z7ptd74k1 ... 1alpha.zip
Jungle Road HD 0.1 Alpha:
https://www.mediafire.com/file/7p5f5169 ... a.zip/file
Original post:
"TheIdiot, the kind of detail you're attempting simply is...it's not possible..." - Ian Malcolm
Been working on this for a while on and off in between short bouts of RTJP editing since I'm currently a bit bored on that front. This is more or less sort of a benchmark for me to use, as well as a bit of a testbed for further RTJP development and design, alongside a fun little project that I've had in mind for a while. Basically, the premise of this level is an "HD" remake of Beach, the first level of Trespasser. And by HD, I mean "stupidy, overly crowded to the point of unplayability".
I was heavily inspired by s1n31's Trespassing mod for Crysis, and I wanted to try and see exactly how much detail TresCE can handle in a retail sized level while still being (somewhat) playable on a modern PC. I've gone ahead and completely abandoned all attempts at conserving FPS and using less detail in non-essential areas, instead opting to cover the entire playable area in as much crap as the engine will allow. So far, the small area from the starting beach to the InGen sign has nearly as many objects as the entire retail level, and I won't be stopping this amount of detail any time soon. Along with the insane amount of foliage, I've redesigned several original models with higher polycounts, as well as added some of my own design to the level itself, though nothing completely game-changing. It's pretty damn amazing what you can achieve in a game from 1998 detail-wise with a bit of patching on a new computer!
Here are some screenshots to see what I mean:
The starting beach. You can see the slightly enhanced airplane tail textures, along with a little bit of the terrain textures which are more or less complete (might be using them for RTJP in the end). I'm currently unsure about the 24-bit lightshafts that I've used in several places since the game doesn't quite render them the way I intended - they were supposed to look much brighter and more faded with a much softer transition into opacity. I also have the larger billboards set to "AlwaysFace = false" so they don't rotate weirdly - I find that this looks very good when the closer billboards are stationary, and smaller, distant billboards have "AlwaysFace = true" since you'll never be very close to them, plus making them smaller makes the distance seem much larger.
FPS on the beach is high, I tend to see about 50-55 FPS without occlusion objects. I am also using the hi-res textures I made a while back, which don't appear to be doing much to the FPS at all when enabled.
Here's my hotel ruins area, beloved ripped-off from Trespassing (sorry s1n31, your design was too epic to ignore ). This area isn't complete yet, though I intend to do something along the lines of what I came up with in Tres: Reborn, with a lot of scaffolding to climb about on and a lot more general clutter. I also went and made a proper coastline in the vein of TC~Isle, which was a huge pain, but ultimately paid off...anyone mind filling me in on how that was done in TC~Isle? I've also added a low-poly model of Anne's plane to the ocean in the distance, as well as a wing that has washed up on shore on a smaller beach just to the left of this screenshot that was previously un-accessible.
The FPS in this view was 47-49, and I believe the double 24-bit ocean textures may be causing a bit of that performance hit.
And finally, a shot of the jungle. The fence model is brand-new but still uses the original texture, though I haven't made the gates yet. And in case you're wondering, yes, the entire playable jungle area will be this densely covered. No idea how this will impact performance once the entire stage is covered, but fortunately, for once, I don't care at all since my objective is to test the engine to its limits.
FPS in the jungle averages about 48-54, and it fluctuates mostly as you look around. The 24-bit textures don't appear to have much of an impact yet.
Don't expect regular updates on this project since it's sort of a side thing and placing the vegetation is very time consuming - I may cover the entire level and stop there rather than continue to complete the level for the time being. My main focus remains RTJP (which I hope to have an update on soon), but this level is helping me to test out a lot of stuff that I've been looking into for RTJP (like the sunshaft effects, coastline, dense vegetation...). I also don't intend to remake any of the other levels in this style since this is a pretty large project in itself. I really like the way this is looking compared to how Isla Nublar is currently turning out, especially color-wise, so I might be porting most of these textures over to RTJP to replace the weirdly bright green-ness that is currently bothering me.