TI's Mega Jungle (Resource) - Released!
Posted: Mon Nov 07, 2016 3:19 am
DOWNLOAD LINK for V1.0 (latest release)
https://www.mediafire.com/file/xlqqppqp ... 0.zip/file
ORIGNAL POST BELOW
____________________________
So I've been working back and forth between RTJP and Tres~HD, when I suddenly stumbled across that flora test level that I uploaded a screenshot of on the Beach HD thread. I'd totally forgotten about this and, after taking a good look at it, decided it shouldn't just sit around on my hard drive forever. While it's not quite finished or ready for release, I did do some more work on it, improving some textures and making new models. The result is probably my favorite jungle environment I've made so far (yes, all of the plant species are based on real-world flora):
At the moment, the game is running somewhat laggy on CE (40 FPS), but I haven't even begun T-Scripting any of these objects yet so that will definitely improve once I set the Cull distances and such. I also apologize for the use of ReShade again, but I forgot to turn it off before starting the game and was too lazy to restart and disable it.
Alongside some new textures (most of which are really WIP as you can see by some of the blurry-looking trees) as well as the use of Beach HD's terrain textures, I've also gone and made a proper cliff tileset, with modular cliff and ledge pieces that can be connected to form sheer, 90 degree cliffs that are un-climbable and look awesome towering over you. Another advantage of proper cliff objects is the fact that you can avoid those ugly stretching terrain textures (an example of which would be the canyon walls in IJ) that are caused by steep terrain in Tres. I've been hoping for someone to make these kind of objects forever now and finally decided just to do it myself. Along with these, I also made a whole set of new rocks to match them, which look great when used to make them look more random and organic. A sneek peak of the cliffs:
Additionally, the plants on the ground you see are big, low-poly "groundcover" objects that function in a similar way to the grass in modern games, except that they must be placed manually, which really help to hide CE's only flaw at the moment which is limited quality of ground textures. Other than that, I haven't really touched the fog settings much, and am temporarily using the Beach HD settings along with the same level's CE sky in the level - these will be modified at a later date for the best possible atmosphere. The level itself will eventually be released as a modder's resource so that you guys can use this stuff in your own levels, as well as see an example of how these objects can be used to create realistic yet object-light rainforest environments. At the moment it looks distinctly like an Asian rainforest to me, but I'll definitely be making more plants before it is released to accommodate a similar environment to Isla Nublar/Isla Sorna.
And before you say "Dang nabbit TI, not another of your big, lifetime-devouring projects!", I'm going to release this by the end of next week regardless of how complete it is. I want to get something simple out there since my other projects are so huge. So if I DON'T upload it by next Saturday, feel free to PM me until I do.
More to come very soon!
https://www.mediafire.com/file/xlqqppqp ... 0.zip/file
ORIGNAL POST BELOW
____________________________
So I've been working back and forth between RTJP and Tres~HD, when I suddenly stumbled across that flora test level that I uploaded a screenshot of on the Beach HD thread. I'd totally forgotten about this and, after taking a good look at it, decided it shouldn't just sit around on my hard drive forever. While it's not quite finished or ready for release, I did do some more work on it, improving some textures and making new models. The result is probably my favorite jungle environment I've made so far (yes, all of the plant species are based on real-world flora):
At the moment, the game is running somewhat laggy on CE (40 FPS), but I haven't even begun T-Scripting any of these objects yet so that will definitely improve once I set the Cull distances and such. I also apologize for the use of ReShade again, but I forgot to turn it off before starting the game and was too lazy to restart and disable it.
Alongside some new textures (most of which are really WIP as you can see by some of the blurry-looking trees) as well as the use of Beach HD's terrain textures, I've also gone and made a proper cliff tileset, with modular cliff and ledge pieces that can be connected to form sheer, 90 degree cliffs that are un-climbable and look awesome towering over you. Another advantage of proper cliff objects is the fact that you can avoid those ugly stretching terrain textures (an example of which would be the canyon walls in IJ) that are caused by steep terrain in Tres. I've been hoping for someone to make these kind of objects forever now and finally decided just to do it myself. Along with these, I also made a whole set of new rocks to match them, which look great when used to make them look more random and organic. A sneek peak of the cliffs:
Additionally, the plants on the ground you see are big, low-poly "groundcover" objects that function in a similar way to the grass in modern games, except that they must be placed manually, which really help to hide CE's only flaw at the moment which is limited quality of ground textures. Other than that, I haven't really touched the fog settings much, and am temporarily using the Beach HD settings along with the same level's CE sky in the level - these will be modified at a later date for the best possible atmosphere. The level itself will eventually be released as a modder's resource so that you guys can use this stuff in your own levels, as well as see an example of how these objects can be used to create realistic yet object-light rainforest environments. At the moment it looks distinctly like an Asian rainforest to me, but I'll definitely be making more plants before it is released to accommodate a similar environment to Isla Nublar/Isla Sorna.
And before you say "Dang nabbit TI, not another of your big, lifetime-devouring projects!", I'm going to release this by the end of next week regardless of how complete it is. I want to get something simple out there since my other projects are so huge. So if I DON'T upload it by next Saturday, feel free to PM me until I do.
More to come very soon!