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 Post subject: Re: Isla Muerta - Site C
PostPosted: Wed Aug 29, 2018 4:22 am 
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T-Rex Killer
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Location: Portland, OR
Haha thanks!

Here's the latest work - made a 100% new model lighthouse for the northeast peninsula.

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 Post subject: Re: Isla Muerta - Site C
PostPosted: Wed Aug 29, 2018 6:26 am 
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Location: Canada, eh?
Lovin' that lighthouse, Drac! Very unique stylistically...reminds me somewhat of the BioSyn headquarters building at the start of The Chaos Continues. Might have to get you to design the Isla Nublar lighthouse when the time comes! :P

I also see you've updated the terrain textures, looks pretty nice.

I'll definitely have to do a CE sky for this level soon, it'll really help sell screenshots like that one with the mountains - currenlty hidden in the fogt - silhouetted against the fancy sky. A little suggestion in-line with some of the JPDS stuff we've discussed in the past: I think you might want to push the fog distance back, but still keep it thick enough to make objects in the distance nearly invisible. I forsee players getting impossibly lost again - as seems to have been a problem with JPDS - with the fog being so close. There's definitely a way to make it foggy but still have distant terrain faintly visible to make things less overly claustrophobic if you tweak the settings enough.

Speaking of claustrophobic - and I can't remember if this is in the level already - it would be especially beneficial for the level's overall horror aspect to create triggers to make interior spaces darker and much more fogged, almost to simulate human night-vision, since indoors the space is much smaller and there's no worry about whether or not the player can see potential points of exploration. You can probably tweak that trigger I made to set the fog in the OR building to work with regular interiors (would especially advocate this being used in that one location in the mountains...you know the place). :wink:

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 Post subject: Re: Isla Muerta - Site C
PostPosted: Wed Aug 29, 2018 1:48 pm 
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T-Rex Killer
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Joined: Mon Dec 06, 2004 5:21 pm
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Location: Portland, OR
Thanks for the suggestions... We'll see how much I budge on fog distance. I think diff locations will "ask" for different fog distances and I'm quite happy with the fog distance for general island locations.

And yes - major solution to the trnobj issue was to swap one of the textures with PH non-wet sand texture. It also convinced me to start making little water-level beaches here and there.

Current scripting issue is a certain teleport thingy. Can't get the bloody collision triggers to behave. x_X

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 Post subject: Re: Isla Muerta - Site C
PostPosted: Tue Sep 04, 2018 3:22 am 
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T-Rex Killer
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Work continues - this mod will feature the jumbo mechanical arm from JP///

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 Post subject: Re: Isla Muerta - Site C
PostPosted: Tue Sep 04, 2018 6:55 am 
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Nice. Now all we need is the EA buildings themselves and finally JPDS1 can be finished. :P

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 Post subject: Re: Isla Muerta - Site C
PostPosted: Tue Sep 04, 2018 7:13 am 
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T-Rex Killer
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Haha, I have a related plan hatching.. (no pun intended)

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 Post subject: Re: Isla Muerta - Site C
PostPosted: Tue Sep 11, 2018 12:45 am 
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T-Rex Killer
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Latest work - the Cybernetics plant, where those cyber-deinonychus' were upgraded.

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 Post subject: Re: Isla Muerta - Site C
PostPosted: Wed Sep 12, 2018 3:58 am 
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Looks really cool, Drac. So many neat new locations to explore in this mod! Looks like you could probably get a dino or two into that building without them getting suck if you wanted as well. :wink:

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 Post subject: Re: Isla Muerta - Site C
PostPosted: Wed Sep 12, 2018 7:35 am 
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T-Rex Killer
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Go look for yourself ;)

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 Post subject: Re: Isla Muerta - Site C
PostPosted: Thu Sep 13, 2018 2:16 am 
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TheIdiot wrote:
without them getting suck if you wanted as well. :wink:

Whoops...I meant "stuck". :P

Draconisaurus wrote:
Go look for yourself ;)

I see...I see indeed... :wink:

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