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PostPosted: Tue Aug 01, 2017 12:14 pm 
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Stegosaurus
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Just wandering what you guys and gals thought of my wellhead. I might try to lower the poly count if it causes bugs.
I've decided to go with either a jungle airport or a geothermal power plant. This is the wellhead for the plant.

Edit: The first pic uses 8 sides per cylinder. The other two are 16 sides. They look way more realistic.


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Last edited by Teromen on Tue Aug 01, 2017 12:23 pm, edited 1 time in total.
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PostPosted: Tue Aug 01, 2017 12:22 pm 
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Albertosaurus
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Location: Canada, eh?
Looks great! New models are always welcome. I bet hppav will be excited to see someone doing a fresh Geothermal Plant. What's the polycount like? 16-sides is probably acceptable. I tend to prefer 8-12, but that's an odd number to use and can require a bit of extra tweaking.

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PostPosted: Tue Aug 01, 2017 12:38 pm 
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Stegosaurus
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After testing it, I like it with 8 per side for a Tres model. I'm watching youtube for how to make a geothermal plant. The hardest part will be the scripting. I gotta find out if it's possible to have steam clouds in Tres. Geothermal plants lets off steam into the air. They can look kind of like those tall towers nuclear plants have, with steam coming out of them.

https://www.youtube.com/watch?v=kjpp2MQffnw


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PostPosted: Tue Aug 01, 2017 2:50 pm 
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T-Rex Killer
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Looking good. I support the lower-poly version. Some advice from my JPDS-days, which may or may not be relevant: Don't get caught up on the specialness of individual new models you make. They are very cool and all that but comprise a small portion of the whole which is your target. Save the admiration for later stage and keep pumping new models out, without getting hung up on each as you go...

As for steam: Very possible in Trespasser. Go into TC~Isle (TC Act II) and you'll find a mechanical steam vent of some kind in the cave section. Adjust the scale and/or dimensions of the mesh to suit your geothermal needs.

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PostPosted: Sat Aug 05, 2017 11:06 am 
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Stegosaurus
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I figured a geothermal plant should have volcano's nearby. Here is a glimpse of the level. The large area near the volcano still needs to be flattened out and I'm gonna add a road. Blurring the outer non playable areas and optimizing it. Other than that its mostly done.


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PostPosted: Sat Aug 05, 2017 11:19 am 
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Albertosaurus
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Location: Canada, eh?
That's a cool looking heightmap! I like the craggy cliffs and volcanoes everywhere, kinda reminds me of Isla Nublar.

You sure you don't want to make the playable area a bit larger? It seems kind of silly to have all that unused area...

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PostPosted: Sat Aug 05, 2017 11:23 am 
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Stegosaurus
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It would take forever to fill with foliage hehe. You can explore one of them b.t.w. Should be neat.


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PostPosted: Sat Aug 05, 2017 11:45 am 
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T-Rex Killer
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Keep it up... Would be cool if the circular area were raised a bit relative to the surroundings..

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PostPosted: Sat Aug 05, 2017 12:50 pm 
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Stegosaurus
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You mean the big area in the middle?


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PostPosted: Sat Aug 05, 2017 3:36 pm 
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Yes.

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PostPosted: Sun Aug 06, 2017 2:32 am 
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Stegosaurus
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How should I raise it up? Keep in mind that's where the geothermal plant goes.


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PostPosted: Sun Aug 06, 2017 9:01 pm 
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Weeellll, easy way in TresEd would be: Go to Terrain Edit mode... Select a point in the center of the area to be raised. Then set a LARGE "Radius", 200 or whatever... Make it the size of whatever the caldera/cross-circumference would be, then use the Area tool and raise it upward. Use whatever Feather value gives an appropriate gradual rise to the surrounding terrain. 8)

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PostPosted: Mon Aug 07, 2017 5:19 am 
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Stegosaurus
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Thanks but I mean how should the style be? I'll try something and post a screenshot. So far I do most of my terrain editing in the Unreal development kit.

I create heightmaps in Bryce, blend them together in Photoshop. Modify them in World Machine, edit them in UDK(where I do most of the editing). The image is exported from UDK and then converted to a tif image with Height Map Conversion Software(handy program). Create a displacement model with a 16 bit heightmap in 3dsmax, export to trr format, then the rest in guiapp.


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PostPosted: Mon Aug 07, 2017 5:51 am 
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Stegosaurus
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Here are a couple screenshots of the center. It is already raised a bit but a can raise it more. I'm gonna study some jungle images for ideas before I edit it.

Edit: Sorry to double post. Won't happen again.


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PostPosted: Mon Aug 07, 2017 10:06 am 
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Nice-looking terrain going... How should the style be? Not quite a question I understand.

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