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 Post subject: Bio Raid X
PostPosted: Tue Jan 09, 2018 5:12 am 
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T-Rex Killer
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Because producing a show needs breaks sometimes.

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 Post subject: Re: Bio Raid X
PostPosted: Tue Jan 09, 2018 6:23 am 
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Albertosaurus
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Hmm, this seems interesting...you really seem to like your weird InGen experiment-themed levels, don't you? :wink:

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 Post subject: Re: Bio Raid X
PostPosted: Tue Jan 09, 2018 6:52 pm 
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Triceratops
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TheIdiot wrote:
you really seem to like your weird InGen experiment-themed levels

You ever considered modeling the Chaos Effect Dino's?


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 Post subject: Re: Bio Raid X
PostPosted: Tue Jan 09, 2018 7:09 pm 
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Albertosaurus
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You ever considered modeling the Chaos Effect Dino's?

Indeed I have. I'm no good at modelling organic shapes, though, let alone rigging them - the best I can do is remodelling something we already have, which would limit me to mostly the Chaos Effect dinosaurs that look like normal dinos...such as the blue Raptor (which we already have a skin of), or the Omega Rex.

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 Post subject: Re: Bio Raid X
PostPosted: Wed Jan 10, 2018 2:59 am 
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T-Rex Killer
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Stay tuned on that one.

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 Post subject: Re: Bio Raid X
PostPosted: Sat Jan 20, 2018 6:01 am 
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T-Rex Killer
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Progress continues.

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 Post subject: Re: Bio Raid X
PostPosted: Sun Jan 21, 2018 12:07 am 
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Albertosaurus
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That...is pretty damn cool. :wink: Can't wait to see how this looks when you light and clutter it. Also looks like a prime sort of hallway for dinosaurs to operate correctly inside of. Reminds me somewhat of the EA testing level from JPDS.

Might be worth mentioning I once had a plan for a horror-themed level which would probably have looked very similar to this, revolving around Anne attempting to escape some kind of secret facility where dinosaurs were accidentally brought through a time machine. Was planning on using some fancy scripting for a working flashlight to see in the dark, dinosaurs coming at random through windows and roof panels, that sort of thing - heavily inspired by Dino Crisis. Ultimately, I decided not to go through with it simply because I didn't have the time it would have taken to make all the needed models...all that ever got finished was a rough model of the machine room. In any case, this looks to be at least somewhat similar to that idea - very interested to see where you go with this.

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 Post subject: Re: Bio Raid X
PostPosted: Fri Mar 16, 2018 9:49 pm 
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T-Rex Killer
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Was in the mood and worked a tad more on Bio Raid X. In essence the mod is a construction of complex interiors using modular blocks. It both increases and decreases workload, currently debating whether to bring them into TresEd and continue from there...

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 Post subject: Re: Bio Raid X
PostPosted: Sun Mar 18, 2018 12:40 am 
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Triceratops
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Whoa, those look pretty sweet. Reminds me of how TptDac created an entire underground network of tunnels using only block pieces in The Four Towers. You should totally bring them into TresEd and create a modular starter set for some modders to try out. 8)


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 Post subject: Re: Bio Raid X
PostPosted: Sun Mar 18, 2018 12:43 am 
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Albertosaurus
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Location: Canada, eh?
Glad to see you getting around to getting an actual modular tileset in-game - I never finished mine. What I can say is it's probably better to edit them all together in Max rather than try to do so in TresEd...it turned into a royal pain-in-the-butt when I tried that myself. If TresEd had a grid snap system, it wouldn't be half as bad.

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 Post subject: Re: Bio Raid X
PostPosted: Sun Mar 18, 2018 1:12 am 
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T-Rex Killer
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Huh what did yours look like?

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 Post subject: Re: Bio Raid X
PostPosted: Wed Mar 21, 2018 5:29 am 
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Albertosaurus
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Draconisaurus wrote:
Huh what did yours look like?

Crap, to say the least. :P Mostly just flat walls at 90' angles, I didn't get far enough with it to go into detail. Placing the sections of wall got very tedious very quickly, even though they were aligned to increments of 5 Tres units.

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 Post subject: Re: Bio Raid X
PostPosted: Wed Mar 21, 2018 6:09 am 
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T-Rex Killer
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You're lazy. How do you think the whole Pens level has been built?

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 Post subject: Re: Bio Raid X
PostPosted: Wed Mar 21, 2018 6:36 pm 
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Albertosaurus
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machf wrote:
You're lazy. How do you think the whole Pens level has been built?

I don't know how Pens was built, because it hasn't been released yet! :P Although I do give huge credit to TptDac for his construction of that facility in Four Towers, which must have been a massive timesink. But I'd hardly say I haven't done anything tedious and boring...just take a look at the fences or tour track segments in the older RTJP levels and you'll see what I mean. :wink:

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 Post subject: Re: Bio Raid X
PostPosted: Wed Mar 21, 2018 9:45 pm 
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T-Rex Killer
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TheIdiot wrote:
machf wrote:
You're lazy. How do you think the whole Pens level has been built?

I don't know how Pens was built, because it hasn't been released yet! :P

I *have* posted some screenshots, though...

Quote:
Although I do give huge credit to TptDac for his construction of that facility in Four Towers, which must have been a massive timesink.

That level was the main inspiration for the Pens.

Quote:
But I'd hardly say I haven't done anything tedious and boring...just take a look at the fences or tour track segments in the older RTJP levels and you'll see what I mean. :wink:

Yes, I can see how the fences would qualify...

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