hppav's models

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Re: hppav's models

Post by Second Illiteration »

DINO DAMAGE!!! :lol: toy commercials, always so over the top
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Re: hppav's models

Post by hppav »

You guys were probably wondering how I was going to handle the connector (It IS a part of the front trailer afterall) :P Here's what I did:

Image
Image

What you are seeing is a series of "rings", 10 cloned meshes using 4 $ objects for physics. And also a separate piece for the floor of the connector. I copied the connector over to the side and rotated some of the pieces to show off how you can customize the positioning of it rather easily:

Image

I am aware that the connector isn't as long in the movie, I'm just positioning it this way to show off the system I came up with here.
Album 1 http://m.imgur.com/a/cRA26
Album 2 http://imgur.com/a/6tvKV
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Re: hppav's models

Post by machf »

Too bad Trespasser doesn't allow "rope physics"...
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Re: hppav's models

Post by hppav »

Here's an update on the interior... I took a photo of a colorized version of the map showing Costa Rica and Las Cinco Muertes and recolorized it and cleaned it up for the trailers:

Image

And here's what it looks like in game:

Image

Image

I also have the bunk beds themselves done, as you can see in the second image, just need to do the ladders. The pathway in the middle of the floor needs to be widened and I still have to add in those overhead compartments.
Album 1 http://m.imgur.com/a/cRA26
Album 2 http://imgur.com/a/6tvKV
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Re: hppav's models

Post by machf »

Nice map...
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Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
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Re: hppav's models

Post by hppav »

Thanks! I took a break from working on the trailers to finish Resident Evil: Operation Raccoon City (All I can say is - subpar). Here's a small update. I added in the dining booth, the overhead bins, and fixed the width of the central path. I also changed the floor of the extension and tweaked the desk/map area a tad.

Image
Album 1 http://m.imgur.com/a/cRA26
Album 2 http://imgur.com/a/6tvKV
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Re: hppav's models

Post by vagrantart »

these look great,are you adding them to a map when there done?Is there a limit on poly/tri count for objects going into trespasser engine?,I take it they still have to be textured 256x256?.Loads of questions lol.
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Re: hppav's models

Post by hppav »

vagrantart wrote:these look great,are you adding them to a map when there done?
I'm planning on making a demonstration map using the Pine Valley terrain as a base that contains just the trailers. If I ever make the AAVs I'll add them to the level later.
vagrantart wrote:Is there a limit on poly/tri count for objects going into trespasser engine?
It's just above 2000. I use multiple meshes to get a decent amount of detail and try to keep each mesh to less than 1000. Occlusion objects (which keep the engine from rendering triangles behind it) can be used to keep the FPS level decent, as will having a float culling value for smaller parts. The goal is to get things looking great up close while not using a lot of resources at distance.
vagrantart wrote:I take it they still have to be textured 256x256?.Loads of questions lol.
256X256 yes. 256 colors for most textures, but 24 bit for the glass (Tres renders 24 bit textures as semi transparent so they are perfect for glass windows). You also have to use Wally, a palette editor, to reduce the amount of palettes used as possible as the maximum in a level is 98. At the moment I'm only using three. And I don't mind questions, :lol:

Oh, and here's a blast from the past:
Image
Back when I sucked at not only texture creation but also low-poly modelling (That's not as low poly as it should be)

EDIT: I found the Vehicle Status monitor image that Draco had scanned from the Making of the Lost World and I used that to remake the monitor:

Image

And here's how it looks in game:

Image
Album 1 http://m.imgur.com/a/cRA26
Album 2 http://imgur.com/a/6tvKV
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Re: hppav's models

Post by awesome24712 »

Looking good!
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Re: hppav's models

Post by Second Illiteration »

It would be cool to make a small level that was basically the trailer scene from TLW, complete with a baby Tyrannosaurus and the parents attacking the trailer and pushing it over the edge.
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Re: hppav's models

Post by hppav »

I started to put together the level that will hold the Trailers and I made a serious discovery:

Image

Image

PV is not just similar to the trailer location, it's almost identical! This is right after that second stream on the coast. As I noted before the terrain texture is similar between the two locations, but now it seems the terrain is similar as well. The only difference is the vertical height.

EDIT: Oh, and looking at the screen from the GPS locator thing, the similarity is even further cemented:

Image

We can't stop here, this is raptor country :|

EDIT 2: Here's a quick map of the Base Camp area, showing the routes the vehicles took.

Image

EDIT 3: And here's a map showing all the movie locations in green and game locations in red on the PV terrain (my version with that ridge removed to match the older version of the level)

Image
Album 1 http://m.imgur.com/a/cRA26
Album 2 http://imgur.com/a/6tvKV
Jurassic World: Fallen Kingdom leaked and (few) official photos
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Re: hppav's models

Post by machf »

Amazing... I'd never have guessed it.
We'll need those two Mercedes in there, too.
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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
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Re: hppav's models

Post by awesome24712 »

Wow! :o

Wonder if that was intentional?
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Re: hppav's models

Post by hppav »

I wonder that too... Too bad Philip Salas, the guy in charge of designing Pine Valley, stopped communicating with TresCom almost immediately after Slugger got into contact with him or we could ask him...

However Google Maps' satellite finally got an angle where you can see the trailers on the backlot!:
http://maps.google.com/maps?q=34.138883 ... 1&t=h&z=21

Image

EDIT: Oh, and I mocked up the trailers over the cliff real quick with the outside of the front trailer and also checked the location in Pine Valley itself:

Image

While the tree stump is in the right place, the tree and boulder aren't. It appears that the cliff is about.. half the height of the movie cliff on top of that.

EDIT 2: Started work on the rear trailer since the front one was kinda boring me a bit:

Image

Image

Got so much done so quickly because I just took the front trailer, cloned it, and chopped it up a bit to make this. Oh and I know what the rear end of the trailer looks like so there's no speculating on that. :P
Album 1 http://m.imgur.com/a/cRA26
Album 2 http://imgur.com/a/6tvKV
Jurassic World: Fallen Kingdom leaked and (few) official photos
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Re: hppav's models

Post by awesome24712 »

hppav wrote:Started work on the rear trailer since the front one was kinda boring me a bit.
:lol:

Nice work!
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Visit my Steam! http://steamcommunity.com/id/awesome24712/
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