hppav's Town Development Thread
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- hppav
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Re: hppav's Town Development Thread
The level loading screens are TGA files. The retail uses 640X480 resolution. Mine are 800X600 here. Trespasser Twilight is 960X768 and JPDS is 1366X768 so it doesn't look like there's really a limit to them.
Texture limits on the objects are 256X256. I have the MaxRecommendedTexDim set to 256 which makes these textures render more clear than the retail engine, which is set to 128.
I'm in the process of trying to find the right fog settings to enable the Ops Center to still be visible from the location in these screens but still be somewhat obscured by it. My first adventures with fog in almost 10 years has been entertaining though, nothing like having fog that is thick up to 1 meter away from Anne and smacking into things left and right because you can't see
Texture limits on the objects are 256X256. I have the MaxRecommendedTexDim set to 256 which makes these textures render more clear than the retail engine, which is set to 128.
I'm in the process of trying to find the right fog settings to enable the Ops Center to still be visible from the location in these screens but still be somewhat obscured by it. My first adventures with fog in almost 10 years has been entertaining though, nothing like having fog that is thick up to 1 meter away from Anne and smacking into things left and right because you can't see
Album 1 http://m.imgur.com/a/cRA26
Album 2 http://imgur.com/a/6tvKV
Jurassic World: Fallen Kingdom leaked and (few) official photos
Album 2 http://imgur.com/a/6tvKV
Jurassic World: Fallen Kingdom leaked and (few) official photos
Re: hppav's Town Development Thread
Huh? You can use any TGA as a level loading screen, then? I didn't know that...hppav wrote:The level loading screens are TGA files. The retail uses 640X480 resolution. Mine are 800X600 here. Trespasser Twilight is 960X768 and JPDS is 1366X768 so it doesn't look like there's really a limit to them.
The Beta 96 allowed you to set the textures to 256*256, but on the retail it was limited to 128*128. I guess they did it si that the game wouldn't use so many resources or something...Texture limits on the objects are 256X256. I have the MaxRecommendedTexDim set to 256 which makes these textures render more clear than the retail engine, which is set to 128.
Oh, fog settings... I'm still trying to find all the details, but you can check the t-script Reference for help.I'm in the process of trying to find the right fog settings to enable the Ops Center to still be visible from the location in these screens but still be somewhat obscured by it. My first adventures with fog in almost 10 years has been entertaining though, nothing like having fog that is thick up to 1 meter away from Anne and smacking into things left and right because you can't see
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
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
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
- hppav
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Re: hppav's Town Development Thread
It certainly seems so. I haven't noticed any limit on them.machf wrote:Huh? You can use any TGA as a level loading screen, then? I didn't know that...hppav wrote:The level loading screens are TGA files. The retail uses 640X480 resolution. Mine are 800X600 here. Trespasser Twilight is 960X768 and JPDS is 1366X768 so it doesn't look like there's really a limit to them.
Well, I'm using the Trespasser Twilight engine and I set it to that in the ini file and the textures were definitely more clear because I was able to read the text on the tower door and the "High Voltage" line on the power boxesmachf wrote:The Beta 96 allowed you to set the textures to 256*256, but on the retail it was limited to 128*128. I guess they did it si that the game wouldn't use so many resources or something...Texture limits on the objects are 256X256. I have the MaxRecommendedTexDim set to 256 which makes these textures render more clear than the retail engine, which is set to 128.
Album 1 http://m.imgur.com/a/cRA26
Album 2 http://imgur.com/a/6tvKV
Jurassic World: Fallen Kingdom leaked and (few) official photos
Album 2 http://imgur.com/a/6tvKV
Jurassic World: Fallen Kingdom leaked and (few) official photos
Re: hppav's Town Development Thread
What I mean is that the slider in the menu in Beta 96 would allow you to set the textures to 256*256 without manually having to edit anything, but the retail (and demo) won't allow you to do it anymore... that's something to restore via source code.
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
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
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
- Road Warrior
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Re: hppav's Town Development Thread
Oh, this is just epic. Nice work -outstanding even. (I have even dreamed about running around in there).
- hppav
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Re: hppav's Town Development Thread
ThanksRoad Warrior wrote:Oh, this is just epic. Nice work -outstanding even. (I have even dreamed about running around in there).
I haven't done much work recently, I had a couple of really hard nights of work and somebody shooting fireworks when I was trying to sleep the other day annoyed me, but I did do some more work today:
Here's one of the more famous parts of the town, the transition from the bone yard to the worker village. As you can see I did start placing some trees in this area as well. There will be a road that runs parallel along the ribcage and pipe system that curves towards the gate. You'll also see that I have some wires on the fence...
The fences are designed to be completely modular. Each individual wire between the pylons is its own mesh with its own LOD mesh to keep the impact on the engine low. This whole setup enables me to be quite creative with the fences, like how in this shot there appears to be a hole torn through by a medium-large size dinosaur. This might come in handy to any other modders who'd like to put torn up fences into their levels.
Album 1 http://m.imgur.com/a/cRA26
Album 2 http://imgur.com/a/6tvKV
Jurassic World: Fallen Kingdom leaked and (few) official photos
Album 2 http://imgur.com/a/6tvKV
Jurassic World: Fallen Kingdom leaked and (few) official photos
- awesome24712
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Re: hppav's Town Development Thread
How accurate is the foliage going to be compared to the movie? I.e., If i see a tree in a specific location in the film would I expect to see it in the same location in this?
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- tatu
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Re: hppav's Town Development Thread
What I probably love most of this, is that there will be new buildings to explore AND for the first time a fan actually makes a town in a fan level IIRC.
- hppav
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Re: hppav's Town Development Thread
I am attempting to match the location for foliage but the problem is the shots we have are rather dark and the forest is set up to be really thick so it's hard to tell just where there is a tree. The palm trees you see in the screenshot are set up based on where I see them in my screens of the movie and the backlot photos Draco posted a while back.awesome24712 wrote:How accurate is the foliage going to be compared to the movie? I.e., If i see a tree in a specific location in the film would I expect to see it in the same location in this?
Yeah I don't think anyone has made a town in a level yet... There have been several attempts but after the initial announcement and a handful of screens you never heard of any of them again. It's probably because of the amount of work that is involved in designing a whole new town and the fact that not many people know how to model or if they do they aren't advanced enough to do big buildings yet.tatu wrote:What I probably love most of this, is that there will be new buildings to explore AND for the first time a fan actually makes a town in a fan level IIRC.
Album 1 http://m.imgur.com/a/cRA26
Album 2 http://imgur.com/a/6tvKV
Jurassic World: Fallen Kingdom leaked and (few) official photos
Album 2 http://imgur.com/a/6tvKV
Jurassic World: Fallen Kingdom leaked and (few) official photos
- Road Warrior
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Re: hppav's Town Development Thread
Please forgive me if this has already been asked before...
Are you planning on incorperating the entire filming model (miniature) layout into the project as you flesh out the worker village? Also will you be incorperating the film geography as well? For instance there is (or suposedly is) a hill or ridge behind the command center with a waterfall that flows down behind the structure into a pool that is partially under it as well.
And I will say again that this is looking excellent.
Are you planning on incorperating the entire filming model (miniature) layout into the project as you flesh out the worker village? Also will you be incorperating the film geography as well? For instance there is (or suposedly is) a hill or ridge behind the command center with a waterfall that flows down behind the structure into a pool that is partially under it as well.
And I will say again that this is looking excellent.
- hppav
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Re: hppav's Town Development Thread
Well I'm not incorporating the entire layout as it is in the miniature but I am lifting various building designs from it and the concept art. And the hill/ridge behind the Ops Center will be there because I thought it looked coolRoad Warrior wrote:Please forgive me if this has already been asked before...
Are you planning on incorperating the entire filming model (miniature) layout into the project as you flesh out the worker village? Also will you be incorperating the film geography as well? For instance there is (or suposedly is) a hill or ridge behind the command center with a waterfall that flows down behind the structure into a pool that is partially under it as well.
And I will say again that this is looking excellent.
Here's an example of a building I designed based on the miniature model:
Hammond's. Sparing no expense since 1928. Now open late!
This building was originally planned to be a Denny's but by the time they made the model it was more based on the old McDonald's design... It was meant to be a statement on the spread of western culture. Not willing to risk trademark police I decided to dress it up a bit That logo cracks me up everytime I see it
Album 1 http://m.imgur.com/a/cRA26
Album 2 http://imgur.com/a/6tvKV
Jurassic World: Fallen Kingdom leaked and (few) official photos
Album 2 http://imgur.com/a/6tvKV
Jurassic World: Fallen Kingdom leaked and (few) official photos
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Re: hppav's Town Development Thread
Lol indeed!
Awesome work mate!
Awesome work mate!
Re: hppav's Town Development Thread
Fried dino. Yum!
Does it taste like chicken?
Does it taste like chicken?
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
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
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
- awesome24712
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Re: hppav's Town Development Thread
I feel hungry all of a sudden. . .
Last edited by awesome24712 on Thu Sep 13, 2012 11:22 pm, edited 1 time in total.
Check out the HL2 mod I'm helping with:
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Post benchamrks:
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