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 Post subject: Level ToDo List:
PostPosted: Fri Mar 12, 2004 3:18 pm 
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Just to itemize (pick n' choose your favorite job, Rem :D )

Venture: Hole in Ship n' room model, rock formation that did the damage, allows player to enter ship, collasped ceiling room, generator for cargo doors, pilot house models; radio, wheel, simple cage light fixtures (holds round bulbs), push button switch?

Crater: Gated entrance, control box for puzzle (will stick an object inside it to short it out as we previousy discussed :)), ground heli-texture pad, helicopter (if we make blade separate, could allow a few weak turns as if copter's batteries are mostly dead), control room, tractor (if you wanted, parked inside hanger -- used to tow helicopter inside)

LightHouse: E.A.R.L. light and associated controls -- generator puzzle.

B29: Love that model. :)

End Cavern Chamber:

Dinos, well, we'll worry about the critters at the end.


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 Post subject:
PostPosted: Sun Mar 14, 2004 11:37 am 
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Pointy rocks for near ship (might also look good elsewhere along the shore in the water):

http://home.planet.nl/~buijs512/trescom/pointyrocks.zip

* Helipad textures:

http://home.planet.nl/~buijs512/trescom/helipad.zip

* New version of palms:

http://home.planet.nl/~buijs512/trescom/newpalms.jpg
http://home.planet.nl/~buijs512/trescom/newpalms_v1.zip

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 Post subject:
PostPosted: Sun Mar 14, 2004 2:35 pm 
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Got 'um. I'll see what the rocks look like near the lighthouse as well. We just gotta be careful that we don't overuse 'em.

*Changed the palm models and textures? I'll look. I know you weren't so satisfied with them, but I thought they looked great, especially after looking over tres' original palms... yours much better. ;)

*Trees look good, so I'll change 'em if you want. Just may need to tweak the $ models on the bended palm a bit, reset the instances.

*Like the helipad texture too.... nice.

*Pointy rock set looks good as well. I've set them up around in the general locale (left-side, near front of ship) though I'll tweak their positions once we have the exact hull entry point.


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 Post subject:
PostPosted: Sun Mar 14, 2004 4:43 pm 
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Actually, very nice upgrade with the palms. The leafs render great, nice job.

*Rem, I just ran some experiments with those $detail models. They either didn't work or caused a crash. I think scratchin' them from any future consideration is a gimmie.... don't need anything else to cause us headaches.


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 Post subject:
PostPosted: Sat Mar 20, 2004 3:48 pm 
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Finally found some time to punch that hole in the ship:

http://home.planet.nl/~buijs512/trescom/hole1.jpg
http://home.planet.nl/~buijs512/trescom/hole2.jpg

And here's the zip:

http://home.planet.nl/~buijs512/trescom/hullhole.zip

Two models have been changed, one room (venture 2 I think) and the hull of cource.
Two new textures, both using existing palettes. There are three additional models, two large ceiling parts and an i-beam (can duplicate that one if needed).

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 Post subject:
PostPosted: Sat Mar 20, 2004 11:12 pm 
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Screenshots look mighty fine, Martijn. I'll check 'er out. ;)

*Whelp, the outer hull imported just fine, (looks good too) but the venture_ro (room model) exists only as a single vert, no model. I'm guessing that it exported improperly from Max? I did manage (after some frustration due to the limited character exporting of data from Gmax) to export just the room model out of GMax just by copying a little data from the listener at a time, but after I imported it, there's one of those far off, stray verts attached to the model, so I couldn't use that version either. (STray verts not only screw up the scale of a model, I've also found out that that's one of the reasons models don't appear (or disappear in and out of view) in-game after a partition save)


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 Post subject:
PostPosted: Sun Mar 21, 2004 4:46 am 
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Nevermind, Rem. I duplicated the room, vert's gone. So, think everything's Aok.

:)


btw, you know that airplane thingie in the testscene? Isn't that a camera point used in max?


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 Post subject:
PostPosted: Sun Mar 21, 2004 9:47 am 
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Hmm, no, looks different in 3dsmax. I guessed they put it there so it would be easier to locate the point of origin (i.e. (0,0,0)). Not sure tho, maybe they used it for something else. Or it might not have a purpose at all, it's just there! ;)

I guess TresEd fixes models when it duplicates them?

No doubt exported incorrectly from 3dsmax.

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 Post subject:
PostPosted: Sun Mar 21, 2004 2:08 pm 
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Nope, duplicated it inside of Milkshape. (They really oughta allow for multiple texture assignments with that prog -- forces you into manual labour.)

Whatever that airplane thing is, it looks like a primitive, but yet doesn't register as a model. Not important, just weird stuff --

*btw, there is a small bug in that max export script. It outputs:

m = "texturenames" instead of m = "modelname.mat#"


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 Post subject:
PostPosted: Sun Mar 21, 2004 5:37 pm 
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You mean that the object doesn't show up in TresEd? Never tried that really... Can't say I've seen them in other levels either...

Did spend the afternoon workin on the B29 crash site. Got down to the details, added damage, landing gear, prop textures.

http://home.planet.nl/~buijs512/trescom/b29_1.jpg
http://home.planet.nl/~buijs512/trescom/b29_2.jpg
http://home.planet.nl/~buijs512/trescom/b29_3.jpg
http://home.planet.nl/~buijs512/trescom/b29_4.jpg
http://home.planet.nl/~buijs512/trescom/b29_5.jpg
http://home.planet.nl/~buijs512/trescom/b29_6.jpg
http://home.planet.nl/~buijs512/trescom/b29_7.jpg

Exteriors are done, moving inside to model the cockpit area and a few bomb racks.

* Here are a bunch of pics of the real thing:

http://www.us-aircraft.com/walk/b-29walkexterior.htm

Dunno about the script error, might look into it, but it has been a long time...

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 Post subject:
PostPosted: Sun Mar 21, 2004 5:51 pm 
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One killer of a model, Martijn. Love that B29. :D

*script error unimportant, just thought I'd mention it...

**Nice job on the Venture entry hole, ceiling collapse works great too.


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