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 Post subject: Doom 3...Trespasser style.
PostPosted: Wed Sep 07, 2005 8:05 am 
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picked up 200 ammo

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Well, idiom did it with Half Life 2, so why not Trespasser? :P

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This only took about a week and a half, so it's pretty rough...there are a few glitches visible.


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 Post subject:
PostPosted: Wed Sep 07, 2005 9:05 am 
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did just hit his 750th monster
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I can't see any images :(

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PostPosted: Wed Sep 07, 2005 9:26 am 
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missed 400 shots
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I can see them, and I love it! Very nice. When are you going to release it?

I think it needs some more boulders and more rocky areas on the hilly bits.


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 Post subject: Re: Doom 3...Trespasser style.
PostPosted: Wed Sep 07, 2005 10:26 am 
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picked up 200 ammo
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Joined: Wed Jun 22, 2005 10:57 am
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Location: ireland
looks interesting (in a good way) a little rough perhaps. can you do up a quick map file so we can have a walk around? could do with stretching my legs under a nice blue sky.


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PostPosted: Wed Sep 07, 2005 1:01 pm 
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Looks nice, but the shadows are a bit too dark for such a shiny environment. :D

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PostPosted: Wed Sep 07, 2005 3:50 pm 
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picked up a pistol
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Nice start but at the moment most of your bumpmaps seem excessively deep. Man-made surfaces such as milled wood and concrete are generally very smooth, your bumpmaps need to be toned down massively, perhaps even as much as 80-90%.


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 Post subject:
PostPosted: Wed Sep 07, 2005 5:12 pm 
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picked up 100 armour

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MelvinB wrote:
Looks nice, but the shadows are a bit too dark for such a shiny environment. :D


Yeah, he should do a blend add to the materials. Also a grass shader would probably look kickass in that map.

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 Post subject:
PostPosted: Thu Sep 08, 2005 5:51 am 
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picked up 200 ammo

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Everything was converted from Trespasser and the bump maps are just tweaked grayscale versions of the textures. (Trespasser actually used normal maps on some models, but no one has made a converter to convert them into proper images yet. But...normal maps in 1998! :shock: )

I think the lighting is about right...on bright sunny days with few clouds, shadows tend to be very hard edged and defined and not particulary bright (they're only lit by blue light bouncing off of air molecules afterall...radiosity doesn't really add anything. Just look at pictures on the moon where everything is extremely reflective). Note that the shadows look far darker in the thumbnails then in the actual screens.


Anyway, I did this mainly to inspire people to start some kind of Trespasser mod (not really a direct TC or anything...more like a Jurassic Park mod with a Trespasser-ish spirit) so I probably won't release this level. If people really want me to I probably can though...all the assets are from the Trespasser demo, so I wouldn't think that would really be a problem.

Some of the models have some glitches...the trailer in particular is rather severe. The UV mapping seems to be rather screwed up, it's full bright and other screwed up surfaces show through it. Anyone have any idea what's going on?


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 Post subject:
PostPosted: Thu Sep 08, 2005 10:38 am 
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picked up a pistol
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Gabrobot wrote:
Anyway, I did this mainly to inspire people to start some kind of Trespasser mod (not really a direct TC or anything...more like a Jurassic Park mod with a Trespasser-ish spirit) so I probably won't release this level. If people really want me to I probably can though...all the assets are from the Trespasser demo, so I wouldn't think that would really be a problem.


Well, if some of the assets are from a commercial game then you shouldn't distribute, even if they are from a demo they're still owned by the developer and/or publisher, so you can't redistribute them without permission.

Also joining you in :shock: at Trespasser using normal maps.

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