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Jurassic Park Data East UPDATE WIP


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#101 Traok3

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Posted 10 November 2014 - 11:10 PM

Just sayin ... So .. blue... So very blue >.< 

 

 

Cant wait lol 



#102 zany

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Posted 10 November 2014 - 11:30 PM

Looks AWESOME! :D



#103 jkimbrell

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Posted 10 November 2014 - 11:37 PM

looking outstanding!!  



#104 dark

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Posted 11 November 2014 - 01:04 AM

Desktop preview courtesy of UncleWilly:

 

dtpreview.jpg



#105 StevOz

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Posted 11 November 2014 - 01:34 AM

mmmm..now it's just my feelings on this, though I believe desktop versions should not use layback as by their nature they already have layback, also the Xscale:Yscale ratio for a WSDT should be 3:4, additionally with some adjustment I know you can get rid of that white fringe along the rails.


Edited by StevOz, 11 November 2014 - 01:38 AM.

Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


logoshort.gif


#106 dark

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Posted 11 November 2014 - 01:51 AM

The "white fringe" is one of the custom flashers I made for the FS version that doesn't quite translate to desktop.  I'll end up taking some time to adjust some flashers but a bunch are likely to be omitted.  Also as stated previously an option in the start up menu will allow you to disable all the extra lighting effects that are not angle independent.



#107 StevOz

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Posted 11 November 2014 - 02:00 AM

The white fringe is not an effect from any flasher, this I know as I've gotten rid of it before...

 

REF: see screen shot posted here.

 

http://www.vpforums....c=9689&p=287158


Edited by StevOz, 11 November 2014 - 02:01 AM.

Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


logoshort.gif


#108 dark

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Posted 11 November 2014 - 02:07 AM

Well you could try sending UW a message with your input since he's the one handling the conversion, I'm really only offering artistic support in making adjustments for the conversion.



#109 dark

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Posted 11 November 2014 - 04:58 AM

Well here it is with Steve's suggested settings, flashers line up much worse but the POV looks more like a true player's POV.  I'll adjust the main flashers accordingly but many of the custom reflection flashers will end up getting cut or simplified to work easier (less detail).

dtpreview2.jpg



#110 zany

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Posted 11 November 2014 - 05:19 AM

Just one minor detail...haha....can you please have the logo in correct aspect ratio....oval "circles" really anoys me! :D
 



#111 StevOz

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Posted 11 November 2014 - 05:26 AM

Yes the flashes always need to be moved around when you convert FS to DT, dome flashes are the worst for this often needing rotation adjustments as well to bring out the best in them. I don't understand why you need to cut or reduce details on any of them as it's just a matter of moving them and adjusting the rotation as need be?

 

Also this thread maybe worth checking out as a possible short cut solution to the problem.

 

http://www.vpforums....617#entry287952


Edited by StevOz, 11 November 2014 - 05:40 AM.

Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


logoshort.gif


#112 dark

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Posted 11 November 2014 - 01:59 PM

@StevOz

 

Reason details will need to get cut is because many fine details in the custom flasher images are hyper specific.  One flasher image will include details for a number of things that once the viewing angle is changed too much there's no way to line them up.  I made a tutorial for this method of making more complex lighting effects with custom flashers here:

http://www.vpforums....als&article=137

 

If you take a look at the tutorial you'll understand what I mean.

 

It just means there won't be as many hyper specific details like screw heads reflecting light, but majority of wire reflections and ambient glows should survive the transition.


Edited by dark, 11 November 2014 - 04:00 PM.


#113 jkimbrell

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Posted 11 November 2014 - 04:26 PM

The second desktop pic above looks the better to me.  Looks more realistic.  I may just have to download the desktop version of this one and play at the office  :whistle:



#114 dark

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Posted 11 November 2014 - 04:49 PM

Yes as I said, I agree it looks more realistic to a real player POV and this is what we are going with despite it being substantially more work to adjust the flashers.

 

UW scripted a ball swallow animation that you can barely see in the FS view but in this desktop view it looks just like the real thing, it's really an amazing piece of work to see the ball sitting at the front of the rex's mouth, then once it reaches the top of it's bend over sequence the ball rolls back and vanishes down it's throat as the rex begins to chew.



#115 alessio

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Posted 11 November 2014 - 04:52 PM

Modification to the lights in the desktop version if you want to i do..........



#116 dark

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Posted 13 November 2014 - 01:33 AM

Well I got all the lights fixed up for the desktop conversion, now we're just waiting on jimmy to add BMPR physics:

jparkdesktop.jpg



#117 LoadedWeapon

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Posted 13 November 2014 - 01:37 AM

Looks amazing! I would add 2 more gi lights to the flipper lights to cover the top of the bulbs..

#118 dark

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Posted 13 November 2014 - 01:57 AM

Looks amazing! I would add 2 more gi lights to the flipper lights to cover the top of the bulbs..

Will do.



#119 alessio

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Posted 13 November 2014 - 11:15 AM

Team, can not still being released ti test?



#120 unclewilly

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Posted 13 November 2014 - 11:29 AM

I have one line of code to change and to make perfect circles on the backdrop for zany. Then dark will release the first version

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