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Greetings to everyone in the new year. We hope your holidays were wonderful and colorful as the clocks hit 00:00 on new years eve. This time we have a bit to say and a bit to show.

Posted by jurassiclifeteam on Jan 31st, 2011

Greetings to everyone in the new year. We hope your holidays were wonderful and colorful as the clocks hit 00:00 on new years eve. This time we have a bit to say and a bit to show.

KIRSCH Nicolas aka Redeyes has been working his butt off with the coding trying to get an even better understanding of how NPCs work and we've had some really nice progress especially the last week. It's nothing we will show but I think it should definitely be mentioned. After all the interaction with everything living is a very important part of a game that doesn't really get that much attention, probably mostly due to it's format. Not really easy to grasp what his stuff below says, right?
(excerpt from ai_default.cpp)

void CAI_BaseNPC::InitDefaultScheduleSR(void)
#define ADD_DEF_SCHEDULE( name, localId ) idSpace.AddSchedule(name, localId, "CAI_BaseNPC" )
CAI_ClassScheduleIdSpace &idSpace = CAI_BaseNPC::AccessClassScheduleIdSpaceDirect();

I would like to present you with our 3rd, or is it 4th, version of the T-rex. Why? You may ask. Well the story is this that people simply forgot to leave their models or don't finish them. Our second T-rex was missing nails and teeth and left in a pose we did not want to reset manually. The transfer of the texture didn't really go to well ether which resulted in some texture deformation. We did a new try, but this model was never finished because of lack of time so OLENDER Robert - taurus, took it upon himself to finish it. This meant reshaping the last T-rex by Regis (wrong reference images were sadly used) and then making a new sculpt for it and new texture. 3 weeks work non stop pretty much and so finally it was at this stage which is presented in the images below.

HLMV Preview

 Ingame shot

Also when there is a T-rex around one can also expect lambchop... ehm, goat. Bääää :)
ROWNEY Joel aka BaRaDa is working on this model which still is a WIP.

Prehistoric tooth pick

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DarkLiberator Jan 31 2011 says:

Love the trex

+1 vote     reply to comment
Anddos Jan 31 2011 says:

looks really awsome

+1 vote     reply to comment
bad@chaos Jan 31 2011 says:


+5 votes     reply to comment
preowned Jan 31 2011 says:

Nice T-rex

+1 vote     reply to comment
rjones898 Jan 31 2011 says:

Nice goat!

+2 votes     reply to comment
Croco15 Jan 31 2011 says:

I love Jurassic Park. I can't wait for this. Great work on the models.

+1 vote     reply to comment
nadeboy Jan 31 2011 says:


+2 votes     reply to comment
taurusaurus Feb 1 2011 says:

Thanks everyone!


Goat says hi ;)

+1 vote     reply to comment
Dragonlord Feb 1 2011 says:

Erm... why not
(1) ReTopo the mesh? OR
(2) MeshDeform correct the mesh? OR/AND
(3) Project-Paint the texture (aka texture-copy)?

Not that the model would look bad in any way but it's a bit of a time sink what you did there, isn't it?

+1 vote     reply to comment
taurusaurus Jun 5 2011 replied:

Why would I have to retopologize a model that is not correctly modeled?
Mesh deform might have worked for the first T-rex but it lacked teeth, nails, and the texture and normalmap was exported as a typical Zbrush "Grid" (which I don't know the name of) and had several messy texture errors.Hard to tweak the texture if necessary. So it was easier to edit the second model and remake the sculpt on a proper UV-map.

+1 vote     reply to comment
freredarme Feb 1 2011 says:

Nice !

+1 vote     reply to comment
Xylemon Feb 1 2011 says:

I'm so happy this mod didn't die.

+1 vote     reply to comment
Ennui Feb 15 2011 says:

Beautiful model.

Keeping an eye on this.

+1 vote     reply to comment
salvosuper Feb 17 2011 says:

amazing work!

+1 vote     reply to comment
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