Re: TLC Patch PreRelease
Posted: Wed May 29, 2019 8:11 pm
Glad you're enjoying your work on Trespasser. Always good to have people around doin' stuff. I still suggest getting into the modding scene when you're ready
TresCom : The Trespasser Fan Gateway...
http://www.trescomforum.org/
Hey, modifying the original levels are still modding. That is mainly all I do.Draconisaurus wrote:Glad you're enjoying your work on Trespasser. Always good to have people around doin' stuff. I still suggest getting into the modding scene when you're ready
I have been trying to import this prop and it keeps causing a crash upon opening the level. I tried replace existing instances and meshes check boxes. I tried deleting the physics objects that are already there. I have also tried letting it replace the existing textures. It just keeps crashing. I am not sure what is causing it. Any ideas?tatu wrote:Missing" blue chew toy in the padlock (Build 55). Physics left in retail level in basement.
That actually may be helpful. I have noticed that various crashes tend to happen either at 33% loading bar filled or at 99%. So what you are saying makes sense. With the chew toy, it crashes at 33%. From your tip, that points to a geometry problem. I am not sure how to fix it but... that gives me clue where to start. Thank you.Rebel wrote:I'm not familiar with that model, but if the level crashes about halfway or before, it's generally a geometry problem, ie. the model itself, and if it crashes right before loadup, it's generally a texture problem. I realize that's rather vague, but unless I can see the model itself, that's all I can offer atm.
Thankyou for the tip. It was the $physics that needed Geometry type 2. I had changed the main model to type 2 but I did not know about the $physics.tatu wrote:Crash at 33% usually mean a mesh/geometry issue.
Crash at 99% usually mean a texture issue.
In early builds most (Build 55 have a mix) objects had Geometry type 1. Later they changed so visible and $physics required Geometry type 2. Lab 55's objects still uses the old system so you need to make sure you edit the .values file and put the Geometry from 1 to 2 and then import it, that should fix it. That is why TresEd recommends that option when exporting an objects (Add ext_GeometryType...). Same should be applied to the $ physics as well.
That would be because of the palette. All terrain texture in a level must share the same palette (the same variation of colours). Easiest "hack" is to take a terrain texture that works and open it in an image program and then copy the "new" texture over it and save.I would really like to know what you guys think of the bridges that were added. I wonder if they are a bit too much? However without them, the roads kinda don't make sense. Also, if someone could tell me why the orange tiles that were used in plantation house come in with corrupted colors when used as terrain textures. That would be appreciated. Strangely they look just fine if not flagged as terrain textures.
I took a look in TresEd and I really like how you did it. It looks good and as you did it in the BE style it fits!Anyone try out Jungle road and have a look at the bridges and other things? I am interested to know what you think.
Tatu I have gone through this list. I am now working on the Whats New/Spoiler Guide. Do you know of any other items that I may have missed?tatu wrote:BE: (All in Build 96)
- Some scaffolding objects around the "gym" area. Worth noting if you do add them is that the "broken" one can cause the level to crash. I recall replacing texture on import fixes that.
- Trashcan close to weapons area, at those two foundation walls at the bottom. It got a pribar in it. You might not want to add it but it just adds another prop.
- Another copy of the bridge close to the monorail.
- Maybe replace the monorail parts that is laying around with those that have the middle raised?
- You might wanna add the plane propeller found in JR beach in Build 55. It already got physics for it (you might have to change the GeomType to 2, otherwise GeomAdd will report it as invisible).
JR: (Build 96)
- You could delete/move the road textures that are on the hills.
- One missing wood thingy at the bottom of the stairs in the PH house.
- Also that nighttable in TestScene belongs in the PH house.
IJ:
- It seems like you missed the controller panel thingy in the Airplane.
IT:
Nothing I can think of really. The 3D sidewalks maybe and of course using the "whole" town terrain found in the 3ds Max scene, but it might be a lot of work.
PV:
- Several of the Mayan parts are rotated wrong. Use the physics as an indication on which rotation is correct. Build 55 and before also have a higher quality version of that water path-thingy so it wouldn't be a terrain object.
- The "SPowerGrid" objects actually have higher quality versions in Build 55 or Build 32 (or both).
LAB:
- Lower "PPierTie01-06" and "PPierTie01-12". They are for whatever reason HIGH in the air. (present in retail game, so it is not you).
- There are some elevator pillars? in some of the corners in the warehouses in Build 55.
- "Missing" blue chew toy in the padlock (Build 55). Physics left in retail level in basement.