The Fate of RTJP (Final Release Download in First Post!)
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Re: The Fate of RTJP (Final Release Download in First Post!)
Yeah, the TresEd optimization must have reduced the triangle count... I might try a test myself.
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
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Re: The Fate of RTJP (Final Release Download in First Post!)
Oooookay, after a few hours I have just finished my playthrough & TresEd view of these materials. TI: They are extremely impressive, I'm in awe with the amount of things I didn't realize you were busy with all this time. Even new recycle bins and plastic garbage bag. As I went through all this, a sense built up in me: this can't be repeated, won't be repeated, and as far as the man-made assets go I quite don't wish to use them in my own work I feel like here, in your levels, is where they belong. Like its identity. Same with the terrain textures... I feel like, if I took any of these for a personal project, it would be some kind of infringement on what they are, what they stand for. Along with all this, perhaps the highest thought, is that these files represent the height of Trespasser modding. Not just up to now, but always. I can't imagine anyone pooring such blood, sweat, tears, and man-hours into a Trespasser project ever again. I feel like this really is the climax. No one will make anything that amounts to what you accomplished in this mod, what vision it has that was brought forth as much as you carried it to now.
Simultaneous, I want to say, that it's important to remember the validity of this mod having ended now. It was never going to be finished in the format that it has here, and yet for such beauty as it has now, such plans were necessary for these things to see the light of day. So there it is.
On with the review. ...The starting area is as beautiful as I remembered it. Though I am perplexed at why the stream and waterfall objects now have such a low-detail texture. AFAICT they are solid-transparency and not 24-bit textures. Stability issues I assume It's nice to have seen the various iterations of this mod, so that I recall the waterfalls it used to have. That Safari Lodge is quite a piece of work, I like it. It's clear that, when not restricted by accuracy-attainment, your modeling work is quite high quality. Don't forget it!
Then into the wilderness... I quite like this area of nature, between the Lodge and the VC. The trees had this interesting element of being consistently stalky, straight, tall, and marginally spread-out, even inside the clusters of them. I really like it, and haven't seen it in Tres before. I am especially fond of the trees based on the one the Brachio was eating in JP1. Then, the classic herbivore scene - excellent. You're the first one to actually make dinosaurs that are purely animated-texture-replacement -based, and it worked out very well. Now we finally see what it looks like. All I think that hasn't been done, now, is the moving herds of Galli or Trikes.
On my way about the area I found a section of submerged models, which I explored in FLY mode. It's one of my favorite parts of the level; exactly the sort of industrial, utility-oriented structures I long to see in Tres. The player would have been able to crawl through the tubes? That sounds fun. Too bad we'll never see this. Moving on... That lodge up on the cliff, I forget its name, but it looked pretty neat. Think I've seen it before. Then I made my way to the VC, which was mostly as I remember it. Love the control room of course. I think the CM5 lights were a little too dim heh. The gift shop and desert table.. those were fun lol. You made a toy JPS1 Young Rex! So cool. That pink stuffed Trike as I've mentioned, I used to have the physical version. Nice area. Oh and here in the last version, I am finally satisfied with your dusty light-rays; I would not have suggested further modifications. One fun thing I thought of. The VIP dining room, what with its serious tone, dark walls, and projector screen... it looks eerily similar to the blocked conference room in LAB. I'm wondering if that scene inspired this room for the dev who made it.
I was sad to see that, beyond the gate itself, there was no development. I miss the version of RTJP where several paddock areas were already set up, including the overlook ridge from the JPTG. Ah well. Beyond this... most of what there was to see was terrain work. I never realized before but, correct me if I'm wrong, you took actual topographical heightmaps and pasted them together into an Isla Nublar terrain. They look particularly nice and Jurassic. And I notice also, the wind turbine is not in this version heh.
Moving on! After this I checked out RTJP~Prologue. Do I assume correctly that you took inspiration from the BE96 missing ASA file, that appears to have played before playing ingame as Anne? This sort of zoom-in on the island seems to have been what that would have shown. Your version, works very well... Thinking about it, I guess you used physical boards in front of the camera, to show the intro text? Cool.
Oh, I want to submit a general appreciation for the plethora of new sounds in the mod. Even new sound materials sounds... I don't recall anyone doing that part before. It was all quite nice to listen to.
Then, RTJP~Panama... Neat-looking, and, seeing it now, you were right. These really aren't going to look good up-close. I'll skip trying to make an explorable city out of them.
RTJP~Testing, was a nice level. I uh, wow, those're some cool items in the start area, I like it. And the spas extends its shoulder thing after you pick it up, nice. Inside the fence I couldn't find the ammo for the bazooka, rats. Still impressed with your sparkler flare, Tres ought to see more use of the particle effects. Were you really going to use both of those Raptors in the final version? I want to say, I was impressed that Helipad had only herbivores, every here and there. It was fun to have a mobile environment that wasn't trying to eat me, for an extended period.
So there's all that. I uh, the environmental work you did was amazing. The area going towards the VC with the mostly-dried streambed (though I think it looked quite wet), was amazing. You've really outdone as all, here. I like the new water texture too, HD seems to have improved a lot of things. I noticed several new normalmaps, too, which I've never even tried to mess with.
Then RTJP~NewYork, froze and made me restart.. Heh, in TresEd I explored the building, it's a pretty nice model, good job. Other basement explorations of the various levels... I enjoyed the main basement with all that stuff. Seeing the assets that would have populated the areas. I'm surprised so many JPDS assets lasted so long into production, I'm flattered. They look a bit crappy alongside your new ones. And I found the JPAC sign, pretty nice something eventually got ingame, from that obsession of mine back in JPDS days. One of those official things I've always wanted to see in Trespasser.
Final note, the CE extra things. That sky was great! Really appreciate how nice it looks. The Panama one was interesting, too, didn't know it could do a single, long loop around like that. And the moon in Prologue... I want to say: I never saw a HUD while I was playing, didn't even think about it until I was done. Was it supposed to show up? I'm kinda sad my experience of these levels didn't include it. Ah and your menu was beautiful, visual and audio.
~Drac
Simultaneous, I want to say, that it's important to remember the validity of this mod having ended now. It was never going to be finished in the format that it has here, and yet for such beauty as it has now, such plans were necessary for these things to see the light of day. So there it is.
On with the review. ...The starting area is as beautiful as I remembered it. Though I am perplexed at why the stream and waterfall objects now have such a low-detail texture. AFAICT they are solid-transparency and not 24-bit textures. Stability issues I assume It's nice to have seen the various iterations of this mod, so that I recall the waterfalls it used to have. That Safari Lodge is quite a piece of work, I like it. It's clear that, when not restricted by accuracy-attainment, your modeling work is quite high quality. Don't forget it!
Then into the wilderness... I quite like this area of nature, between the Lodge and the VC. The trees had this interesting element of being consistently stalky, straight, tall, and marginally spread-out, even inside the clusters of them. I really like it, and haven't seen it in Tres before. I am especially fond of the trees based on the one the Brachio was eating in JP1. Then, the classic herbivore scene - excellent. You're the first one to actually make dinosaurs that are purely animated-texture-replacement -based, and it worked out very well. Now we finally see what it looks like. All I think that hasn't been done, now, is the moving herds of Galli or Trikes.
On my way about the area I found a section of submerged models, which I explored in FLY mode. It's one of my favorite parts of the level; exactly the sort of industrial, utility-oriented structures I long to see in Tres. The player would have been able to crawl through the tubes? That sounds fun. Too bad we'll never see this. Moving on... That lodge up on the cliff, I forget its name, but it looked pretty neat. Think I've seen it before. Then I made my way to the VC, which was mostly as I remember it. Love the control room of course. I think the CM5 lights were a little too dim heh. The gift shop and desert table.. those were fun lol. You made a toy JPS1 Young Rex! So cool. That pink stuffed Trike as I've mentioned, I used to have the physical version. Nice area. Oh and here in the last version, I am finally satisfied with your dusty light-rays; I would not have suggested further modifications. One fun thing I thought of. The VIP dining room, what with its serious tone, dark walls, and projector screen... it looks eerily similar to the blocked conference room in LAB. I'm wondering if that scene inspired this room for the dev who made it.
I was sad to see that, beyond the gate itself, there was no development. I miss the version of RTJP where several paddock areas were already set up, including the overlook ridge from the JPTG. Ah well. Beyond this... most of what there was to see was terrain work. I never realized before but, correct me if I'm wrong, you took actual topographical heightmaps and pasted them together into an Isla Nublar terrain. They look particularly nice and Jurassic. And I notice also, the wind turbine is not in this version heh.
Moving on! After this I checked out RTJP~Prologue. Do I assume correctly that you took inspiration from the BE96 missing ASA file, that appears to have played before playing ingame as Anne? This sort of zoom-in on the island seems to have been what that would have shown. Your version, works very well... Thinking about it, I guess you used physical boards in front of the camera, to show the intro text? Cool.
Oh, I want to submit a general appreciation for the plethora of new sounds in the mod. Even new sound materials sounds... I don't recall anyone doing that part before. It was all quite nice to listen to.
Then, RTJP~Panama... Neat-looking, and, seeing it now, you were right. These really aren't going to look good up-close. I'll skip trying to make an explorable city out of them.
RTJP~Testing, was a nice level. I uh, wow, those're some cool items in the start area, I like it. And the spas extends its shoulder thing after you pick it up, nice. Inside the fence I couldn't find the ammo for the bazooka, rats. Still impressed with your sparkler flare, Tres ought to see more use of the particle effects. Were you really going to use both of those Raptors in the final version? I want to say, I was impressed that Helipad had only herbivores, every here and there. It was fun to have a mobile environment that wasn't trying to eat me, for an extended period.
So there's all that. I uh, the environmental work you did was amazing. The area going towards the VC with the mostly-dried streambed (though I think it looked quite wet), was amazing. You've really outdone as all, here. I like the new water texture too, HD seems to have improved a lot of things. I noticed several new normalmaps, too, which I've never even tried to mess with.
Then RTJP~NewYork, froze and made me restart.. Heh, in TresEd I explored the building, it's a pretty nice model, good job. Other basement explorations of the various levels... I enjoyed the main basement with all that stuff. Seeing the assets that would have populated the areas. I'm surprised so many JPDS assets lasted so long into production, I'm flattered. They look a bit crappy alongside your new ones. And I found the JPAC sign, pretty nice something eventually got ingame, from that obsession of mine back in JPDS days. One of those official things I've always wanted to see in Trespasser.
Final note, the CE extra things. That sky was great! Really appreciate how nice it looks. The Panama one was interesting, too, didn't know it could do a single, long loop around like that. And the moon in Prologue... I want to say: I never saw a HUD while I was playing, didn't even think about it until I was done. Was it supposed to show up? I'm kinda sad my experience of these levels didn't include it. Ah and your menu was beautiful, visual and audio.
~Drac
Re: The Fate of RTJP (Final Release Download in First Post!)
Wait, what? Which materials? Did TI update his first post and I didn't notice it?Draconisaurus wrote:Oooookay, after a few hours I have just finished my playthrough & TresEd view of these materials.
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Re: The Fate of RTJP (Final Release Download in First Post!)
I'm honoured to hear this, especially from the creator of JPDS. I personally hold JPDS and the TC Anthology in this regard - no, the graphics and world design aren't as fancy, but the overall execution and original ideas are, for me, what put it in this distinction. Perhaps we can just shake hands and agree that we both made two of the most epic Tres projects to be proud of?Oooookay, after a few hours I have just finished my playthrough & TresEd view of these materials. TI: They are extremely impressive, I'm in awe with the amount of things I didn't realize you were busy with all this time. Even new recycle bins and plastic garbage bag. As I went through all this, a sense built up in me: this can't be repeated, won't be repeated, and as far as the man-made assets go I quite don't wish to use them in my own work I feel like here, in your levels, is where they belong. Like its identity. Same with the terrain textures... I feel like, if I took any of these for a personal project, it would be some kind of infringement on what they are, what they stand for. Along with all this, perhaps the highest thought, is that these files represent the height of Trespasser modding. Not just up to now, but always. I can't imagine anyone pooring such blood, sweat, tears, and man-hours into a Trespasser project ever again. I feel like this really is the climax. No one will make anything that amounts to what you accomplished in this mod, what vision it has that was brought forth as much as you carried it to now.
I still hope however that people continue to use the assets from this mod in their own levels - they're designed to go nicely with MegaJungle, at least the foliage and terrain textures, anyway.
And to think Helipad was level one of nine...Simultaneous, I want to say, that it's important to remember the validity of this mod having ended now. It was never going to be finished in the format that it has here, and yet for such beauty as it has now, such plans were necessary for these things to see the light of day. So there it is.
Hmm, the waterfalls don't look that way to me? Are you sure you were using hardware texture overrides? This is how they're meant to look, pretty sure the texture is from JPDS:On with the review. ...The starting area is as beautiful as I remembered it. Though I am perplexed at why the stream and waterfall objects now have such a low-detail texture. AFAICT they are solid-transparency and not 24-bit textures. Stability issues I assume It's nice to have seen the various iterations of this mod, so that I recall the waterfalls it used to have. That Safari Lodge is quite a piece of work, I like it. It's clear that, when not restricted by accuracy-attainment, your modeling work is quite high quality. Don't forget it!
The whole area was done over an actual combined image texture of the location in Hawaii. I believe that TrnObj still exists in RTJP~base, along with the one of the island I was using to get the fences right.Then into the wilderness... I quite like this area of nature, between the Lodge and the VC. The trees had this interesting element of being consistently stalky, straight, tall, and marginally spread-out, even inside the clusters of them. I really like it, and haven't seen it in Tres before. I am especially fond of the trees based on the one the Brachio was eating in JP1. Then, the classic herbivore scene - excellent. You're the first one to actually make dinosaurs that are purely animated-texture-replacement -based, and it worked out very well. Now we finally see what it looks like. All I think that hasn't been done, now, is the moving herds of Galli or Trikes.
Glad to hear the animated paras looked good to you. That was only the beginning of what I'd intended for animated characters - the humans would have been the pinnacle of that concept. Was going to do a similar thing for all of their movements and animations during cutscenes...it can definitely be done, I think you just have to be willing to animate and script it all. Recently I tried using ASA animations on an actual CAnimal...didn't turn out as well as I'd hoped. But I'm certain the animated running gallis is definitely possible now, especially since it turns out ASA animated objects do indeed keep their physics. I hadn't planned a galli stampede for RTJP, weirdly enough.
I belive you may be referring to the Central Pump Station...that area was inspired directly by the Jurassic Park ride. Notice the unfinished tunnel section which would have been the teleport-transition into the actual underground tunnels (in RTJP~Tunnels). And yes, those pipes would have been the way out into the next part of the island.On my way about the area I found a section of submerged models, which I explored in FLY mode. It's one of my favorite parts of the level; exactly the sort of industrial, utility-oriented structures I long to see in Tres. The player would have been able to crawl through the tubes? That sounds fun. Too bad we'll never see this.
Here's the portion of the walkthrough which describes this area:
- Spoiler: show
Which lodge are you referring to? The untextured one inside the aviary (Pteratops Lodge), or the one up on top of the cliff near the brachiosaurs (Safari Lodge)?Moving on... That lodge up on the cliff, I forget its name, but it looked pretty neat. Think I've seen it before.
The Control Room went untouched from the initial import, actually. I was going to wait until the actual VC room models were finished up before doing the details throughout the rest of the building.Then I made my way to the VC, which was mostly as I remember it. Love the control room of course. I think the CM5 lights were a little too dim heh. The gift shop and desert table.. those were fun lol.
The young Rex was my first JP toy ever, got it when I was probably 3 or 4, haha. I felt I had to make him because he was probably my first introduction to JP. I also used to have the stuffed trike, brachiosaur, and the stegosaurus from that series.You made a toy JPS1 Young Rex! So cool. That pink stuffed Trike as I've mentioned, I used to have the physical version. Nice area.
Awesome, glad you liked them. I recommend this as the best way to do light-ray effects in Tres...I believe this was like the fourth or fifth attempt at them?Oh and here in the last version, I am finally satisfied with your dusty light-rays; I would not have suggested further modifications.
I always thought that as well. The table itself is a bit of a giveaway for me. Too bad I never finished up that room, I would probably have changed the wall textures out. Was also going to proprely animate the projectors with the slideshow from the movie as well once you got the power back on in RTJP~Lodge.One fun thing I thought of. The VIP dining room, what with its serious tone, dark walls, and projector screen... it looks eerily similar to the blocked conference room in LAB. I'm wondering if that scene inspired this room for the dev who made it.
Yeah, that was one of the last areas I touched. I had actually done a bit of work on it but ultimately deleted it because I was trying to work the canyon from the fence-climb scene in there, but it simply didn't fit. On a full-scale Isla Nublar, I definitely would have been able to get it in there.I was sad to see that, beyond the gate itself, there was no development. I miss the version of RTJP where several paddock areas were already set up, including the overlook ridge from the JPTG. Ah well.
The area from the Telltale game was semi-planned out - there's a cliff running northward along the moat which defines the galli paddock which was the base for it, though it actually wouldn't have been accessible at all until Tunnels or Park.
Yup, there are a fair few areas which were taken directly from the movie, but the whole island isn't. The helipad canyon, Raptor Pen area, and brachiosaur lake had their terrain taken directly from 1990s Google Earth. For the most part the island came from a heightmap I made from scratch.Beyond this... most of what there was to see was terrain work. I never realized before but, correct me if I'm wrong, you took actual topographical heightmaps and pasted them together into an Isla Nublar terrain. They look particularly nice and Jurassic.
Make sure you check out RTJP~base as well in TresEd - it's the most complete level, after all.
The intro here was inspired simply by the movies, specifically Lost World. In the final version, I'd intended to have the screen fade-in from blackness (via a black ball surrounding the camera which would have a fading texture animation). That was the first demonstration of a cutscene I'd come up with - think it worked pretty well. I wanted the "feel" of the cutscenes to match with JP and TLW, as if this were some sort of long-lost sequel from 1998.Moving on! After this I checked out RTJP~Prologue. Do I assume correctly that you took inspiration from the BE96 missing ASA file, that appears to have played before playing ingame as Anne? This sort of zoom-in on the island seems to have been what that would have shown. Your version, works very well... Thinking about it, I guess you used physical boards in front of the camera, to show the intro text? Cool.
The intro text is indeed just a textured, animated object. Would have used that to great effect in the mod...that fading sphere I mentioned was one thing. I'd also intended to use it for the players' death, with "You're Dead!" text appearing on screen or something like that. Using actual videos was never an option, they're just too low-quality.
I seem to have never posted my walkthrough of Prologue, which properly detailed this cutscene as well as the rest of the level...I've included it in the spoiler below. Everything in there was to be executed in-game, from the man climbing out of the zodiac in third-person to the various potential scripted deaths at the end.
- Spoiler: show
One of my favourite elements of the mod as well! I'm definitely going to re-use the sound library I compiled for RTJP - never did add proper dino sounds or the many music tracks I'd assembled to the TPAs.Oh, I want to submit a general appreciation for the plethora of new sounds in the mod. Even new sound materials sounds... I don't recall anyone doing that part before. It was all quite nice to listen to.
Most of those models in the start area were taken from other games, I think. I'd eventually planned to replace them all with my own assets.RTJP~Testing, was a nice level. I uh, wow, those're some cool items in the start area, I like it. And the spas extends its shoulder thing after you pick it up, nice. Inside the fence I couldn't find the ammo for the bazooka, rats. Still impressed with your sparkler flare, Tres ought to see more use of the particle effects. Were you really going to use both of those Raptors in the final version?
The extending stock SPAS is one of my favourite little doodads. I'd also intended to have the SPAS eject shell casings and had tested adding a left arm to the model while you were holding it, but the left arm thing didn't work out. Which was a shame, as I'd wanted to actually have a pump animation for it. Luckily the real-life SPAS-12 also has a semi-auto mode, which is why it doesn't have a pump sound after you fire it.
The Randler Shoulder Launcher's - i.e., the bazooka - ammo is in the Raptor Nest, if I remember correctly. Only one rocket.
Try igniting the flare and throwing it at a carnivore. The activation trigger sets its AI identification to food, so carnivores will actually chase after it if you throw it. This would have been used in-game in Helipad in order to get a triceratops to open a gate as well as in Tunnels in order to get a baryonyx to smash something down.
Both the brown Raptors would have been in the final version, though the one with the black stripes was due for a major skin update. This was meant to be the male version of the JP1 Raptors - it's been 7 years since the Isla Nublar incident in RTJP, so by that point I figured there would probably be some male dinosaurs running around. The TLW tiger Raptors felt too bright compared to the JP ones, and all of the dinosaurs in TLW look different than their JP counterparts anyway. I'd intended to make 3 or 4 variants of the brown JP1 Raptors with minor differences between them in order to create some variety.
You would have encountered compies, dilophosaurs, segisaurs and metriacanthosaurs in the final version. Never really got around to including them as I'd wanted their behaviour and appearances to be both scripted and random, and I'm not a proponent of adding combat elements to a level until the basic world design is mostly finished.I want to say, I was impressed that Helipad had only herbivores, every here and there. It was fun to have a mobile environment that wasn't trying to eat me, for an extended period.
Thanks a lot! That streambed was nowhere near finished - was waiting to re-do all of the rocks in the level first.So there's all that. I uh, the environmental work you did was amazing. The area going towards the VC with the mostly-dried streambed (though I think it looked quite wet), was amazing. You've really outdone as all, here. I like the new water texture too, HD seems to have improved a lot of things. I noticed several new normalmaps, too, which I've never even tried to mess with.
Every texture I made was normalmapped! I feel it really pays off...the VC never would have looked the same without them.
Yeah, never got far on that level. To be honest, I forgot it even existed in any capacity. As I'd said in the private forum, that level was going to be re-done from scratch as RTJP~Cupertino (the headquarters of BioSyn in the book), with a completely different layout.Then RTJP~NewYork, froze and made me restart.. Heh, in TresEd I explored the building, it's a pretty nice model, good job.
The JPDS assets are classic, they have their place just as you said the RTJP assets have theirs. That being said, eventually every model was due for an update. There would in the end have been no retail or JPDS models left.Other basement explorations of the various levels... I enjoyed the main basement with all that stuff. Seeing the assets that would have populated the areas. I'm surprised so many JPDS assets lasted so long into production, I'm flattered. They look a bit crappy alongside your new ones. And I found the JPAC sign, pretty nice something eventually got ingame, from that obsession of mine back in JPDS days. One of those official things I've always wanted to see in Trespasser.
The JPAC sign was another one of the references to the JP ride that made it in...I'd also meant to add in that crashed JPAC boat near the docks as well as a few other references, most notably the River Adventure rafts in RTJP~River (you can find that model in RTJP~base, if I'm not mistaken).
I love that CE sky, one of my favourite new features introduced in CE. Will always be sure to create new ones for each level I work on!Final note, the CE extra things. That sky was great! Really appreciate how nice it looks. The Panama one was interesting, too, didn't know it could do a single, long loop around like that. And the moon in Prologue... I want to say: I never saw a HUD while I was playing, didn't even think about it until I was done. Was it supposed to show up? I'm kinda sad my experience of these levels didn't include it. Ah and your menu was beautiful, visual and audio.
Not sure what happened with the HUD? I definitely included it, it should appear in all of the levels which are playable unless there's something going on on your end. Might need to change a trespasser.ini setting. You can also check if it's working by going into a level and trying to jump around, as your stamina will run out eventually, or holding Shift to sprint, as I did include that feature as well.
Anyway, glad to hear you liked what you saw! It gives me confidence that, had RTJP been completed, I would have achieved my goal of creating one of the more orignal Trespasser mods and that others would have enjoyed it as much as I.
Yeah, check it out, machf - the download is in the first post now.machf wrote:Wait, what? Which materials? Did TI update his first post and I didn't notice it?Draconisaurus wrote:Oooookay, after a few hours I have just finished my playthrough & TresEd view of these materials.
Re: The Fate of RTJP (Final Release Download in First Post!)
A couple off the levels don't finish loading...
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Re: The Fate of RTJP (Final Release Download in First Post!)
Yeah, as I said, only Helipad, Prologue and Testing are playable. Panama works too but it doesn't have anything to do, and RTJP~base was never meant to be playable anyway since if the mod were finished the entire island would ultimately have been populated in this one level, which would have sent it way, way over the object limit...just from the size of Helipad, I'm guessing in total Isla Nublar's object count would have been somewhere around 80,000.machf wrote:A couple off the levels don't finish loading...
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Re: The Fate of RTJP (Final Release Download in First Post!)
As I mentioned, I am considering the foliage in this for future mods. Tho, might I recommend simply putting them all into the next MegaJungle release? And the terrain textures... Again, my modder's.. 'code'?.. insists that I don't use these RTJP terrain textures for my own projects, as they are too closely tied to the reality of your mod and must stay that way.
Hmmmm, the waterfalls... I just tested my quick-hack JPDS CE, running on the same engine (same trespasser.ini), and it's 24-bit river textures appear just fine. Not sure what's goin on there. Oh and, the squirrel script for the HUD etc., I am extremely unfamiliar with it and what makes it tick. Perhaps you would know what to look for in trespasser.ini, that allows it to operate.
Whoa the whole herbivore area was based on the real thing... That is definitely something Great job.
Animated humans... As you've seen I did a bit of that in my youtube show. Quite rudimentary but it did the job. I am hoping one day such things will be implemented in a mod. Oh, did you see my "Para Parade" video, in the "Trespasser Odyssey"? From IT55. Well evidently a static model can be made to move around on an AI rig, randomly and such. This could be used to have humans wandering around, say, a town area. I'm not sure if we'll ever get around to testing the rig-human-legs-to-a-raptor idea.
Yeah the Central Pump Station. IOA, huh, would not have guessed. That is pretty neat.
Ah I meant the... No I'd already mentioned the Safari Lodge, that thing is awesome. And no not the black Aviary one, I mean the one overlooking the Brachs.
Huh I didn't know you ALSO had the pink Trike! All these years I thought I was the only one.
Cool intro plan... You were going above and beyond all Tres mod standards, the whole time.. Oh I must confess, all the plot descriptions and such you've been posting, I stopped reading them some time ago because I'm a slow reader and they take excessive amounts of time to read.
Yay new sounds in your future mods, I do look forward to that
EVERY texture you made normalmapped... Nuts.
Looking forward to all your future creations
Hmmmm, the waterfalls... I just tested my quick-hack JPDS CE, running on the same engine (same trespasser.ini), and it's 24-bit river textures appear just fine. Not sure what's goin on there. Oh and, the squirrel script for the HUD etc., I am extremely unfamiliar with it and what makes it tick. Perhaps you would know what to look for in trespasser.ini, that allows it to operate.
Whoa the whole herbivore area was based on the real thing... That is definitely something Great job.
Animated humans... As you've seen I did a bit of that in my youtube show. Quite rudimentary but it did the job. I am hoping one day such things will be implemented in a mod. Oh, did you see my "Para Parade" video, in the "Trespasser Odyssey"? From IT55. Well evidently a static model can be made to move around on an AI rig, randomly and such. This could be used to have humans wandering around, say, a town area. I'm not sure if we'll ever get around to testing the rig-human-legs-to-a-raptor idea.
Yeah the Central Pump Station. IOA, huh, would not have guessed. That is pretty neat.
Ah I meant the... No I'd already mentioned the Safari Lodge, that thing is awesome. And no not the black Aviary one, I mean the one overlooking the Brachs.
Huh I didn't know you ALSO had the pink Trike! All these years I thought I was the only one.
Duhhhh. Uhm, I mean, the mountain areas in and about the North of the island, their terrain is extremely realistic. Contours and all. Are you saying you did that in Terrain Edit Mode? I thought I noticed lingering artifacts of high-detail heightmap import...For the most part the island came from a heightmap I made from scratch.
Cool intro plan... You were going above and beyond all Tres mod standards, the whole time.. Oh I must confess, all the plot descriptions and such you've been posting, I stopped reading them some time ago because I'm a slow reader and they take excessive amounts of time to read.
Yay new sounds in your future mods, I do look forward to that
EVERY texture you made normalmapped... Nuts.
I uhh.. Hmmm now that you're done with RTJP, I don't suppose you could write a quick tutorial thread, maybe with a couple pictures, on how to do a CE sky? I attempted some time ago but with rather lackluster results.I love that CE sky, one of my favourite new features introduced in CE. Will always be sure to create new ones for each level I work on!
Looking forward to all your future creations
Re: The Fate of RTJP (Final Release Download in First Post!)
I was eventually going to do that, yeah, along with the terrain textures. They're all designed to match up with one another, though I don't like using the RTJP grass with the MegaJungle terrain. Doesn't quite match up.As I mentioned, I am considering the foliage in this for future mods. Tho, might I recommend simply putting them all into the next MegaJungle release?
Huh, very strange. Try:Hmmmm, the waterfalls... I just tested my quick-hack JPDS CE, running on the same engine (same trespasser.ini), and it's 24-bit river textures appear just fine. Not sure what's goin on there. Oh and, the squirrel script for the HUD etc., I am extremely unfamiliar with it and what makes it tick. Perhaps you would know what to look for in trespasser.ini, that allows it to operate.
Code: Select all
[Debug]
DisableScripting=0
ReloadScripts=0
[Render]
32bitHardwareTextures=True
HWTextureOverrides=True
ForceNoBlendTrans=False
If I could do the whole island at full-scale, every area seen in the movie would have been based on the real thing. Sadly it just doesn't work scale-wise on a 4096x heightmap. I find using real-world terrain to recreate areas, even roughly before going in and doing detail, can really help make a realistic environment.Whoa the whole herbivore area was based on the real thing... That is definitely something Great job.
One day I'll probably take a crack at human animations using my Diane model or something.Animated humans... As you've seen I did a bit of that in my youtube show. Quite rudimentary but it did the job. I am hoping one day such things will be implemented in a mod. Oh, did you see my "Para Parade" video, in the "Trespasser Odyssey"? From IT55. Well evidently a static model can be made to move around on an AI rig, randomly and such. This could be used to have humans wandering around, say, a town area. I'm not sure if we'll ever get around to testing the rig-human-legs-to-a-raptor idea.
I did see the Para Parade video, pretty funny stuff. But yes, as I've unintentionally discovered, you don't actually have to attach every bone to a model in order for it to work as a CAnimal. This could work if you just wanted to animate the legs, and maybe have some sort of model swap or something like the TC dilo (instead of having the frill come out, you have the human raise his arms to shoot?) in order to give it a bit of life.
Not sure if I ever posted this, but in my TI~test level, I created a rudimentary "human" using machf's Bob model, a gun, a trigger and an invisible Raptor. Bob's a CEntityAttached on the Raptor, the gun is attached via magnet to the Raptor's head, a trigger makes the gun fire when you're nearby, and the invisible Raptor is silent and has no collision. Ultimately you get a terrifying T-posing box man who shoots infinitely and staggers around in a goofy manner, but it does indeed work. That's the Safari Lodge reception building. The rest of the lodge would have been built up around it, using hppav's buildings as well as a number of new assets. Not that you would have been able to get up there anyway until the third level - I'd planned on making the lodge out of "mock" distant models for the time being, like the EA in JPDS.
It's part heightmap, part TresEd. The highly detailed areas on the northern end of the mountains are straight from the heightmap without any edits, while the ones to the south were heavily edited by this point in TresEd. Amazing what the GIMP Smear tool does for mountains!Duhhhh. Uhm, I mean, the mountain areas in and about the North of the island, their terrain is extremely realistic. Contours and all. Are you saying you did that in Terrain Edit Mode? I thought I noticed lingering artifacts of high-detail heightmap import...
Haha, you told me, it's no problem. If you ever get the time though I'd love to hear your thoughts on some of them. I admit that they're pretty long-winded, but I did that deliberately so I could remember all the details of what I had planned. Specifically, the Final Plot Summary, History Thread, Backstory Documents, and (I know it's really, really long, so don't sweat it) the complete Helipad walkthrough. I'm going to upload the rest of the unfinished walkthroughs, which are limited to mostly just headers rather than full descriptions, as well as they contain the outline of the rest of the levels in detail.Cool intro plan... You were going above and beyond all Tres mod standards, the whole time.. Oh I must confess, all the plot descriptions and such you've been posting, I stopped reading them some time ago because I'm a slow reader and they take excessive amounts of time to read.
I found the small summary in the CE documentation works well enough for that matter. In any case I usually just take my Beach HD sky as a starting point these days when making my other skies - you can get pretty much whatever you need by changing and extending those settings. The only thing I have yet to figure out is the real-world star map, which honestly seems a bit excessive to me.uhh.. Hmmm now that you're done with RTJP, I don't suppose you could write a quick tutorial thread, maybe with a couple pictures, on how to do a CE sky? I attempted some time ago but with rather lackluster results.
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Re: The Fate of RTJP (Final Release Download in First Post!)
I've got that to work before. Lee released an example for it at one point. You can create some pretty amazing night skies with it.TheIdiot wrote:The only thing I have yet to figure out is the real-world star map, which honestly seems a bit excessive to me.
Active project: Trespasser: Isla Sorna
Status:
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PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
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Re: The Fate of RTJP (Final Release Download in First Post!)
Yes the water was pure white. Strange.
Hmmm I applied the changes per the code slice you provided, and, still no HUD. Has anyone else got this working? Here is my complete trespasser.ini file, after the above recommended mods:
Eheh, one day, it'd surely be fun to read through your description posts, now that I know they won't get any longer. We'll have a, coupon day or, something...
Heh yeah, I got the Star Map to work. Lee included it with a modded TestScnNght that he released. I uh, couldn't figure out how to alter the date/time setting, though. Shooting stars are pretty neat.
TI, have you released this on ModDB yet? I'm curious what responses you might get there, or if you have any way to estimate how many people have downloaded the package...
Hmmm I applied the changes per the code slice you provided, and, still no HUD. Has anyone else got this working? Here is my complete trespasser.ini file, after the above recommended mods:
- Spoiler: show
Eheh, one day, it'd surely be fun to read through your description posts, now that I know they won't get any longer. We'll have a, coupon day or, something...
Heh yeah, I got the Star Map to work. Lee included it with a modded TestScnNght that he released. I uh, couldn't figure out how to alter the date/time setting, though. Shooting stars are pretty neat.
TI, have you released this on ModDB yet? I'm curious what responses you might get there, or if you have any way to estimate how many people have downloaded the package...
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Re: The Fate of RTJP (Final Release Download in First Post!)
Where's that download, Drac? I would love to check that out.Draconisaurus wrote: Heh yeah, I got the Star Map to work. Lee included it with a modded TestScnNght that he released. I uh, couldn't figure out how to alter the date/time setting, though. Shooting stars are pretty neat.
Castaway Final Release Link: https://www.mediafire.com/file/ro5qzl88 ... l.zip/file
Final Walkthru (Updated): https://www.mediafire.com/file/skkxy7b0 ... u.zip/file
Castaway Final (optional update): https://www.mediafire.com/file/2bh23l30 ... e.zip/file
Final Walkthru (Updated): https://www.mediafire.com/file/skkxy7b0 ... u.zip/file
Castaway Final (optional update): https://www.mediafire.com/file/2bh23l30 ... e.zip/file
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Re: The Fate of RTJP (Final Release Download in First Post!)
https://mega.nz/file/dQl3TDZY#D0AAbD8af ... m8XulUx7v8Rebel wrote:Where's that download, Drac? I would love to check that out.Draconisaurus wrote: Heh yeah, I got the Star Map to work. Lee included it with a modded TestScnNght that he released. I uh, couldn't figure out how to alter the date/time setting, though. Shooting stars are pretty neat.
Active project: Trespasser: Isla Sorna
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
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Re: The Fate of RTJP (Final Release Download in First Post!)
Thanks, bud.
@Edit: The starry night sky looks great, but it definitely needs a new moon.
@Edit: The starry night sky looks great, but it definitely needs a new moon.
Castaway Final Release Link: https://www.mediafire.com/file/ro5qzl88 ... l.zip/file
Final Walkthru (Updated): https://www.mediafire.com/file/skkxy7b0 ... u.zip/file
Castaway Final (optional update): https://www.mediafire.com/file/2bh23l30 ... e.zip/file
Final Walkthru (Updated): https://www.mediafire.com/file/skkxy7b0 ... u.zip/file
Castaway Final (optional update): https://www.mediafire.com/file/2bh23l30 ... e.zip/file
Re: The Fate of RTJP (Final Release Download in First Post!)
A new moon or a full moon? Because a new moon wouldn't be visible...
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Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
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Re: The Fate of RTJP (Final Release Download in First Post!)
I am late to the party but I want to give TI my up-most gratitude for his devotion to Return to Jurassic Park. It has been a wonderful few years since he has been here to bring one of the most ambitious projects to Tres, and while the outcome wasn't what anyone wanted, it's presence was felt in the forum. Thank you TI for your hard work, your love for the TresCom community! I look forward to playing what was at least completed and seeing the amazing work you put over the years. - LK