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PostPosted: Sun Nov 29, 2020 3:22 am 
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Brachiosaurus
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Yea, I wonder if Anne is a biker. You know how they got along back in the day...

I tried adding a key card and gate but it buggered up the map loading. So I had to figure that out :(

Now made a backup just in case. I'll look into key cards some more.


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PostPosted: Sun Nov 29, 2020 4:56 am 
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T-Rex
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Location: Canada, eh?
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Im not sure if there are enough ramps yet. Need to add collision.

How about a concrete bowl? That should take up a fair bit of space. Could add some skater graffiti to it as well. :wink:

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PostPosted: Sun Nov 29, 2020 4:01 pm 
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As a mainstay, new modders ought to make a backup (like a .zip, or .rar, or .7z) of their level whenever importing a new model, and other times as well (such as complex scripted event making). Tres likes to crash; it's Summer Home's name is "Crashtopia". And, keycards can be difficult for newbies. Ask MorningStarRing perhaps; he is quite new and managed to figure it out.

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PostPosted: Sun Nov 29, 2020 9:37 pm 
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Backups are always necessary when importing a new model. Take my Lost Jungle Remastered level for example. I made ~30 backups before I eventually released the level :lol

Also, using the verify level feature in GeomAdd is a good way of assessing anything internally wrong with your level, as it could show you have a missing instance in a trigger’s script, which would result in the level never loading or flat out crashing the game.


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PostPosted: Mon Nov 30, 2020 4:43 am 
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Brachiosaurus
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Luckily I have all the assets in case anything ever happens. I really should upload a copy in case my pc crashes.

I have multiple hard drives and haven't had a crash in over a decade, back when hardware wasn't as durable. But never say never.


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PostPosted: Mon Nov 30, 2020 6:17 am 
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Brachiosaurus
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I'm having trouble with collision. I guess the boxes have to be fairly simple. Most of mine are rectangles with small sides. Maybe I need to apply a texture to them. Maybe physics have to be imported 1 at a time? I'm using invisible instances. They have to be centered along the grid? Anyone got some tips?

If anyone wants to take a look, this is the current build.
https://www.mediafire.com/file/fwevhx5wpva6qqp/ProSkaterV2.zip/file

edit: I'm guesting the ramps have to use object physics? Instead of invisible instances.

Edit: I had to do reset the pivot and center all the boxes to the grid. I also had the names wrong it seems. I'm not sure which fixed it, but prolly the mesh names. Now it works great. Now to create enough boxes for the other ramps.

Note: I'm using copies as much a possible.

I'm gonna try and make a concrete bowl and see how it works. I'll have to render part of the terrain as an object I'm guessing. It would be cool to include.


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PostPosted: Mon Nov 30, 2020 4:34 pm 
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Edit: I had to do reset the pivot and center all the boxes to the grid. I also had the names wrong it seems. I'm not sure which fixed it, but prolly the mesh names. Now it works great. Now to create enough boxes for the other ramps.


Possibly the pivot. The name doesn't matter as it goes by the script. Textures are also not needed (look at invisible physics in a retail level). Make sure you have the tscript set before importing, as some of the normal script used will crash the level if changed in TresEd!

Quote:
Note: I'm using copies as much a possible.


Copies works fine for non-moveable physics!

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PostPosted: Mon Nov 30, 2020 5:46 pm 
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T-Rex Killer
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Sometimes I miss-match the names between new models and their names in new value tables, if that's what you mean.
I forget, which program are you using? In Max, the Center Pivot option doesn't work for Tres models. If you can click "reset pivot" and it goes back to how it was before that, it fails to be centered in Tres. Tatu, where are the dev max scripts? There is a maxscript called "Mesh Tools" which has a button called "Hard Reset". It may be used to force a pivot to the center of a selected object. Also, inside Trespasser, you can turn on the BONES cheat to see the actual shape of your physics.

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PostPosted: Mon Nov 30, 2020 6:24 pm 
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Tatu, where are the dev max scripts?


In the source. Which we don't share public. Not sure if the max scripts is actually protected though.

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PostPosted: Mon Nov 30, 2020 7:22 pm 
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If your pivot isn't centered but at the base, Trespasser will generate a bounding box whose center is at the pivot's location... in other words, you'll end up with a bounding box twice as tall. That's a problem I had to fix on TC Isle, with those tanks at the very end.

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PostPosted: Mon Nov 30, 2020 11:02 pm 
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Brachiosaurus
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machf wrote:
If your pivot isn't centered but at the base, Trespasser will generate a bounding box whose center is at the pivot's location... in other words, you'll end up with a bounding box twice as tall. That's a problem I had to fix on TC Isle, with those tanks at the very end.

Yep, I learned this the hard way when importing an object into one of my levels. I didn't know how to fix it in max so to fix it in TresEd I just assigned the object a $physics box that would act as its bounding box


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PostPosted: Tue Dec 01, 2020 2:35 am 
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That's EXACTLY what I did with those two tanks, too!

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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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PostPosted: Wed Dec 02, 2020 3:17 am 
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Brachiosaurus
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Did you try Reset Xform?
https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2020/ENU/3DSMax-Basics/files/GUID-B98414B9-4F28-45F4-A1F4-9DA994548ED9-htm.html

Quote:
Use the Reset XForm (Transform) utility to push object rotation and scaling values onto the modifier stack and align object pivot points and bounding boxes with the World coordinate system. Reset XForm removes all Rotation and Scale values from selected objects and places those transforms in an XForm modifier.


Im not sure entirely what that means but it works lol. Resets all modifications to a "original" state. Or something like that. A default state. I'm not sure how to put it in words. But it resets the model. Kind of like Transform-permanently in unreal-ed.

I have to do this and then apply a edit mesh modifier before exporting as an tpm. Make sure you apply edit mesh afterwards obviously. The exporter requires that. I'm sure most of you know that though. I'm still learning this engine. I want to make a neat level when Ive gotten further along. I tried this 3 years ago but I'm always going without a computer the last few years.

I got the collision near perfect on the half pipe and pushed a barrel down it. I still gotta do the other ramps and make the concrete bowl. That one will be fun with collision :(
You can climb up the half pipe onto the deck. Which is pretty neat.

My dream for about 15 years has been to make a entire level pack for the game. Don't know if that'll ever happen. I just don't have any creative ideas for a campaign.


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PostPosted: Wed Dec 02, 2020 5:02 am 
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Rex River Rapids has an example of a raft attached to the player. A skateboard might be able to do the same. I wonder if machf ever found one.

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PostPosted: Fri Dec 04, 2020 2:13 am 
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Brachiosaurus
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I'm having fun getting it to add a working gun to the level. Keeps picking it up sideways or not at all. I'll get it working, then later it'll stop working.

It it normal to get post trespasser stress disorder? I think I've had it for 22 years now.

It all started out on a p100 and a voodoo banshee at 15fps. Before that I think it was 2fps. Does 2fps count? Imagine being one of the lucky ones with a pentium 200mmx and a voodoo 3 hehe. Dad let me buy Trespasser but not Beavis and Butthead, imagine the brain damage i would have gotten :P


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