20th Anniversary of Trescom Community Level (RELEASED pg. 25)

Creating new content for Trespasser!

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TheIdiot
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Re: 20th Anniversary of Trescom Community Level

Post by TheIdiot »

Draconisaurus wrote:TrespasserGuy is correct on my relation with Rebel's brown clawed Raptor. However, the Baryonyx was modded directly off the JPOG Spino, and I think it'd be cool to give him HD textures, normalmapping etc.
Hmm, okay, I'll see what I can do. Did the brown Raptor have normal maps in the early builds? If those can be extracted, I may be able to convert them to CE-compatible normals which we can then use. That way we wouldn't be changing anything - in fact, we'd be bringing it closer to the original.
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Re: 20th Anniversary of Trescom Community Level

Post by Draconisaurus »

That sounds intriguing. Tatu?
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Re: 20th Anniversary of Trescom Community Level

Post by tatu »

I am unsure what you guys mean by normal maps in this case. The early raptors are textured like the retail ones. No all-in-one texture like the Para and t-rexes. :)
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Re: 20th Anniversary of Trescom Community Level

Post by Draconisaurus »

The regular BMP images for textures are "colormaps" or "diffuse textures". Trespasser has been found to refer to "normalmaps" as "bumpmaps" though machf (?) discovered or insisted they were just normalmaps. It's the greyscale ones TresEd lets you export but not re-import.
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Re: 20th Anniversary of Trescom Community Level

Post by TheIdiot »

What Draco said. Those monochrome "normal maps" you get from extracting retail models from TresEd are what I'm referring to, I believe they are referred to as bumpmaps. I could convert those to CE-compatible normal maps and use them that way instead.
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Re: 20th Anniversary of Trescom Community Level

Post by tatu »

Oh I see. Yes it has. But the ones extracted with TresEd are not extracted properly. However, here are ones extracted with CE's GUIApp:
Raptor-Longclawed-Textures.7z
(230.14 KiB) Downloaded 91 times
Luckily GUIApp extract these from the build 22 TestScene before saying Out-Of-Memory and stop extracting the rest. :)
Active project: Trespasser: Isla Sorna
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BE-PH1: Released
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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: 20th Anniversary of Trescom Community Level

Post by Draconisaurus »

Oh man. Yeah that's the type CE uses externally. I wouldn't mind it being included at the same resolution.
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Re: 20th Anniversary of Trescom Community Level

Post by TrespasserGuy »

Newest version: https://www.mediafire.com/file/c4r4e05q ... y.zip/file

Nothing too drastic, just some terrain work.
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Re: 20th Anniversary of Trescom Community Level

Post by Melber »

TrespasserGuy wrote:Newest version: https://www.mediafire.com/file/c4r4e05q ... y.zip/file
Nothing too drastic, just some terrain work.
Better than nothing. :yum:
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Re: 20th Anniversary of Trescom Community Level

Post by Draconisaurus »

Okay, need to get my hands dirty again. Going to claim the level.
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Re: 20th Anniversary of Trescom Community Level

Post by Draconisaurus »

Hello all. My latest version of the level has a more detailed barrier mountain range, a wall around the Sorna plateau, burnt trees, and a guard tower in the town. Planning for more of these towers once we know where the buildings go.

https://www.mediafire.com/file/8v6j3vrn ... 16.7z/file
TresCom20_TowerView.png
TresCom20_TowerView.png (337.61 KiB) Viewed 7682 times
Also, MinePass spent some time analyzing old Tres materials and discovered with Tatu these ID badges made for the developers:

https://web.archive.org/web/20000306083 ... /team.html
TresDevs_Badge01.png
TresDevs_Badge01.png (77.88 KiB) Viewed 7682 times
We have in mind that these could be placed in the level somewhere. Looking for community feedback on this.
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Re: 20th Anniversary of Trescom Community Level

Post by tatu »

Draconisaurus wrote:Also, MinePass spent some time analyzing old Tres materials and discovered with Tatu these ID badges made for the developers:

https://web.archive.org/web/20000306083 ... /team.html
TresDevs_Badge01.png
We have in mind that these could be placed in the level somewhere. Looking for community feedback on this.
What about them being hidden around the level and you can "scan" them at the museum for secret stuff to unlock for each one of them?
Active project: Trespasser: Isla Sorna
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BE-PH1: Released
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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: 20th Anniversary of Trescom Community Level

Post by TrespasserGuy »

Going to claim this level again :yum:
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Re: 20th Anniversary of Trescom Community Level

Post by TrespasserGuy »

N-n-new version!

https://www.mediafire.com/file/i95xlkgp ... y.zip/file

Imported some objects, edited some terrain, and created some new paths.
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Re: 20th Anniversary of Trescom Community Level

Post by MinePass »

Going to claim.
Last edited by MinePass on Mon Feb 21, 2022 2:29 am, edited 1 time in total.
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