TresCom Forums

TresCom : The Trespasser Fan Gateway...
It is currently Sat Dec 07, 2019 2:12 pm

All times are UTC




Post new topic Reply to topic  [ 77 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next
Author Message
 Post subject: Re: TLC Patch PreRelease
PostPosted: Wed May 29, 2019 8:11 pm 
Offline
T-Rex Killer
T-Rex Killer
User avatar

Joined: Mon Dec 06, 2004 5:21 pm
Posts: 11784
Location: Portland, OR
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 8)

_________________
Image
Image Image T-Script Reference / Trespasser Millennium / JP Dark Secrets / Tres File Box


Top
 Profile  
 
 Post subject: Re: TLC Patch PreRelease
PostPosted: Wed May 29, 2019 9:09 pm 
Offline
-=TresCom Website Manager=-
-=TresCom Website Manager=-
User avatar

Joined: Fri Jun 24, 2005 9:40 pm
Posts: 3824
Location: Sweden
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 8)


Hey, modifying the original levels are still modding. ;) That is mainly all I do. :D

_________________
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."

"The main laboratory and administrative buildings. This is where we made our work, where the real magic trick happen. When they are in need of height fixing, they'll come here." - Hammond


Top
 Profile  
 
 Post subject: Re: TLC Patch PreRelease
PostPosted: Wed May 29, 2019 11:48 pm 
Offline
Brachiosaurus
Brachiosaurus

Joined: Fri Dec 14, 2007 4:52 pm
Posts: 176
For those who are interested, here is a download of the Jungle Road version I am working on. It has the updated road and monorail pylon placement. More importantly it also has broken wooden bridges in the locations where it would be impossible for a truck to drive over the natural barriers. Basically the same places where there are box jumping puzzles. I added the bridges to help tie in the look of Jungle Road's um... roads with the bridges from the Beach and Industrial Jungle levels. There are also many more props added into the level. For example, I fixed up the 45 pistol and placed it in an interesting location. I also swapped out the jeeps with the version form Build 96. The floor texture of the jeep has been fixed too. There are also a bunch more props added in that I missed from earlier BETAs of the Plantation house.

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.

https://www61.zippyshare.com/v/sUoBNTux/file.html


Last edited by LCountach on Sat Jun 01, 2019 2:32 pm, edited 1 time in total.

Top
 Profile  
 
 Post subject: Re: TLC Patch PreRelease
PostPosted: Fri May 31, 2019 10:36 pm 
Offline
Brachiosaurus
Brachiosaurus

Joined: Fri Dec 14, 2007 4:52 pm
Posts: 176
tatu wrote:
Missing" blue chew toy in the padlock (Build 55). Physics left in retail level in basement.

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?


Top
 Profile  
 
 Post subject: Re: TLC Patch PreRelease
PostPosted: Sat Jun 01, 2019 12:45 am 
Offline
-=TresCom Developer=-
-=TresCom Developer=-
User avatar

Joined: Sun Nov 10, 2002 10:26 pm
Posts: 5443
Location: That country nobody likes (you know the one)
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.


Top
 Profile  
 
 Post subject: Re: TLC Patch PreRelease
PostPosted: Sat Jun 01, 2019 3:10 am 
Offline
Brachiosaurus
Brachiosaurus

Joined: Fri Dec 14, 2007 4:52 pm
Posts: 176
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.

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.


Top
 Profile  
 
 Post subject: Re: TLC Patch PreRelease
PostPosted: Sat Jun 01, 2019 6:36 am 
Offline
-=TresCom Website Manager=-
-=TresCom Website Manager=-
User avatar

Joined: Fri Jun 24, 2005 9:40 pm
Posts: 3824
Location: Sweden
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.

_________________
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."

"The main laboratory and administrative buildings. This is where we made our work, where the real magic trick happen. When they are in need of height fixing, they'll come here." - Hammond


Top
 Profile  
 
 Post subject: Re: TLC Patch PreRelease
PostPosted: Sat Jun 01, 2019 2:32 pm 
Offline
Brachiosaurus
Brachiosaurus

Joined: Fri Dec 14, 2007 4:52 pm
Posts: 176
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.

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.

Anyone try out Jungle road and have a look at the bridges and other things? I am interested to know what you think.


Top
 Profile  
 
 Post subject: Re: TLC Patch PreRelease
PostPosted: Sat Jun 01, 2019 3:28 pm 
Offline
-=TresCom Website Manager=-
-=TresCom Website Manager=-
User avatar

Joined: Fri Jun 24, 2005 9:40 pm
Posts: 3824
Location: Sweden
Quote:
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.


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.
However, retail JR is lacking a good red colour in its palette so I do recommend using the titles as an object instead (which also increase the quality of the texture) and rather apply a basic script on it instead so they are solid (as long as they are squared objects).

Quote:
Anyone try out Jungle road and have a look at the bridges and other things? I am interested to know what you think.


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!

_________________
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."

"The main laboratory and administrative buildings. This is where we made our work, where the real magic trick happen. When they are in need of height fixing, they'll come here." - Hammond


Top
 Profile  
 
 Post subject: Re: TLC Patch PreRelease
PostPosted: Mon Jun 03, 2019 10:41 pm 
Offline
Brachiosaurus
Brachiosaurus

Joined: Fri Dec 14, 2007 4:52 pm
Posts: 176
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.

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?


Top
 Profile  
 
 Post subject: Re: TLC Patch PreRelease
PostPosted: Tue Jun 04, 2019 4:52 am 
Offline
-=TresCom Website Manager=-
-=TresCom Website Manager=-
User avatar

Joined: Fri Jun 24, 2005 9:40 pm
Posts: 3824
Location: Sweden
Give me this weekend and I will try to write up a list of all objects I know are in earlier builds and not in the retail versions. :)

Do you want me to include delete foliage instances? ;) ;) (joking)

_________________
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."

"The main laboratory and administrative buildings. This is where we made our work, where the real magic trick happen. When they are in need of height fixing, they'll come here." - Hammond


Top
 Profile  
 
 Post subject: Re: TLC Patch PreRelease
PostPosted: Thu Jun 06, 2019 11:11 pm 
Offline
Brachiosaurus
Brachiosaurus

Joined: Fri Dec 14, 2007 4:52 pm
Posts: 176
Understood. I look forward to to it.


Top
 Profile  
 
 Post subject: Re: TLC Patch PreRelease
PostPosted: Sat Jun 08, 2019 4:29 pm 
Offline
-=TresCom Website Manager=-
-=TresCom Website Manager=-
User avatar

Joined: Fri Jun 24, 2005 9:40 pm
Posts: 3824
Location: Sweden
I was thinking about this and have no idea how to write a proper one so I am gonna include some more stuff I found that is not in your release or in my previous post:

IJ:
- Build 96 have several stuff underground between the start and the lake area.
- Both "Pbenelli-03" and "Phk91-01" are inside a "baker" object and are therefore not possible to get.
- In Build 96 there are several bones underground and a MAC10 at the lake area. Close to the waterfall there is a toxic rifle underground. There is also the broken jeep in that area.

AS:
- Build 96 got a big terrain part in the beginning. However, adding it would mean you would have to redo this level.
- Build 96 - "SMV_RuinU-02" and those ruins was removed before retail.

AS2:
- Build 96 - There are more Mayan ruins at the beginning down the slope.
- Build 103 - Got an added Supply locker with a Calio gun at the beginning.
- Build 103 - "PHjeepOpenBodyHack00-03" only present in this build.
- Build 103 - "PSawHrseTop01-04" and those 3 crates are only present in this build as well. (Hey, I've noticed this for the first time ever today!).

_________________
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."

"The main laboratory and administrative buildings. This is where we made our work, where the real magic trick happen. When they are in need of height fixing, they'll come here." - Hammond


Top
 Profile  
 
 Post subject: Re: TLC Patch PreRelease
PostPosted: Mon Jun 10, 2019 9:13 pm 
Offline
Brachiosaurus
Brachiosaurus

Joined: Fri Dec 14, 2007 4:52 pm
Posts: 176
Thanks for the list. I will look into these items.


Top
 Profile  
 
 Post subject: Re: TLC Patch PreRelease
PostPosted: Wed Jun 12, 2019 3:09 am 
Offline
T-Rex Killer
T-Rex Killer
User avatar

Joined: Mon Dec 06, 2004 5:21 pm
Posts: 11784
Location: Portland, OR
Good to see this kinda work being done -

_________________
Image
Image Image T-Script Reference / Trespasser Millennium / JP Dark Secrets / Tres File Box


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 77 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  

Powered by phpBB® Forum Software © phpBB Group