Hilwo, thanks... I remember that thread, but had completely forgotten about it, that's pretty neat... Huh here is a gameplay video, watched pieces of it:
https://www.youtube.com/watch?v=ds5klrkqvCg
It's too bad such random, non-potential-blockbuster games don't seem to be made much anymore, at least not for consoles. Or, I'm not sure, maybe the online console game stores still have stuff like this. I haven't had an online console in years and never really looked at the shops.
Also Hilwo, checking, the IT Max scenes both have the discette inside a drawer of Hammond's desk. That's an interesting detail. AFAIK all other versions we have, have the discette located elsewhere.
The dam door - the teleportation version I mentioned above is in fact the retail version. IT96 has a different method scripted, which does not work.
RavingRaptor, glad you're reading & enjoying

Hoping this thread helps to spread Tres knowledge about. And, Tatu is correct of course. The Max scenes were given to us by developers and represent versions of the levels that may never have been in any build.
Okay! Everyone ready? It's time for Part $#3*1!%. This time, we are still in IT96/97, but in TresEd instead of ingame. Let's go.
First, turning around to look back, and with Terrain Edit Mode... There's a line of terrain detail stretching towards the town. Why is it there? Possibly a road was made to lead out into this area, at some point? That is unclear. While the IJ dirt road COULD lead along this path if allowed to continue into IT, the IJ road was curving and this one is straight. Then again, there is a fence there.. Recall that original versions of IJ did not let the road progress all the way to the end of IJ. Possibly after the IJ3 road was extended, or at the same time, they considered pushing it into IT, but ultimately did not... Why not? The town is *right there*... Oh and a less significant note. The terrain in the IT Max scenes does not have this IJ3 terrain on the back, like this version does. So, that was added at some point.

- ITterrain01.png (146.84 KiB) Viewed 4835 times
This next bit is weird. Remember the gray boxes around the gun rack at the entrance? Well, TresEd shows that they were in fact physics boxes that didn't get their script... But, it's weird. Normally, a textureless physics box with no script, gets read by TresEd as an all-black, "Normal", visible object. But that's not the case here. These were read as "Other (misc)", which you have to turn on in the menu, and as you can see TresEd interprets them as invisible, from the fact that they get wireframe applied. How is this?? Evidently there's something in a model's information other than t-script which declares that the object is invisible, which TresEd knows about. Huh.

- ITphysics01.png (203.02 KiB) Viewed 4835 times
Funny side-note... Just opened up IT116 in TresEd and noticed, that it's only the triggers, bakers, AI boxes, magnets, and some others that are the standard Pink... but, the untextured physics models are all random-generated colors instead. ?_? In fan mods they are ALL these random-generated colors. What gives? What tells TresEd to make an object pink?? I've no idea.
Inside Hammond's House... there are these little "rubble" pieces. 1, 2, and 3 appear to be missing... and the 6th is additionally labeled "TOP" without an apparent cause.
Code: Select all
"S1Rubble06TOP-00"
"S1Rubble04-00"
"S1Rubble07-00"
"S1Rubble05-00"
Tatu reports that the Max scenes have the same ones... Perhaps the first three, were made and then.. the dev got told to make new versions, and he just numbered up from the old ones. Wonder where THOSE are. They might be on a digital medium someplace. As for their purpose, I bet these would have been used by the Player to make climbable steps for navigating the house.

- ITHammond07.png (250.74 KiB) Viewed 4835 times
Looking around further.. The shower doors are moveable and tangible, tho without magnet. Eventually these got merged into the building mesh. It's a little confusing, even the Mystery Model version only has a door on half of the shower... Possibly it was originally meant to be a sliding door? Or doubled up ingame? Hm. Oh, the street asphault texture has changed since the Max scenes. In fact, the Max scenes and IT96 have yet another asphault texture on the telephone wires (they are non-textured black in b116), making a total of 3... According to Tatu, there are 3-4 different ones that we don't have at all. But here are the 3 we do have:
"IT_Asphaltfinal05t2.bmp" (telephone wires)

- ITasphault01.jpg (116.28 KiB) Viewed 4835 times
"IT_Asphaltfinal06t2.bmp" (IT Max streets)

- ITasphault02.jpg (113.36 KiB) Viewed 4835 times
"trnobj_asphaltnew07t2.bmp" (b96+ streets)

- ITasphault03.jpg (99.49 KiB) Viewed 4835 times
The first two are vaguely different from one another. The last one has tiny little similarities with the previous versions, but is mostly just new. Strictly speaking, according to the textures, there are 4 versions we don't have. Aslo - the older ones start with "IT_" instead of "TrnObj_"... Remember "IT_OldFence" etc.? It's interesting and my main theory is that the dev working on IT started his models/textures before the object naming standard was created. Or else, he was unaware of it for a bit, and got told by someone else. But it could point to IT being the first level worked on.
Huh it's funny... This level's missing all kinds of physics, but hey, make sure the Dumpster is working! Can't do without that. (The dumpster in retail no longer has individual physics models and can't be gotten inside.)
Code: Select all
group PDumpster-00 = {
string Class = "CInstance"
bool Tangible = true
float Density = 10.000000
string Type = "Compound"
string Model00 = "$FPDumpster0-00"
string Model01 = "$FPDumpster1-00"
string Model02 = "$FPDumpster2-00"
string Model03 = "$FPDumpster3-00"
string Model04 = "$FPDumpster4-00"
string SoundMaterial = "Oil Barrel 1"
}
This set of drawers... Not in any Mystery Models we have, not in b116. It's neat. Tatu apparently made physics for the drawers once but not for the frame, so, I think I'll fix this in Drac~Test.

- ITdrawers01.png (232.65 KiB) Viewed 4835 times
Ah, the blue metal chair. I remember that for JPDS I pulled this out of the beta, nice little obj that was for mysterious reasons not present in b116... Tatu says it appeared earlier, in the IT Max scenes. Still. Anyway it is meant to go with the blue metal table

- ITmetalchair01.png (208.88 KiB) Viewed 4835 times
Oh, Tatu has brought to my attention, bed missing textures that I missed in the IT Max versions. It's called "Ptmetalbed00-00" and we don't have any other version of it. Kinda mysterious, since we already have several other bed models. It's unclear where this one would have gone. The "normal" white wooden bed is called "PGeneralBed-00", maybe this missing one is for more wealthy individuals.
- Spoiler: show

- ITbed01.png (1.12 MiB) Viewed 4835 times
Oh, I forgot to mention the dirt piles in the IT Max scenes, when that came up. "IT_dirtpile01-00". (Again with the "IT_" prefix.) They are here still, though will be gone by b116, replaced with terrain-dirt-piles.

- ITdirt01.jpg (382.25 KiB) Viewed 4835 times
Huh... There are two teleport-destinations for raptors by the InGeneral Store - "TeleportDestGSRap3-00" and "TeleportDestGSRap4-00"... but according to TresEd they are not referred to by any trigger. Despite this, I DID meet one inside the store, as posted above.. Oddly one of these two teleport destinations is INSIDE the store. We assume this would be used while you were in the back, or just before you got inside. Sounds fun. "RaptorBBox02-00" is inside the Saloon, looks a StayNear anchor.. but again, nothing uses it. Why would you need an anchor inside the Saloon? Possibly an odd notion that keeping the raptor in the center of the room would keep it from hitting and killing itself on the stairs. ActStayNear doesn't work as well as that lol. Huh also in the Saloon, the first boarding room you come to has an open window. In IT96 it's blocked by a bed, and you jump through the window from outside to get a spas. In retail it's just a baretta93r with no bed puzzle.
Ah the generator building. In early versions including this one, it has little doors for the circuit things inside. I put this in JPDS~forest, making the door openable and not part of the main mesh, where you have to hit the circuits with a wrench to start the power running. This thing returns in Mountain Valley, too. Fun fact: I had to remove at least some of the occlusions from the model, because they blocked the window at the top, where you enter through in JPDS~forest.

- ITgenerator01.png (307.15 KiB) Viewed 4835 times
Oh, and in this build the outside mesh has higher detail. Those metal crossbards are flattened by b116.

- ITgenerator02.png (535.77 KiB) Viewed 4835 times
Huh... Remember that larger stool in the cafe? Apparently, the physics for all the stools are that large, just only 1 visible stool is the size. It's unclear what the IT Max cafe stool size is but I think they were small... These larger physics also don't line up with the stains on the floor texture, like the stools themselves do. Possibly even, in b96, they were debating how big to make the stools and the dev decided to include a bit of each version for helping someone decide.
Huh this is odd... That fence behind the Ops Center, it's there in the early IT Max scenes. It's here in b96 too but instead of fence physics, the same physics as the concrete wall are here... The IT Max scenes don't have physics for this spot. Ah, maybe they were in a different Max scene. Ah lol, look at this ontop of the helipad... Pretty neat. What uh, maybe they had a Trex attack planned or, something...

- ITopscenter07.png (521.37 KiB) Viewed 4835 times
Ah, this is fun. So the South Gate that was removed by the time of b96... in b96 you can see foliage that went there. There is more foliage for that spot (underground) than there was in the IT Max scenes that still had this gate. That's neat. In a sense we "know" about previous builds that we don't have, here.
(IT96)

- ITterrain02.png (228.35 KiB) Viewed 4835 times
(IT Max)

- ITterrain03.png (223.02 KiB) Viewed 4835 times
Huh moving on. As I discovered ingame, the purple card reader at the East Gate doesn't work. That funny Para from the other day... Unlike the other really old dinos who use PVA (Predefined Vertex Assignments) for their animations, THIS one has lots of values listed in his t-script. I'm not sure what stage of development this was common in.
Code: Select all
group Para_A01-00 = {
string Mesh = "Para_A"
string Physics = "Para_A"
float WakeUp = 100.000000
float Sleep = 110.000000
int Archetype = 1
int Team = 4
bool ActShoulderCharge = true
bool ActEat = true
bool ActDrink = true
bool ActNothing = true
float Width = 2.000000
float HeadReach = 2.400000
float TailReach = 4.000000
float JumpDistance = 1.250000
float JumpUp = 1.000000
float JumpDown = 0.500000
float WalkUnder = 6.000000
float WalkOver = -0.900000
float JumpOver = 1.000000
float CrouchUnder = 4.000000
float MoveableMass = 0.600000
float HitPoints = 150.000000
float ReallyDie = -150.000000
float Regeneration = 2.000000
float DieRate = 2.000000
float CriticalHit = 75.000000
string Class = "CAnimal"
int NumJoints = 21
int PVA = 6000
string Type = "Raptor"
int Dinosaur = 2
string Head = "$Para_Head-00"
string Body = "$Para_Body-00"
string Tail = "$Para_Tail-00"
float Bumpiness = 0.075000
string SoundMaterial = "TRIC-FOOT"
bool ActOuch = true
bool ActHelp = true
bool ActDying = true
bool ActWhimper = true
bool ActWander = true
bool ActFlee = true
bool ActPursue = true
bool ActMoveBy = true
bool ActGetOut = true
float Bravery = 0.500000
}
Strange animal. Anyway, fun thing... The other day Tatu went investigating various resources for evidence of PL. He noted that there are a ton of additional dirt-texture objs in the dam valley in IT116, compared to IT96. This is significant, and PL recreations should probably take heed to include the IT96 spread and not the IT116 spread, for purposes of accuracy. One of the trnobjs is called "TrnObjB_SndPtch00-00", though has a dirt texture on it. This must have looked pretty neat, too bad we don't have the texture. At least we can look at how it was spread over the terrain:

- ITterrain04.png (634.3 KiB) Viewed 4835 times
There are other trnobjs in the area like several different kinds of rock patches, "TrnObjB_sandareaD_02-00", several instances of "TrnObjD_Lakebed00-00" right in front of the dam, "TrnObjB_muddyarea-02", a few instances of "TrnObjB_muddyarea-00" including one up on the mountain in the billboard barrier, oh and 13 instances of "TrnObjE_SandPtch01-00". It really is what would have been a complex play of different terrain textures, like PH and all them. Sometime I'd like to see different textures applied to these and see what they looked like. Evidently PL had some nice terrain work going at one point.
Oh, this voiceover is used in the Plains area:
VA127: Not much cover, have to use the trees.
I'd always wanted to see this one used. Fun that it at least got in some version. It was part of the inspiration behind the Acacias in JPDS~plains. Hmm anyway. The dam control building, now that I look at it, actually seems pretty detailed. I never realized before but I bet some critical research went into this model, like with the Geo Plant. I think we don't notice that very often. Wonder what it was like. Moving on.. inside the floodgate, there's no skeleton but there ARE voiceover triggers. Interestingly, this one plays at the red pipe wheel:
VA142: Oh God.
And then this trigger, which you'd already have passed through, only plays if the other trigger has already fired. So, meant to play as the Player is leaving the scene.
VA144: He must have been scared. He was wounded, he crawled in here, maybe losing blood. Guess he thought it was safe.
The one inbetween, VA143, was removed from the retail... yet, is present here in b96, even though, it is the one whose trigger is not here. Possibly they didn't include it already even, because the model for what it is referring to was not created. Why would that be?
VA143: "Greenwood, Harold. USMC." Looks like it came from a novelty shop.
Anyway. That's it for IT ingame in TresEd. Now for the basement... Huh this is odd. Several basic trnobjs, have had their texture replaced. Three of them. These ones have "TGrass01t2.bmp" in this build, and have been restored to normal by b116... I uh, huh, maybe this happened while they were scurrying to reduce the number of different textures in the level, like with all those muddy Plains objects.

- ITterrain05.png (188.01 KiB) Viewed 4835 times
Again, the standard dino vocals are here, minus Brachio, and with the grayed out Drink cube. ..Oh wait, this is really odd. Only the Raptor's gray cube is for drinking. The other ones are... hmm..
Code: Select all
"VocalParasaurolophusWhimper01"
"VocalStegosaurusWhimper"
"VocalRaptorWhimper02"
"VocalTrexWhimper01"
"VocalRaptorWhimper03"
Bunch of grayed out whimper vocals. The actual one for the Stego is named "Stegosaur" instead of "Stegosaurus".. thus, I guess, why that one has no number. Then the other raptor vocals are thrown in with the sets of other dinos... Looking now, non-gray, regular Raptor vocals cubes (by name) are found inside the sets for Trike, Albertosaurus, and Trex. Most confusing. PS: What the... One of the vocals is called... well look:
Code: Select all
group VocalRaptorTrex = {
string Class = "AI Command"
int Dinosaur = 1
int Vocal = 12
string A00 = "DINO-SNIFF-04"
string A01 = "DINO-SNIFF-07"
}
Bizarre.
Over by the guns, Box01 and Box10 are back. Binary Boxes... I'm going to call them the Binary Boxes now lol. The metal folding chair has 3 magnets but they are far away from the chair itself. ...Hah! They went and made exact physics for this tiny little doorstop. For some reason this is one of my favorite models.

- ITdoorstop01.png (55.64 KiB) Viewed 4835 times
Wow... So. There are no ingame instances, and as I noted earlier, no vocals... But this level's basement has a Brachi in it.

Its script is simpler than retail but more complex than earlier builds.
Code: Select all
group Brachi = {
int Archetype = 1
int Team = 5
bool ActTailSwipe = true
bool ActShoulderCharge = true
bool ActEat = true
bool ActDrink = true
bool ActNothing = true
float MoveableMass = 1.000000
float WalkOver = -5.200000
string Class = "CAnimal"
int NumJoints = 29
int PVA = -2
string Type = "Trike"
int Dinosaur = 5
bool Tangible = true
string Head = "$Brachi_Head-00"
string Body = "$Brachi_Body-00"
string Tail = "$Brachi_Tail-00"
float HitPoints = 1000.000000
float ReallyDie = -200.000000
float Regeneration = 2.000000
float DieRate = 2.000000
float CriticalHit = 100.000000
bool ActHowl = true
bool ActOuch = true
bool ActSnarl = true
bool ActCroon = true
bool ActDying = true
bool ActWander = true
bool ActPursue = true
bool ActMoveBy = true
bool ActGetOut = true
float Anger = 0.000000
float DamageAnger = 0.010000
float Hunger = 0.500000
float Bravery = 0.200000
}
I uh, am assuming this guy went in the Plains area. That sounds neat. Moving on... Huh, there are a bunch of doors floating around together, with no submodels for physics, and no magnets. They don't do this in b116, I wonder what the rationales were. Huh... Hmm. The CSky here is "Sky_IT-00". It has the new naming scheme, and is an equilateral triangle shape. I'd almost forgotten what they looked like lol. Textured onto it is "Sky_Bch128.bmp", which is also the new naming scheme. And finally... Here you see, basement clones of foliage objs. Presumably these are for cloning and arraying into ingame areas, like I do with my own Tres mods. IT, both b96 and b116, is the only dev level I've seen to do this. I wonder why that is.

- ITfoliage01.png (71.47 KiB) Viewed 4835 times
Aaaand I'm going to call this one quits for today. That's all of IT96! Tomorrow, PV96, Pine Valley's final version... And remember. Even Nedry knew better than to mess with levels beginning with "P".
---
To Be Continued
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