
Trespasser CE and NVIDIA RTX Remix
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Trespasser CE and NVIDIA RTX Remix
I haven't seen this mentioned here yet but i look forward to playing around with RTX Remix once it's made available for download. Just slapping raytracing on Tres CE should be pretty cool and given the supposed ease of swapping in-game assets for high def ones, texture upscaling and other things that this tool will enable, i really hope that it's going to work with Trespasser and not be majorly hindered by the limitations of the engine or the way the assets were authored by the devs. Could be fun

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Re: Trespasser CE and NVIDIA RTX Remix
Yeah! I brought this up on the Discord a few times. Looks promising and I’m excited to see how it works with Tres!
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Re: Trespasser CE and NVIDIA RTX Remix
Very interesting. That Morrowind re-render blows me away, I'd love to be able to check that out if it ever gets fully done. Perhaps one day we will get a proper graphical overhaul of Trespasser after all...no idea whether this software would be able to work with the somewhat funky Trespasser format, but hopefully it can. Tres with proper ground rendering and lighting alone would look incredible, considering that despite its age it was still so ahead of its time visually.
Re: Trespasser CE and NVIDIA RTX Remix
The potential for this set of tools is very exciting. It is designed for DX8 and DX9 games, so it should work with Tres CE. Being able to have multiple light sources in the game would really open up a lot of possibilities and make the game look so much better. Horror mods, anyone?
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Re: Trespasser CE and NVIDIA RTX Remix
Will it be able to implement light sources in a game that doesn't even have it in the code? :ONick3069 wrote: ↑Fri Jan 06, 2023 8:48 am The potential for this set of tools is very exciting. It is designed for DX8 and DX9 games, so it should work with Tres CE. Being able to have multiple light sources in the game would really open up a lot of possibilities and make the game look so much better. Horror mods, anyone?
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Re: Trespasser CE and NVIDIA RTX Remix
Yup.
From what I understand watching the video, it works by passing through everything the graphics card renders into its own proprietary engine. This way, it could expand upon the functionality of the original game engines by replacing models with higher resolution ones in real time, adding lighting effects, etc.
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Re: Trespasser CE and NVIDIA RTX Remix
Only problem with this is that it sort of puts us "old-school" modders out of a job. Gone will be the days of low-poly models. I'd still be happy to just get low-poly models with better lighting and shading.
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Re: Trespasser CE and NVIDIA RTX Remix
Nah, there will always be us who will rather mod older games. And I think this will still be quite resource heavy, and not everyone will have a card that does this for years.
Active project: Trespasser: Isla Sorna - Working on PL-SUM.
"...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: Trespasser CE and NVIDIA RTX Remix
Modders could still use their current tools to make new maps, but now they can also add this new tool to complement their work. Imagine playing through TresCom Anthology with raytracing and updated assets
I've tried making custom maps myself but i couldn't troubleshoot my way out of some issues, or maybe it too much to take in at once, so i took a break. Maybe this will motivate me to try my hand at Tres modding one more time. I had some ideas that i would like to bring to life

Re: Trespasser CE and NVIDIA RTX Remix
Was waiting for that one...

Well, yes, of course we'll still be modding Trespasser. But suddenly there will be a whole new front for making a Trespasser level look more real than ever which I don't think will be ignored, especially if it ever catches on. Suddenly us older hobbyists will need to find new ways to keep up with the new techniques, which certainly isn't easy to adjust to, and a lot to learn (parallax mapping, super-hi-res textures, physically-based materials, etc). Perhaps a new generation of Trespassers will come along with the modern skill to give Trespasser the same kind of overhaul the video showed with Morrowind. But I doubt I'll be one of them - it takes long enough for me to do a low-detail Tres-style model (even if my models are a bit more detailed than the classic Tres stuff), and even longer to put those assets to use in a detailed level like Cloning Facility (which despite being highly detailed for a Trespasser level isn't even remotely detailed compared to a modern game scene) - I can't imagine how much time and work it would take to do this new stuff by comparison. And honestly I don't have the time or want to learn it anymore.Nah, there will always be us who will rather mod older games. And I think this will still be quite resource heavy, and not everyone will have a card that does this for years.

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Re: Trespasser CE and NVIDIA RTX Remix
One of the reasons I enjoy working with Trespasser, is that it is made with lower detail assets, not complicated scripting / coding, just in general the emphasis can go more on level design and not screaming graphics. So I'll pass on this.
->Tres2020 Starter Kit
"Well, as long as you're under there, you can check the breakers," Thorne said. ... "There's a box right behind the front bumper. Over on the left."
"I see it." [said Sarah]
...
"The box is in backward. Flip all the switches the other way. Are you dry?"
"No, Doc. I'm soaking wet, lying in the damn mud."
~Michael Crichton
"Well, as long as you're under there, you can check the breakers," Thorne said. ... "There's a box right behind the front bumper. Over on the left."
"I see it." [said Sarah]
...
"The box is in backward. Flip all the switches the other way. Are you dry?"
"No, Doc. I'm soaking wet, lying in the damn mud."
~Michael Crichton
Re: Trespasser CE and NVIDIA RTX Remix
I think the old style still has appeal and people will still be making mods and making models for it. I just hope with the different projects, it just becomes more stable so that bigger maps, more AI and all the other things are possible.TheIdiot wrote: ↑Tue Jan 10, 2023 6:17 am
Well, yes, of course we'll still be modding Trespasser. But suddenly there will be a whole new front for making a Trespasser level look more real than ever which I don't think will be ignored, especially if it ever catches on. Suddenly us older hobbyists will need to find new ways to keep up with the new techniques, which certainly isn't easy to adjust to, and a lot to learn (parallax mapping, super-hi-res textures, physically-based materials, etc). Perhaps a new generation of Trespassers will come along with the modern skill to give Trespasser the same kind of overhaul the video showed with Morrowind. But I doubt I'll be one of them - it takes long enough for me to do a low-detail Tres-style model (even if my models are a bit more detailed than the classic Tres stuff), and even longer to put those assets to use in a detailed level like Cloning Facility (which despite being highly detailed for a Trespasser level isn't even remotely detailed compared to a modern game scene) - I can't imagine how much time and work it would take to do this new stuff by comparison. And honestly I don't have the time or want to learn it anymore.![]()
I'm heavily invested in learning how to make new models and resources, as I'm trying to get my work to build some computer systems for training and I want to make them as realistic as possible. Lots of it is proceedural and therefore quick to make. You can make some textures that will apply to a number of different objects and it just works on them.
"If I have seen further it is by standing on the shoulders of Giants" Isaac Newton
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Re: Trespasser CE and NVIDIA RTX Remix
RTX Remix could simply add more modern lighting with no other changes, and that would still be kinda cool. Can also be used with existing mods to get a different experience.
But completely agree - one of the perks of working with Trespasser is that it’s welcoming to beginners who can make low-poly models and simple textures.
I still like the idea of having more options for others though who decide to take it a step further, kind of like how CE added support for normal maps, specular maps, and script extensions. And I’m not sure anyone has used specular maps or the made custom script extensions in CE yet besides Lee.
But completely agree - one of the perks of working with Trespasser is that it’s welcoming to beginners who can make low-poly models and simple textures.
I still like the idea of having more options for others though who decide to take it a step further, kind of like how CE added support for normal maps, specular maps, and script extensions. And I’m not sure anyone has used specular maps or the made custom script extensions in CE yet besides Lee.
You can usually find me on our Discord.
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Re: Trespasser CE and NVIDIA RTX Remix
Doesn't seem as if this does anything to take the AI and level limits away, though. This software only replaces the renderer - the engine limitations would still be present from what it seems.
I've used both (specular maps are just part of the normal map process), though Lee made the scripts for me. The scripting is difficult though because nobody really seems to know the language. Would be nice if someone could work it out and get some new scripts going since that potential is completely untapped so far.MikeTheRaptor wrote: ↑Wed Jan 11, 2023 11:14 am I still like the idea of having more options for others though who decide to take it a step further, kind of like how CE added support for normal maps, specular maps, and script extensions. And I’m not sure anyone has used specular maps or the made custom script extensions in CE yet besides Lee.