Usage instruction: Copy the files in the folder "Base Files" to your Trespasser data folder. Then pick which version you want to look at.
Please note that these does not contain the max file (will be released later), or the Anne version used. The Anne version used can be found in the Jungle Road topic, and she was located at the same location Anne is in these levels.
I will let my tester give you some more information.
I was lucky enough to get a sneak preview and test the levels for Marcus, so I've already
gotten an extensive look at the scenery. Once again Marcus, thank you It's been a blast
to revisit Burroughs not once, but twice! All my findings are listed below, so beware of MAJOR SPOILERS if you want to take a look for yourself first!
The sewer entrance is blocked by a grate (Grate01-00). This is mentioned in the ’97 walkthrough.
The outer gate to Hammond’s mansion (though missing) has bolts next to it (S1bolts01-00). The wall
left of the opening (when looking at the mansion) is hollow. It’s possible developers planned on a
sliding door?
There is a huge dining table in Hammond’s house (PHammondDinTabl00-00), no textures.
Hammond’s bed and night table are moved into the corner. Hammond’s revolver is floating near the
bedroom entrance, but its height position is a perfect match for the night table drawer. A phone
has also been added on the floor near the night table.
Hammond’s office has the same leather chair found in Wu’s house in the beta build 96 version of the
game. Also, the desk has drawers. Interestingly, one of the drawers features a second (though
identically looking) floppy disk. It may have been a duplicate (it’s also placed in the secret
compartment), or maybe the diary dialogue was (planned?) to be split over several disks at some
point.
The tour buses have opened doors.
No 'frame-versions' of bungalows are found in this version of the level. The 'foundation-versions'
are all in place, I think.
Four bungalows not found in the retail or beta can be found in this version of the level. Two
are near the barracks, one is left of the church. The fourth one is located near the tour bus
at Wu's house. Also, the barracks has been moved a lot closer to the Ops Centre in the retail
version.
One of the bungalows has an intact InGen mug lying on the floor (PInGenMug-00).
The InGen lab plaza is not (yet?) used at the Burroughs statue. Instead, the ‘dirt rings’ seen among
the mystery models are used.
The whiteboard is located at the front doors of the Church instead of inside the Ops Centre.
The bar in the saloon has a bar lid.
The InGeneral store features fallen over displays, the refrigerators have doors (no glass) and the
floor texture of the storage room has a different floor texture that seems to include a hatch. I
think it's a texture of one of the boarded up windows, though.
There is a dented grate (not textured) inside the Generator building that matches the opening on
the back of the building.
One of the window openings of the café has broken glass (not textured) in it (SCafeBrkGlsA-00).
Broken glass (as far as I know) was previously only seen in the flood control building at the dam
and images of the plantation house and of one of the geothermal plant structures in Pine Valley.
Additionally, the toilet with lid can be found in the café bathroom.
There is a bike parked behind the gas station.
There are two jeeps parked at the Ops Centre.
There is a different version of the security computer (not textured) found in the basement
(PSectyTryRRoom-00). The keycards (not textured) also look different. They look more like game
cartridges that are placed in the computer in a similar matter to how cartridges are put in old
gaming consoles such as the Sega Mega Drive or Super NES.
There is a tire iron (not textured) located in the basement (PTireIron00-00).
There is also a batch of ‘regular’ shaped keycards (not textured) in the basement. One of them is
called PtkeycardHB00-00. The grey keycard found in the TestScene marked 'HB' has the exact same
name (thanks Tatu!). Maybe ‘Hammond bolts’? Just a (very) wild guess, though.
I might add, even if it's not such a huge detail that the first version v15N had magnets for the dumpsters, however they couldn't be exported to TPM and I didn't bother adding them myself.
And I want to make another note, mainly for those who doesn't have or know anything about Studio Max, and is curious about if there is anything else in the Studio Max files: Yes there is. The Max files contains the script to some objects, these have however, been added to the playable levels, exactly as found in the Max scene. Another thing is that the crates was placed on big rectangles, which had some information on where they were going to be used:
--------------------------- "!Burnt Crates" ---------------------------------
For use in fire-damaged areas. Some have lids, some don't.
----------------------------------------------------------------------------------
--------------------------- "!Smuggler Crate" ---------------------------------
Box marked 'Bogota.' Used at the wrecked plane in the Plains.
If we have any other smuggler corpses or areas it makes sense, it can be
used there.
----------------------------------------------------------------------------------
--------------------------- "!Geoplant Movable" ---------------------------------
A movable crate from Standard Dynamics (supplier of geothermal plant parts).
Could also make sense at construction sites.
----------------------------------------------------------------------------------
--------------------------- "!Geoplant Immovable" ---------------------------------
Big immovable crates from Reykjavik Steam and Standard Dynamics for
use at the harbor or geothermal plant.
----------------------------------------------------------------------------------
--------------------------- "!Construction Immovable" ---------------------------------
Immovable crates from Portland Construction.
----------------------------------------------------------------------------------
--------------------------- "!Construction Movable" ---------------------------------
Movable crates from Portland Construction.
Good for use at construction sites.
----------------------------------------------------------------------------------
--------------------------- "!InGen Immovable" ---------------------------------
Boxes marked InGen which are immovable.
These will never move, ever, so use accordingly.
----------------------------------------------------------------------------------
--------------------------- "!InGen Anywhere" ---------------------------------
Boxes marked InGen and boxes with no markings. Use these anywhere at all.
----------------------------------------------------------------------------------
--------------------------- "!Lab/Plant Immovable" ---------------------------------
Big, immovable crates from Precision Instruments for use at the harbor
or maybe at the lab.
----------------------------------------------------------------------------------
--------------------------- "!Harbor Broken Lids" ---------------------------------
Broken crate lids from Lindstradt, Carson Industries, and Victory Enterprises.
These companies make guns. Put these pieces with guns in the harbor
warehouses or elsewhere it makes sense to have broken-open shipping
containers.
----------------------------------------------------------------------------------
--------------------------- "!Lab Movable" ---------------------------------
Movable crates from Precision Instruments, Jonestown labs, and Millipore plastics,
for use at the lab or at the harbor, ready to go to the lab.
----------------------------------------------------------------------------------
--------------------------- "!High Tech Crates" ---------------------------------
The yellow crate and the two-part hollow equipment boxes.
Use in high-tech areas, or occasionally at construction sites.
----------------------------------------------------------------------------------
--------------------------- "!Town Movable" ---------------------------------
Movable crates from South Seas media and Bulk Foods for use around
the town.
----------------------------------------------------------------------------------
tatu wrote:I might add, even if it's not such a huge detail that the first version v15N had magnets for the dumpsters, however they couldn't be exported to TPM and I didn't bother adding them myself.
That's odd... I've had no problems exporting magnets.
And I want to make another note, mainly for those who doesn't have or know anything about Studio Max,
And for those who do know 3DS Max, what?
and is curious about if there is anything else in the Studio Max files: Yes there is. The Max files contains the script to some objects, these have however, been added to the playable levels, exactly as found in the Max scene. Another thing is that the crates was placed on big rectangles, which had some information on where they were going to be used:
- Shelfs behind the saloon counter
- 2 Cylinder added in Hammonds fuse box room
- No actually bookshelfs at the ladder as in b96
- Drawers for Wu's bureau
About all the keycards and pass:
PtkeycardSG00-00 - South gate?
PtkeycardHG00-00 - Hammonds gate?
Ptkeycard1Mn00-00 - Muldoon?
PtkeycardHS00-00 - Hammonds study?
PtkeycardSec00-00 - Security...?
PtkeycardTM00-00 - Tim Murphy?
PtkeycardASec00-00 - Security...?
PtkeycardHB00-00 - Hammonds Bolts (as Hilwo suggested)?
PManagersOfficePass-00 - Room in church?
tatu wrote:
Please note that these does not contain the max file (will be released later),
So, how much later is that?
I didn't make that a priority due to the lack of response about the level, didn't seem that too many was interested. Will have it uploaded within 24h for you.
I'm always following stuff, I just lurk a lot more now since Im so busy with full time work.
~ They told me humans weren't real... I proved them wrong. Anthropology ~ A beautiful tale. EpicZen Carnivores Hub ~ Need the full games without all the hassle of torrents or viruses? Run on over to EpicZen's Carnivores Hub!