PH - A new missing level! (from Tresgame; pic-heavy)

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PH - A new missing level! (from Tresgame; pic-heavy)

Post by Draconisaurus »

Original 4-page thread can be found here: http://www.tresgame.co.uk/phpBB3/viewtopic.php?f=12&t=7
tatu wrote:I was looking through the texture of the beta IJ and came across this!
All levels in Trespasser got an object called "TrnPlacement". Some of the level does use the PV map and the texture name is most of the time "T**Baset2" and ** is the levelname, like BE, JR etc..

But in the beta IJ the texture name is "TPHBaset2"!
I leave it to Draco to tell you more about the name...

Image
DracoAlphaX wrote:Right, then! I was quite impressed when Tatu first found this. Obviously PH likely means "Plantation House". I thought it was an old version of JR (very old), but upon closer examination, I found that it couldn't fit JR at all!! I brought it into photoshop and discovered its true location:

Image

I couldn't believe my eyes! Also threw in the PV terrain to help in the comparison, which happens to fit at the exact same size on the map, as further evidence that the PH map is in fact a full-size rendition of a level and not just a part of the full 1024-WTD. The level expands all the way to the bottom (west) of the island! Terrain that is completely undeveloped in the retail and build96 versions of the game! It's just unreal! I then did a comparison with Hammond's map and traced the path of the monorail.

Image

I believe this means that BE extended some ways out into the monorail path, and then this new PH level begins in the upper-right corner of its map, essentially, where the red line intersects the big grey thing. Seems that the monorail would have been the upper (eastern) boarder of the level, where the bottom would extend all the way to the West beach. This also then would show that the upper-left corner of the level is the gate to IT! :D

There are quite a few interesting things in this terrain map. For some of it, it's hard to know if we'll ever find out exactly what was meant to go there. Some stuff even looks like it could be swampland. One thing seems most evident - the level looks entirely non-linear. I'm in love :lol: Oh and, the giant light-grass hexagons are much, much larger than the ones found in PV. I'll be doing some special analysis to see if I can figure out exactly what size they were meant to be. Oh and, the green base of this terrain (if you ingor the odd brown surrounding everything with a gradient.. perhaps it's important) is much darker than any green we've seen in Trespasser images before. I can't explain it, but I love it! It leaves open the very real question of if I want to try recreating it or not. Oh but that's part of a larger discussion...

So here is the map when facing "game description" North, and blown up:
Image

Let's try to make sense of this, now, in terms of the new PH beta voiceovers.

VH81: A failed coffee plantation of the 1860s. Fields were marked out by stone walls, and to the west, the ruins of the plantation house still stand.
VH82: We took a shortcut south to reach the site, west along the stream, until a tall tree shows itself with a cluster of boulders at its base.
VH83: Then walked northward, until the path appears.

Is that giant grey thing the remnants of a stream? Pretty large (more like river-sized) and.. bright, to be a Tres-type river or something. But idk. Then there is a path a bit north of that.. And I guess, the PH itself could be near the shore, being "to the west"?

Alternatively, that streambed-looking thing in about the middle could be the stream, instead of the path, but then to fit the description, the PH would have to be REALLY far into the North, in about the far northwestern corner.

Honestly, I don't see any obvious place for the house itself to go. I'd like to hear as many opinions as possible on that.

That's all the analysis I have here for the moment!


EDIT: This just in. I bet some of these voiceovers may go in this level:

VH53: October 1996. The InGen Corporation is taken out of my hands by a vote of the board of directors. My nephew dispatches his team.
VH54: The hunters landed on May 13, 1997 deep in the island's south west. Most of them had worked at my African parks for years... they never stood a chance.
VH55: The InGen hunting party carried the pass codes for our perimeter fenses.
VH56: The hunters scattered, their pre-arranged hunting routes forgotten. Only a third of their number appeared at the rendezvous.
VH57: In May the rains came. The smell of the jungle was everywhere.
VH58: As I journeyed south along the coast, the air grew moist and heavy. Metal and concrete lay rotting in the sun and the rain.

The hunters carried the passcodes for the perimeter fences. This could totally explain how you'd find the gate to the town, but not be able to get in! You'd have to search for something with the fence passcode in the level until you found a hunters site which had something with it written down on. :D So we have a pretty clear initial picture of the level goals now, I think!

Also, there are only two places to journey south along a coast. PV and now PH. Somehow I don't think it went in PV - we have enough about that already. And yet, I did not picture construction stuff along the West coast of the island, this far south. Ideas?


EDIT2: So I was just looking at the map and thinking how there's supposed to be a major construction site/facility, and it's supposed to be in JR or something, you know. So then I thought about how, there's this entire level where you should really only need to follow the monorail, but instead a search for the needed thing(s) to progress takes you far West. So perhaps there WAS a level between BE and PH, which contained this site, having only a small section of monorail and going way off to the South, where those voiceovers about the construction site may be found in JR? And maybe this level was called (and more fittingly so) Industrial Jungle... Or, maybe it's "JU" (Jungle?), that name from the ambient sounds? (Tatu has just made some more discoveries which he's about to post xP) So the main thing, here, is that BE need not lead directly into PH. There might have been a WHOLE area of things to do, between them... :|
tatu wrote:Really interesting reading Draco. As I told on msn.

In the AmbientNames file, there is a few PH sounds.

AMB-PH-A01
AMB-PH-A02
AMB-PH-A03
AMB-PH-A04
AMB-PH-A05
AMB-PH-A07
AMB-PH-A08
AMB-PH-A09
AMB-PH-A10
AMB-PH-A11
AMB-PH-B L&R DOPL
AMB-PH-BTRAP02
AMB-PH-BBIRD02

I found some thats not in the file but in the beta tpa:

AMB-PH-BTRAP01
AMB-PH-BBIRD01
AMB-PH-BBIRD03
AMB-PH-BBIRD04
AMB-PH-B01
AMB-PH-B02
AMB-PH-B03
AMB-PH-BBIRD01
AMB-PH-BBIRD02
AMB-PH-BBIRD03
AMB-PH-BBIRD04

So this must mean that PH was cut not long before the Build 96


Oh! I just found this in the Beta BE level texutre, named "TrnObj_PHstreambed00t2" See the PH??

Image


Thats all for now!
DracoAlphaX wrote:
tatu wrote:So this must mean that PH was cut not long before the Build 96
Yeah, it's pretty interesting that some are in build96 but not in retail, while some are still in retail. But anyway, it's pretty easy to say "not long before build96", as I see said a lot, but in all truth there's no way to know. They could easily just stop working on a certain thing and "get back to it" later, in which case we'll have no idea how recent or not it is, so there's not an incredible amount of relevance in the fact of it or not. What can be potentially important is the order in which things were done/cut.
Oh! I just found this in the Beta BE level texutre, named "TrnObj_PHstreambed00t2" See the PH??

Image
Indeed, that is the build96's beach cliff boarder texture, seen even in the first youtube video. I've noticed it and didn't even take a second look at its name (then again, it was many days ago). Awesome find! I am quite confident this "stream" is the one referenced by the voiceovers, which means that thing I pointed out at first as the "path" is probably in fact a stream. Anyway, if you compare it to the PV base, it's pretty thick, at least as thick as a road (the "path" streambed in JR, for example, is much more narrow), so it makes sense.
hppav wrote:Oh.... My.... Shit... :X
DracoAlphaX wrote:Crap, I've been called in to pick up a shift today, and I already work the other shift, and tomorrow morning, so I'll be gone for a while XD But I wanted to post up a bit of research I've just done on plantation houses. Well it's really just some images I found, to get some ideas about what original concepts for the level might have been (and also simply as inspiration since we don't have much to go by):

http://msnbcmedia2.msn.com/j/MSNBC/Sect ... das.h2.jpg

http://jessieboylan.files.wordpress.com ... use_03.jpg

http://www.uvm.edu/histpres/cuba/coffee4.JPG

http://images.adventure-life.com/2008/0 ... q576km.jpg

http://www.heritage-history.com/books/m ... age256.gif

http://www.indianawaterways.com/Lock%20Ruins.JPG

http://sinfrijoles.dk/mexico/person/ken ... on%202.jpg

http://img2.photographersdirect.com/img ... 197049.jpg

http://img2.photographersdirect.com/img ... 197047.jpg

http://www.penick.net/digging/images/Af ... 0rooms.JPG

http://itech.dickinson.edu/chemistry/wp ... a_rica.jpg

http://www.authentichistory.com/diversi ... ee_Bag.jpg

http://www.treefrogcoffees.com/images/daterratrees.jpg

http://www.dawnazon.com/wall_close.jpg

http://static.panoramio.com/photos/original/1675700.jpg

http://www.webewebbiers.com/vietnam/ima ... %20Loi.jpg

http://media-cdn.tripadvisor.com/media/ ... -house.jpg

http://docsouth.unc.edu/fpn/fearn/fearn14.jpg

http://missgraciousliving.southernaccen ... 970c-500pi

http://south-carolina-plantations.com/o ... iginal.jpg

http://south-carolina-plantations.com/j ... tation.jpg

http://pics4.city-data.com/cpicc/cfiles4977.jpg

http://media.photobucket.com/image/%252 ... haddon.jpg
Rexhunter99 wrote:Oh yesh, btw, Tyler and I were discussing his latest map editor for Carnivores and i asked him why his 'colored' versions of the terrain map had textures much darker than the game... and he told me that by basic nature, these kinds of overhead renders of entire levels into a single square texture must have the colors from the corners of the terrain texture, averaged before they are used to draw a pixel on the entire map texture.
If this is unclear, catch me on MSN and get me to draw up a proper explanation :P

Anyways back on track, the averaged color will usually be darker or lighter than the texture, so the dark green you are seeing might just be a funky output from the Dev's tools :P btw... have we ever considered they wrote an application or a plugin or something that outputs these maps? They'd be very complex... needing to take the data from not just textures but also instances, etc... pretty impressive, that and not even TresEd is capable of taking a full overhead screenshot, computers even now wouldn't be capable of handling that much detail :O

But very interesting finds all the same, does any of this affected Tres: R?

EDIT1:
Image
I spy with my demented eyes... something green and kinda mossy on the ground ;)
DracoAlphaX wrote:Yeah well we've been talking about this in messenger now. Nice to hear that you agree PH is mindblowing X_X

What you say could be pretty important. Might not be, also :P but could be. I know that for example, when I took that "beta pv terrain" texture in JPDS as a base texture in some area, then also had a "cover" object which was the same texture but with an opacity, in TresEd from any distance except in-your-face, the version of the texture with an opacity map appeared to be much more RED than the pure one. Totally freaky but I understand how color-averaging results in this (and sucks).

Still, I am liking the theory we discussed about a pure form of that moss texture. Your screenshot there (despite probably being from JR like we've thought) is also quite helpful. Seems they did have a grass texture in use, of that color, at some point that they were releasing images. Pretty handy... I'll be making a more extensive analysis of pre-release images & of things currently in IJ/JR, compared to PH. I think some of IJ3 might even go in PH, but I have to look into it.
hppav wrote:The devs said in one interview something about playing "level candidates" PH could have been one such "level candidate" that didn't make the cut.
Nick3069 wrote:I think there might be other missing levels: JI and JI2. If you look at the loading screen you see that there are these 2 loading screens, which are almost identical.

Very interesting stuff!
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Re: PH - A new missing level!

Post by Draconisaurus »

DracoAlphaX wrote:Yeah we brought that up in the thread about level listing. I dunno what to make of those - my first guess was a misspelling of IJ :lol: What would "JI" mean, anyway..
DracoAlphaX wrote:Alright so machf has just made a post about PH, and I've replied. Here's the latest:
machf wrote:Just because the map/texture shows a certain area it doesn't mean the actual level uses the whole area... PH would have filled the gap between JR (or JU) and IJ.
Image
The "whited out" area likely shows where the level was blocked so you couldn't go back, see how the end of JR is right there. You'd go around the level towards the beach at the bottom (was that the original location of "Cathy's beach" too?) and finally would join with IJ...
BTW, the "hidden valley" in JR 96 is open, I went through there and reached the monorail ruins...
Draconisaurus wrote:
machf wrote:Just because the map/texture shows a certain area it doesn't mean the actual level uses the whole area... PH would have filled the gap between JR (or JU) and IJ.
Jeeeez. Well that's not cool at all - I'm trying to get RID of the path which goes back around the town, and restore the original monorail path... :x
So there are two dilemmas, here. As I've argued in the PH thread, there are voiceovers which suggest that Anne had to search around hunter remains in PH for the passcode to get into Burroughs.
Me wrote:EDIT: This just in. I bet some of these voiceovers may go in this level:

VH53: October 1996. The InGen Corporation is taken out of my hands by a vote of the board of directors. My nephew dispatches his team.
VH54: The hunters landed on May 13, 1997 deep in the island's south west. Most of them had worked at my African parks for years... they never stood a chance.
VH55: The InGen hunting party carried the pass codes for our perimeter fenses.
VH56: The hunters scattered, their pre-arranged hunting routes forgotten. Only a third of their number appeared at the rendezvous.
VH57: In May the rains came. The smell of the jungle was everywhere.
VH58: As I journeyed south along the coast, the air grew moist and heavy. Metal and concrete lay rotting in the sun and the rain.

The hunters carried the passcodes for the perimeter fences. This could totally explain how you'd find the gate to the town, but not be able to get in! You'd have to search for something with the fence passcode in the level until you found a hunters site which had something with it written down on. :D So we have a pretty clear initial picture of the level goals now, I think!
So there's this, which I have a strong conviction about. But at the same time, there are these voiceovers yet unaccounted for -

VA77: Power lines, now that's what I'm looking for.
VA78: Showers, coffee, air conditioning... Almost there.
VA79: What brought that down?
VA80: Come on Anne, you're up to this.
VA81: On the bright side, no more student loans.
VA82: These can't run more than a half mile more.

So these voiceovers come just before all the ones in the town. It clearly shows that she comes upon the power pylons leading in from Pine Valley, and follows them to the town, meeting the BioSyn heli on the way (btw, tatu discovered the crashed helicopter music in IJ 96 where the monolith goes in retail - seems that path may have been to find the crashed heli).

So! Your theory that IJ was gotten to after PH is supported by this (and of course IJ has always seemed to be an important level name). I'll be honest, though - I think IJ makes more sense, as a name, to come between BE and PH (since the new voiceovers suggest a major construction facility there) and then JU would have been what's between PH and IT.

There is still one major "sore thumb" sticking out - the terrain at the end of JR is the same as IJ, which if you shift IJ to connect there, leads straight to the town, and meets up where IJ2 would begin. I don't think this can be called off as coincidence, but perhaps the real explanation is not known. For now, I'm going to say that it's possible to have been "done" when PH was removed - JR terrain would have needed to be altered a fair bit in the removal of PH, IMO. Oh and I already agree with you that not all of the terrain visible in the PH image was explorable terrain - there are hexagon trnobjs in many inaccessible places in other levels. I would really like to see the monorail path being the upper (Eastern) boarder of PH, but.. Well wait. If the path was altered to its current JR state, I guess it would then follow up towards IT, still, though not quite as northward - which works with what you're saying. It also totally explains how there is no remnant of the monorail in what all we've seen of "IJ".


Okay brainstorming over! I agree, IJ may well come after PH. I just don't think it starts at quite the same coordinates as it does in retail, as that would put it right smack in the middle of what appears to be an important area in PH with some diverse terrain. Maaaaybe IJ1 connected directly to IJ3, and then IJ2 is actually a bunch of things borrowed from PH.... :|! THANK YOU
The "whited out" area likely shows where the level was blocked so you couldn't go back, see how the end of JR is right there. You'd go around the level towards the beach at the bottom (was that the original location of "Cathy's beach" too?) and finally would join with IJ...
Yes yes. In fact it might suggest that JU (or as I think, IJ) had a largely grey terrain, like that, from all the construction going on, similar to what you see here.
BTW, the "hidden valley" in JR 96 is open, I went through there and reached the monorail ruins...
Duh :P Also look at the ambient triggers. They are ontop of the ridge. If you shift the ridge over (in your mind) so that it is under all those billboards, it all fits. That valley used to be a lot wider.. And tatu discovered lots of stuff beyond the yatch beach's normal "extent", suggesting it was going to be a larger area. I also agree with you - I think this was meant for PH.

This has changed a number of things! I think I'll be drafting a new Trespasser Reloaded map soon..
DracoAlphaX wrote:Alrighty, then! I've just done a butt-ton of research into PH using JR and other assorted Tres resources. Some of the finds are fascinating. Let's begin!


First thing I did was to create an object to texture the base image onto. How did I figure out the coordinates? I've noticed that the offsets of terrain corners for Tres retail WTDs are usually powers of two (or sometimes, different powers of two added together). I noticed in my map-overlay that the left boarder of PH was somewhere between 0 and 100 units off to the right of 0,0,0 (note: the Zandor map shows the coordinate plane rotated at 180, to match the true cardinal directions of Cocos island). So I made this line be 64. Then I looked at how high the top boarder was, which was between 700 and 800. The powers of two 512 and 256 add to become 768, so I used this. Then knowing the terrain would be 2048x2048 square, the rest followed naturally. As it turned out, it fit perfectly.
Image

If you look here, the thick grey boarder we believe to be a ridge between IJ (JR) and PH goes pretty far into the other level's current playing area... This will actually help bring down the size of the IJ playing area if it becomes as "open" as I want.
Image

You can see here that in its default state, that wide light-grassy area in PH goes right ontop of the mountain. Hmmm..
Image

You know those hexagonal base terrain objects in some levels? The ones in JR, at least, were at a scale of 128.
Image

However, if you reduce this to 64, the power of two just under it, it's a perfect fit with the hexagons in the PH base.
Image

See these brown patches here? It gets pretty blurred in TresEd, actually, even on High texture res. I'm going to make a quad-split later to help see the true lines for terrain objecting.
Image

However, it's already easy to tell that the "HvytoLtTrans" (Heavy-to-Light Transition) terrain objects from JR, without any scale alteration, fit right into these spots. I was also assisted by looking at the original base texture off to the side.
Image

I made a temporary terrain object out of that pond textured with the base "medium" grass. Not a perfect fit to anything, but seems like it probably goes somewhere in here..
Image

Rex and I were thinking maybe the moss texture from those trnobjs in JR was actually the base for PH.
Image

Except, it seems to fit certain other colors just a bit better..
Image

To show that the streambed in JR is way more thin than anything in PH, I went and got this pic..
Image

Did a quick comparison of a super-scale on that new gorge object from JR 96. There seems to be some vague correlation in certain spots, but it's probably nothing..
Image

I've been thinking for a while that the Mayan thing should go in PH. I may have found where it goes.. This was the only spot it could really fit in.
Image

The placement of it didn't make much sense to me. Not only that but of course, I was thinking that the grey zone would fit better if the terrain moved from under it over the X-axis. So, I moved both the Mayan trnobj and the entire base trnobj on the X-axis to see what would happen of that Mayan scene were on the very top of the mini-mountain.
Image

Looks pretty cool, eh?! At the same time, the break between the grey blobs and the light grass happened at the same spot where the angle of the mountain changes. :|
Image

It also fits the side of the mountain which would be just on the shoreline, too (note that the general height of the terrain here needs to go down to near-zero for the actual beach).
Image

So then I started bringing in crap from other levels. :P Here is the dark dirt object found in BE. Seems to fit this shade of brown rather nicely - I believe there was quite a lot of it, used in a similar fashion to what you see here.
Image

Tatu's PH streambed! Works like a charm, color fits awesome.
Image

The beach-grass terrain hexagon from BE. Seems to fit at least one of these greens...
Image

The unused "cycgrass" trnobj from PV. Does anyone know what "cyc" might mean? I can only think of "cycads", which are a kind of ancient palm-type plant..
Image

The used cycgrass trnobj from PV doesn't fit quite as easily. Best match I got was way out here, which is probably just a transitional color between the base grass and what appears to be the PV base..
Image

And well. What would PH be without the Plantation House, eh? This little splotch here was the closest thing I could find to a "footprint". It is on the far corner of the level from where you enter, so it makes sense.. And it is slightly northward of the Stream, though not by much (not much space for a path), but there is the great opportunity nearby for a bridge. Seems that the area surrounding this spot is pretty heavy with varied trnobjs, I bet they didn't make it easy to reach the house once you saw it..
Image
Image

I then started looking into IJ, the other adjacent level. First thing I noticed was this:
Image

Can you believe it?! TresEd's own "average" color for the base terrain of IJ (the only surviving level in 96 to use the old moss-mud combo) matches the base color of PH almost perfectly. This makes using that texture as a base in Tres Reloaded very, very likely.

I tried importing several IJ objects to look for correlations. Most of my searching turned up in vain, but I did notice some things.
One was that, although the new gorge in IJ2 does not really match the grey mass in PH, the base object (-00) from the IJ basement happened to land right ontop of a part of the grey mass. Coincidense? Who knows... The object is referred to as "mount tile" (though this could be about Mt. Watson. HOOOLLLMMMEEESSSSS!!!!).
Image

That cool light-to-base transition object from IJ has a nice match with its grass texture, but the mud (base) inside, not so much..
Image

Does that gravel in IJ look at all like the grey mass's texture? Not really.
Image

Okay so, the next awesome step was to export the IJ terrain as a TPM and import into my heavily modded JR as an invisible instance to see how it looked. As you can see, it extends significantly into PH... It's also interesting to note that it almost seems as if the stream you see in IJ could flow down into the streams of PH and out into the ocean right there.
Image

Took and overhead viewpoint and noticed that if you cut off the IJ road (which is really JU, remember) up to the point with that pesky little pond (the one seen in the Other loading image), which is also where the bend occurs, it actually lines up very, very nicely. The main reason for cutting it off is because the terrain under that first segment is heavily detailed with trnobjs, so it makes much more sense to be a part of PH. This is how I'm going to handle the transition from PH to JU.
Image

It's worth noting that the level ground at the far edge of JR is at the very same height as the road in IJ, with no alterations. o_O Oh and the height of this road is NOT the same, if you go over and look at the part of IJ which comes after the end trigger of JR. Another artifact of the alteration made when PH was removed.
Image

I then imported a TPM of JR's own terrain to shift along the X-axis for comparison of where I wanted to shift the terrain. After aligning the top of the mountain with where the Mayan trnobj should go, I noticed something amazing! Its edge had lined up exactly with that of IJ. :|!!!
Image

I went to do a little teaking so that the edges lined up perfectly to the decimal. Then I noticed that a major quad division from JR lined up perfectly with the far side of the PH base terrain. :|.. I must be doing SOMETHING right!
Image

Remember that discussion about the ridge being off to the side in JR? Well, that happened on its own, too! XD Of course, it also extends too far out into the ocean, now, but that's fixable. This is how I'm going to base the new sculpt for IJ in reloaded.
Image



And that's all for tonight!!! Happy analyzing. This dream is looking more and more possible all the time.
Rexhunter99 wrote:A bunch of the Terrain outlining you did with the terrain models didn't make sense to me visually (then again I have terrible depth perception when I see just wireframes, so I was probably seeing terrain quads I shouldn't be)

And yes... I am a broken record, but we have to remember that the TrnObj's will never match the averaged colors perfectly just because Texture A does not match Color B much, doesn't mean they aren't the same texture or a variant.

So I guess from all this, (yes I'm about to be as blunt as possible here) we're assuming PH was between JR and IJ before the axing of the level.

And building on what machf said about PH not actually being all of the area the Base image covers, it's just as likely that steep hills and what not would prevent the player from accessing parts of the map in the middle anyway (which I'm sure you've taken into account anyway, I've just said it for future reference)
But now the last half of JR and the first few bits of IJ look more and more like they were mish-mashed from PH after the cut.

Oh yeah, I am loving the idea of the Mayan structure up on the hill, overlooking the area, it would fit as an outpost or shrine or something quite well.
DracoAlphaX wrote:Agreed on all points! And yes well, I'm sorry your depth perception sucks, oh well xP
tatu wrote:
but there is the great opportunity nearby for a bridge.
Remember those SSBridges from the mystery models? Remember the name? Somethin with Southern Bridges?



This is awesome discoveries Draco!


EDIT: Remember something I found out about the mystery models and wrote at trescom..

Image
Image

Both these texture were created in "d:\wei\1_New&Fixes\PlantationHouse\EndTable" and "d:\wei\1_New&Fixes\PlantationHouse\TennisRacket"

This might been in PH? Since the End Table is only in the Test level.
The EndTable max file is dated back in 17 November 1997 and the Tennis Racket 6 November 1997
DracoAlphaX wrote:Well I seriously, seriously doubt about the racket. I personally also think the end table is for Hammond's House, buuuut it would not be out of place in the PH, so we'll see. :)


Aaaaand yes, I was actually thinking about that Southern Bridge thing you discovered yesterday. ;) I'm definitely going to see about getting that to work. There are more than a few swampy-looking terrain elements in the PH base texture... 8-) We can't forget those goold ol' swamp planks, either.
tatu wrote:I believe that TC Ops first level got working SSbridges, but just with other texture. They finished them before we got hold on the full myst objects
DracoAlphaX wrote:Correct, MikeTheRaptor was commissioned to texture them for the Ops, in fact, before the textures for all the Mystery Models were discovered. But yeah, the proper one is in JPDS1 ;) Though, I improved the texture a bit.. The one with the MMs is rather.. reddish x_X Then again, maybe that looks right in PH?
hppav wrote:
DracoAlphaX wrote:Well I seriously, seriously doubt about the racket. I personally also think the end table is for Hammond's House, buuuut it would not be out of place in the PH, so we'll see. :)
Draco, the filepaths indicate that they ARE for the PH, so your doubting is destroyed by the evidence :P You can't ignore something that blatant because you don't like it :P
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Re: PH - A new missing level!

Post by Draconisaurus »

tatu wrote:Well I agree to Draco, it dosent fit anywere in the PH house
DracoAlphaX wrote:Sam! We discussed this earlier. Some of them just don't make sense. Here is the full original post from tatu:
tatu wrote:Where were the mystery models meant to be in the levels?

The "PEndTable" were meant to be in the Plantation House! At least if you look at the texture path! "d:\wei\1_New&Fixes\PlantationHouse\EndTable"
The same goes with the Tennis Racket "d:\wei\1_New&Fixes\PlantationHouse\TennisRacket"

Image
Image


The "PStairCaseRocks" were meant to be in IJ!! Texutre path: "d:\wei\1_OthersFixes\IndustrialJungle\StairCaseRocks\maps"
Were their going to be a building och stairs in IJ?

Image

Remember the bridges in TC OPS level? the SS bridge in the end? the texture path on the mystery models says "d:\wei\SouthernBridge\maps", is the bridge meant to south on a level? and is their a northen bridge too?


Some other intresting texutre path is:
K:\Art\Props\Maps
C:\Diane\New Folder\
\\JPII_PC\Trespass\Art\

Wei should be Wei Ho who should be the artist and worked with trespasser. Any way to contact him? He should know more about the models.
Who is Diane?
The JPII_PC folder, whats that? a network folder? since it dosen't got any drive.

Well okay. The other serious doubt I had was because I thought the rocks there are the debris from Hammonds House, which makes no sense in IJ, but since we determined they are actually ROCKS, that part is fine. So... Idk.

How can you fit a tennis racket into a hundred-year-old plantation?
hppav wrote:Because, just like other levels, the plantation house wouldn't be the only thing in it? It would be the centerpiece of the level, hence why it has the name. However you can't determine that the only location in the level is what is referenced by the name, since if you did that then we wouldn't have a Harbor in the Lab level, a Geo Plant in the Pine Valley Level, Dam in the Town level, or much of anything in Jungle Road other than a jungle and a road. Much less a foundation in a level called Beach.

Heck, with that logic the only thing on the top of the mountain is the top of the mountain :P

They wouldn't place textures for models intended for use in one level in another level's folder no matter how you twist it. They were initially intended for use in the level whose folder contains the textures.
DracoAlphaX wrote::P I think you can do better than that. The easiest possible explanation to give is that it's part of another little construction-worker-time-off spot, with horse shoes and crap to entertain themselves. Still.. a tennis racket.. that needs an actual net and shit, doesn't it? :| WHO WANTS TO MODEL THE TENNIS NET? :mrgreen: XD
tatu wrote:Haha that would be the easy part, doesnt it? I can, tho I dunno know what max you use. I can use sketchup and make models, and export to 3ds, but I dunno know if they work on older max version
hppav wrote:PChair01 has a Max Multi-Material named PjungPlantHouseChair, PTable01 has a Multi-Material named JungPlantHouseTable These are both seen in the concept art render of the Bungalow with the furniture in it. Don't know if you noticed that.
DracoAlphaX wrote:OMG! Sam, I'm so stupid XD While we were talking, I didn't even consider that "plant" could be short for Plantation. Dur! Jungle-Plantation-House-Chair. Oye vey, it makes perfect sense now... Isn't there also a colonial chair in the Mystery Models, or something?

And tatu I use Max 9. Should work fine though 3DS is a shitty format and may lose some data.
tatu wrote:
DracoAlphaX wrote:OMG! Sam, I'm so stupid XD While we were talking, I didn't even consider that "plant" could be short for Plantation. Dur! Jungle-Plantation-House-Chair. Oye vey, it makes perfect sense now... Isn't there also a colonial chair in the Mystery Models, or something?.
yes it is, but there is no texture
DracoAlphaX wrote:And tatu I use Max 9. Should work fine though 3DS is a shitty format and may lose some data.
Oh okey! then I might be able to do a few objects :)
DracoAlphaX wrote::3
Hmmm no texture.. We'll fix that xP I'll map the dummy texture to it and see what kind of mapping was used. ....Later..
tatu wrote:
That one almost look like Hammonds house.
And this one look like the house beside the PH house.
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