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PostPosted: Sat Jun 23, 2018 7:01 am 
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T-Rex
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[TresEd] When turned on and off, it's ok. But when I load any level my or trespasser and I click on Quit it will crash every time. but I dont think it will have some bad effect.

You have to be very careful, then, especially if you save around the time that you exit. If TresEd crashes while you're saving, your level will be broken. You should also be careful that you don't "Save and Exit" in that case.

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[Help] Please how can I insert my the terrain to the level for which we used our own material and we created in 3dsMax7.

You don't need materials on your terrain in Max when importing to Trespasser, as they won't display. As I said before, Trespasser uses TrnObjs in the level itself to determine where the textures go.

The "Negative data value found" error indicates that, again, there is a vertex of the terrain which is below a height of 0. You CANNOT have any part of the mesh below 0 height.

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PostPosted: Thu Jun 28, 2018 3:48 pm 
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Ok :) I have already understood how texture is placed on the ground by TrnObjs, it looks very handy. But how to insert TrnObj into the level? create in3ds and using GeomAdd? and how to texture the individual TrnObj? Do I have to texture in 3ds max?

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PostPosted: Thu Jun 28, 2018 6:44 pm 
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So my video tutorials explain the basics here... But beyond that, some basic points.
-A typical small trnobj for placing around a map is a simple square with a single texture on it, fit to the edges of the square
-Easiest way to make a new small trnobj is to export one from a retail level's basement (the area off-map which contains organized base models - press "P" in TresEd to show obj locations as red/green dots), then give it a new texture by naming the new texture to the name of the original or opening the TPM file in Notepad and editing the material text
-When making a new (typically 256x256) terrain texture, just make sure it has the same palette as the other trnobjs; this can be accomplished using "Wally Palette Editor" in "Trespasser Twilight" (see sig link)
-Larger trnobjs, such as the light brown dirt/leaf-looking rounded "cover" trnobj in retail JR, use repeated tiling textures and cover more area with fewer objects
-The largest trnobjs are used for the bottom-level ('base') and might be giant squares, hexagons, specially-designed shapes, etc.
-Pay attention to "SoundMaterial" - a trnobj has a soundmaterial-area equivalent to its maximum rectangular dimensions based on the location of the pivot relative to the mesh; if you're not careful a large, unusual-shaped trnobj may cover an area with its sound where its texture is not present, causing one to scratch one's head for a bit

Hope that helps -

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PostPosted: Fri Aug 03, 2018 11:44 am 
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It is known that in Trespasser raptors had could jump. Can this feature be activated? Without using ATX mode. :?:


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PostPosted: Fri Aug 03, 2018 7:27 pm 
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machf and TI insist that the reactivated AI action "ActJump" etc. works in Tres CE. My experience is of a jump roughly 1/10th as high as standard ATX jumping. Judge for yourself - fiddle with the CE settings and actions in t-script.

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PostPosted: Sat Aug 04, 2018 4:07 am 
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1/10th? What, you think with ATX Raptors are like Superman, able to leap over tallest buildings in a single bound?
You really can't properly configure CE yet, I guess...

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PostPosted: Tue Sep 18, 2018 11:33 pm 
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ahh.. thank you.! :mrgreen: And collision shapes on any model must be made in the trespasser as only a cube?


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PostPosted: Wed Sep 19, 2018 3:11 am 
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Melber wrote:
ahh.. thank you.! :mrgreen: And collision shapes on any model must be made in the trespasser as only a cube?


Yes and no. It can be any shape you want, but the game will only care about it's bounds area, which is cube :)

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PostPosted: Wed Sep 19, 2018 6:56 am 
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More accurately "box", as they don't need all-same dimensions. Triggers are allowed to be boxes or spheres.

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PostPosted: Wed Sep 19, 2018 3:37 pm 
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Draconisaurus wrote:
More accurately "box", as they don't need all-same dimensions. Triggers are allowed to be boxes or spheres.


Even triggers can have any shape they want as the game only care about triggers bounds area. When working on the Island project I made the terrain a trigger, with over 30,000 polys and the game loads that cause it only loads the bounds area of the trigger.

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PostPosted: Wed Sep 19, 2018 4:47 pm 
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Mmmm triggers have exactly 2 types of bounding volumes via scripting, 1 (sphere) and 2 (box).

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PostPosted: Wed Oct 24, 2018 12:33 pm 
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Can be create in Trespasser cutscene or a movie? someone invented a way? :?:


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PostPosted: Thu Oct 25, 2018 6:13 am 
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There is a program called "Smacker" which creates SMK files that can be used as Trespasser cutscenes. There's a new actiontype for playing them with a trigger, and they can also be used to replace the ones which come with Trespasser (intro, new game, etc.). I think it's linked here in the FAQ section but just wait for the 20th anniversary - Trespasser Millennium will come with it along with all the other stuff you need.

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