TresCom Forums
http://www.trescomforum.org/

TresCom Community Project 1 - Trespasser: Reloaded
http://www.trescomforum.org/viewtopic.php?f=59&t=6804
Page 1 of 9

Author:  Draconisaurus [ Fri Apr 24, 2009 9:27 am ]
Post subject:  TresCom Community Project 1 - Trespasser: Reloaded

At long last, I hereby announce the true genesis of both the TresCom Community Project and the thought-to-be-dead Trespasser: Reloaded project.

In fact, the memberishp of TresCom has been attempting to recreate the Trespasser of olden times, at various stages of development, since it came into being, in the form of maps, screenshots, and many-page-long discussions. Trespasser: Reloaded is intended both as a final rendering of a great number of the deductions from the community about the Trespasser that might have been and as a chance to rework the game into a fresh and exciting form that the developers would only have dreamed of (or perhaps not).

The TresCom Community Project is to bring this complete set of levels to life, one at a time, by working together and distributing the work among those who have the skill, time, and dedication. The first level in the project is to be IT (aka TO), the "InGen Town". An incredible amount of speculation on what Trespasser would have been centers around the town and the various paths that lead to and from it, so I think it makes the perfect starting point.

In addition to simply making the town as it may originally have been intended, we're going to inject the long-lost TresCom Town project into this one. That's right - everyone interested needs to pick out a little spot for their bungalow, post a screenshot to show their "plot", and then deliver a GRF/SCN file to me so I can import your objects (with proper renaming) into the main version. This is on a first-come first-serve basis, so show us your spot as soon as you have it! If you wish to inhabit a more specific dwelling of the town (a room in the saloon, for example), just speak up and we'll discuss it. You can use either the smaller or larger bungalow model for your home, as long as you can fill it properly. Yes, you're allowed to import new objects like posters and crap, though it might be a good idea to bring it up with me before you do so we make sure all goes well. Copies of anything in the level are at your disposal, and of course you can import objects from other levels but again, you might wanna run them by me first, in PM or here.
Even better, if you want to model your own home, I'll help you make it happen. It doesn't even have to be a house, let's make this fun.

Now before ya'll go diving into TresEd, I highly suggest playing through it a little, first. ;) Works perfectly in Trespasser CE - remember to have a copy of the retail Stream.tpa in \data.

http://dracoastreus.opiumdreamsband.com ... lease1.rar

Go go go!

Author:  Nick3069 [ Fri Apr 24, 2009 12:59 pm ]
Post subject:  Re: TresCom Community Project - Trespasser: Reloaded

:o Holy molly! I didn't expect you to do so much in so little time.

Draconisaurus wrote:
The first level in the project is to be IT (aka TO), the "InGen Town".
Does that mean the level files will be renamed to TO once it's done?

Draconisaurus wrote:
everyone interested needs to pick out a little spot for their bungalow, post a screenshot to show their "plot", and then deliver a GRF/SCN file to me so I can import your objects (with proper renaming) into the main version. This is on a first-come first-serve basis, so show us your spot as soon as you have it!
Will the blue area in Sam's map also be available for house placement?
For not, I choose the spot to the East of the construction trailers.
Attachment:
spot.jpg
spot.jpg [ 61.48 KiB | Viewed 7142 times ]


Draconisaurus wrote:
Even better, if you want to model your own home, I'll help you make it happen. It doesn't even have to be a house, let's make this fun.
That's what I had planed, but my house is quite large. It's not a mansion, but somebody could mistake it for one. If my house is too big to fit in or if I run out of time to model it, I have a custom bungalow ready.

Draconisaurus wrote:
Now before ya'll go diving into TresEd, I highly suggest playing through it a little, first. ;) Works perfectly in Trespasser CE - remember to have a copy of the retail Stream.tpa in \data.
but... never mind, I won't spoil the surprise.

Author:  TheRaptorKiller [ Fri Apr 24, 2009 2:22 pm ]
Post subject:  Re: TresCom Community Project - Trespasser: Reloaded

I would like my house to be right here, AND I already have a house model that i'd like to be mine here is the spot..
Attachment:
MYSPOT.JPG
MYSPOT.JPG [ 138.41 KiB | Viewed 7130 times ]

Author:  TheGuy [ Fri Apr 24, 2009 3:18 pm ]
Post subject:  Re: TresCom Community Project - Trespasser: Reloaded

Man, this looks cool. What a time to have no hard drive though! >.<

Author:  Draconisaurus [ Fri Apr 24, 2009 4:42 pm ]
Post subject:  Re: TresCom Community Project - Trespasser: Reloaded

Nick3069 wrote:
:o Holy molly! I didn't expect you to do so much in so little time.

To be perfectly honest, everything but the terrain (which you already saw) was done last night. It's called midnight oil...

Quote:
Draconisaurus wrote:
The first level in the project is to be IT (aka TO), the "InGen Town".
Does that mean the level files will be renamed to TO once it's done?

That was my original hope, but I doubt the level files will work being renamed to TO... and I am definitely wanting to base it on a retail level, for superior mipmaps (and of course bumpmaps). None the less, I am going to attempt a rename at some point to see if it works, for other reasons..

Quote:
Will the blue area in Sam's map also be available for house placement?
For not, I choose the spot to the East of the construction trailers.

Ah, Lol I'm afraid not. And alright, though take care that that area is a bit removed from the road, seems to me, and somewhat under cunstruction. ;P Still, a nice open space, should work out.

Quote:
That's what I had planed, but my house is quite large. It's not a mansion, but somebody could mistake it for one. If my house is too big to fit in or if I run out of time to model it, I have a custom bungalow ready.

Wow, sounds great! :mrgreen:

Quote:
Draconisaurus wrote:
Now before ya'll go diving into TresEd, I highly suggest playing through it a little, first. ;) Works perfectly in Trespasser CE - remember to have a copy of the retail Stream.tpa in \data.
but... never mind, I won't spoil the surprise.

;)

TheRaptorKiller wrote:
I would like my house to be right here, AND I already have a house model that i'd like to be mine here is the spot..

Perfect spot.. and wow, I didn't expect the custom-house offer to be taken up on so much so soon. Can't wait to see these things.
(haha, can't wait for the other 42% before claiming your spot, eh? :lol: )

And Matt, if you can describe the location of the plot you'd like, you can get away without posting a screen, due to your situation..


Btw Nick, did you modify the way the East Gate works? I seem to remember these little triggers that stopped the doors as they opened.. the set-up seems wholly different now.

Author:  Anna [ Fri Apr 24, 2009 7:01 pm ]
Post subject:  Re: TresCom Community Project - Trespasser: Reloaded

I want my house to be HERE:
Image
I'm going to model my house :D. I would be pretty fun! Maybe take some time, but it would be fun! :mrgreen:.

Author:  Draconisaurus [ Fri Apr 24, 2009 7:05 pm ]
Post subject:  Re: TresCom Community Project - Trespasser: Reloaded

Alrighty.. Lol that church seems to attract a lot of home builders to its area. :yum:

(Now watch, Sam is going to live in the upstairs of the Church)

Author:  Anna [ Fri Apr 24, 2009 7:13 pm ]
Post subject:  Re: TresCom Community Project - Trespasser: Reloaded

Draconisaurus wrote:
Alrighty.. Lol that church seems to attract a lot of home builders to its area. :yum:

I only took the place, because there's room there O.o. But don't tell anybody! XD.
Quote:
(Now watch, Sam is going to live in the upstairs of the Church)

Lol! XD

Author:  hppav [ Fri Apr 24, 2009 7:34 pm ]
Post subject:  Re: TresCom Community Project - Trespasser: Reloaded

Draconisaurus wrote:
(Now watch, Sam is going to live in the upstairs of the Church)


:lol: Actually I would like the space between the InGeneral Store and the Gas Station :P ANd you know me, custom house :P

Attachments:
File comment: Consider this spot claimed :P
considerthisspotclaimed.jpg
considerthisspotclaimed.jpg [ 147.68 KiB | Viewed 7076 times ]

Author:  Draconisaurus [ Fri Apr 24, 2009 8:38 pm ]
Post subject:  Re: TresCom Community Project - Trespasser: Reloaded

Haha, alrighty Sam, can't wait to see this one. 8)

Also, Matt has confirmed the location for his house via messenger:

Image

Author:  Shadow Wolf [ Fri Apr 24, 2009 9:05 pm ]
Post subject:  Re: TresCom Community Project - Trespasser: Reloaded

I've got some very nice real estate in the sahara and a little cottage just inside a bird cage :P I also have a temporary HQ in a church... (need to get that finished and released within a few months if I can)

Author:  Draconisaurus [ Fri Apr 24, 2009 9:32 pm ]
Post subject:  Re: TresCom Community Project - Trespasser: Reloaded

Bird cage.. :lol: Anyway dude pick out a spot! :P Doesn't have to be anything fancy.. I can help set up anything you want.

Author:  enigma [ Fri Apr 24, 2009 10:33 pm ]
Post subject:  Re: TresCom Community Project - Trespasser: Reloaded

Picked out this location.
Attachment:
ehouseloc.jpg
ehouseloc.jpg [ 170.21 KiB | Viewed 7061 times ]



Is there any design specs etc, basic rules for the house?

Author:  Shadow Wolf [ Sat Apr 25, 2009 7:54 pm ]
Post subject:  Re: TresCom Community Project - Trespasser: Reloaded

Draconisaurus wrote:
Bird cage.. :lol: Anyway dude pick out a spot! :P Doesn't have to be anything fancy.. I can help set up anything you want.
can I has the spot next to enigma's? if that's ok with everyone? I don't want a lot of land but I'd like to be near the ops centre and the fenced side... I don't like walls... terrible views

Author:  Draconisaurus [ Sat Apr 25, 2009 8:51 pm ]
Post subject:  Re: TresCom Community Project - Trespasser: Reloaded

enigma wrote:
Is there any design specs etc, basic rules for the house?

All those that I laid out in the first post. You can use the small or large bungalow, or pick a specific existing location if you clear it with me, or bring in something from another level, or make it from scratch yourself.

I am going to announce here that I've realized it would be prudent for me to release certain models I have at this time for use in people's houses. I can't do it this second but hopefully later today.. I'm planning to release a package of TPMs including things like the bed, gun cabinet, and other crap from Mystery Models in Tres-ready form. So.. for things like that, if you're wanting better options, just work on other elements of your home until I get that out.

Shadow Wolf wrote:
can I has the spot next to enigma's? if that's ok with everyone? I don't want a lot of land but I'd like to be near the ops centre and the fenced side... I don't like walls... terrible views

Heheh, well as you may notice in enigma's screenshot, the fence is no longer there. It never made much sense there, anyway. When I'm finished with it, the town will be completely enclosed by either the concrete walls or big terrain slopes. The fence is replaced with a slope, in this case, and a concrete wall will eventually be just to the left in the image there, right next to where your place would be..... Can I suggest another place?

Image

Page 1 of 9 All times are UTC
Powered by phpBB® Forum Software © phpBB Group
https://www.phpbb.com/