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Re: A PH Project

Posted: Wed Oct 18, 2017 5:35 am
by TheIdiot
Level looks pretty nice, glitch! :) I really appreciate the use of the Barrel-full-o-Raptors skins, we don't see those used anywhere near enough. If you're not planning on using exclusively models in the retail game, you could use some of the ruined Hunter's Camp models Draco included in his PH contest level - there are some really great Humvees in there as well.

Also need to point out the somewhat misaligned magnets on that pistol; the Hold magnet for the hand appears to be too far to the left. Might want to correct that quickly before release.

Re: A PH Project

Posted: Wed Oct 18, 2017 1:19 pm
by glitchhunter09
Yeah, the misaligned magnet is actually a leftover from the base PH level. It does indeed need to be fixed. (needs to have a sound applied as well as it's silent.) Also, I may consider using a few of those models. I know there is a dinotrap model that I think is in one of the JPDS levels that was intended for PH anyway. Also, I think I just realized something. That gorge in the area between the Plantation House and the Mountain, may be the rex nest from the movie. Not positive, but the area around it looks similar. And if it's not, then it may be one of the pits mentioned in the walkthrough filled with junk. It seems a little far away for that though.

Re: A PH Project

Posted: Wed Oct 18, 2017 5:27 pm
by machf
Good work so far...!

Re: A PH Project

Posted: Thu Oct 19, 2017 1:30 pm
by glitchhunter09
Something I should note about the debris field, I threw a TV monitor in for obvious reasons. *cough*movie reference*cough*
There's also a guy who didn't quite make it that somehow ended up being forgot about among the debris. (hey it was never officially confirmed in the movie if nobody died there right? Just later on.)

Also extracted the dinosaur trap from JPDS plains and one of the destroyed tents from JPDS's Hunter camp. Figured the tent would come in handy. (thanks JPDS team for using those assets and converting them from 3DS to tpm)

Also, I'm considering the option of merging IJ with PH but we need to figure out how the heightmap is going to be reworked to make the transition as fluid as possible without altering the two maps too much. I was thinking maybe pushing the IJ map back to the flatter parts beyond the pits near the Plantation House, but I'm not sure how well that would work or even if it can be done properly. The idea is sort of a transitional location between the two that isn't in the final (since IJ practically begins at the edge of the heightmap in all versions) It wouldn't exactly be as the devs planned but it would solve the issue of the terrain not matching up properly between the two.

Thoughts?

Re: A PH Project

Posted: Thu Oct 19, 2017 7:35 pm
by Draconisaurus
A fun project you have going on here, keep it up. 8)

~The PH contest level includes numerous models you'll find useful, including the dino traps and tents you went into JPDS to fetch. It has a sat dish I made specifically for the Hunters Camp stuff.
~Your image next to the hunters camp area from the original PH looks nice; I wish to say that it could definitely use some variation, such as non-burned crates mixed in the bunch.
~PH and IJ do link up; TheIdiot, I don't suppose you'd be interested in posting a screen of your version of the terrain hybridization in that spot?
~I highly recommend importing a working version of the Colt rather than trying to fix the one in PH. Just saying!

Re: A PH Project

Posted: Sun Dec 31, 2017 2:39 pm
by glitchhunter09
Okay, I've ran into a little snag attempting to port over IJ's gorge to simulate the beginning of IJ and end of PH. While I got the gorge implemented, for some reason the map loses detail when I port the version of the heightmap with the gorge over. This is especially noticable at the start of the level as after porting, everything on the cliff floats and the cliff is notably flatter on top. Is there a way around this and if so, can you guys help me out? Thank you.

In other news, I put in the tents from JPDS. I also attempted to put in JPOG stegosaurus models but for some reason, they crash the game (I didn't have one with a proper Trespasser skin anyway.) The albertosaurus now has proper vocal cubes, but it won't come after the player unless they get close.

Next on the agenda after the heightmap issue is resolved is anchors for the dinosaurs to keep them from wandering off too far, and Bakers to keep them from escaping the map and also to keep Anne from leaving the map as well. After that perhaps adding the warp to IJ and adding triggers. Then I'll deal with the Stegosaurus issue.

There's also the stuff mentioned in the 1997 walkthrough which wasn't implemented that I need to take care of as well.

If anyone has any trigger suggestions for making the Albertosaurus attack work somewhat, let me know. I'd appreciate it. Any T-script contributions would be nice actually because I've been away from the game so long that I've forgotten stuff and I never completely understood it to begin with. (namely how emotions work and how to make a dinosaur do more or less of something properly.)

Also, is there a way to make a dinosaur's behavior change when another dinosaur is killed?

Also:

bug of the day:
Carnivorous Parasaurolophus. Not sure how this happened but for some reason the Parasaurolophus was actually trying to eat a raptor the triceratops killed. I'm guessing it's related to the ActEat command.

Re: A PH Project

Posted: Sun Dec 31, 2017 3:40 pm
by tatu
Okay, I've ran into a little snag attempting to port over IJ's gorge to simulate the beginning of IJ and end of PH. While I got the gorge implemented, for some reason the map loses detail when I port the version of the heightmap with the gorge over. This is especially noticable at the start of the level as after porting, everything on the cliff floats and the cliff is notably flatter on top. Is there a way around this and if so, can you guys help me out? Thank you.
If you got any experience, I would suggest importing the PH and IJ terrain into 3ds Max and combine them there instead of using the heightmap.
If anyone has any trigger suggestions for making the Albertosaurus attack work somewhat, let me know. I'd appreciate it. Any T-script contributions would be nice actually because I've been away from the game so long that I've forgotten stuff and I never completely understood it to begin with. (namely how emotions work and how to make a dinosaur do more or less of something properly.)
Check Draco's Fall Lodge level: viewtopic.php?f=9&t=11128&start=30#p122135 He made a working scripting event for that. Works really cool :)
Also, is there a way to make a dinosaur's behavior change when another dinosaur is killed?
Should be. You should be able to use the same ActionType that is used with Keycard doors and gates, the ones who make them unfrozen. It should work to change a value or change something from false to true etc.

Re: A PH Project

Posted: Sun Dec 31, 2017 5:45 pm
by Draconisaurus
Nice to see someone working on this.

Terrain - your description is detailed on some points but still a little sketchy. You're trying to merge the terrains? Heightmap import from TresEd loses all kinds of detail; you're translating a complex terrain file into a BMP image and back. Generally TresEd's heightmap stuff is not recommended for the action it sounds like you're trying to do. Best bet is to bring the two terrains you want to merge into 3ds Max, combine them there, and export into terrain files...
You'll need this for some of that: viewtopic.php?f=145&t=10879

Your crashing stego - too little info. Where did you get it from, was there already a stego in the level, what format was the stego in.. You could always post its t-script too.

The albertosaur has proper vocal cubes? If you're only working with retail dinosaurs, vocal cubes should be solved all at once, wherever you got them from. Try the files in "\Trespasser Twilight\Shell Generator\Import_Vocals". For it not coming close; a lot of dinosaurs floating around are pretty blank as far as AI goes. Basic thing to do is track down a similar working ingame dinosaur and copy its "bool Act___" stuff over, and Emotions if you wish. Do this since there are a few things to include, but I've found "ActPursue" and "ActApproach" can be vital. As well, make sure "float WakeUp" and "float Sleep" are included, with decent values (start with 70 or so).

To make something happen because a dinosaur has died, you'll need a "CCreatureTrigger" which monitors the dinosaur(s) who will die and causes X to happen, such as ActionType 9 (which can modify any "bool Act__" value).

Your carnivorous para... That's not the first time. Be sure "int Archetype = 1"; that should set what kind of AI type it eats. The T-Script Reference is a must for mucking around in TresEd.

Re: A PH Project

Posted: Sun Dec 31, 2017 6:01 pm
by machf
glitchhunter09 wrote: Also, is there a way to make a dinosaur's behavior change when another dinosaur is killed?
Well, there is a trigger which fires when a dinosaur is killed, and there's an ActionType which allows you to modify dinosaur activities, so, yes, there is a way.

Re: A PH Project

Posted: Sun Dec 31, 2017 6:43 pm
by Draconisaurus
Hey jeez when did I become a T-Rex Killer? Guess machf and I are tied now...

Re: A PH Project

Posted: Sun Dec 31, 2017 8:50 pm
by tatu
Draconisaurus wrote:Hey jeez when did I become a T-Rex Killer? Guess machf and I are tied now...
Probably 138 posts ago :P Spammers...

Re: A PH Project

Posted: Mon Jan 01, 2018 2:48 pm
by glitchhunter09
Draconisaurus wrote:Nice to see someone working on this.
Of course, I've been working on it off and on for months. You've even posted in this thread already numerous times ya silly goose. =P
Draconisaurus wrote: Terrain - your description is detailed on some points but still a little sketchy. You're trying to merge the terrains? Heightmap import from TresEd loses all kinds of detail; you're translating a complex terrain file into a BMP image and back. Generally TresEd's heightmap stuff is not recommended for the action it sounds like you're trying to do. Best bet is to bring the two terrains you want to merge into 3ds Max, combine them there, and export into terrain files...
You'll need this for some of that: viewtopic.php?f=145&t=10879
All I'm wanting to merge is the beginning gorge area of IJ. Sadly, I don't have access to 3DS max and it's expensive. And pirating it is bad for numerous reasons, (and not just legal ones but that's the main reason) so right now I can't get my hands on a working version of 3DS max.

What I'm aiming to do is make the proper ending location of PH look like the beginning of Industrial Jungle (the build 22/32 version) so that the transition over makes more sense chronologically. something strange is I tried using the pathway from Tatu's IJ port for tresed and it seems like any time I import something from one of the early levels into a new one, it tends to crash the level when the game is played. Yet Tatu doesn't seem to have said problems when he ports them over.
Draconisaurus wrote: Your crashing stego - too little info. Where did you get it from, was there already a stego in the level, what format was the stego in.. You could always post its t-script too.

You should know that there's not a stego in PH lol. (gonna have to import its vocal cubes later since PH only has Vocal cubes for the dinosaurs that are in it.) anyway, here's the stego's T-script. What's weird is the level loads, but it only crashes when the AI activates.

Code: Select all

ValueTable for instance 9549 "StegOG" :

group StegOG = {
    float ext_ImportScale = 1.000000
    int ext_GeometryType = 1
    int Archetype = 1
    int Team = 5
    bool ActNothing = true
    bool ActEat = true
    bool ActDrink = true
    bool ActLookAround = true
    float Speed = 0.600000
    float MoveableMass = 0.800000
    float WalkOver = -0.850000
    float Width = 3.000000
    float HeadReach = 3.800000
    float TailReach = 6.000000
    float JumpDistance = 0.500000
    float JumpUp = 0.500000
    float JumpDown = 0.500000
    float WalkUnder = 4.000000
    float JumpOver = 0.500000
    float CrouchUnder = 4.000000
    float UpAngle = 20.000000
    float DownAngle = 30.000000
    string Class = "CAnimal"
    int NumJoints = 30
    int NumDoubleJoints = 2
    int PVA = -2
    string Type = "Trike"
    bool Curved = true
    string Head = "$StegOG_Head-00"
    string Body = "$StegOG_Body-00"
    string Tail = "$StegOG_Tail-00"
    string SoundMaterial = "TRIC-FOOT"
    float Diffuse = 0.900000
    float Specular = 1.250000
    float SpecularAngle = 16.000000
    int Dinosaur = 4
    float HitPoints = 200.000000
    float ReallyDie = -100.000000
    float Regeneration = 2.000000
    float DieRate = 2.000000
    float CriticalHit = 100.000000
    bool ActOuch = true
    bool ActSnarl = true
    bool ActCroon = true
    bool ActDie = true
}
Don't know for sure, but it seems normal to me. Might be the model itself for all I know.
Draconisaurus wrote: The albertosaur has proper vocal cubes? If you're only working with retail dinosaurs, vocal cubes should be solved all at once, wherever you got them from. Try the files in "\Trespasser Twilight\Shell Generator\Import_Vocals". For it not coming close; a lot of dinosaurs floating around are pretty blank as far as AI goes. Basic thing to do is track down a similar working ingame dinosaur and copy its "bool Act___" stuff over, and Emotions if you wish. Do this since there are a few things to include, but I've found "ActPursue" and "ActApproach" can be vital. As well, make sure "float WakeUp" and "float Sleep" are included, with decent values (start with 70 or so).
As I stated above, the vocal cubes in PH only exist for Dinosaurs that were originally in it. Alberto isn't one of them. (neither is the Stego.) On another note, I think I ported over build 96 vocal cubes for the alberto by accident because it's making basketball sounds when it eats. lol. Also, Tres CE has an override for wake up distance. Probably should disable it though obviously.

My main question is how do the emotions influence a dinosaur doing more or less of a specific action? I haven't been able to get this right yet.
Draconisaurus wrote: To make something happen because a dinosaur has died, you'll need a "CCreatureTrigger" which monitors the dinosaur(s) who will die and causes X to happen, such as ActionType 9 (which can modify any "bool Act__" value).
Thanks for this. I think the CCreatureTrigger is actually used by the Alpha Raptor in Build 96's Summit to trigger the ending when killed.
I guess I should also ask if there's a similar trigger for a dinosaur getting injured. I'm trying to recreate the Young Raptor behavior described in the 1997 walkthrough. As you can see from earlier posts in this thread it's already ingame but it has a small texture issue I need to fix obviously *the lower body texture is on backwards, it came like that for some reason when I got the model off of Trescom) and yes I know how to fix it, it's just been low on my priority list.
Draconisaurus wrote: Your carnivorous para... That's not the first time. Be sure "int Archetype = 1"; that should set what kind of AI type it eats. The T-Script Reference is a must for mucking around in TresEd.
Thanks for this. That should solve the problem. Strangely, it doesn't actually attack other dinosaurs or Anne. Just eats the dead ones lol.

Re: A PH Project

Posted: Mon Jan 01, 2018 3:38 pm
by machf
glitchhunter09 wrote: All I'm wanting to merge is the beginning gorge area of IJ. Sadly, I don't have access to 3DS max and it's expensive. And pirating it is bad for numerous reasons, (and not just legal ones but that's the main reason) so right now I can't get my hands on a working version of 3DS max.
You can always use Gmax, the maxscripts work on it too...
My main question is how do the emotions influence a dinosaur doing more or less of a specific action? I haven't been able to get this right yet.
Take another look at the T-Script Reference. Look at "Activities" under "CAnimal".
Thanks for this. I think the CCreatureTrigger is actually used by the Alpha Raptor in Build 96's Summit to trigger the ending when killed.
I guess I should also ask if there's a similar trigger for a dinosaur getting injured. I'm trying to recreate the Young Raptor behavior described in the 1997 walkthrough.
Use the same trigger, it can check not only when a dinosaur is dead but when it is critically injured, when its HitPoints are below a certain amount, etc.