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.