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Level terrain areas

Posted: Sat Jun 03, 2017 3:18 am
by machf
This is for reference only, so that you can get an idea. The scale is 1 pixel=2 metres, and it's based on Zandor's map.

Beach terrain location:
BeachMapImage4.jpg
BeachMapImage4.jpg (211.21 KiB) Viewed 13660 times
Jungle Road terrain location:
JungleRoadMapImage5.jpg
JungleRoadMapImage5.jpg (192.26 KiB) Viewed 13660 times
Plantation House terrain location:
PlantationHouseMapImage6.jpg
PlantationHouseMapImage6.jpg (192.16 KiB) Viewed 13660 times
Industrial Jungle terrain location:
IndustrialJungleMapImage10.jpg
IndustrialJungleMapImage10.jpg (202.74 KiB) Viewed 13660 times
Old Town terrain location:
OldTownMapImage3.jpg
OldTownMapImage3.jpg (204.74 KiB) Viewed 13660 times
InGen Town terrain location:
InGenTownMapImage9.jpg
InGenTownMapImage9.jpg (216.51 KiB) Viewed 13660 times
Plains terrain location:
PlainsMapImage2.jpg
PlainsMapImage2.jpg (213.03 KiB) Viewed 13660 times
Pine Valley, Shore and Lab terrain location:
PineValleyMapImage11.jpg
PineValleyMapImage11.jpg (189.24 KiB) Viewed 13660 times
Ascent and Ascent 2 terrain location:
AscentMapImage7.jpg
AscentMapImage7.jpg (192.34 KiB) Viewed 13660 times
Summit terrain location:
SummitMapImage8.jpg
SummitMapImage8.jpg (204.54 KiB) Viewed 13660 times
I hope this lets you get the idea, and also helps when attempting to re-create some level...

Re: Level terrain areas

Posted: Sat Jun 03, 2017 3:55 am
by machf
In case you need helping getting the overall idea, here's the whole map:
Spoiler: show
SornaMapImage1.jpg
SornaMapImage1.jpg (1.09 MiB) Viewed 13658 times
WARNING! The image is 2816 pixels wide by 1920 pixels high!

Re: Level terrain areas

Posted: Sat Jun 03, 2017 6:22 am
by tatu
Really nice. Anyone ever thought about making a new version of his map but adding PV and PH too with the same style?

Re: Level terrain areas

Posted: Sat Jun 03, 2017 6:35 am
by Draconisaurus
machf, thanks much for spitting these out... Should prove useful somewhere.

Re: Level terrain areas

Posted: Sat Jun 03, 2017 9:15 am
by machf
tatu wrote:Really nice. Anyone ever thought about making a new version of his map but adding PV and PH too with the same style?
I was thinking of asking the same question...

Might be worth adding those alternate versions of Jungle Road, Industrial Jungle, the Lab (to match Pine Valley), Ascent and InGen Town, too...

Oh, and here's my PSD file with heightmaps and other stuff, now at version 7:
http://www.trescom.org/files/docs/SornaMap7-psd.zip

Available as an XCF file too:
http://www.trescom.org/files/docs/SornaMap7-xcf.zip

Re: Level terrain areas

Posted: Tue Jun 06, 2017 9:44 am
by machf
I've uploaded a single TPM file containing the terrains of the various Trespasser levels (except the TestScenes), it's a 48.1 MB RAR file, and when uncompressed it's a 281 MB TPM file.

http://www.trescom.org/download/downloa ... sMerge.rar

You can resave the JPEG images attached to the first post as BMP ones and place them in the same folder as the TPM file so that they are loaded as textures for those terrains. Then you can import them into 3ds Max or Gmax with the TPM Import MAXscript, or import them into a Trespasser level with GeomAdd, and use them as references when editing terrains.
Spoiler: show
TresMerge.png
TresMerge.png (1.86 MiB) Viewed 13615 times
Exporting the TPM file took almost 30 hours... first I thought the TPM export script had somehow stopped working, but it's really that it was taking a really, really long time...

Re: Level terrain areas

Posted: Wed Jun 07, 2017 2:09 am
by Draconisaurus
Very nice, John...

30 hours?! X_X

Re: Level terrain areas

Posted: Wed Jun 07, 2017 2:23 am
by machf
29 and a half... I interrupted the first two or three attempts after half an hour without seeing any progress, and that's when I decided to revise the TRR expot script in case it was conflicting with the TMP export one... then I itested again exporting a single terrain mesh and it took about 15 minutes, so I concluded it was now working fine and left it exporting the whole thing... never thought it would take THAT long.

At first, I had thought of just uploading a MAX file, but then I thought a TPM file would be more useful...

Re: Level terrain areas

Posted: Sat Jun 10, 2017 6:02 am
by tatu
This is really cool. How accurate it fits the actually terrain itself. Now please someone make a map (and terrain like this) with the early PV, JR and IJ terrain, and then add PH. That would look really cool :D

Re: Level terrain areas

Posted: Tue Jun 27, 2017 10:15 pm
by Slugger
So which parts of the island do we have no terrain data for (i.e. that can be extracted from the retail levels)? Like the northern / northeastern part of the island? Between Cabo Barreto and Bahia Wafer? That Punta Quiros area looks like there is terrain data?

Re: Level terrain areas

Posted: Wed Jun 28, 2017 6:54 am
by machf
Slugger wrote:So which parts of the island do we have no terrain data for (i.e. that can be extracted from the retail levels)? Like the northern / northeastern part of the island? Between Cabo Barreto and Bahia Wafer? That Punta Quiros area looks like there is terrain data?
Well, if you download one of these files:
machf wrote: Oh, and here's my PSD file with heightmaps and other stuff, now at version 7:
http://www.trescom.org/files/docs/SornaMap7-psd.zip

Available as an XCF file too:
http://www.trescom.org/files/docs/SornaMap7-xcf.zip
you'll get your question answered... it's basically part of the terrain covered by the Plains and a little more (from Punta María to Bahía Wafer), then part of the southeast (from Punta Montealegre to Punta Tuarialba) and a really tiny bit at the southwest (Isla Montagne and a corner near Cabo Atrevido).

Re: Level terrain areas

Posted: Wed Jul 12, 2017 10:41 pm
by machf
Last night I uploaded the updated versions of the multi-layer maps, I've just updated the links in the downlaod section...

PSD file version 8:
http://www.trescom.org/files/docs/SornaMap8-psd.zip

XCF file version 8:
http://www.trescom.org/files/docs/SornaMap7-xcf.zip

File size has been incremented by about 10MB for each one after incorporating the four texture maps and bumpmaps from the maps in Hammond's house...