The "arrowhead" in TestScene and other levels
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The "arrowhead" in TestScene and other levels
Do you want to get rid of that "paper-airplane"-shaped object that is visible in TestScene, Minilev and some other levels? Easy! Just add a directional light to your level, and... voilá! It's gone!
Why? Well, because that thing is actually the default directional light for a level, which Trespasser automatically adds when it loads a level and can't find one in it. That's also the reason why you can't find it in TresEd to get rid of it, it's simply because it isn't actually there!
So... now you know.
Why? Well, because that thing is actually the default directional light for a level, which Trespasser automatically adds when it loads a level and can't find one in it. That's also the reason why you can't find it in TresEd to get rid of it, it's simply because it isn't actually there!
So... now you know.
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Re: The "arrowhead" in TestScene and other levels
Finally! An explanation as to what the paper airplane is!
How did you figure it out?
How did you figure it out?
Re: The "arrowhead" in TestScene and other levels
I had noticed in GUIapp that when you rotate it, the shadows on the ground shifted. Then I decided to import another light in order to be able to change the direction of the shadows in TresEd, and noticed it had vanished in-game. In GUIapp, you can find out its name (PRS-RPA-Con), which hapens to be a string in the Trespasser executable. And since when you first load GUIapp without any level it's already there, it's easy to make the connection...
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
- RexHunter99
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Re: The "arrowhead" in TestScene and other levels
I figured that out a long time ago when we were fiddling with the lights and bumpmapping in GUIApp. However IIRC we could never get rid of the default one even when a standard light primitive was imported, the default light remained in Minilev.machf wrote:I had noticed in GUIapp that when you rotate it, the shadows on the ground shifted. Then I decided to import another light in order to be able to change the direction of the shadows in TresEd, and noticed it had vanished in-game. In GUIapp, you can find out its name (PRS-RPA-Con), which hapens to be a string in the Trespasser executable. And since when you first load GUIapp without any level it's already there, it's easy to make the connection...
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Anthropology ~ A beautiful tale.
EpicZen
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Re: The "arrowhead" in TestScene and other levels
Are you sure? Because when I import a directional light into Minilev, the "paper airplane" disappears... I just tried... had done it with the TestScene and some other levels before too...
What I notice is that when you load the level into GUIapp, it's still there, but once you hit F8, it vanishes. Resetting the level at that moment won't bring it back, either. And in-game, it doesn't show up anymore.
What I notice is that when you load the level into GUIapp, it's still there, but once you hit F8, it vanishes. Resetting the level at that moment won't bring it back, either. And in-game, it doesn't show up anymore.
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
- RexHunter99
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Re: The "arrowhead" in TestScene and other levels
Hmm weird, I definitely remember it not leaving the scene in-game. Maybe I forgot to save it? XDmachf wrote:Are you sure? Because when I import a directional light into Minilev, the "paper airplane" disappears... I just tried... had done it with the TestScene and some other levels before too...
What I notice is that when you load the level into GUIapp, it's still there, but once you hit F8, it vanishes. Resetting the level at that moment won't bring it back, either. And in-game, it doesn't show up anymore.
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Anthropology ~ A beautiful tale.
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Anthropology ~ A beautiful tale.
EpicZen
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Re: The "arrowhead" in TestScene and other levels
I thought you solved this long ago? I remember some discussion about it at least a year or a few months back, possibly before guiapp.
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Re: The "arrowhead" in TestScene and other levels
You can import lights? I would assume they don't work like they do in 3ds Max due to the fact the engine only renders one light (the sun) hence why the lights in ED and the God Beam in TestScene and the Alpha screens all are just objects scripted to render that way. Would then the direction of the directional light be the direction that the sunlight takes, like how the direction of the airplane affects the direction of the skylight? I never tried importing a light because I believe Remdul or Rebel back in '02 said that the engine wouldn't render them as lights.
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Re: The "arrowhead" in TestScene and other levels
...I suppose a comprehensive answer to the question "How do/does light(s)(ing) in Trespasser work?" with all the information we "know" now would be useful..
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Re: The "arrowhead" in TestScene and other levels
Well, I imported it from another level. If you mean from 3DS MAX, I guess we'd just need to change the TPM scripts to handle lights in a different way... in Trespasser they need to be specified as string class = "CLightDirectional"hppav wrote:You can import lights?
Actually, there are two light sources in a Trespasser level: the directional light used for the sunlight, and ambient light (equivalent to the scattered light from the sky, for comparison).I would assume they don't work like they do in 3ds Max due to the fact the engine only renders one light (the sun)
hence why the lights in ED and the God Beam in TestScene and the Alpha screens all are just objects scripted to render that way.
Yes.Would then the direction of the directional light be the direction that the sunlight takes,
See above.like how the direction of the airplane affects the direction of the skylight? I never tried importing a light because I believe Remdul or Rebel back in '02 said that the engine wouldn't render them as lights.
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
- RexHunter99
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Re: The "arrowhead" in TestScene and other levels
Trespasser doesn't care what the instance was originally in max, it's how we handle the exportation of the data. A free-directional light from MAX would be the best solution as the Trespasser Directional lighting works the same (at least as far as I am aware and as far as I understand from all my research into 3-Dimensional graphics and lighting solutions)hppav wrote:You can import lights? I would assume they don't work like they do in 3ds Max due to the fact the engine only renders one light (the sun) hence why the lights in ED and the God Beam in TestScene and the Alpha screens all are just objects scripted to render that way. Would then the direction of the directional light be the direction that the sunlight takes, like how the direction of the airplane affects the direction of the skylight? I never tried importing a light because I believe Remdul or Rebel back in '02 said that the engine wouldn't render them as lights.
Basically if we told the TPM Maxscript to also export instances of "Light" class, and then make it export some default light geometry for it too, then we would only need to TScript the instance with CLightDirectional as the class string, then the negative Z axis is the direction that the light "travels"
Where as Pointlights would have a range value attached to them. I wouldn't mind going back into GUIApp to fiddle with those some more...
~ They told me humans weren't real... I proved them wrong.
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Carnivores Hub ~ Need the full games without all the hassle of torrents or viruses? Run on over to EpicZen's Carnivores Hub!
Anthropology ~ A beautiful tale.
EpicZen
Carnivores Hub ~ Need the full games without all the hassle of torrents or viruses? Run on over to EpicZen's Carnivores Hub!
Re: The "arrowhead" in TestScene and other levels
Do Point and PointDirectional (Spot) lights actually work in Trespasser and/or GUIapp? Or were they left over but not implemented?
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
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Re: The "arrowhead" in TestScene and other levels
IIRC either Rebel or Sam mentioned to me the got it working, so I went and too a whack at it myself, I think I remember getting point lights working in the debug build of GUIApp but they had to be mere millimetres away from the bumpmapped objects (and mind you they worked only on bumpmapped objects)machf wrote:Do Point and PointDirectional (Spot) lights actually work in Trespasser and/or GUIapp? Or were they left over but not implemented?
~ They told me humans weren't real... I proved them wrong.
Anthropology ~ A beautiful tale.
EpicZen
Carnivores Hub ~ Need the full games without all the hassle of torrents or viruses? Run on over to EpicZen's Carnivores Hub!
Anthropology ~ A beautiful tale.
EpicZen
Carnivores Hub ~ Need the full games without all the hassle of torrents or viruses? Run on over to EpicZen's Carnivores Hub!