E3 & PCGamer, working TresEd levels. JR PLAYABLE RELEASE

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E3 & PCGamer, working TresEd levels. JR PLAYABLE RELEASE

Post by tatu »

EDIT: The early Trespasser builds should work on modern OS systems when installed. Otherwise use machf's proper converted .grf and .scn (converted with tools made by machf and Rebel), found in the Patches section: https://www.trescom.org/patches/ These make them load properly in TresEd in their original form unlike how I did it before they made those tools.



Here are working TresEd versions of the E3 and PCGamer levels. They do not work in-game due to the old engine uses the same geometry type while the later ones uses 2 different ones. Playable versions will be added as they are made playable.

The geometry type needs to be changed to their proper ones if you want to use anything yourself. If you don't know which it needs, export something from a retail level and look or use this guide: viewtopic.php?f=31&t=6932

Playable versions are fine to export from and use directly. Playable levels will also be uploaded to TresCom's download section.

As of April 2017 I have made new TresEd versions. This is duo to the first time around I never bothered to fix the textures for the foliage, so I used the retail ones, same with the meshes. As later discoveries have showed that some models have different quality than retail and some different textures this have now been fixed in some levels. Updated download links can be found below.

New, fixed:

E3 build 22:
http://www.trescom.org/files/alphabuild ... rTresEd.7z
http://www.trescom.org/files/alphabuild ... rTresEd.7z
http://www.trescom.org/files/alphabuild ... rTresEd.7z


PCGamer build 32:
http://www.trescom.org/files/alphabuild ... rTresEd.7z
http://www.trescom.org/files/alphabuild ... rTresEd.7z
http://www.trescom.org/files/alphabuild ... rTresEd.7z


Old, not fixed:
http://www.trescom.org/files/alphabuild ... EdFinal.7z
http://www.trescom.org/files/alphabuild ... EdFinal.7z


PLAYABLE:
http://www.trescom.org/files/alphabuild ... layable.7z
Active project: Trespasser: Isla Sorna
Status:
BE-PH1: Released
PH2-IT: Pre-released
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Re: E3 & PCGamer build, working TresEd levels.

Post by hppav »

Thanks a lot!
Album 1 http://m.imgur.com/a/cRA26
Album 2 http://imgur.com/a/6tvKV
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Re: E3 & PCGamer build, working TresEd levels.

Post by Rebel »

Ya, nice bit of work there, tatu. ;)
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Re: E3 & PCGamer build, working TresEd levels.

Post by tatu »

Thank you! :)
Active project: Trespasser: Isla Sorna
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production

"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
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Re: E3 & PCGamer build, working TresEd levels.

Post by Hilwo »

You rock, Marcus - thanks again!! 8)
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Re: E3 & PCGamer build, working TresEd levels.

Post by Slugger »

Great work there tatu!

I find PH to be a very pretty level. Those wide open spaces are something and those old ruins are cool. That dried river leading up to the plantation house is a very nice visual!
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Re: E3 & PCGamer build, working TresEd levels.

Post by Draconisaurus »

Yeah, PH as it turns out was quite a beaut'!
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Re: E3 & PCGamer build, working TresEd levels.

Post by glitchhunter09 »

Any word on playable versions for retail? I'm using your april 1998 JR as a base and porting things from all versions of JR for JR reloaded btw.
edit: weird. Porting over the textures crashes my levels....
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Re: E3 & PCGamer build, working TresEd levels.

Post by tatu »

I have a playable version of PH here: viewtopic.php?f=9&t=10795

Doesn't use the early dinosaurs tho since those wasn't rigged then.
Active project: Trespasser: Isla Sorna
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BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production

"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
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Re: E3 & PCGamer build, working TresEd levels.

Post by glitchhunter09 »

I was actually thinking of doing a version with JPOG styled dinosaurs with retail skins (eg barrel of Raptors skins)

The only question I have is which Raptor Tribe would be dominate if PH were in the final... Would it be the original cross over for Tribe A and B or would Tribe A be dominate?

I'm pretty sure the brown Raptor was the prototype Tribe B though. Could be wrong however and it could be they intended only male and female raptors. What's your opinion on the matter Tatu?
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Re: E3 & PCGamer build, working TresEd levels.

Post by tatu »

I don't remember which raptor it represented, but just import all 3 models into the same level and check which size the Brown fits most to.
Active project: Trespasser: Isla Sorna
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production

"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
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Re: E3 & PCGamer build, working TresEd levels.

Post by tatu »

I would like to update everyone on these levels.

When I went though fixing the textures (the SWP and PID file) the first round I skipped a lot of the foliage textures. The thing is, I have to extract all the textures and then manually rename them to their proper names and then make new SWP and PID files in order for the textures to properly show in TresEd. This means there are like 1000 foliage textures I have to rename. The first time around I did this I didn't bother and used the retail textures instead. This resulted in minimaps and physics not using any textures in these levels, which also means they don't properly show their true state.
I have also discovered lately that some of the early foliage used some more brighter textures, among other things, which is why I am going to redo this, but properly this time. That will also mean the levels will look closeer to original in TresEd so people don't have to fire up the old engines if they want to have a proper look.

There is also still the case, and if there is interest to make these levels to work on retail engine and the CE patch. It isn't that much work, but might be fun for people who can't get the old engines to run on their computers. This would also mean they might not behave exactly like they did in their old engines, but I think it might be worth it. It will take some time tho, but it is already in their works.
Active project: Trespasser: Isla Sorna
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production

"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
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Re: E3 & PCGamer build, working TresEd levels.

Post by Draconisaurus »

You know Tatu, it would be cool to release all these levels at once in a stand-alone engine, once you're finished. I'd be willing to help on that part. :nerd:
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Re: E3 & PCGamer build, working TresEd levels.

Post by TheIdiot »

I'd really like to see these cleaned up and made playable. The fixing doesn't have to be as extensive as your ASUM level, but it would be nice to be able to go straight from JR into PH and PH into IJ - get the complete Tres experience once and for all. :) I'd also be behind making the current PH level look more like the retail versions of the levels since right now there are a few things - notably the ground textures - that would look very strange if they were in retail.
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Re: E3 & PCGamer build, working TresEd levels.

Post by Hilwo »

TheIdiot wrote:I'd also be behind making the current PH level look more like the retail versions of the levels since right now there are a few things - notably the ground textures - that would look very strange if they were in retail.
Noooo, please don't change the ground textures in PH :o
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