New (Old) level evidence: PH - Plantation House
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- Draconisaurus
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Re: New (Old) level evidence: PH - Plantation House
Slug, I think this interview business is your area Better get crackin (Note that Mickey did start a thread for dev questions - don't think he followed up on them, but might wanna ask 'im)
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Re: New (Old) level evidence: PH - Plantation House
I think yesterday Mickey said he was going to send the questions soon, btw
Album 1 http://m.imgur.com/a/cRA26
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Album 2 http://imgur.com/a/6tvKV
Jurassic World: Fallen Kingdom leaked and (few) official photos
Re: New (Old) level evidence: PH - Plantation House
machf wrote:It's relative, I guess. For me, RapidShare works much better than other sites I've tried.
EDIT: fine, for all the whiners here are new links:
http://www.trescom.org/files/SornaMap2-PSD.rar
http://www.trescom.org/files/SornaMap2-XCF.rar
Maybe I should have uploaded them there from the beginning...
Played around with these to get a more whole-island terrain view:
I'll throw my view in and say that asking wont do any harm - May as well.
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Blender 3.0 TPM Plugin [Project GitHub]
- Draconisaurus
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Re: New (Old) level evidence: PH - Plantation House
Hmmmmmm, nice. Could you attach the PDF file used to make those?
Re: New (Old) level evidence: PH - Plantation House
Draconisaurus wrote:Hmmmmmm, nice. Could you attach the .PSD file used to make those?
Anyway, they were both made from the same PSD, I've just changed the layers and possibly the blending mode(s) a bit on them, but anyway:
Direct Links:
Download as .rar (26.1MB)
Download as .zip (32.25MB)
Bringing TPA CRCs up the well, amongst other file format adventures.
Blender 3.0 TPM Plugin [Project GitHub]
Blender 3.0 TPM Plugin [Project GitHub]
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Re: New (Old) level evidence: PH - Plantation House
Whoa whoa.. Whoa whoa whoa. How the hell are you doing that? The top layer has transparency dependent on the darkness of the lower layers?! WTF
Anyways. I---Errrm.. What.. I am trying to use the erase tool with soft-brush, and it ends up as a gradual pencil-type eraser even though it's clearly set to brush-type. I don't understand what's going on with this PSD I was going to do some erases here and there to blend the heights together, but I can't seem to work with this properly..
Anyways. I---Errrm.. What.. I am trying to use the erase tool with soft-brush, and it ends up as a gradual pencil-type eraser even though it's clearly set to brush-type. I don't understand what's going on with this PSD I was going to do some erases here and there to blend the heights together, but I can't seem to work with this properly..
Re: New (Old) level evidence: PH - Plantation House
Some necro-posting, but, what the heck...
https://www.dropbox.com/s/mecjwz42zyaou ... F.zip?dl=0 (10.03MB)
https://www.dropbox.com/s/h6lsivm0khfu1 ... D.zip?dl=0 (20.34MB)
I've added a few things since the first version, including a heightmap of Cocos Island from actual SRTM data, the terrain from the early versions of the Town and Jungle Road, and now, the terrain from the levels included inthe PC Gamer alpha... and all the positions have been verified against the coordinates in the old MAXscripts found with the source code.
Time to publish updated versions...machf wrote:OK, I made a GIMP .xcf file with the various heightmaps as separate layers, and the PH texture in two different positions, all overlayed on Zandor's map scaled up to match. You can download it here, it's ~11MB:
http://rapidshare.com/files/334194737/SornaMap-XCF.rar
There's also a Photoshop .psd version for those who prefer it, it's ~15MB:
http://rapidshare.com/files/334216658/SornaMap-PSD.rar
The scale is 1pixel = 2 metres, with Trespasser's internal units being equal to 1 metre.
As I said, the PH texture is in two different positions, one corresponding to the images I've posted previously, and the other displaced 256 pixels so that the coastline matches beter Zandor's map. This introduces a few changes, the most significant being that IJ now doesn't match the end of the riverbed in PH but instead it connects with a brown blotch a little before the end of the riverbed which may be a fork...
https://www.dropbox.com/s/mecjwz42zyaou ... F.zip?dl=0 (10.03MB)
https://www.dropbox.com/s/h6lsivm0khfu1 ... D.zip?dl=0 (20.34MB)
I've added a few things since the first version, including a heightmap of Cocos Island from actual SRTM data, the terrain from the early versions of the Town and Jungle Road, and now, the terrain from the levels included inthe PC Gamer alpha... and all the positions have been verified against the coordinates in the old MAXscripts found with the source code.
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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