Search found 253 matches
- Wed Jul 12, 2023 7:23 am
- Forum: Trespasser Levels and Design
- Topic: My new map, working on it
- Replies: 31
- Views: 27734
Re: My new map, working on it
I really need to finish more projects. I have 3dRealms syndrone.
- Fri Oct 14, 2022 7:53 am
- Forum: Trespasser Levels and Design
- Topic: Learned how to import optimized terrain bmp's.
- Replies: 7
- Views: 545
Re: Learned how to import optimized terrain bmp's.
I thought I heard someone suggest in on here in the past. I'm glad it really speeds up the process 

- Thu Oct 13, 2022 7:44 am
- Forum: Trespasser Levels and Design
- Topic: Learned how to import optimized terrain bmp's.
- Replies: 7
- Views: 545
Re: Learned how to import optimized terrain bmp's.
Wont let me attach it properly. Here is the WTD.
- Thu Oct 13, 2022 7:36 am
- Forum: Trespasser Levels and Design
- Topic: Learned how to import optimized terrain bmp's.
- Replies: 7
- Views: 545
Re: Learned how to import optimized terrain bmp's.
Switched to a 1024^1024 terrain.
I want to make a level now! Heh. Got to come up with a story first though.
I want to make a level now! Heh. Got to come up with a story first though.
- Wed Oct 12, 2022 11:04 pm
- Forum: Trespasser Levels and Design
- Topic: Learned how to import optimized terrain bmp's.
- Replies: 7
- Views: 545
Re: Learned how to import optimized terrain bmp's.
Prolly, but the inside space isn't optimized there yet. I wanted the triangles to be small for details. It's either a 2048^2048 landscape or a 4096, I cant remember.
- Wed Oct 12, 2022 6:20 pm
- Forum: Trespasser Levels and Design
- Topic: Learned how to import optimized terrain bmp's.
- Replies: 7
- Views: 545
Learned how to import optimized terrain bmp's.
With the 8 bit bmp heightmap. In an image editor I select all the areas outside of player space and blur it a lot. Then import to TresEd. Works pretty good.
Export the terrain to max, import your original unblurred 16 bit heightmap. Gets the detail perfect.
Export the terrain to max, import your original unblurred 16 bit heightmap. Gets the detail perfect.
- Tue Sep 06, 2022 1:34 pm
- Forum: Trespasser Levels and Design
- Topic: Destroyable crates
- Replies: 8
- Views: 915
Re: Destroyable crates
Can anyone else help me with the trigger setup if I make a small demo map with a crate?
- Mon Sep 05, 2022 7:47 am
- Forum: Trespasser Levels and Design
- Topic: Destroyable crates
- Replies: 8
- Views: 915
Destroyable crates
Has anyone ever attempted to make a destroyable crate? In my limited experience with physics objects they seem to sort of slide. So maybe a collision indentation to hold the top of the crate in place?
- Sun Jul 17, 2022 10:03 am
- Forum: Trespasser Levels and Design
- Topic: A small unfinished map
- Replies: 9
- Views: 1045
Re: A small unfinished map
I've experimented with importing a smaller bmp to TresEd then adding tessellation in 3dsmax and applying a higher res bmp as a displacement.
- Sat Jul 16, 2022 6:17 am
- Forum: Trespasser Levels and Design
- Topic: A small unfinished map
- Replies: 9
- Views: 1045
Re: A small unfinished map
I don't know how to properly re-tesselate the terrain after running a pro optimizer to get rid of geomadd conversion glitches. I have an idea on this though now... I'll look into it. Might involve exporting and importing a second time. The best way I know is to just optimize it patch by patch in Tre...
- Thu Jul 14, 2022 6:16 am
- Forum: Trespasser Levels and Design
- Topic: A small unfinished map
- Replies: 9
- Views: 1045
Re: A small unfinished map
Yea, It takes a lot of time to optimize after importing the terrain so I didn't feel the need. Its ok to use this as a base.
- Fri Jul 08, 2022 7:58 pm
- Forum: Trespasser Levels and Design
- Topic: A small unfinished map
- Replies: 9
- Views: 1045
- Fri Jul 08, 2022 3:16 pm
- Forum: Trespasser Levels and Design
- Topic: A small unfinished map
- Replies: 9
- Views: 1045
A small unfinished map
I wasn't happy with this for a level but decided to release it anyway as a sort of demo for people to just explore/walk around. It isn't optimized or anything but will still run fast as its an empty map. I got a little better at drawing landscapes in the Unreal engine with this so I'm happy ;). http...
- Tue Jun 07, 2022 1:38 am
- Forum: Trespasser Levels and Design
- Topic: 20th Anniversary of Trescom Community Level
- Replies: 370
- Views: 37975
Re: 20th Anniversary of Trescom Community Level
Is there any idea of making the player model more accurately project shadows? I've been doing a play through of the game and thought this might be neat. I cant think of a way to make the arm project shadows though. Without a exe edit.
- Sun Apr 24, 2022 2:48 pm
- Forum: Trespasser Levels and Design
- Topic: 20th Anniversary of Trescom Community Level
- Replies: 370
- Views: 37975
Re: 20th Anniversary of Trescom Community Level
You'll notice tiling is greatly decreased using 3x3 tessellated terrain objects everywhere. I think I have to keep all terrain objects at the default scale because of glitching someone mentioned. But it can still get rid of tiling in the distance. You just have a lot more textures to represent each ...