You can find the .zip files on my main page.
Tutorial about the utilities I created to extract
models and textures from the Trespasser data files.
Just substitute any level name plus your own directory names to
make this work. I'm using the beach level (be.*)
Warning: When answering yes/no type questions in GeomExt (perhaps the others too) do not press enter immediately or it will crash!
GeomExtThis extracts the models in .3ds format from the Trespasser data files. The models can be textured and bumpmapped. Most models can be extracted, including the dinosaurs (though not their skeleton). Sometimes in the extracted models triangles appear grey, even if all the textures are there. Often this happens on the guns (for example models 10 and 14 in the beach level). I don't know the reason for this. Perhaps I am not writing the .3ds files correctly, though I have a suspicion that the models may actually have overlapping triangles. If anyone knows their way around 3DS MAX, perhaps they could check that and tell me. Thanks! Usage: Basic setup.
Extracting a list of the model names with block numbers (geomext requires these numbers to extract specific models)
Extracting the models. If you don't want textures, you don't need to tell GeomExt where the .pid file is.
SWPExtWe currently don't know how the textures are compressed in the *.spz files on the CD, but luckily Trespasser decompresses them for us. You will need to load the level in Trespasser, which will create a .swp file in the Trespasser directory containing the uncompressed textures.
BumpConvertTrespasser stores the bumpmaps in a form not directly readable, hence this conversion program. BumpConvert should eventually be merged into SWPExt/Add to do the process automatically. Bumpmap extraction is a new feature, and has not had much testing. The conversion process is very rough so the extracted heightmaps are often streaky.
SWPAddTodo |
This page was last updated Tuesday, August 08, 2000 and is copyright 2000 by Andres James. All rights reserved.