Proofs of Concept
History | Proofs of Concept
| Utilities | Trespasser
Level Editor
This page is devoted to the milestones that are made in
the quest to reverse engineer Trespasser.
Proof #6 (10/20/2000, 6:25pm EST) - ReCreating the GRF
The newest proof of concept is recreating the GRF. There is no
download, nor any screen shots because this is more a technical accomplishment
than a visual one.
I've managed to extract all the data from any GRF file, make changes as I
like, and then recreate the GRF file. Theoretically we could add new
objects and remove old ones, change object locations, and change object
properties (number of bullets, hit points, damage, armor, actions that the
dinos can take, hit point regeneration, speed of the dinos, etc).
This was the first step necessary for reverse-engineering the SCN files
(which override settings in the GRF file), and for creating a level
editor. A great deal more work is necessary before I'll have anything
usable by the general public, sorry.
Bowing to the pressure from all the JP fans, I've uploaded the
testscene.grf in zipped format. If you've installed the patch, then
unzip the file and put it in the Trespasser\Patch directory. If you
haven't installed the patch, either install it, or copy the entire CD to your
hard disk, use Subst from my utilities page, copy the testscene.grf to the cd
copy directory "\data" and then install Trespasser from the copy.
Here's the file: testscene.grf.zip
(967kb) Note that when unzipped the file is named "testscene.grf.super
anne", rename it to "testscene.grf". The obvious question
is, what does this new GRF do? Two things - makes the raptors not attack, and
makes Anne regenerate 200 hit points per second - effectively this makes her
invulnerable to everything. (I think the raptors don't attack BECAUSE she has
so many hit points.)
Proof #5 (2/5/2000) - extracting
models (done by Andres)
As a proof of concept, Andres James extracted some Trespaser models and saved them in .3ds
format.
GeomExt is a new utility to extract models of the geometry
from the GRF file. The extracted .3ds files contain texture
information and surface properties. SWPExt is used to extract
the textures required by a model.
Watch out for the release of new versions of SWPExt,
SWPAdd, GeomExt and BumpConvert. Coming soon.
Proof #4 (2/5/2000): Replacing
bumpmaps (done by Andres)
As a proof of concept, Andres James replaced a bumpmap in the testscene level of Trespasser.
A new tool called BumpConvert takes .BUP file extracted
with SWPExt and converts it into a heightmap, stored as a
greyscale .BMP. This heightmap is easily editable in any 2d
graphics program. The reverse process then converts the
heightmap back into a .BUP, which is put back in the SWP file
using SWPAdd.
Proof #3 (1/20/2000): Replacing textures (done by
Penguin42)
As a proof of concept, PenguiN42 aka Ken
changed two textures in the testscene
level of trespasser: The "Raptor summon();" button, which is a simple non-bumpmapped texture, and one
triangle of the raptor, which is
bumpmapped.
- The message on the button looks messy because I wrote it over another
message I had written with a smaller pen size. Why? I'm lazy ;)
- The yellow triangle on the raptor should say "THS" but I
got the orientation of the texture backwards so it looks like it says
"TH2". Oh well.
- If you look carefully at the different angles of the raptor you'll see
that the bumpmap for the replaced texture is left intact. In particular
you can see the curvature of the eye in the shadowing.
Well enough of my babbling, check out the pictures below (click on them to
see full size). I took a whole funload to try to convince viewers
that they aren't faked, in light of recent events in the trespasser community. (TSOrd
note: The first image is the triangle that PenguiN42 used and is actually
shown bigger here than the original. Click on it to see the original,
and then save it so you can open it in an image viewer or editor and zoom in
on it. There is a small white smiley face on it.)
Proof #2 (8/15/1999): Changing the Default Audio stream.
With a little help from my friends I've figured out that Trespasser
has a default sound (and caption) that is played whenever a sound is
requested from a TPA file, but the TPA file doesn't contain that
sound. So...I replaced the default sound with something much
funnier - my 11-year old son speaks this part. Hammond's Velociraptor
voiceover is still a Barney diatribe. This is still the demo stream.tpa
but now you WANT to replace the stream.tpa file in the retail
version. Download stream.zip (1.62mb) and uncompress
using your favorite unzipper. Rename stream.tpa in your trespasser directory on your hard disk
to "oldstream.tpa", then copy the stream.tpa file into your
Trespasser directory on your hard disk.
Proof #1 (8/10/1999): Replacing Trespasser sounds, voiceovers, and
captions.
Hammond's velociraptor voiceover has been mangled by yours truly
using the very alpha version of MasterHack, which I'm developing with
the THS team. To use this new STREAM.TPA file, download it, copy it to
your harddisk either at the location of stream.tpa in the full game, or
in the demo version. (I recommend the demo version since this stream.tpa
file only contains the sounds for the demo. It will still work with the
retail version, just not as well.) In the demo version simply head
towards the edge of the helicopter pad until you can see the raptors.
The voice over will happen then. In the retail version you need to
get to a point just past the second raptor on the first level before
this voice over will occur.
Demo STREAM.TPA - Removed (see Proof #2)
Last updated Saturday, May 19, 2001 08:58 AM
|