*********************** * TresEd v0.45 (Beta) * *********************** Release date: 2003-11-21 Contents: Instructions Model Export Level Saving Keyboard and Mouse Controls Known Issues Release History (list of features) Instructions: ============= Briefly, 1) Create the .swp file for the level, 2) Run TresEd 1) When Trespasser loads a level, it creates a .swp file in the Trespasser directory. These files contain the decompressed textures for a level, and are required by TresEd to load a level. 2) Run TresEd. Load a level from the menu, press F1 at any time for help. Skim the release history below for a partial list of features and some tips. When browsing the TresEd menus, the status bar describes the actions in more detail. If TresEd crashes, send me the debuglog.txt file that is created in the directory you ran TresEd from. Questions, comments, suggestions, mail me: tresutils@yahoo.com http://www.geocities.com/andres_james/TresView Model Export: ============= Select the models (in selection mode, left click to select one model, or drag to select the models inside a rectangle) and choose export 3ds from the file menu. Models are saved in 3D Studio format (.3ds), and images in 256 color windows .BMP. The images will be saved in the same directory as the .3ds file, and will silently overwrite any existing images of the same names if they exist. If you are intending to view the models in 3ds MAX, you should select the "use short names" option, because MAX won't load 3ds files that have object names longer than 12 characters. For use with other modelling programs, give the proper long names a try. For importing models into other levels, best use our own Trespasser Model (.TPM) files. Level Saving: ============= Currently, new levels cannot be created, only existing ones modified. However, you can download the minimum level 'minilev' (containing just some terrain and the Player mesh) from www.trescom.org. When saving, the original level is backed up with a ".orig" extension. NOTE: In Trespasser levels should load and start correctly, but they will not "restart" properly. To fix this, save the level immediately on loading in Trespasser, and rename the savegame as .scn, replacing the .scn file generated by TresEd. Keyboard and Mouse Controls =========================== Mouse controls: --------------- ESC toggles between: - Selection/Lookaround mode: Left button: [+drag/CTRL] select objects, Double-click opens TScript editor Middle button: Move mouse to look around, +SHIFT to pan Right button: Drag to move/rotate objects (alone:move x/y, +CTRL: move x/z, +SHIFT(+CTRL/ALT): rotate) - Flying mode: Move mouse to look around (middle button not needed) Keyboard controls: ------------------ F1 Toggle help screen ESC Toggle flying/selection mode CTRL+[1-6] Set movement speed W/S/A/D Move CTRL+F2 Set/remove bookmark at current position F2 Jump to next bookmarked position. L Toggle lighting P Toggle display object positions (very useful for finding distant OTP stuff) U Toggle bumpmap mode if bumpmaps were loaded (none-normalmap-bumped-combined) Alt+Enter Toggle full screen mode F11 Toggle menubar in full screen mode 1/2/3 Hold key and drag right mouse button to move along X/Y/Z axis 4/5/6 Hold key and drag right mouse button to rotate along X/Y/Z axis (Can also hold SHIFT while pressing 1/2/3) DEL Delete object Keypad +/- Scale object B Display selected object and model info V Display selected object properties (valuetable entry) Hacking ------- * Various useful things in the option menu - display FPS, location, ... * Press 'V' to display the script associated with the selected object. * To view non-visual objects such as triggers, sounds, and physics you must have selected the option on the load level dialog box. Use the Visibility menu to select which types of objects to display. * Press 'P' to display object positions. This is very useful for finding objects away from the main playing area, and finding triggers as they are sometimes very small and so otherwise would not show up unless you were very close. * Extract text information about the level using the Hacking menu Known Issues: ============= Specular bumpmapping is an approximation using standard OpenGL multitexturing. eg. I'm not using register combiners, pixel shaders, or renormalising the light direction using a cubemap texture. So the specular highlights don't behave properly, but they are a reasonable approximation and look good at a glance. Some Trespasser objects don't have the normals set properly so the bumpmaps don't join up correctly. Spatial partitions (Save level dialog) occasionally do not work, resulting in objects disappearing from view in Trespasser. Original levels and models seem to work fine, the problem may be with newly imported .TPM models (perhaps .3ds too). Release History: ================ 2003-11-21 Version 0.45 A few minor changes: - Select all visible/terrain objects (Visibility menu) - Super high view distance (Options/Detail menu) - Moved terrain menu items from Hacking menu to new Terrain menu. - Save button on terrain edit dialog. - Option to draw trigger back faces (Visibility menu) - Triggers a bit more transparent - When copying a magnet, option to update master/slave objects. 2003-09-15 Version 0.42 A few minor changes: - Option to draw triggers as transparent (Visibility menu) - 16bit RGBA textures are now rendered with alpha blending. - Option to draw selected object bounding boxes in wireframe (Visibility menu) Can use instead of "View/Highlight Selected Meshes" - Save level option to not create trigger partitions. Try this option if you are creating partitions and triggers in level don't seem to work. 2003-09-09 Version 0.41 Main new features: * Improved terrain editing, including left-drag 'painting' the terrain with an airbrush, and replaced old Set tool with Level mode - create level areas of terrain, and 'flatten' (good for smoothing terrain, and creating pathways/roads up hills and cliffs) * Pause TresEd when minimized, and give other applications more CPU time if TresEd is not the foreground window. Useful for keeping TresEd running while switching to Trespasser to view level changes. Other changes: - Print Camera and selected object parameters to output window, useful for creating animations (Hacking menu) - Dynamically adjust near clip plane based on closest renderable object (better rendering of intersecting distant objects eg. ocean) - Fix crash in Find dialog if any instance had empty values group 2003-08-29 Version 0.4 Main new features: * Curved bumpmapping (eg. oil barrels). Press 'U' to toggle bumpmap mode. * Specular bumpmapping for objects with "Specular" value (eg. guns and dinos). See Known Issues above for more details. Other changes: - Ability to select first terrain object (Hacking menu). Trespasser uses this object's palette to render ALL terrain objects. - Option to export muzzle flashes when exporting a gun. - Changed order that values are displayed, tends to have more significant values first now (eg. Class). - Fixed a partition save problem that occured when an object's position is not inside its bounding box. 2003-08-13 Version 0.392 Main new features: * Generates spatial partitions (Save level dialog). This should solve the level slowdown problem when playing large levels in Trespasser. * Reload level (File menu). eg. Easy reload after importing objects with GeomAdd. Other changes: - Correct loading and export of 16bit B4G4R4A4 textures (used in CMuzzleFlash) - Some video drivers don't display the help screens properly - copied the text into this readme. - Load and save terrain import settings in .ini file - Re-enabled display of bumpmaps, and automatic mipmap generation - When exporting a TPM dino, selects the primary dino (listed in value "Mesh") - Fixed TPM skin/mesh keyword mixup - Fixed crash when subdivide small terrain quads - Fixed crash when copy object after editing its values - Fixed various problems with the values of copied instances and meshes 2003-08-06 Version 0.391 Main new features: * Terrain editing mode (Hacking menu). * Ability to temporarily 'Hide' objects from view (Visibility menu). * Create Named Selections or 'groups' (Edit menu). * Named selection and hidden object settings are saved in same directory as the level GRF file, in a file with extension ".tresed". Other changes: - Fixed TPM joint export problem (wasn't exporting rotation). - Terrain textures don't flash black when they need redrawing. 2003-02-25 Version 0.38 Main new features: * Option to change transparency color to 'grey' (Export 3ds and TPM dialogs) 2003-02-13 Version 0.37 Main new features: * Support export to the new TPM format. * (experimental, no normals) Export terrain to a tpm file (Hacking menu) * (experimental, only part of terrain is exported due to limitations of 3ds format) Export terrain to a 3ds file (Hacking menu) Other changes: - Warning if Mipmap or Diffuse values are changed, as these can only be set before an object is imported (as they are used when importing the textures). - Fixed a few bugs with the tooltips 2002-12-06 Version 0.35 Main new features: * "Play Sample" button in TScript editor. Place cursor on sound string, and press button to play the sound. - Changed to TScript editor: - Hotkey Ctrl+S for "Update Values" button. - Hotkey Ctrl+Space for "Play Sample" button. - Hotkey Escape closes editor. - Title bar indicates whether values have been modified without being saved. - Fixed bug causing crash when Edit menu opened 2002-11-27 Version 0.34 Test Release. 2002-11-18 Version 0.33 Other changes: - TPM export dialog, including option to export description of TPM format - Plain TPM dino export should work now, but conversion to TPM joint format does not work (option dialog). 2002-10-01 Version 0.32 Main new features: * Preliminary Trespasser Model format (.tpm) export (File menu). ASCII based format, for easier transfer to/from 3rd party modelling programs (MAX .tpm export script being developed by Remdul). * Find and replace dialog (Edit menu). - Find instances - Find text in TScript, and replace Other changes: - OpenGL near/far clip distance in Options section of .ini file, useful if your video card exhibits strange z-buffer artefacts. Try making the near distance larger, or the far distance smaller (Adjusting the far distance breaks the sky and fog). - If newer SWP exists in data dir, use that instead of selected SWP (just like Trespasser and GeomAdd do). 2002-09-07 Version 0.31 Main new features: * Toolbar: buttons for edit dialogs, visibility options, instance selection. * Constrain objects to individually maintain their height above the terrain when being moved (Edit menu) * Drop objects so lowest point is on terrain (Edit menu) Other changes: - Option to load level untextured (Level load dialog/texture detail) - Better update of internal rendering state when TTerrainObjs changed/moved. 2002-08-23 Version 0.3 Main new features: * Basic detail settings in the Options/Detail menu * Terrain properties dialog to change name of the terrain file in use. When importing terrain, selects name of terrain file to save as, and also terrain position, size, and scale factor for imported heights. The parameters are initialized from the terrain properties file if one exists (the file written by the export terrain function, see previous history entry 2002-08-12). Other changes: - When editing TScript, warn if there are unrecognized values. - Reads proper terrain .wtd file name from the TScript. Assumes that the .wtd is in same directory as the .grf. - Improved update of TresEd internal level/rendering state after editing TScript. (Instantly show changes to Shadow, Unlit, AlwaysFace, and TerrainPlacement.File) - Improved terrain rendering slightly (less holes in steep places). - Fixed a couple of problems with the Edit Instance Properties dialog. - Fixed a bug causing TresEd to crash when certain objects are copied. 2002-08-12 Version 0.296 Main new features: * The proper terrain from the .wtd file is now loaded. This replaces the previous method where the terrain was approximated using object positions. * Crude import and export of terrain (Hacking menu). The terrain is stored as a greyscale .bmp file ('heightmap'), in which darker shades represent lower areas. - Various parameters needed to import terrain are stored in a seperate file - try export some terrain to get a description of those parameters. - Note that because .bmps are limited to 255 colors, the imported and exported terrain are not exact. 2002-08-03 Version 0.295 Main new features: * Can change instance name. If changing the part before the "-00" at the end, the mesh name, name of the TScript group, and the names of all other instances of the mesh will also have their names changed, because Trespasser requires that they match. This feature also searches through the TScript replacing all values of the form "string = " with the new name. * When updating TScript, auto-correct case of value names if it makes them valid (eg. changes "viSible" to "Visible"). Valid value names are stored in the "GeomAdd.knownvalues.txt" file. * Insert cube/diamond/sphere mesh using "Hacking/Insert Mesh" menu. These can be used for triggers, magnets etc. (For this to work, the level must already contain a cube shaped CMagnet, and diamond and sphere shaped CLocationTriggers.) Other changes: - New value "string ext_Model00" (00=any number). Works like Model00, but only used by TresEd. This can be used to create 'groups'. eg. Choose a model to be the primary one, and in its TScript list objects that should move with it as ext_Model00s. - Can change selection color. Run this new TresEd once, then change the "SelectionColor" value in the [Options] section of the TresEd.ini file. This value is a hexadecimal number of the form "0xRRGGBB", which is the same format as HTML colors, except with "0x" instead of "#". - Custom TScript values now begin with "ext_" instead of just "_" (eg. "ext_GeometryType" and "ext_IsOnTerrain"). - Attempt to fix a long standing bug that was causing frequent verification errors, and was also causing model deletion to not work consistently. 2002-06-07 Version 0.29 Main new features: * Edit menu option to export selected model plus submodels (to avoid having to select sub-models using the Hacking menu). * Moved the "view geometry types" into a new Visibility menu for easier access. * 3ds export option to remember the geometry type, so objects will import better with GeomAdd. (adds "ext_GeometryType" value to object) Other changes: - Hacking\CopyMesh now copies values as well. - Rotation angles in 3ds export seemed to be opposite what they should be, have negated them now. - When closing level, no longer warns about saving level if it's already been done. 2002-05-27 Version 0.28 Main new features: * For single axis move along X/Y/Z, hold down keys 1/2/3 and drag right mouse button. For rotation hold down 4/5/6, or Shift+[1/2/3]. (As before, F6 toggles use of local/world axes). * [Experimental] Can copy a mesh (Hacking menu) Main use is for creating new triggers, magnets etc. There should be little reason to copy the mesh of a visible object, use Edit/Clone instead. * [Experimental] Can delete meshes and all their instances (Hacking menu) Note that this only removes the selected objects, and not subobjects. So you'll probably want to select the subobjects first using the Hacking menu. Also, any references to the objects (eg. triggers etc.) must be deleted or changed manually. This action removes the geometry and values from the .GRF, but will not remove any names from the nametable at the end of the GRF, nor the block descriptions in the data directory. However this shouldn't affect the use of the level, and is only a small amount of wasted space. (Adding anything to the level with GeomAdd will recover this lost space). No textures are removed from the PID/SWP. Other changes: - Some hotkey changes: - Can use Shift+Ctrl+Z as well as Ctrl+Y for redo. - Change viewer speed is now Ctrl+[1-6] instead of just the number. - Edit instance properties moves other selected objects as well. - Fixed mouse wrap around in fullscreen mode 2002-05-23 Main new features: * Can rotate/scale multiple objects. Currently the center of rotation is the center of the primary instance (the one with thicker selection lines). * Dialogs to enter instance and viewer position etc. (Edit and View menu) * Automatic update of subobjects when moving/rotating etc. (Hacking menu) This can be disabled using the Hacking menu. * Option to export TScript in a .values.txt file along with a .3ds file * Option to export original object and texture names in .3ds file. (MAX won't load these files as it limits names to 12 chars, but GeomAdd will load them, and other modelling programs may as well). If using short names as required by MAX, the proper names will be written to a .names.txt file. (The file consists of a list of a short name, followed by consecutive spaces that are ignored, then the long name which finishes at the end of line.) Other changes: - Rotation changed: Shift+Drag right button = zrot, +ctrl=xrot, +alt=yrot F6 (or Edit menu) toggles between local and world coordinates. - Added new value that TresEd will use, "string _Model00" (00 is any number) for use with CInstances. This will move listed objects just like Model00s, but Trespasser will ignore them. - Added new value "bool ext_IsOnTerrain" to govern whether the object is used when generating the terrain. Default is true, though for some objects TresEd sets it to false. To override the default, just set this value to "true" (to force the terrain to match the object) or "false" (to stop the terrain rising up to meet the object). You will have to manually update the terrain to see the changes though (in the Hacking menu). - Rectangular selection now selects only the objects that are completely inside the selection rectangle. - Option to draw selection wireframe on top of all other objects (Edit menu) - Shift+select selects all instances of a model (ie. Box1-00, Box1-01, ...) Alt+select selects models with similar names (ie. Box1-00, Box2-00, ...) Can combine shift/alt/ctrl when selecting. - Option in Hacking menu to select base object and all sub-objects, useful for exporting a model. - Fixed undo of rotation and scale 2002-04-18 (renamed TresView 'TresEd' to better reflect capabilities) Main new features: * Undo/Redo of copy/delete/move objects, and edit values * Status bar, help for menu items * F2 jump to next bookmarked position, Ctrl+F2 toggle bookmark at current position (ie. set/remove) * Can add values to models that currently don't have them (Button on edit values dialog box) * Walking mode. Instead of flying, will follow terrain like Anne does in Trespasser (Options menu) Other changes: - Center viewport on selection - Remember most options - Remember window size/position - Close/load levels without exiting - Copy object no longer places new objects in front of viewer, use Copy then Warp to do that - Constrain to terrain now maintains original object height above terrain instead of moving object down to terrain - Improved update of shadows when moving objects 2002-02-28 Main new features: * Copy object. Copies appear directly in front of the current view position, unless the 'constrain to terrain' option is selected, then they're placed down on the terrain. This works for most objects, including dinos. Note however that all copies share the same script, so it may not make sense to copy a trigger as the copy will share the same script with the original. * Delete object. Copies of an object can be deleted, but not the original (those ending in '-00'). * Warp object. Move selection to the place where 'copy' would put them. * Double click on object to display script viewer/editor. Note that the script is associated with a model, not an instance, so all instances of the same model share the same script. Other changes: - Improved initial file selection, uses files from the patch directory if they exist (so saving works properly) - When moving objects, has MAX style mouse warping when cursor reaches edge of screen - Option to constrain objects to sit on the terrain when moved (in Edit menu). Note that this is an approximate terrain, not the actual terrain used by Trespasser. - Terrain objects can be edited just like normal ones. See the Options/Terrain menu to view terrain objects. - Can display non-visual objects as wireframe - Trying different terrain texture settings. Looks better when moving objects. (Perhaps is more jerky when moving fast? Shouldn't be.) - Removed some obselete options from the load level dialog - Can move multiple selection (but not rotate). - Fixed funny behaviour regarding use of CTRL + right mouse button - Right button does not select anymore - Capture mouse during move/rotate object - Added alternate selection mode for use if clicking mouse causes TresView to crash (ie. when trying to select objects) - Tweaked SHIFT + middle mouse button flying speed Known problems: - Most sub-objects don't move automatically with main model, and none rotate automatically - Terrain 'sticks' to objects that have been moved - May load incorrect files if demo and full version are both installed and have levels with the same name, or in general if loading files from directories that Trespasser wouldn't. If things go wrong, see debuglog.txt to see which files were loaded. 2002-02-20 - Experimental level saving 2002-02-14 - Option to export level info as text (model info, scripts, etc) - Option to load all geometry (eg. triggers, physics) and display only selected types. - Improved display of valuetable info - Improved help slightly 2001-11-11 - Experimental fullscreen mode - .3ds extraction option for low quality bumpmaps - Fixed some obvious problems with the terrain on the demo level - Various small speed optimizations - Added option to display 'terrain objects'. These are what the terrain textures are generated from. The demo level in particular gives some interesting insights into how the terrain texturing system works. (The objects are mostly down low, around z=height=0. Select them to see the structure.) 2001-11-07 - Model extraction as .3ds & .BMP - Improved the shadow bounding volumes so the terrain textures update more appropriately and faster when objects move. - Load level options dialog. - Variable texture detail has a huge impact on texture loading time. Note that because textures are not loaded until they are neaded, many of the delays will not occur until a previously unseen part of the level comes into view. - OpenGL texture compression. Basically, shrink the textures so more of them fit in the video card, which means smoother running with high texture detail and/or little video memory. The downside is textures can take much longer to load. - Loading guns is optional as I never miss them and they slow level loading slightly. 2001-10-28 - Option to cast shadows onto objects as well as terrain - Basic ability to move and delete objects - The terrain and shadows should now work on a wider variety of video cards (they don't requiring a pbuffer anymore, but may run with reduced performance if one is not available) 2001-10-23 New features: * Improved the terrain interpolation. Most of this is done automatically (eg. making the terrain flat inside buildings), but I had to exclude some objects from the interpolation manually. * Added basic rendering of bumpmaps. * Added colored fog. * Increased the far clip distance. Nice for looking around, but there are some artefacts because Trespasser levels were not designed to be seen from so far away. 2001-10-15 Initial release. Known problems include the horrible bumps in the terrain.