Tutorial for using the Trespasser Utilities

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!


This 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!


Basic setup.

  1. GeomExt unzipped into C:\temp\
  2. The *.grf files contain the model data. Load be.grf from the CD:\data\ into WinZip (I use v7.0), enter a name when prompted (ie. "beu.grf", the 'u' standing for uncompressed grf) and extract to C:\temp\

Extracting a list of the model names with block numbers (geomext requires these numbers to extract specific models)

  1. Run GeomExt, eg. "GeomExt beu.grf"
  2. Enter path to extract to ".\" or "."
  3. Press 'y' to extract a list of the models contained in the level.
    IMPORTANT: DO NOT press enter after the 'y' or GeomExt will crash!
  4. Enter the output file name eg. "beNames.txt"
  5. Find some interesting models!

Extracting the models. If you don't want textures, you don't need to tell GeomExt where the .pid file is.

  1. Run GeomExt, eg. "GeomExt beu.grf F:\data\be-130.pid" where F is your CD drive (note the "-130" suffix on the level name)
  2. Enter path to extract to eg. ".\" or "."
  3. Press 'n', we don't want the model list
  4. If you want object materials (textures) I suggest yes to "texturemap" and "opacitymap" info, and no to "bumpmap" info. The bumpmaps can work, but require additional manual effort. (See section on BumpConvert below)
  5. Enter the range of blocks to extract.
  6. Models extracted as .3ds. They work fine with 3DS MAX R3.1
  7. To get the textures working, see the section on SWPExt below.


We 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.

  1. Create the uncompressed texture file by running Trespasser and loading a level. eg. a new game for the Beach.
  2. Run SWPExt
  3. Enter the name of the .pid file on the CD, eg. "F:\data\be-130.pid"
  4. Enter the path of the uncompressed .swp, eg. "C:\Trespasser\be-130.swp"
  5. Enter the output path eg. ".\" or "."
  6. Enter the range of blocks (textures) to extract. The easy way is to extract them all. However if you are low on hard drive space you could load a model into MAX, which will list the missing map files, and then just extract the range needed by a particular model.
  7. Press "y" for Opacity maps, they work fine.
  8. Press 'n' for bumpmaps, unless you are manually doing them (see section on BumpConvert)
  9. Press 'n' for mipmaps, these smaller versions of the textures are only needed by Trespasser.
  10. MAX can now load textured models.


Trespasser 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.

  1. Extract the models with bumpmap info on (including .BUP headers)
  2. Extract bumpmaps using SwpExt (will have .BUP extension)
  3. Use BumpConvert.exe to convert the .BUP files to .BMP files that MAX can load. (I think you will have to change the 'h' suffix on the BMP file to 'b8')




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This page was last updated Tuesday, August 08, 2000 and is copyright 2000 by Andres James.  All rights reserved.