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ysgala
22-01-12, 12:13
hello people:D
instead of making a new post, I just asked it here.
I have a problem witth Wadmerger:(
On the left side of wad merger (were you load your main wad) I have the object lara.
On the right side, i have another lara, but a different lara.
When i try to copy the different lara over the "normal" lara it just stays the same (it doesn't change to the different lara):confused:
So I cant change lara.... it just stays the same (the different lara cant overlap the normal lara)
I didn't have this problem before:(

Titak
22-01-12, 12:46
When you talk about "Lara" in this case, do you mean you want to change her appearance? Change her outfit?

Because if that is what you want to change, then you have to replace the LARA_SKIN, LARA_SKIN_JOINTS and LARA_SCREAM.

ysgala
22-01-12, 12:49
When you talk about "Lara" in this case, do you mean you want to change her appearance? Change her outfit?

Because if that is what you want to change, then you have to replace the LARA_SKIN, LARA_SKIN_JOINTS and LARA_SCREAM.

i want to change her whole appearence. (also her face and her body)
I always succeeded in that, but it doesnt work:confused:

ysgala
22-01-12, 12:52
i want to change her whole appearence. (also her face and her body)
I always succeeded in that, but it doesnt work:confused:

btw the last time i changed her outfit ( I replaced lara skin etc..) ther was no LARA ( the single lara) in the folder.
So when i started to shoot, her face changed back:tea:

Titak
22-01-12, 12:52
And you did replace the things I mentioned?
And make sure you are copying to the correct levelwad.
(You know that you can't switch wads while working in the editor, right? It'll cause objects to disappear and be replaced with Lara's butt mesh.)

Also, you do have to reconvert the .tom to a new .tr4 after replacing the files.

ysgala
22-01-12, 12:55
And you did replace the things I mentioned?
And make sure you are copying to the correct levelwad.
(You know that you can't switch wads while working in the editor, right? It'll cause objects to disappear and be replaced with Lara's butt mesh.)

Also, you do have to reconvert the .tom to a new .tr4 after replacing the files.

yes i did everything you said.
But when I try to change from normal LARA to another LARA it wont change.
It just stays the same..
And when i make a new wad and already start with the new lara ,you dont hear her shoot in the game ( somethimes you hear her shoot but not always) You Only hear the shotgun and the grenade launcher

AODfan
22-01-12, 13:00
The LARA object is only for laras animations.
You have to replace LARA_SKIN, LARA_SKIN_JOINTS and LARA_SCREAM for the new outfit like titak mentioned before :)

Titak
22-01-12, 13:00
And again you are talking about LARA.
When you say LARA I keep thinking about the actual LARA object which has nothing whatsoever to do with Lara's appearance ingame. It's the object that contains all her animations, except for the weapon animations.

Well, you must still be doing something wrong but it's not clear to me what that would be.


Open your levelwad in WADMerger on the left side.
Open the wad with the different LARA_SKIN, LARA_SKIN_JOINTS and LARA_SCREAM (and weapon-anim and other LARA_*** objects) on the right side and copy them into your levelwad.
Reconvert the .tom of the levelwad to a new .tr4.

That's all there is to it really.

Looks to me like things are mixed up at your end somehow.

ysgala
22-01-12, 13:05
And again you are talking about LARA.
When you say LARA I keep thinking about the actual LARA object which has nothing whatsoever to do with Lara's appearance ingame. It's the object that contains all her animations, except for the weapon animations.

Well, you must still be doing something wrong but it's not clear to me what that would be.


Open your levelwad in WADMerger on the left side.
Open the wad with the different LARA_SKIN, LARA_SKIN_JOINTS and LARA_SCREAM (and weapon-anim and other LARA_*** objects) on the right side and copy them into your levelwad.
Reconvert the .tom of the levelwad to a new .tr4.

That's all there is to it really.

Looks to me like things are mixed up at your end somehow.

Its already fixed.
thx by the way i thought you had to change everything with lara..
But now i know thanks:D

Titak
22-01-12, 14:06
Good to hear it is fixed now. :tmb:

Mytly
22-01-12, 18:13
Anyone know any Gaelic or Celtic?
Because I'd like to know what the Celtic or Gaelic word is for "fraternity" or "brotherhood".
I tried Google translator but it won't let me translate to either of those languages.

Well, there is something called "Gallicisch" in the dutch list of languages (Google automatically sets to Dutch when in this country) but I don't even know if that is Gaelic or not.
It translated brotherhood to "irmandade" and fraternity to "fraternidade".
Is this correct?
"Gallicisch" is Galician (http://en.wikipedia.org/wiki/Galician_language), a regional language of Spain, similar to Portuguese. It has nothing to do with Gaelic. Gaelic can refer to either Irish Gaelic (http://en.wikipedia.org/wiki/Irish_language) (also known simply as Irish) or Scottish Gaelic (http://en.wikipedia.org/wiki/Scottish_Gaelic). Google Translate includes an option for Irish, so that should help. :)

Celtic is not a language in itself, but the group of languages that includes the two types of Gaelic, as well as other languages such as Welsh and Breton. If I'm correct in assuming that you want to include a Celtic language word in part 2 of MoA, ;) then it would more historically correct to make it Welsh rather than Gaelic, as King Arthur (if he existed at all) would have spoken a language ancestral to Welsh.

DJ Full
22-01-12, 18:43
I googled "old welsh translator" and I found something. Etymological Glossary of Old Welsh (http://www.scribd.com/doc/53964444/Etymological-Glossary-of-Old-Welsh)

Titak
22-01-12, 19:45
^
Thanks.
I'll try it. :D

"Gallicisch" is Galician (http://en.wikipedia.org/wiki/Galician_language), a regional language of Spain, similar to Portuguese. It has nothing to do with Gaelic. Gaelic can refer to either Irish Gaelic (http://en.wikipedia.org/wiki/Irish_language) (also known simply as Irish) or Scottish Gaelic (http://en.wikipedia.org/wiki/Scottish_Gaelic). Google Translate includes an option for Irish, so that should help. :)

Celtic is not a language in itself, but the group of languages that includes the two types of Gaelic, as well as other languages such as Welsh and Breton. If I'm correct in assuming that you want to include a Celtic language word in part 2 of MoA, ;) then it would more historically correct to make it Welsh rather than Gaelic, as King Arthur (if he existed at all) would have spoken a language ancestral to Welsh.
Thanks for the info on "Gallicisch". That's a no go then. :D

Welsh... Yeah, Welsh could work.
It does not really matter all that much I guess. I'm trying to come up with a Gaelic/Scottish/Welsh/something name for an organisation that is after the same thing Lara is.
Simply "Arthurain Brotherhood" sounds so ... I don't know. Normal.
I want something more exotic sounding even though it might mean the same thing. :D
The head fo that organisation does not have to be Welsh or Scottish himself.

Laras Boyfr.
22-01-12, 19:46
*titak worrying way too much about this*

Just go with Bráithreachas :p

Titak
22-01-12, 19:48
Yeah, that sure does sound exotic enough.
Any way of finding out how it is pronounced?
Zip is supposed to say the name in one of the cutscenes I have in mind. :D

Laras Boyfr.
22-01-12, 19:52
Any way of finding out how it is pronounced?


http://www.irishgaelictranslator.com/translation/topic82504.html

TR-Freak
22-01-12, 19:59
Hey guys.
I was building my Manorlevel.
But when I want to output Wad, it crashes and gives me following crashreport:

Version=1.2.2.6
CRS=Enabled
Last diagnostic mexage:BoxCompute: Room=33 Case(4,2)
Last directX error:
START_P1:1002D0D7
END_P1:10071FDD
START_P2:10083677
END_P2:100A8DD6
START_P3:100B2487
END_P3:100E3BF2
START_P4:10007207
END_P4:1000FDC4
CRASH REASON: EXCEPTION_ACCESS_VIOLATION
The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
EXTRA_INFO: VIOLATION ON WRITE AT OFFSET 0x50ADC4E
RECOVERABLE : YES
CRASH OFFSET: 0x4321CB
REGISTERS:
EAX=7549
EBX=FFFFFFFE
ECX=7549
EDX=10016
ESI=A204D41
EDI=104370C8
EBP=0
EIP=4321CB
ESP=509EF48
DYNAMIC POINTER LIST:
------------------------------------------
10434EA0:Ptr_VetBigTails
07760020:Ptr_MemoriaMesh
02FA1DF0:Ptr_MemoriaVertici
02FC7608:Ptr_MemoriaListaVertici
09220020:ptr_Memoria1_6Mb
02F24B70:Ptr_ObjectCodeArray
02F49F58:Ptr_VetBaseOggetti
02F8BFC8:Ptr_VetSlotOggetti
08EB0020:Ptr_BaseImmagineTextureOggetti
0873F968:Ptr_VetMeshPointers
087A0AF8:Ptr_ObjjBonesWad
02F195B8:Ptr_VetRoomSlots
02F49DC0:Ptr_VetPointerRooms
00000000:Ptr_MemoriaPerDatiCD
00000000:Ptr_MenuAttivo
0046E4D8:Ptr_Pointer_VetDirectDrawDevice
0046E4F5:ptr_BaseDirectXLibrary
0046E0A8:Ptr_ColorTableEntry
067EAFEC:Ptr_IDirect3DDevice3
0302AAC6:Ptr_TabellaColori
02BC0E78:Ptr_MemoriaTexFaces
02F01D28:Ptr_TextureTailInfos
01FB02F0:Ptr_DatiPoligoni
02FE1BF8:Ptr_VetCodeTriggers
02F33680:Ptr_VetTriggers
02F01D28:Ptr_MemoriaRoomTexInfos
02F05D30:Ptr_ObjectTextureWad
07250020:Ptr_TextureRawImage
0302E2B8:Ptr_MemTestTextureNero
00000000:Ptr_VettorePuntatoriTexture
02F877C0:Ptr_VetObjectCodeEffetti
02F37748:Ptr_VetSoundEffects
02F2DC78:Ptr_VetItemEffetti
07D40020:Ptr_MemoriaFileTexture
007397A8:Obj_IDirectDrawSurface3
00739908:Obj_IDirectDraw7
00739988:Obj_IDirectDraw4
06817AA4:Obj_IDirect3DTexture2
00739E68:Obj_DirectDrawSurface4
0000001E:IndiceRoomAttuale
00000001:TipoModeView
00000000:TestMostraFlipMap
00000000:TestDrawDoors
00000064:Tot_RoomSlots
00000000:TestFaceEdit
00000000:TestModoLightning
0018FF88:SalvaBaseStack1
0509FF88:SalvaBaseStack2
------------------------------------------
MEMORY USAGE
------------------------------------------
VetPtrMeshObject memory is full at 49.22 (Used 0x1F8 bytes)
ZonaVerticiObjectMesh memory is full at 49.22 (Used 0x1F8 bytes)
ZonaMemoriaVertex memory is full at 80.00 (Used 0x1067F4 bytes)
ZonaMemoriaVertexSecondario memory is full at 20.00 (Used 0x419E4 bytes)
MemoriaTexFaces memory is full at 7.16 (Used 0x14FD0 bytes)
MemoriaPoligoni memory is full at 2.31 (Used 0x39DC bytes)
VetSegnaliMesh memory <EMPTY: never used>
MemoriaTexture8Bits memory is full at 100.00 (Used 0x3FFFC bytes)
ZonaOverlaps memory is full at 1.29 (Used 0x1A8 bytes)
VetTexSonorePrj memory is full at 99.61 (Used 0x3FC bytes)
VetTextureBumpMap memory is full at 16.80 (Used 0xAC bytes)
VetAnimatedTilesTextures memory is full at 99.90 (Used 0xFFC bytes)
ZonaListaElenco memory is full at 7.07 (Used 0x244 bytes)
ZonaVetCamera memory <EMPTY: never used>


------------------------------------------
Stack=0x509EF48 pContesto=0x509EC60 pInfoEccezione=0x509EC10
PRIMARY_STACK:
ESP=0x509EF48
STACK_TRACE:
0x42DF26
0x100B25FC
0x100CA71B
0x10050917
0x100E05DE
0x44999C
0x100BA730
0x407EE6
0x44ACEA
0x44ABB3
0x444D0B
0x436697
0x436C54
0x433FB3
0x100BAE95
0x100DB5DF
0x100E1814
0x100E1D89
0x100D023F
0x419F10
0x44B45A
0x44B47B
0x44D3C0
0x44B424
END_STACK_TRACE

SECONDARY_STACK:
ESP=0x18B168
STACK_TRACE:
0x410040
0x430042
0x450044
0x410060
0x430042
0x450044
0x410040
0x430042
0x450044
0x1000C200
0x444610
0x410057
0x100B9BE6
0x100DBDAC
0x444672
0x444610
0x444610
0x444610
0x444610
0x444610
0x100B9BE6
0x100DBDAC
0x444672
0x444610
0x444610
0x444610
0x444610
0x444610
0x444074
0x444559
0x44B5D6
0x44D3C0
END_STACK_TRACE


already tried outputting with Exit&Play and Output Wad.
But doesnt work -.-

skylark1121
22-01-12, 20:05
^^ Which WAD are outputting?
(This is a basic -- and maybe dumb -- question, but you are overwriting the correct .TOM, right?)

TR-Freak
22-01-12, 20:09
tut1.tom.
deleted tut1.tom doesnt work...

skylark1121
22-01-12, 20:12
tut1.tom.
deleted tut1.tom doesnt work...

I've always had problems with that WAD.

Load 'city' objects, then output the wad the WAD to city.TOM.
If everything works properly, we'll know if it's a problem with tut1. :)

FloTheMachine
22-01-12, 20:19
I used to study Irish, and I'm not 100%.
I could ask one of my friends who is fluent in it if you'd like?

TR-Freak
22-01-12, 20:23
I've always had problems with that WAD.

Load 'city' objects, then output the wad the WAD to city.TOM.
If everything works properly, we'll know if it's a problem with tut1. :)
Well, but I'm using custom wad.
I don't think it crashes because of the name :O

skylark1121
22-01-12, 20:26
Well, but I'm using custom wad.
I don't think it crashes because of the name :O

LOL, of course not.
But, I think you should test another WAD just see if it is a glitch in the editor or just an issue with the WAD itself. :)

TR-Freak
22-01-12, 21:46
LOL, of course not.
But, I think you should test another WAD just see if it is a glitch in the editor or just an issue with the WAD itself. :)
Well it doesnt work with any wad.

Titak
22-01-12, 22:37
I used to study Irish, and I'm not 100%.
I could ask one of my friends who is fluent in it if you'd like?That would be great. :D

nusrat
22-01-12, 23:00
For my 4th level I started to use guides for the first time...so I m a complete newbie on that subject.
So just a few questions before I possibly get lost ....:D:D
Is there a limit how many guides you can trigger?at the moment there a 4 guides "running"around in level 2 of my levelset....
Is there any chance to have different looking guides?
I m kinda thinking of using saddhuguides with different outfits....
Some sort of saddhubrothers guiding Lara through her next adventure.....

KurtisandLara
23-01-12, 01:53
For my 4th level I started to use guides for the first time...so I m a complete newbie on that subject.
So just a few questions before I possibly get lost ....:D:D
Is there a limit how many guides you can trigger?at the moment there a 4 guides "running"around in level 2 of my levelset....
Is there any chance to have different looking guides?
I m kinda thinking of using saddhuguides with different outfits....
Some sort of saddhubrothers guiding Lara through her next adventure.....

Not sure about this havent really tried. But i would overdo it.
Of course! Check Trsearch.org (http://www.trsearch.org/) to see if there are any guides there that fit to your liking.
Heres a tutorial on using guides aswell!
The Guide: The Basics (http://skribblerz.com/tuts/guide.htm)

Titak
23-01-12, 08:00
Welcome to this forum, Nusrat. :wve:

To have more than one different looking guide in your level you would have to use TRNG AssignSlot= script command. (if it works on the GUIDe slot that is...)
Other than that you can't have differently looking guides in one level.
Just that one in the GUIDE slot.

nusrat
23-01-12, 08:15
Thanks

To have more than one different looking guide in your level you would have to use TRNG AssignSlot= script command. (if it works on the GUIDe slot that is...)

That is ?

Thank you Titak,I ll take a look at that command.
By the way,fantastic Level Titak :D

@KurtisandLara I already have the most perfect custommade Indian guide.
Having too many Guides in a Level?That would perfectly fit in an Indian Level...
Have been already 7 Times to India in real life.......pretty overcrowded there :D

TR-Freak
23-01-12, 13:08
Can someone look where the problem is? :(
I just don't get it fixed :(
http://dl.dropbox.com/u/13341521/brokenprj.zip

Titak
23-01-12, 15:17
By the way,fantastic Level Titak :DThanks. :D

AgentFalkan
24-01-12, 15:49
I tried today to set up two enemies to be activated in the same room: a classic TR4 wild boar and a TR3 rattlesnake in SCORPION slot. When they appear, the wild boar runs towards the rattlesnake and gets deathly bitten XD .
My question is: is this a normal behaviour between these two enemy slots, or a bug? Since I don't remember any level in TR4 where a wild boar and a giant scorpion could meet, why Core Design would programm the scorpion to be mean with the piggy? xD :D

Titak
24-01-12, 16:03
This is normal behaviour.
Well, at least the enemy in the SCORPION slot attacking other enemies is normal.
Not sure about the behaviour of the wild boar.
In TR4 they used TROOPS and SCORPION together where the TROOPS were also attacking the scorpions. So it looks like this attacking behaviour also applies to other enemies in other slots.

Laras Boyfr.
25-01-12, 14:41
Is it possible to change the speed of the moving of a pushable object when its being pushed or pulled (not speaking of Laras animation)
I know that the pushable animation is hardcoded but I can swear I saw some time ago a pushable with animations in it :o

AgentFalkan
25-01-12, 18:03
I think you can change it with Wad Merger. For example, in my level the pushable object has three animations: standing, being pushed and being pulled. You can maybe try applying different Frame Rate values to push/pull animations?
EDIT: If the frame rate are already set to the fastest value, you should remake all the frames of the animations so the block reaches its new position quicker.

julien
25-01-12, 23:03
@agentfalkan: since TRNG 1.2.2.4, you can force scorpion to attack only Lara with OCB 33

AODfan
26-01-12, 12:23
Is it normal that the cog switch loses its collision and isn't usable anymore after using it once?

Level NextGen
26-01-12, 12:45
^ AODfan:
Well it'snt normal :confused: I had some glitch like that in some levels. Mostly I reach the editor limit with number of moveables... or I use the Wraith_3 enemy forgetting to add specific Animating_10. Well is it a original TR cog or a created one?



____________
Otherwise, i wonder how to add a non TR4 sound into an object: Falling_Ceilling (with wadmerger)?
I've created a personal sound for a falling spike but I don't know how to add it :o well I don't understand even if I've read some tutorials

AODfan
26-01-12, 12:54
^ AODfan:
Well it'snt normal :confused: I had some glitch like that in some levels. Mostly I reach the editor limit with number of moveables... or I use the Wraith_3 enemy forgetting to add specific Animating_11. Well is it a original TR cog or a created one?

It's one created by core.
I just checked if I forgot to add Animating_11 but it's there and I didn't reach the limit for movables.

Level NextGen
26-01-12, 13:17
^ Ahah :p, I'm not sure by adding Animating_11 will fixed the bug!
I would say if you are using the enemy Wraith_3, you have to add the Animating_10 (and not 11 sorry) from the catacomb.wad. But it's for Animating_10 collision

What's your setting for the cog_switch?
Have you read this tutorial? ;) There are specific uses with this switch
http://www.skribblerz.com/tuts/cogswitch.htm

AODfan
26-01-12, 13:22
Animating_10 is in my wad too ^^
I set it up exactly how it is explained in the tutorial

Level NextGen
26-01-12, 15:37
Forget about animating10 or 11 it'snt the problem here.. ;) (I tried to told you that you can have colision glitch when you use wraith_3 without adding the animating_10 of catacomb.wad, but you don't have wraith in your wad and it's a problem with the cog colision, plus it seems that your cog "freezed" after one use).
May be can we have more informations about your setting, or specific things you have done in your level? It could be helpfull to help you :p

TR-Freak
26-01-12, 15:58
Does someone know how I can solve the "flickering statics" problem?
It's quite annoying when big statics disappear when you look at them from certain angles -.-"

Level NextGen
26-01-12, 16:27
You mean static disapear entirely or just some faces?

For the first one, it may be 'cause the static is two big for the room and takes 2 or more rooms. When Lara isn't in the room where the static is placed and she not looking at its placement (I mean the square where you placed it in TRLE) it disapear.
You have to cut it into two statics, it's the best way. Or try to place the static on the ceiling and modify it's heigh. But the effect is still here at certain angle.

For the 2nd, it's because the face isn't flat and it need to be triangulated with Metasequoia.

I hope it helps you

Soul
26-01-12, 16:49
You have to cut it into two statics, it's the best way. Or try to place the static on the ceiling and modify it's heigh. But the effect is still here at certain angle.
...or you simply place the respective static two times in the two different rooms it covers but at the same position. This way the player won't realise that one of the statics disappears from time to time, as the other one remains visible.

AODfan
26-01-12, 17:19
Forget about animating10 or 11 it'snt the problem here.. ;) (I tried to told you that you can have colision glitch when you use wraith_3 without adding the animating_10 of catacomb.wad, but you don't have wraith in your wad and it's a problem with the cog colision, plus it seems that your cog "freezed" after one use).
May be can we have more informations about your setting, or specific things you have done in your level? It could be helpfull to help you :p

I actually have a wraith in my level :p

So I place the cog switch and DOOR_TYPE3 in my level. I add the OCB code 1 to the door and place a trigger for it under the switch. After that I place a switch trigger for the cog switch under it.

Titak
26-01-12, 17:23
...or you simply place the respective static two times in the two different rooms it covers but at the same position. This way the player won't realise that one of the statics disappears from time to time, as the other one remains visible.Not always possible depending on where the statics have to be placed.
If the second one needs to be placed outside the roombounderies too much it won't work.

But this is indeed a good workaround when having the flickering in and out of site with statics. :D

Doesn't work well with moveables since they react to lighting and you can hardly everget the lighting on moveables the same when they are placed in two different rooms.

Uzi master
30-01-12, 04:16
Recently I haven't been able to get Metasequoia to import .DXF files, whenever I try to open one a window pops up that says "abnormal program termination" and it closes, any idea how to fix this?

Peanut
30-01-12, 04:31
I recently used up all my static object slots, and I've tried to add Extra slots. Whenever I do that, it adds a new Plant 0 object which is already there, and in the level editor it overwrites the original Plant 0 object. I'm confused and I need more object slots. Can anyone help?

Horus-Goddess
30-01-12, 04:35
Recently I haven't been able to get Metasequoia to import .DXF files, whenever I try to open one a window pops up that says "abnormal program termination" and it closes, any idea how to fix this?

Hmm I would suggest reinstalling it if you can. That's the only thing I can think of...

Have you tried exporting meshes from a wad you know has good meshes and opening those? Your problem could be related to a file corruption too. If it works with other dxf and not the one you're trying to open that could be the case.

Uzi master
30-01-12, 04:58
Hmm I would suggest reinstalling it if you can. That's the only thing I can think of...

Have you tried exporting meshes from a wad you know has good meshes and opening those? Your problem could be related to a file corruption too. If it works with other dxf and not the one you're trying to open that could be the case.

It hasn't opened any of my dxf's, no matter where it's from. I'll try re-installing tomorrow though. (to lazy to tonight:p)

Controfiliburu
30-01-12, 07:15
Yesterday I downloaded the Angkor Wat wad file from skribblerz , but when I want to open it in StripX it says "Access denied" or something like that.
I can open it in WadMerger .
So that wad is broken or something?

TR-Freak
30-01-12, 08:30
Yesterday I downloaded the Angkor Wat wad file from skribblerz , but when I want to open it in StripX it says "Access denied" or something like that.
I can open it in WadMerger .
So that wad is broken or something?
Just open it in Wadmerger and save it again with Wadmerger?

Titak
30-01-12, 11:14
I recently used up all my static object slots, and I've tried to add Extra slots. Whenever I do that, it adds a new Plant 0 object which is already there, and in the level editor it overwrites the original Plant 0 object. I'm confused and I need more object slots. Can anyone help?When copying an object which is supposed to go in one of the EXTRA slots, copy it and choose one of those slots. The object will then be placed in the slot it came from, in your case PLANT0, creating a second PLANT0 in the objects list. (as you found out).
Rename that second PLANT0 to one of the EXTRA** names in WADMerger, right after copying it to the wad.
It will then stay in the PLANT0 position in the list but the name will be EXTRA** and in the editor it will show up as EXTRA**.

Soul
30-01-12, 11:46
I know that psiko's method to work with the level editor and meta2tr simultaniously was already revealed but I can't find it now :confused:

Does anyone maybe have a link to a turoial?

sapper
30-01-12, 11:55
It hasn't opened any of my dxf's, no matter where it's from. I'll try re-installing tomorrow though. (to lazy to tonight:p)

Don't know why Meta does this. It used to happen to me all the time but recently it works. I don't know what other program/DLL I installed that fixed it.

If reinstall doesn't work for you try dragging the icon of the DXF file onto the icon of Meta or if you understand Japanese, change the language to Japanese and open DXF normally.

Uzi master
30-01-12, 23:04
Don't know why Meta does this. It used to happen to me all the time but recently it works. I don't know what other program/DLL I installed that fixed it.

If reinstall doesn't work for you try dragging the icon of the DXF file onto the icon of Meta or if you understand Japanese, change the language to Japanese and open DXF normally.

Think I figured it out, there's a button near the bottom of the toolbar that you use to select the rendering type, seems it needs to be set to "software" to open a DXF.

afzalmiah
31-01-12, 05:57
Does anyone know if there is a safe way to change an outfit from custom levels from someone else? I would be happy if there is. :)

TR-Freak
31-01-12, 09:19
Did you know you can import MQO Files in Wadmerger:eek:
You can really import UV-MApped Meshes in Wadmerger :O

Well, the textures are rotated wrong, but with the newest STRPIX Version you can rotate all textures at the same time :tea:
Even though triangulated faces are still weird textured - the result is quite acceptable :o

Titak
31-01-12, 10:23
You care to tell us how you did this exactly? :rolleyes:
With the "import" button would be my guess but when I tried that I got an overflow errormessage.

TR-Freak
31-01-12, 10:50
You care to tell us how you did this exactly? :rolleyes:
With the "import" button would be my guess but when I tried that I got an overflow errormessage.
Don't forget to merge meshes to one object in Meta.(Only one object in the object list)


Maybe it only works with simple meshes with not so many vertices?
An object with 113 vertices took about 2 minutes to import into wadmerger...

Titak
31-01-12, 11:02
That is still not telling exactly how it should be done. :p

If you can tell exactly which steps you took, including that merging in Meta, which option to choose when importing the MQO, and all that, people could try and see how it works, maybe even be able to iron out those issues you mentioned. :D

TR-Freak
31-01-12, 12:34
1.Meta
1.1Building the Object with normal procedures, creating vertices, UV Mapping,copy&paste meshes etc.
(tip: Always use a certain order when creating faces e.g. always counterclockwise)

(
1.1.1
Select one Object in the Object list and drag&drop it onto the first Object in the list.
The Meshes are now one object or use the "merge all"-button in the MISC-menu
http://dl.dropbox.com/u/13341521/Meta.jpg
)
1.2
Export the mesh as MQO.

2.Wadmerger
2.1
Open the Wad normally.
2.2 go to statics
and select the last staticslot(e.g. Architecture08)
2.3
click the button "Import" in the middle of wadmerger and select the previous saved MQO.
now select the used size in Meta.
(e.g. 1024 for one sector)
then click ok.
Wadmerger should import the mesh now. This will take a few minutes.
http://dl.dropbox.com/u/13341521/wadmerger.jpg
2.4
As you can see, the selectet Staticslot is now your imported mesh BUT, it's actually in a new staticslot.
2.5
Save the wad normally (you can open it again to see if the mesh was imported into a new slot)

3. STRPIX
3.1 open the previous wad and scroll down to the

3.2 as you can see the textures are rotated wrong.
Press the "Rotate All" button in the Faces-dropdown-menu
Not all faces are rotated correctly, you have to rotate them manually until they fit.(i think it has something to do with the vertex order, eg. counter-/clockwise vertex order)
Triangulated Textures are sometimes messed up.
http://dl.dropbox.com/u/13341521/strpix.jpg


Well. The result is not the best. But it's quite acceptable because all textures are on their place. The only thing that has to be fixed are triangulated textures and the rotation of them.

It looks like 1024 as size doesn't seem to work. I tried 102.4 and this works fine (used a raising block)

Titak
31-01-12, 13:19
Good one! :tmb:

Any idea on how to fix the textures on the triangular faces?
I take it, judging from your little tutorial there, that they can't simply be rotated.

Also, I can't see well from your STRPix screenshot but does the importing into WADMerger make WADMerger cut up the textures so they appear in the texture window in STRPix?


Now I have to go and learn how to UVmap in Meta! :vlol:
Still haven't taken the time to do that. :o

TR-Freak
31-01-12, 13:33
^
Yes, the textures are selectable in STRPIX.

UV Mapping in Meta is quite easy but you need the sharewareversion which can only export MQO Or (according to sapper) an older version of Meta.
Maybe I should write an Tutorial for UVMapping in Meta xD

dizzydoil
31-01-12, 16:17
Please do! :D

Titak
31-01-12, 16:36
Maybe I should write an Tutorial for UVMapping in Meta xDEven though we can check the Meta2TR site, a tutorial on UV-mapping in Meta wouldn't get wasted. :tmb:

Shauni
03-02-12, 14:05
I've made some new water textures and I can't get them to work. :( I select the animation ranges like usual, but no matter what I try when I load the game it crashes. It's definitely when I animate the textures, there are no other issues with the level.

What is the maximum amount of textures you can have in 64x64 that can animate? I know the old TR4 textures is 8 textures, but I've seen more than that made before.

Titak
04-02-12, 13:10
16 tiles per animationrange is the limit in TRNG.

tombraider1703
04-02-12, 20:40
Does anybody know where I can find some HQ city/streets objects? :o
Searched on trsearch but maybe there are also other objects..

Soul
05-02-12, 12:20
Maybe have a look at this set by Horus: http://trforge.net/php/index.php?city-object-set

tombraider1703
05-02-12, 15:18
Maybe have a look at this set by Horus: http://trforge.net/php/index.php?city-object-set

Thank you :hug: already found it on trsearch :)

is there a way to make water fade in distance fog?

Titak
05-02-12, 19:16
If you are using TRNG, you should add Customize= CUST_FIX_WATER_FOG_BUG, ENABLED to your script. :D

If you are not using TRNG, then I don't know.
Placing fogbulbs perhaps? Because making places darker makes transparant textures look more transparant. But then you should make sure that Lara can't get close to the edges of the water, other wise the effect might look odd.

tombraider1703
05-02-12, 19:25
If you are using TRNG, you should add Customize= CUST_FIX_WATER_FOG_BUG, ENABLED to your script. :D

If you are not using TRNG, then I don't know.
Placing fogbulbs perhaps? Because making places darker makes transparant textures look more transparant. But then you should make sure that Lara can't get close to the edges of the water, other wise the effect might look odd.

I added the line to my script and placed shadow bulbs on the surface... desn't work :(

Titak
05-02-12, 19:32
So you are using TRNG.

I'm afraid I don't know what you mean then by "is there a way to make water fade in distance fog?". I thought it was about the water turning very bright in the distance.
Could you post a picture of the issue (preferably before and after you added the script and fogbulbs) in the TRNG section so we can actually see what it looks like to get a clearer picture of what is going on?

TR-Freak
05-02-12, 19:56
I think he wants that Water gets non-visible in the distance fog (texture gets fully transparent)
This can be done with black shadow bulbs. on the watersurface even though it's not th exact thing you want:o

Titak
06-02-12, 07:47
He already said he placed shadowbulbs, because that's what I also suggested, but that it isn't working. :p

Anja
08-02-12, 20:19
I have a question. (sorry if this is counted as bumping)
When i load the TGA and start texteturing a room and decide I need textetures from another TGA how do I open that TGA without the already spaced texteturers in the room not being re-placed?Is there a way?

ZIP2010
08-02-12, 20:41
You can use TBuilder to merge textures, and with this program, you can take the textures you want from another TGA to your TGA file, it's simple to use, and can help you a lot. You can download it here: http://www.trsearch.org/Tools/12/
Hope this helps you. :D

EDIT: I changed the link, that was Strpix link.:vlol:

TR-Freak
08-02-12, 21:00
You actually need TBuilder:ton:

ZIP2010
08-02-12, 21:07
Sorry, I always be confused with the name Strpix and TBuilder, thx TR-Freak:vlol:

Anja
08-02-12, 21:21
You can use TBuilder to merge textures, and with this program, you can take the textures you want from another TGA to your TGA file, it's simple to use, and can help you a lot. You can download it here: http://www.trsearch.org/Tools/12/
Hope this helps you. :D

EDIT: I changed the link, that was Strpix link.:vlol:
Thank you :)

afzalmiah
09-02-12, 17:16
Does anyone know if there is a way to change the outfit i trle levels? A safe way that wouldn't be too complicated. I don't think it would be easy to change outfits from level sets but perhaps single levels?

Luke_
10-02-12, 13:08
^ If you're using TREP, this (http://www.tombraiderforums.com/showthread.php?t=188010) might help.
--------------

I have a problem with my water textures I didn't ever have before. They're animated but I can't change the speed (fps). It's always 30 fps ingame no matter what I set up. :(
It always worked in my previous levels... Anybody know a solution?

afzalmiah
10-02-12, 15:05
Thank you but I forgot to mention that it is from other custome games made by other people that you download from the Internet :o
I don't know about your water problem but in my laptop I can't even animate them because I can't see the animate button that is in the bottom.

raiderromero
10-02-12, 15:08
Thank you but I forgot to mention that it is from other custome games made by other people that you download from the Internet :o
I don't know about your water problem but in my laptop I can't even animate them because I can't see the animate button that is in the bottom.

the same happened to me in my laptop, to solve this i just change resolution to highest with the NG opened, and i could see a little of the low part

Mytly
10-02-12, 19:03
afzalmiah and raiderromero - Just view the Editor in fullscreen mode - press Alt + Enter.

aidanmalone
11-02-12, 13:18
Does anyone know where I can find the Tomb raider 1 Uzi sound? :)

afzalmiah
11-02-12, 13:23
afzalmiah and raiderromero - Just view the Editor in fullscreen mode - press Alt + Enter.

Well that as easy :o thank you :D

Anja
11-02-12, 17:55
HiI need you're help once again.I used the tBuilder thing and made my TGA.I made small room in TRLE and put the textetures from my TGA and saved the project.Next day I load the project and this happens :
http://s1252.photobucket.com/albums/hh573/Anja_Crnec/
And hen another diolog comes up saing can't find PCX. Help :o

Titak
12-02-12, 08:31
@ Anja:
Your image isn't visible.

Laras Boyfr.
12-02-12, 12:12
@ Anja:
Your image isn't visible.

I opened the Album and this came out:

http://i1252.photobucket.com/albums/hh573/Anja_Crnec/Untitled-1.jpg

Arg list too big...
I guess there are too many textures pages?
Old TRLE...

Titak
12-02-12, 12:19
Has nothing to do with the old TRLE. The NGLE can also produce this message.

"Arg list too big" is about the programm not being able to find the path to the TGA. Either because the TGA has been moved or renamed.
In this case you need to select it manually.

Make sure there is no space in the name of the TGA. The editor does not like spaces in filenames.

Anja
12-02-12, 12:22
Has nothing to do with the old TRLE. The NGLE can also produce this message.

"Arg list too big" is about the programm not being able to find the path to the TGA. Either because the TGA has been moved or renamed.
In this case you need to select it manually.

Make sure there is no space in the name of the TGA. The editor does not like spaces in filenames.

ok I;ll try that thanks..
sorry for the image :o

klona
12-02-12, 12:29
Hi everyone! It has been a while since I posted here. :eek:
Anyway, does anyone know why isn't the rolling ball sound playing? :(

Titak
12-02-12, 13:18
If it isn't playing it means it's not in the wad.
Assign it to the wad with WADMerger Soundmanager or edit the sounds.txt. :D
(There's a tutorial on sound in the tutorials section in case you need it.)

Kapu
12-02-12, 19:29
who would you guys rather see return in a game - Jean Yves from TR4 or Charles Kane from TR5?

Titak
12-02-12, 19:34
Charles Kane? :confused:

KyleCroft
12-02-12, 19:47
Charles Kane? :confused:

http://wikiraider.com/images/a/a6/Charleskane.jpg

He replayed Yves in the final version of TR5. :)

Titak
12-02-12, 19:51
Oh, that guy. I remember now. :D
Gosh, I was thinking of an ingame character by that name. :o

Perhaps you should use Charles Kane then since the real Jean-Yves wasn't too happy about featuring in TR4. :D

klona
13-02-12, 12:16
If it isn't playing it means it's not in the wad.
Assign it to the wad with WADMerger Soundmanager or edit the sounds.txt. :D
(There's a tutorial on sound in the tutorials section in case you need it.)

I can't find the tutorial on how to use it.
I found out that the pushable block sounds don't work too. :(

Titak
13-02-12, 16:13
You can easily find tutorials using the INDEX thread. Simply browse through that INDEX post.
Missing pushable sound is the same issue.

Jeissy
15-02-12, 10:54
Hey, guys. I've recently decided to get back to the LE again and I've got everything set up already. But a problem I'd always have when starting my level is creating the beginning of it. You know the first few room of the start? Does anyone have the same kind of set back? Any tips? :o

Titak
15-02-12, 15:30
Never have problems with that myself but you could start with the area that seems most appealing to you.
Assuming you have some kind of story and setting in mind that is...

Jeissy
15-02-12, 17:01
I have some clues, yes :D I hope it turns out ok. I guess I just have to start building and redo stuff in the process, if I have to!

afzalmiah
16-02-12, 12:42
Can someone help me please? I want to make a new level but whenever I wan to play it, the tomb4 crashes :( I don't know why this happens and everything else seems to work fine. Please help :(
EDIT: never mind fixed it

P.Carpet
16-02-12, 18:10
Hey all:wve:
It is assured, to you already addressed with such problem as at me, but I can make nothing with it
Read tutorials, but because of bad knowledge of English language I can not understand :confused:
http://img6.imageshack.us/img6/9107/er02.jpg
Shot at 2012-02-16
If to you you should could make it for me?
http://www.2shared.com/file/oI1RSmYk/Home_Comics_Outfit.html
Thanks you:hug:

sapper
17-02-12, 01:29
Sent PM. I haven't tested in game. Hope it works.

P.Carpet
17-02-12, 03:38
No, excuse.
The error remained till now..

raiderromero
17-02-12, 04:25
seeing that pic i remember i had the same problem, there was no way to fix it, i tried importing lara and didnt work, so i just opened a previous wad i saved

Shauni
17-02-12, 05:04
I don't think it needs remapping at this point, I'm pretty sure her lower torso needs to be put in meta and fitted to her stomach joint properly. Then you can remap.

sapper
17-02-12, 08:08
No, excuse.
The error remained till now..

Not sure what you mean but if it didn't work did you convert the tom file again with tom2pc?

I remodelled the waist to fit the pelvis and also remapped the pelvis.

You can see from the original pic that the pelvis needed remapping since the hip joints do not connect to the pelvis. The hip joints fit the pelvis since they are from the same outfit as the pelvis.

Edit: Tested in game and outfit should work ok.
http://i214.photobucket.com/albums/cc94/nnn59/outfits/comic.jpg

P.Carpet
17-02-12, 15:03
sapper, Oh, forgive, I stupid =P
Hasn't up to the end woken up and has forgotten to convert in tom2pc.
Forgive me..

Many thanks for your work and the help!

larafan25
18-02-12, 23:36
I have bit of an issue.

I have a puzzle in which two pushblocks are moved onto tiles to trigger a door via a heavy trigger, and it worked fine before, but suddenly the door doesn't trigger when I play it.

I added flames to the room and had them trigger in the room, and they wouldn't trigger either, but when I triggered them outside the room they worked.

Does anyone know what issue this could be? :/

edit: NVM I fixed it, just put the door in a different room. :)

THOR2010
21-02-12, 01:46
i remember uploading a project onto tr search a while back, the ship from tr3 extracted and fixed to act as a tutorial prj for building a simple ship, but now i cant find it! ive been trying to find the thread here about the items that were lost in the crash but i cant for the life of me find it?

raiderromero
21-02-12, 01:53
im not sure about this, is there a way to show or print on screen the value of a store variable???(like Local byte alfa1) i dont wanna use Diagnostic mode(i tried that and it didnt work anyway, besides i just wanna show one variable)

Titak
21-02-12, 11:32
You're using TRNG.
So please post your question in the TRNG section.

trlestew
21-02-12, 21:33
I think I should repost my question here as it doesn't really relate to TRNG (I think?)

I downloaded a new Lara, and pistol model. Everything works properly except that the sound that is supposed to play when the pistols are drawn does not play. A minor issue, but I don't know what's wrong. An issue of more concern would be getting horizontal swing poles to work. Right now, I can only grab them as if they were a vertical swingpole. Is there something else I need to do?

:}hello friend
21-02-12, 21:51
I think I should repost my question here as it doesn't really relate to TRNG (I think?)

I downloaded a new Lara, and pistol model. Everything works properly except that the sound that is supposed to play when the pistols are drawn does not play. A minor issue, but I don't know what's wrong.
I get that all the time too. I'd really like to know how to fix it.

Titak
21-02-12, 22:31
I think I should repost my question here as it doesn't really relate to TRNG (I think?)

I downloaded a new Lara, and pistol model. Everything works properly except that the sound that is supposed to play when the pistols are drawn does not play. A minor issue, but I don't know what's wrong. An issue of more concern would be getting horizontal swing poles to work. Right now, I can only grab them as if they were a vertical swingpole. Is there something else I need to do?When using TRNG, post in TRNG section so people know they can give TRNG solutions if needed.
The sound issue might not be strictly TRNG related, but the swingpoles issue is, assuming you are indeed using the PARALLEL-BARS object instead of the oldfashioned way of using the POLEROPE as swingpole.

Kool
23-02-12, 20:33
Okay, here's my first question.
I've downloaded some 128x128 textures from TRA which weren't resized, so it keeps it's quality. I put them into my textureset, and off I went. I downloaded NGLE (Not TRNG). I've seen some levels with really high quality textures, and I am wondering how to get that. The walls are ready for texturing, (they are divided into 3 separate sections so it doesn't look blurry). Does the HQ'ness come from using 'Big textures' in NGLE, or using the map converter? But I don't think its that. Also, when I want to use my textures, I see the 'order' which I put the textures in are broken into two different lines, and other textures mixing in. In addition, I've seen some grainy texturing when I put some on the floor - not what I was expecting. Can someone please help? I'm in the process of creating 'RoomX' at the first part of the TRLE Manual. :)

For example, I want to get my Textures to look HQ like this.
(Credit to Titak, amazing by the way! :o)

http://i190.photobucket.com/albums/z103/journeytoavalon/tomb42012-02-2115-02-02-44.jpg

Thank you.

Titak
23-02-12, 21:29
Welcome to this forum, Kool! :tmb:

Please resize that image to max width of 1024.
The way it is now is stretching the forumboard. :)

The textures I used are 128x128, except for the carpet textures, those are 256x256.
So, yes to use higher res textures, you do indeed need to use "big textures" or convert with the MapConverter so textures are 128x128 or larger by default.

Kool
23-02-12, 21:35
Thanks for the welcome and fast reply!
Sorry about that, I'll just post the link.

I see thanks, so, to get the order which I put in TBuilder, I must use the Map Converter to sort it out and use HQ 128x128 Textures? I'm assuming this is done after you've textured everything?

Thanks again.

Titak
24-02-12, 09:57
MapConverter can be used right at the beginning.
It only converts the prj to a V50 version prj in which you can then only use 128x128 up to 256x256.

For my current project I made a small TGA, applied something like two textures, then converted to V50.
Then I used a TGA I had already made before, containing 128x128 tiles.

And while building I keep on adding tiles to the TGA whenever I need new textures. :D

Kool
24-02-12, 15:23
Sorry, I kinda of lost you. :o

Sorry about this.

Hmmm, could you tell me to do what from here?
1. Downloaded 128x128 textures.
2. Put them into my textureset using TBuilder.
3. Open NGLE and use Big Textures? However, the texture order is messed up and I have to use 'right-clicked' triangles to get the textures I want.

Is that it?

I just don't get something, if the options are to convert either 64x64 or 128x128 to 64x64 or 128x128 with the Map Converter, is there any use?

Thanks again. :o

skylark1121
24-02-12, 17:57
Is there a way to trigger a door by using an item?

For example, Lara uses a medipack. This causes a door to open. Is it possible to set this up? :)

AkyV
24-02-12, 18:06
Study these types of GloblalTriggers:

GT_USED_BIG_MEDIPACK
GT_USED_LITTLE_MEDIPACK
GT_USED_INVENTORY_ITEM
GT_USING_BINOCULAR

tombraider1703
24-02-12, 19:31
Ok so I have a problem with animating my 128x128 water textures.
I converted my prj to a prj with big textures and reseted the tga and placed the animation range newly and everything, usually now the animation range works..

But this time the water only animats on the triangular parts of the water surface O_O

I selected the 6 first textures in the tga and choose full rotate + UVRotate: 6 and MAX FPS

does anybody know how I can make the water animate on every square?

Oh and I made a unaccesable room where I placed all water textures transparent and non transparent...

Titak
24-02-12, 21:51
@ Kool:
And I don't understand anymore what you mean by the textures being messed up. :confused:

Your TGA should not be wider than 256 pixels so you can have two 128x128 textures right next to eachother.

It is not needed to convert to V50 project because you can always use 128x128 textures by using the "big texture" button. The only thing is that you can't have 128x128 animating textures. Those have to be 64x64.
But that's not a real issue. I also used 64x64 animating textures in my Mists of Avalon levelset.

trlestew
25-02-12, 00:08
When using TRNG, post in TRNG section so people know they can give TRNG solutions if needed.
The sound issue might not be strictly TRNG related, but the swingpoles issue is, assuming you are indeed using the PARALLEL-BARS object instead of the oldfashioned way of using the POLEROPE as swingpole.

I'm not too familiar with my TRLE terms now. :o. Could you elaborate more, please?

leglion
25-02-12, 10:12
I just installed a new climb animation but every time Lara performs it, she falls back down. Fixes?

Titak
25-02-12, 10:25
We need more information.

Like what have you done in Animation Editor? (next anim, speed, Next Frame, StateID changes, etc)
Compare the values you now have with your custom animation with the values of the original animation.

I think I know which animation you mean, but just to make sure, what's the number of the animation you replaced?

leglion
25-02-12, 10:26
Animation #42 with GeckoKid's legend style climb up.

Titak
25-02-12, 10:37
I edited my above post, something you might not have seen yet.
Did you compare the values?


Doesn't Geckokids faster climb up animation have to replace animation 97?
42 is the animation she does when standing and then climbing up onto a 3-click block.

leglion
25-02-12, 10:46
Edit: Nevermind. I got the animation number wrong. :\ Thanks for the help Titak.

Jeissy
25-02-12, 19:57
Hey, guys. I need help with converting audio files to .wav specifically for the LE engine. I tried Audacity but it doesn't convert them with the same parametres and when I replace it with a file[ambience] it just plays the main theme[glitching]. And the Sound Recorder is out of the question, because I'm with Windows 7 and it's seemingly for recording solely, not loading files into it and resaving them as a .wav. So, what can I use?

THOR2010
25-02-12, 19:58
i use the level manager to do it.

Jeissy
25-02-12, 20:05
The Level Manager? o.0 What do you mean?

Bradley23170
25-02-12, 20:30
You could use Madplay (http://www.skribblerz.com/resources.htm) wich is used specificaly to convert .mp3s into .wavs

Jeissy
25-02-12, 20:59
Well, I downloaded it, but for some reason, it's not working ? o_0

Bradley23170
25-02-12, 21:04
You can't use madplay in the local disc. You must move your files into my documents use madplay on them then move them back to the local disc.

How do you have thing pop up into lara's inventory in the middle or at the begining of a level such as a diary or PDA

THOR2010
25-02-12, 23:34
theres a trng tutorial on it, go to the trng site or skribblerz and download the diary tutorial:)

THOR2010
26-02-12, 01:52
i have a weird bug? heres what happent, i have the bottom of the tr3 ship with a hole in it so you can get in through the bottom, but when i swip up through the hole lara surfaces in the air falling back down into the water?

http://img685.imageshack.us/img685/5356/shot000.png
http://img843.imageshack.us/img843/2369/shot003.png
http://img833.imageshack.us/img833/2448/shot004.png
EDIT: sorry they're so big! and for double post:o

alos the surface ripples on the third screen are far above the actual surface of the water
EDIT2: nvm i figured it out, i guess you cant have a door from water to land! with the ceiling of the water room around the door higher!

Level NextGen
26-02-12, 02:29
I want to add, that I'm also getting troubles with collision in water, on Triangle-No collision face Lara seems to always fall in water (on the surfaces and can't swim underwater) or she can't take object underwater in little space of 1*1 squares.

EDIT2: nvm i figured it out, i guess you cant have a door from water to land! with the ceiling of the water room around the door higher!

Actually you can't have doors connected to above rooms which are at different high. Of course you can but with some glitches.
You better have to create a new room to equalize the high of doors and it'll work.
http://img526.imageshack.us/img526/4826/roomg.png

Uzi master
26-02-12, 02:59
Realistically the water level couldn't be lower at the entrance to the boat than it is at the surface, anyway.

Level NextGen
26-02-12, 03:11
Realistically of course... except if the room is pressurized, the air in the room doesn't let the water enter and my schema in real life is true :whi: :p

Laras Boyfr.
26-02-12, 08:16
I was searching at cgtextures ( I could swear I saw these a year ago) but couldnt find them.
So does anyone now here I can get good textures of these St. Mark Square Venice Gothic Arches? :o
http://www.photoraconteur.com/Photography/Majestic-Exposures/DSC4339/789313628_Kp7C8-L-4.jpg

Horus used them in the BtB Package but I want to have them in HD.

Level NextGen
26-02-12, 11:52
I've found this for you:
http://2.bp.blogspot.com/-PL_1kFbSeRc/TgFrBo_O54I/AAAAAAAAByU/CcIyFJnLKe0/s1600/Doge%2527s+Palace.jpg
The image isn't quite HD but maybe still big enough.

http://img542.imageshack.us/img542/4411/try.png

:}hello friend
26-02-12, 19:57
I reopened my project today and was met with:

EVIL: Unknown object type detected in Room 0 in case (0,0). Then level editor crashes.

I don't know why this happened? Is there a way to fix it?

skylark1121
27-02-12, 03:14
I reopened my project today and was met with:

EVIL: Unknown object type detected in Room 0 in case (0,0). Then level editor crashes.

I don't know why this happened? Is there a way to fix it?

I got that message the other day. Luckily enough, I just restarted the editor, and whatever it was seemed to repair itself.... >.> IDK what the problem is.

-----------

I've been having an issue with triggering a flipmap with a switch. I think I'm doing things correctly -- it shouldn't be that hard LOL. Here are my steps:


A. Create flipped room

B. Set a trigger for the flipmap on the tile below the switch in the non flipped room.

C. On top of flipmap trigger, I place a SWITCH trigger for the switch.

But, of course, the flipmap is not triggered. What am I doing wrong?

Titak
27-02-12, 08:29
The number of the flipmap should match the number in the flipmaptrigger.
Liek the flipmap number is 1, then there should also be a 1 in the trigger for the flipmap.
Have you done this?

And you are not using "flip-on", right?
Because in this case you should use the regular flipmaptrigger.

Also, sometimes flipmaps don't seem to work when the trigger for them is placed in the same room that needs to get flipped.

TR-Freak
27-02-12, 14:23
Hey there.
I just noticed that my FPS are quite low when Playing TRLE-Levels.
Especially in newer Levels when they have many objects.
Even though my PC is quite good (e.g. TRU runs fine and smooth)
Any clues how I can give it a boost? Using TRNG :o

-Roli-
27-02-12, 14:24
^
Try to use Win95 compatible mode on the tomb4.exe :)

By the way I have a problem too with the Bridge_flat object(s). - Lara can stand on them, but can't hang on them. I mean she can't catch a bridge to another bridge_flat, (on 3 squares long gap) because its looks like there is a collision on the edge of the flat. I deleted the collision in strpix, but still nothing, she fall down.
I don't know it is a bug only for me, or it's because of new collision feature? But I can't find any solution. :/

TR-Freak
27-02-12, 14:39
^
Try to use Win95 compatible mode on the tomb4.exe :)


Doesn't work... still 6-10 FPS :(
Even at 800x600 16 Bit and no Bilinear Filtering :hea:

AODfan
27-02-12, 14:48
^
Try to use Win95 compatible mode on the tomb4.exe :)

By the way I have a problem too with the Bridge_flat object(s). - Lara can stand on them, but can't hang on them. I mean she can't catch a bridge to another bridge_flat, (on 3 squares long gap) because its looks like there is a collision on the edge of the flat. I deleted the collision in strpix, but still nothing, she fall down.
I don't know it is a bug only for me, or it's because of new collision feature? But I can't find any solution. :/

Try the OCB code 64 on the bridge floor object :)

-Roli-
27-02-12, 14:51
Try the OCB code 64 on the bridge floor object :)

Thank you so much, working! :hug::jmp:

skylark1121
27-02-12, 22:24
The number of the flipmap should match the number in the flipmaptrigger.
Liek the flipmap number is 1, then there should also be a 1 in the trigger for the flipmap.
Have you done this?

And you are not using "flip-on", right?
Because in this case you should use the regular flipmaptrigger.

Also, sometimes flipmaps don't seem to work when the trigger for them is placed in the same room that needs to get flipped.


How do you find out the number of the flipped room? I pushed 'select' under Room Buttons, and saw "Flipped Room11". I assumed that would be it, so I put 11 into the Trigger box. It is in the same room as the flipmap, so I tried it in a different room, but still no luck.... :/

I am using a flipmap trigger, not flip-on. :)

Seth94
27-02-12, 22:31
How do you find out the number of the flipped room? I pushed 'select' under Room Buttons, and saw "Flipped Room11". I assumed that would be it, so I put 11 into the Trigger box. It is in the same room as the flipmap, so I tried it in a different room, but still no luck.... :/

I am using a flipmap trigger, not flip-on. :)

The flipmap number is the number in the box next to the 'F' just below the map in the top left corner. :)

skylark1121
27-02-12, 22:38
The flipmap number is the number in the box next to the 'F' just below the map in the top left corner. :)

OMGOMGOMG!! :jmp:

It worked!!!

Thanks Titia and Seth! :hug:

Kapu
28-02-12, 01:20
Hey there.
I just noticed that my FPS are quite low when Playing TRLE-Levels.
Especially in newer Levels when they have many objects.
Even though my PC is quite good (e.g. TRU runs fine and smooth)
Any clues how I can give it a boost? Using TRNG :o

here's a quote from Titak that explains why you can run TRU but not TRLE levels:

It does somewhat depend on the operating system but not all that much.
TRLE levels even tend to lag on fast modern day computers since the game does not use the graphics card much (so having a state of the art card does not make any difference) but the processor power or something.
But even with a quad core processor it only uses one of the cores so the game will still lag.

i'm not sure how to fix the issue on your nice pc, or if there even is a way to fix it - but if you have an older PC, you could just use that to play your TRLE games.

Bradley23170
28-02-12, 21:11
Is there a way to make scorpians drop objects when using TRNG?(ocb, script,...)

Titak
28-02-12, 22:21
TRNG stuff belongs in the TRNG section.
Please repost your question there.

skylark1121
29-02-12, 02:51
Maybe I'm just bad a googling things, but I cannot find any tutorials on how to setup a Diary/journal as an item for Lara. I've seen a tutorial before, but I do not remember where. Does anyone know a good diary tutorial? :)

Thanks. :D

Titak
29-02-12, 09:27
TRNG stuff belongs in the TRNG section... :p

Check the TRNG homepage (Paolone's site), one of his tutorial projects is about the diary.
Link is in the TRNG section.

Bradley23170
29-02-12, 11:18
There is a download for diary installation and help on this page (http://www.skribblerz.com/tuts/ngle/ngle2/ngleprojectfiles.htm) :D

Eden95
29-02-12, 16:56
I'm having an annoying little problem with collision, where a doorframe doesn't have any? I have tried calculating new collision, but that makes it impossible to go through the doorway. I hope the solution isn't too complex. :p

Thanks.

AkyV
29-02-12, 17:18
Do you mean kick door or pushpull door, right?
See the original city.prj Room200: if you raise DEBRIS0 frame up, then you can see DEBRIS1 and DEBRIS2 transparent objects. Their only task is to create collision at the two sides of the frame.

Eden95
29-02-12, 17:22
Ah, that's weird, I never noticed after all these years that there were extra objects that did that, I guess I never tried running through the door frames. :p

Cheers. :)

THOR2010
05-03-12, 03:21
im having loading problems with all my levels when returing to the title screen, it exits the level, loads the title, but the bar keeps loading over and over, and in the background i can here the title and menu sounds but i can only see the loading screen? any help:(

raiderromero
05-03-12, 03:34
when many items activated at the same time the PLS effect (light of lara) isnt working, is that the source of the problem?

ggctuk
05-03-12, 21:42
I'm considering doing something quick, short and different (IE no Atlantis or Egypt levels) to ease my way back into the level editor. Any suggestions as to what I could use for inspiration?

I might use this as my entry into TRNG too.

leglion
05-03-12, 21:43
I'm considering doing something quick, short and different (IE no Atlantis or Egypt levels) to ease my way back into the level editor. Any suggestions as to what I could use for inspiration?

Very few Africa and north American levels.

ggctuk
05-03-12, 21:46
Very few Africa and north American levels.

Hmm... have to do my research on those locations then. I think you're right about using a place that's not often done.

leglion
05-03-12, 21:48
Hmm... have to do my research on those locations then. I think you're right about using a place that's not often done.

I could recommend places on both continents if you like?

ggctuk
05-03-12, 21:53
I could recommend places on both continents if you like?

By all means. I'm not familiar with either. :)

leglion
05-03-12, 22:08
By all means. I'm not familiar with either. :)

Mali, Timbuktu, Meroe, ancient Zimbabwe, Yoruba kingdom( the supposed burial place of queen Sheba at sungbo eredo), Kongo kingdom, Kingdom of Sheba, Ghana Empire, and Nubia for Africa. As for north America, AFAIK the pueblo Indians were the only ones with a major civilizations. The rest are what I'd consider to be 'tribal'.

boyGenius72
06-03-12, 14:28
Does anyone know where I can find the map from The Lost Library?:confused:

Jeissy
06-03-12, 15:21
I have some problem with WadMerger. Supposedly I get an error when I try to save a wad over e.g. the tut1 or settomb etc. - Run time error '75': Path/File access error. This is the first time I've ever gotten it , so I don't have a clue :confused:

Does anyone know where I can find the map from The Lost Library?:confused:

If there is nothing available on the net, you can extract it with TR2Prj which you can download here (http://skribblerz.com/editortools.htm).[scroll down to the bottom, it's the 3rd from the bottom to top].

Bradley23170
06-03-12, 16:25
I have some problem with WadMerger. Supposedly I get an error when I try to save a wad over e.g. the tut1 or settomb etc. - Run time error '75': Path/File access error. This is the first time I've ever gotten it , so I don't have a clue :confused:



If there is nothing available on the net, you can extract it with TR2Prj which you can download here (http://skribblerz.com/editortools.htm).[scroll down to the bottom, it's the 3rd from the bottom to top].

Instead of saving over those files just make new ones:o

Jeissy
06-03-12, 16:52
It's just that I'm using the levels, because I'm not really working on anything but animations.

ggctuk
06-03-12, 20:56
Does anyone know where I can find the map from The Lost Library?:confused:

TRC has that one bundled with Guardian of Semerkhet here: http://www.tombraiderchronicles.com/tr5/editor/media.html

THOR2010
07-03-12, 03:42
im having loading problems with all my levels when returing to the title screen, it exits the level, loads the title, but the bar keeps loading over and over, and in the background i can here the title and menu sounds but i can only see the loading screen? any help:(
dont mean to be impatient but i need my level fixed quickly if anyone can help me:o

raiderromero
07-03-12, 04:49
dont mean to be impatient but i need my level fixed quickly if anyone can help me:o

Any recently changed, sometimes something you had just added or changed on script causes that problem.......?

klona
07-03-12, 06:40
How can I make 2 enemies anti-trigger one fire after Lara kills them?

Peanut
07-03-12, 12:21
I was wondering, If making Lara taller was possible, would it affect the joints and animations to an extent that wouldn't be fixable?

Zebra
07-03-12, 13:43
I have created a mesh and imported it into a Pushable slot in the cleopal wad, however, Lara doesn't do anything when she stands in front of it and I press action. Do I have to do anything special for the object to be recognised as a pushable?

Jeissy
07-03-12, 15:37
I have some problem with WadMerger. Supposedly I get an error when I try to save a wad over e.g. the tut1 or settomb etc. - Run time error '75': Path/File access error. This is the first time I've ever gotten it , so I don't have a clue :confused:


Anyone? :(

Titak
07-03-12, 16:07
Don't save over one of those wads then.
Create a new wad instead.

Having said that, no idea what that errormessage means exactly. :(


I have created a mesh and imported it into a Pushable slot in the cleopal wad, however, Lara doesn't do anything when she stands in front of it and I press action. Do I have to do anything special for the object to be recognised as a pushable?
A pusable should have about the same width and length (she will only be able to push/pull from one of the sides if there's a fairly large difference between width and length) and the object should have the proper collisionbox.
You can edit the collisionbox with WADMerger Animation Editor.

ggctuk
07-03-12, 16:18
Anyone? :(

Most simplest question I could think of is whether the file you are trying to save over is set to "Read Only" or is in a "Read Only" folder.

I'm going to upload everything from my cancelled TRUB Revised project for you guys to tinker with. It's time I moved off remakes and away from Egypt and Atlantis levels. My new level, I'm thinking of doing something apocalyptic, inspired by scenarios in Sonic 2006's Crisis City and Terminator Salvation (the video game).

Jeissy
07-03-12, 17:16
Most simplest question I could think of is whether the file you are trying to save over is set to "Read Only" or is in a "Read Only" folder.


The thing is I was saving before with no problem when I was updating a tut1 wad, because i'm making a level in the place of the level.

TR-Freak
07-03-12, 17:54
Oh srsly.
I hate my Low-FPS problem.
I seem to be the only person who has this problem.:hea:
Is the only possibility to buy a new Computer with low specs?:mad:
Look here (http://dl.dropbox.com/u/13341521/lowFPS.wmv), NO one wants to play with such a low FPS. It's hell for me.

THOR2010
07-03-12, 19:55
Any recently changed, sometimes something you had just added or changed on script causes that problem.......?

no, it was working fine before?

sapper
08-03-12, 00:44
I was wondering, If making Lara taller was possible, would it affect the joints and animations to an extent that wouldn't be fixable?

It's possible. Cain took it to an extreme in one of his levels.
The joints stretch to meet the body meshes.
The animations may look odd though.

Originally Posted by Jeissy View Post
I have some problem with WadMerger. Supposedly I get an error when I try to save a wad over e.g. the tut1 or settomb etc. - Run time error '75': Path/File access error. This is the first time I've ever gotten it , so I don't have a clue

Is there lots of free space on the drive/folder you are saving to?

teme9
08-03-12, 04:44
Oh srsly.
I hate my Low-FPS problem.
I seem to be the only person who has this problem.:hea:
Is the only possibility to buy a new Computer with low specs?:mad:
Look here (http://dl.dropbox.com/u/13341521/lowFPS.wmv), NO one wants to play with such a low FPS. It's hell for me.

There is nothing wrong with your level. I have the same problem. You can get rid of temporarily by following method:

- Don't launch TOMB4.exe from the Scripter interface. Run it always from the folder.
- If this happens after recompiling your levels and you run the exe from the folder, run setup.exe. (the shortcut where "-setup" is added to the path information) Choose your settings and start the tomb4.exe. The problem should not be there.


I have no idea what is causing this, but I've noticed that everytime I start the tomb4 from the scripter interface, this happens.

TR-Freak
08-03-12, 05:01
even that doesnt help. Started it from Scripter,Exit&Play and normal tomb4.exe...
First it has FPS about 30
but then it's permanently lowering to 5 FPS

klona
08-03-12, 08:23
How can I make 2 enemies anti-trigger one fire after Lara kills them?

Anybody knows what should I do?

AkyV
08-03-12, 08:57
TRLE method:

FLAME_EMITTER, placed, all the OCB codebits on (so it will start burning when the level starts)

Overlap#1:
- SWITCH for enemy#1, only some Set Trigger Type codebits (eg. 1+2 now) is on
- TRIGGER for FLAME_EMITTER
Overlap#2:
- SWITCH for enemy#2, only some Set Trigger Type codebits (eg. 3+4+5 now) is on
- TRIGGER for FLAME_EMITTER

If enemy#1 died, Lara can activate the first overlap.
If enemy#2 died, Lara can activate the second overlap.
Activating both the overlaps, the fire will be put out.

TRNG method:

FLAME_EMITTER, placed

GlobalTrigger= 1, IGNORE, GT_CONDITION_GROUP, IGNORE, 1, 2, IGNORE
TriggerGroup= 1, "if enemy#1 died", "if enemy#2 died" (C14)
TriggerGroup= 2, "extinguish the fire" (A44)

If both of the enemies are dead then the fire will be put out automatically.

klona
08-03-12, 09:09
What do C14, A44 stand for?

AkyV
08-03-12, 09:17
C - CONDITION, A - ACTION, F - FLIPEFFECT trigger.
The number is the trigger ID.
Click on Hide Constants List on Set Trigger Type panel. Lots of the texts will disappear. Type the trigger ID in Window # (FLIPEFFECT) or Window & (ACTION, CONDITION) then click on Hide Constants List again - and the required trigger will be on Set Trigger Type panel.

klona
08-03-12, 09:19
Thanks, I just did it with the normal TRLE method. :hug:
EDIT:
How can I change the Hydra's missile damage? I managed to change HYDRA's damage, but not it's missiles.
Also the Hydra's screaming sounds when they shoot missiles don't work.

Titak
08-03-12, 09:44
The missiles are objects so you can edit them like any other object.

klona
08-03-12, 10:10
How can I change the missile's damage?
It didn't work when I changed the script.

Zebra
08-03-12, 15:23
I have fixed my pushable's collision box and now Lara reacts to it. However, I've got a new problem. Whenever I try to actually pull/push it, Lara disappears in the ground:

http://i41.************/2gw6our.jpg

TR-Freak
08-03-12, 15:49
Does Lara have the Push/Pull Animation?

Zebra
08-03-12, 15:54
I'm not sure. I've used the cleopal wad. Do you know which of the wads has a Lara with all the animations so I can copy her over.

TR-Freak
08-03-12, 16:14
The revised wads have a lara with all Animations.

Titak
08-03-12, 16:35
How can I change the missile's damage?
It didn't work when I changed the script.TRNG stuff.
Please post in the TRNG section and then also post which script you are using for the customisation of the hydra.

Zebra
08-03-12, 16:39
@TR-Freak: Thanks so much, that did it :hug:!

Peanut
09-03-12, 18:37
Okay so my Level editor WAD files are kinda on crack. One time I was using Stripx (this was not long ago) and it crashes with a message saying 'ERROR IQ' and wipes out my entire wad, deleting everything. Now in Wadmerger, I open a wad file it gives me 'run-time error '62': input past end of file. I'm using TRNG, Help?

ggctuk
09-03-12, 19:00
I want to use Crisis City textures in a level, but they don't have any-ground-level textures (shopfronts, doors etc), so are there any derelict-ground-level textures about?

Bradley23170
09-03-12, 20:17
There are loads of textures fom custom levels and original games here (http://www.skribblerz.com/textures.htm). I recommend TRAOD paris or TR4 gold:D

ggctuk
09-03-12, 20:25
There are loads of textures fom custom levels and original games here (http://www.skribblerz.com/textures.htm). I recommend TRAOD paris or TR4 gold:D

None of those are quite what I'm looking for, though.

EDIT: Going with an apocalyptic level for sure. Just have to apply these Iblis textures properly to a couple of bog-standard TR4 enemies (no, there won't be Iblis, I'm not totally ripping Crisis City off :rolleyes:)

klona
11-03-12, 07:06
How can I trigger a door with SAS_DRAG_BLOKE?
I tried placing a heavy trigger, but it didn't work.

Soul
11-03-12, 08:04
I feel like redoing one of the original tga-sets (just as I did with Tinnos) in HQ but I have no idea which one to choose. Any "help" would be appreciated :o

AODfan
11-03-12, 08:47
I feel like redoing one of the original tga-sets (just as I did with Tinnos) in HQ but I have no idea which one to choose. Any "help" would be appreciated :o

Maybe you could do one of a TR4 level? (would also save me some time hehe ^^)

bagas
11-03-12, 09:00
I feel like redoing one of the original tga-sets (just as I did with Tinnos) in HQ but I have no idea which one to choose. Any "help" would be appreciated :o

maybe tr4 karnak texture (just a suggestion :))

Laras Boyfr.
11-03-12, 09:01
I feel like redoing one of the original tga-sets (just as I did with Tinnos) in HQ but I have no idea which one to choose. Any "help" would be appreciated :o

How about TR2 Offshore Rig/Diving Area Textures in HD?
I made some like more than 2 years ago,but some of them look a bit artificial. They're on trsearch,though the real HD ones are on my HDD.
You could use them if you like.
Would be great to see all textures remade, especially the plane ones :D
If you need any help, just ask me ^^

Tombraider95
11-03-12, 09:04
I feel like redoing one of the original tga-sets (just as I did with Tinnos) in HQ but I have no idea which one to choose. Any "help" would be appreciated :o

Maybe Floating Islands? That would be awesome in HD. :D

Titak
11-03-12, 12:40
Floating Islands and Temple of Xian! :tmb:

I just replayed those levels and was thinking about how they could be remade with TRNG...
If I would ever make a remake of some classic levels I'd start with those. :jmp:

misho98
11-03-12, 18:42
Hello, I hope this is the right place to ask.

http://i40.************/dpejqt.jpg

I have a problem. Why is this line between the textures? :(

Soul
11-03-12, 18:50
This is a known problem and there are many things to try:
1) Be sure to have the same number for waves in the two waterrooms (I'm talking about the number right next to the W.)
2) have the same number for reflection in the rooms above (the number right next to the "R")

If this didn't work
3) be sure to have any reflection set in the rooms above. If there is none it mightbe the cause of your problem

If this still doesn't work have a look at this suggestion:
http://www.tombraiderforums.com/showthread.php?p=5863648&highlight=waterroom#post5863648


Thanks for the suggestions btw. I think I'll have a go at the Xian/Floating Island textures :)

misho98
11-03-12, 18:55
1) Be sure to have the same number for waves in the two waterrooms

That's it, thank you so much :hug:

skylark1121
11-03-12, 19:09
Hey everyone. :)

So, recently I got a new monitor, and this is what TRLE looks like when I maximize it:

http://desmond.imageshack.us/Himg38/scaled.php?server=38&filename=monitorissue.png&res=medium

I was wondering if there's a way to make it be truly maximized instead of all of that black being on the screen? I've tried adjusting the screen resolution, but that just makes it look pixleated and headache inducing. :(

larafan25
11-03-12, 19:10
Unfortunately you can't make it bigger. :/

skylark1121
11-03-12, 19:15
Unfortunately you can't make it bigger. :/

:_(

Oh welll..... :(

tomb2player
13-03-12, 16:34
I have question: are existing any animation editors other than this in Wad merger? :wve:

tomb2player
13-03-12, 18:47
In TR1-3 while Lara has grabbed ledge, she fastly pulled her up, in TR4-5 it takes some time.

Here is what i mean, look in 30 second of this movie: http://www.youtube.com/watch?v=0jmAUM3nws8

And here from TR4: http://www.youtube.com/watch?v=vjKIqVYxEBE in 4:50

And the question is how to make this from TR2 working in TR4? I tried to make grab ledge animation shorter but it seems not work. I tried too replace some TR2 animations but in game it works the same as original ones - still this delay in time before Lara pull herself up. I know that it's possible to do because i saw it in Jerusalem Project custom...

Help :D

Controfiliburu
13-03-12, 18:51
I have question: are existing any animation editors other than this in Wad merger? :wve:

I use the 3DStudioMax and there is a tutorial for it http://www.tombraiderforums.com/showthread.php?t=79181 .
sapper created a animation in blender and then conver it to TRLE but I don`t know how to do that :o

ggctuk
13-03-12, 18:55
In TR1-3 while Lara has grabbed ledge, she fastly pulled her up, in TR4-5 it takes some time.

Here is what i mean, look in 30 second of this movie: http://www.youtube.com/watch?v=0jmAUM3nws8

And here from TR4: http://www.youtube.com/watch?v=vjKIqVYxEBE in 4:50

And the question is how to make this from TR2 working in TR4? I tried to make grab ledge animation shorter but it seems not work. I tried too replace some TR2 animations but in game it works the same as original ones - still this delay in time before Lara pull herself up. I know that it's possible to do because i saw it in Jerusalem Project custom...

Help :D

It's hardcoded. TREP was able to fix it but if you're using TRNG then that won't help you.

tomb2player
13-03-12, 20:17
Hm... , i bet that in TRNG there is too script for it, if it was in TREP then it should be possible for TRNG too. Anyone know how to set it in TREP? Its somewhere in TREP Custom Pathes? I want to check it :)

And another thing: In TR4 Lara must ideally centre to object to pickup it from the ground and it can be really annoying some time, but in TR1/2/3 she can be even next to object but not too far and she will pickup it when press ctrl...
And this too i saw in that custom. So it's possible, but who knows how :whi:

RardRaider
13-03-12, 21:06
Hey everyone. :)

So, recently I got a new monitor, and this is what TRLE looks like when I maximize it:

I was wondering if there's a way to make it be truly maximized instead of all of that black being on the screen? I've tried adjusting the screen resolution, but that just makes it look pixleated and headache inducing. :(

The editor has a fixed resolution of 1024x768. However if you use Win7 you could try to use Win7 magnifier in full screen mode (Aero theme required).

RardRaider
13-03-12, 21:12
How can I trigger a door with SAS_DRAG_BLOKE?
I tried placing a heavy trigger, but it didn't work.

IIRC the HEAVY needs to be placed 2 sectors in front of the SAS_DRAG_BLOKE (in dragging direction).

Titak
13-03-12, 21:17
Hm... , i bet that in TRNG there is too script for it, if it was in TREP then it should be possible for TRNG too. Anyone know how to set it in TREP? Its somewhere in TREP Custom Pathes? I want to check it :)I'm pretty sure it would have been done already if it were possible.
Haven't heard of it (yet) though.


And another thing: In TR4 Lara must ideally centre to object to pickup it from the ground and it can be really annoying some time, but in TR1/2/3 she can be even next to object but not too far and she will pickup it when press ctrl...
And this too i saw in that custom. So it's possible, but who knows how :whi: In TR4 you can also be a bit away from an object and Lara will step into the ideal position to pick up an item or place an item in a puzzle/key-hole.
Maybe not as far away as in TR1/2/3 but you don't have to be pixel-perfect in positioning Lara.

Anyway, in TRNG there's the TestPosition= script command.

But judging from the above post about how to get rid of that climb-up delay you are using TREP?

klona
14-03-12, 07:05
Nevermind.

tomb2player
14-03-12, 14:14
No, im using TRNG :wve: . I think that it can be done ( this climb delay ) by making shorter animation #96 of lara... , but if i delete frames, the next animation won't perform ( lara is hanging on the block and don't want to climb ) or if i change some values for example " next frame " or something in State Change Editor then she can climb up and doing it faster - working, but if i don't climb up and stay in hanging position - Lara is flying away of room... ( looks like strange bug )

Mytly
14-03-12, 18:17
And another thing: In TR4 Lara must ideally centre to object to pickup it from the ground and it can be really annoying some time, but in TR1/2/3 she can be even next to object but not too far and she will pickup it when press ctrl...
And this too i saw in that custom. So it's possible, but who knows how :whi:
Are you sure you're not mixing up TR1 and TR4? :confused: Because, in my experience, it's the other way around: in TR1, Lara needs to be positioned precisely in front of an object to pick it up, while in TR2/3/4, she can be anywhere roughly in its vicinity - even facing away from it - and she'll step forward/backward/sideways to pick it up when you press Ctrl.

THOR2010
16-03-12, 15:17
im using meta2tr, in meta i have 2 corners of a square selected, moving it up .25 would be equal to a 1 click slope right?

Kapu
16-03-12, 19:01
No, im using TRNG :wve: . I think that it can be done ( this climb delay ) by making shorter animation #96 of lara... , but if i delete frames, the next animation won't perform ( lara is hanging on the block and don't want to climb ) or if i change some values for example " next frame " or something in State Change Editor then she can climb up and doing it faster - working, but if i don't climb up and stay in hanging position - Lara is flying away of room... ( looks like strange bug )

the climb delay can't be fixed by editing animations, unfortunately. there was a discussion about the same topic here: http://www.tombraiderforums.com/showthread.php?t=184184&highlight=climb+delay

Are you sure you're not mixing up TR1 and TR4? :confused: Because, in my experience, it's the other way around: in TR1, Lara needs to be positioned precisely in front of an object to pick it up, while in TR2/3/4, she can be anywhere roughly in its vicinity - even facing away from it - and she'll step forward/backward/sideways to pick it up when you press Ctrl.

in TR1-3 Lara won't sidestep towards a pickup like she does in TR4. instead she shifts on top of the object as soon as you hit action. i like it better because it's faster. but Lara does have to be in front of an object to pick it up in TR1, yeah. can't be behind it.

Mytly
16-03-12, 19:08
^Yes, you're right, of course. :) But tomb2player mentioned the position rather than the animation, so there's still some confusion going on there somewhere.

Titak
17-03-12, 13:35
im using meta2tr, in meta i have 2 corners of a square selected, moving it up .25 would be equal to a 1 click slope right? Correct. :D

THOR2010
17-03-12, 13:53
thank you:)

boyGenius72
17-03-12, 18:58
I have this issue where whenever I shoot the pistols the head mesh changes. Is this beause there is a different head mesh in the gun anim? Or is it a different scream head mesh? Whatever it is, is there a way to copy the head mesh into another anim and then just add the gritted teeth texture?

Thanks

Edit: I know how to use strpix, so if that's necessary...

Titak
17-03-12, 20:40
Or is it a different scream head mesh? This.
So you need a LARA_SCREAM object that matches the regular head of the outfit you are using.

Laras Boyfr.
17-03-12, 20:45
You can also put:

Customize=CUST_DISABLE_SCREAMING_HEAD,ENABLED

in your script to disable the use of the scream head if you use TRNG

Titak
17-03-12, 20:52
^
True. :D

@ boyGenius72:
When using this trick, do keep in mind that Lara will then keep her regular head when firing guns.
So no gritted teeth and angry expression.

Bradley23170
17-03-12, 20:56
Well imo with lara's shooting expression being the only other expression lara has, I think I'd rather keep it.

FloTheMachine
17-03-12, 21:44
After I just released my level a month or so back, I haven't had the inclination to go back and do anything with the LE. :(
Any ideas to help me get back with the LE? :(

aidanmalone
17-03-12, 22:00
What always helps me is just to start building ideas in TRLE, even small ones and start from there :)
Even though I never finish projects I keep building and try and build what I have on my mind

TheTiger
17-03-12, 22:20
What always helps me is just to start building ideas in TRLE, even small ones and start from there :)
Even though I never finish projects I keep building and try and build what I have on my mind

I do the same and there will be an end on them soon or later, believe me, 1 year ago i never got further then 100 rooms XD Now i have 100 rooms for just only one small hub level D:


Try to continue it when you loose interest, something new and special can be bred out of it.

Flo@:

Simple, just build your favourite location. And when you run out of idea's, just create the next area and connect them later. :D
(works for me.)

Titak
17-03-12, 22:26
Well imo with lara's shooting expression being the only other expression lara has, I think I'd rather keep it.Then you will indeed need a LAR_SCREAM that matches the head of the outfit you are using?
Is it a custom outfit?
Most of them come with a matching scream head as far as I know. So it should be in the wad the outfit came in. :D


After I just released my level a month or so back, I haven't had the inclination to go back and do anything with the LE. :(
Any ideas to help me get back with the LE? :(Start with some sort of story/legend/myth or a type of environment that's interesting to you.
Google some images that have to do with this and/or browse our inspiration thread. :D