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View Full Version : Open TRLE Chat - Basic Questions, Inquiries, & Help Thread!


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ggctuk
12-01-13, 21:59
Does anybody have the decompiled SCRIPT.DAT for the TR4 Lost Library Demo?

Dustie
13-01-13, 00:49
By any chance, is there a complete catalog/listing with pictures of all the objects - items, moveables, enemies, statics, etc. available in Tomb Raider 4? Somewhere you can look up what is available to choose from? Or at least anything close to such a list?

TheBloodRed
13-01-13, 00:58
There is one for the TRNG objects(aka all TR4 ones). Go to the NG Center folder and then go to ObjImages folder.

Good enough? xD

EDIT:
If you do not have TRNG just download it to get the folder with all the TR4 object pictures. :)

DJ Full
13-01-13, 01:16
Yes. There is a folder with all TR object images shipped together with TRNG installation. EDIT - too late... xD

@Mytly,
with that mutant... I don't know if it dies in Your level or not, but if it does, You might try the Baddy Switch (http://skribblerz.com/resources/baddyswitch.htm) trick - in this case, overlap SWITCH for MUTANT with TRIGGER for whatever invisible pickups are to appear. But I'm not sure if it works if the enemy is dead via flipeffect.

But also if You are using the flipeffect kill, You should be able to simply stack triggers on the same square where it is, for all necessary artifacts to become visible in the moment when the mutant "dies". Also, adding some grenades would additionally produce a nice explosion demise :D

Dustie
13-01-13, 01:27
I don't have NG Center, but I will get to for the sake of the object list. :)


Does anybody have the decompiled SCRIPT.DAT for the TR4 Lost Library Demo?

I can't remember what the case was with decompiling .DAT files (was there a tool for that?), but Scripter can open script files and edit them, so maybe the Library Demo script can be opened with it too. I tried messing around with the Library Demo back in the day, I wanted to get the level to run in the Level Editor executable, but the demo is an earlier build, different and incompatible with the full/TRLE version of the exe... the same might apply to the demo script.

sapper
13-01-13, 01:59
The official library demo indeed did have a different file format but the library demo that is available at trchronicles is in the normal format. No idea who did the conversion.

Trwest is the tool that decompiles TRLE scripts.

Mytly
13-01-13, 17:58
@Mytly,
with that mutant... I don't know if it dies in Your level or not, but if it does, You might try the Baddy Switch (http://skribblerz.com/resources/baddyswitch.htm) trick - in this case, overlap SWITCH for MUTANT with TRIGGER for whatever invisible pickups are to appear. But I'm not sure if it works if the enemy is dead via flipeffect.

But also if You are using the flipeffect kill, You should be able to simply stack triggers on the same square where it is, for all necessary artifacts to become visible in the moment when the mutant "dies". Also, adding some grenades would additionally produce a nice explosion demise :D
Thanks for the suggestions, but I already fixed it: I made the pickups invisible, and triggered them at the same time as the mutants. Since the mutants don't move around, they cover the pickups until they're killed (the old-fashioned way, via lots of shooting :D). I'm already using the grenades, but for slightly different effect. ;)

TR-Freak
13-01-13, 18:10
Someone have a good Timerun music for this?:
https://dl.dropbox.com/u/13341521/timerun.wmv
It's a changed version of FFX' "Hurry", but I'm not really satisfied with it.:hea:

:}hello friend
13-01-13, 19:13
Does anyone know any programs that rip sounds off of the original games? I had seen a program that did this, but I forgot it's name =\

-Roli-
13-01-13, 19:16
Soundjack (http://www.trsearch.org/Tools/35/). :)

:}hello friend
13-01-13, 19:21
Thanks, but I'd already just remembered :D

SrDanielPonces
14-01-13, 21:02
I dont know if this is the right place to ask that....
But, i want a triggered kick door.... how can i find it?

raiderromero
16-01-13, 00:09
when having windows 7 and wanting to install TRLE should i dowload TRLE as usual (normal version or vista version?) and then install TRNG?

Xopax
16-01-13, 00:11
I dont know if this is the right place to ask that....
But, i want a triggered kick door.... how can i find it?



http://www.trsearch.org/Items/3277

Dustie
16-01-13, 02:29
Someone have a good Timerun music for this?:
https://dl.dropbox.com/u/13341521/timerun.wmv
It's a changed version of FFX' "Hurry", but I'm not really satisfied with it.:hea:

Don't really have anything particular, but have you tried exploring SoundCloud.com? Maybe you can find something there that you could borrow for a level. :)

JessyTR
16-01-13, 03:03
Hey, I have I little problem: some sfx sounds are not working anymore (not all of them), and I absolutely have no idea about what's causing that; pause menu sounds not working, gun sounds and so many others :/
I'd be grateful is someone could help me with this :)

raiderromero
16-01-13, 03:14
Hey, I have I little problem: some sfx sounds are not working anymore (not all of them), and I absolutely have no idea about what's causing that; pause menu sounds not working, gun sounds and so many others :/
I'd be grateful is someone could help me with this :)

it sometimes happened to me that the menu sounds were changed or missing and some others like lara sounds, so to fix this i just needed a new original wad as base and replace with wadmerger all the default objects with my custom objects

Kapu
16-01-13, 19:16
i'm having a really embarrassing brain fart. i forgot how to set up a zip-line with the death_slide. can someone help me? :o

raiderromero
16-01-13, 19:18
hello where do i donwload strpix lastest version (3.0)? i've been looking over the internet but i find the old version

Raider99
16-01-13, 19:34
i'm having a really embarrassing brain fart. i forgot how to set up a zip-line with the death_slide. can someone help me? :o

Just put it, and zipline static object to fit with it, you mustn't raise or lower death_slide, so Lara can't grab it. ;)

hello where do i donwload strpix lastest version (3.0)? i've been looking over the internet but i find the old version

StripX_3,95_Rev12 (https://www.dropbox.com/s/1af9apjdjmpvzdd/StripX_3%2C95_Rev12_newest.rar)

raiderromero
16-01-13, 19:50
thanks:)

JessyTR
17-01-13, 02:43
it sometimes happened to me that the menu sounds were changed or missing and some others like lara sounds, so to fix this i just needed a new original wad as base and replace with wadmerger all the default objects with my custom objects
So sorry, I just remembered that I asked this now D:
Thanks for answering, I'll try to do that :hug:

sapper
17-01-13, 11:42
hello where do i donwload strpix lastest version (3.0)? i've been looking over the internet but i find the old version

illyaine recently updated the Tools section of trsearch. You will find latest tools there.

raiderromero
18-01-13, 17:26
thanks sapper

does anybody knows how to solve this problem? im having a hard time trying to see the below otpions from TRNG, i've tried to change screen resolution but is not helping in any way also if i try to hide the task bar the window is just too big to see the below part

http://i47.************/2ljn67l.jpg

Matie
18-01-13, 17:30
Press Alt+Enter and the editor window will be on full screen, you'll be able to see the bottom part. :)

raiderromero
18-01-13, 17:33
oh thanks :)

SrDanielPonces
19-01-13, 15:31
How can i use the 3d window on Wad Merger???

http://i.imgur.com/sS1j55d.png

Titak
19-01-13, 15:33
Just like when you made the animation you have shown us in the Animation Showcase thread.
Using the handles and rotate/move options.

SrDanielPonces
19-01-13, 15:37
Just like when you made the animation you have shown us in the Animation Showcase thread.
Using the handles and rotate/move options.

LOL ok, thanks :P

DJ Full
19-01-13, 17:50
I'm trying to add a static slot into a wad, but something is unexpectedly wrong. Here You are - each time I select ANY static, it shows full list of Lara's meshes arranged in identical tree as hers have, plus gives her textures to the right of the 3D window:

http://img543.imageshack.us/img543/4462/statim.jpg

even though it's just a single-mesh static. Anyone knows what I might have screwed?

TR-Freak
19-01-13, 17:54
You can't anim a static Object.
You can only copy it from one wad into another.
If you want to animate it, you have to put it into an ANIMATING Slot.

DJ Full
19-01-13, 18:15
I don't want to animate it. I'm asking why the program lists a whole Lara's meshtree in case a completely different one-mesh object, and why it shows Lara's textures instead of those belonging to that object.

EDIT
SOLVED: I've just noticed this is supposed to happen - the program always shows mesh tree and textures of last animating selected before the viewed static. Nevermind, nevermind...

Mulf
19-01-13, 19:07
Apparently WADMerger shows the the properties of the animated object you loaded (or only selected) before. It doesn't do that if you click immediately on the S button and select the static.

EDIT: Not minding. I hope it was worth it, though. :)

Titak
19-01-13, 19:10
Hi Mulf! :wve:
Good to see you again. :D

SrDanielPonces
20-01-13, 09:57
What i need to change here? :D

http://www.youtube.com/watch?v=j2m7kwOl1Fg

raiderromero
20-01-13, 17:13
What i need to change here? :D

http://www.youtube.com/watch?v=j2m7kwOl1Fg

i thinks it's not the correct thread to ask if your level is looking good and for some tips, anyway i like it, but in the first room, the area is little bit sad and empty add some details to the rooms like wallpapers, modern furniture, walls look large and empty also add some paintings, more plants, lightning is a little flat and very dark, in the last are also the place looked empty all i saw was the lamps and the cars on the street, and i would suggest to try to make it more realistic by adding new textures to the blocks like in real life, different types of windows, roofs etc

SrDanielPonces
20-01-13, 18:51
i thinks it's not the correct thread to ask if your level is looking good and for some tips, anyway i like it, but in the first room, the area is little bit sad and empty add some details to the rooms like wallpapers, modern furniture, walls look large and empty also add some paintings, more plants, lightning is a little flat and very dark, in the last are also the place looked empty all i saw was the lamps and the cars on the street, and i would suggest to try to make it more realistic by adding new textures to the blocks like in real life, different types of windows, roofs etc

1st: Read the first post ;)


2nd: It is not so easy to get our perfect textures, and, i like dark rooms >:D

-------------------------------------------------------------------

How can i rename the object's item???

I mean, i want to rename some puzzle name...

Level NextGen
20-01-13, 19:46
It is not so easy to get our perfect textures, and, i like dark rooms >:D
You should take care with dark atmosphere, even if you like dark rooms, players never enjoy them, especially if there aren't so much light flares :o Very dark lighting is difficult to achieve without annoying player. You can try an ambiance lighting at 5.5.5 but put lots of subtle (small intensity) light with a "in" at 0 and a "out" at 4 or 6... wait here is my little tut (http://www.tombraiderforums.com/showthread.php?t=194166) I made about lighting if you don't understand the "in" and "out" thing I refer to a basic tut in my "advanced tut" (Boo shame on me, I'm promoting myself !D'oh!) :D


How can i rename the object's item???

I mean, i want to rename some puzzle name...
Here is a great tut: http://www.tomb-raider-editor.com/english/tut-reve-egyptien-magplus-en.php#SCRIPT

Mytly
20-01-13, 19:58
1st: Read the first post ;)


2nd: It is not so easy to get our perfect textures, and, i like dark rooms >:D

This thread is for technical queries. If you want opinions on your work, post your screenshots/videos in the Screenshot Showcase thread.

sackboy123
20-01-13, 22:30
Someone stole my username and stole my Idea

http://www.trle.net/sc/levelfeatures.php?lid=2606

:}hello friend
20-01-13, 22:38
Someone stole my username and stole my Idea

http://www.trle.net/sc/levelfeatures.php?lid=2606

Report them on trle.net.

Soul
20-01-13, 22:44
EDIT (00:10) I posted way too early. After thinking about it a little longer I think it may indeed not be sackboy, who released it, but one of the other testers of aero's level.
-------
Wait...I don't get it: http://www.tombraiderforums.com/showthread.php?t=196330

Matie
20-01-13, 22:54
I don't get it either, it's exactly the same level that's been presented in that thread... O.O
I don't know what you're doing here, but I'm extremely confused now. :vlol:

EDIT: WAIT. You didn't just release aero618's levelset, did you?!
*heart starts to race in anger*

Soul
20-01-13, 23:02
EDIT: WAIT. You didn't just release aero618's levelset, did you?!
*heart starts to race in anger*Seeing that the actual builder provided a downloadlink in the betatest-thread this could very well be the case. Hopefully we will soon find out and have one of the members here listed as "Junior Member" - that's NOT OK.

raiderromero
20-01-13, 23:25
or maybe there is a person with 2 accounts who knows

aero618
20-01-13, 23:43
Hi all,

this is indead a link to my level set being hosted on the betatest forum~? are you saying this is not your doing sackboy123 as it is your id shown on the TRLE.net hosts page...

it shows that the (your) origional storyline:
story Lara Croft goes looking in Cambodia for the entrance to Angkor Wat

which is not my levels gameplay; and title is missing "The..." ie only "Sea of time"

it shows released today, 47 downloads, although I can't seem to download it now as maybe it's been removed already.

Your reply eagerly awaited

Mulf
20-01-13, 23:54
aero618, I have just downloaded the file without problem. These things don't get settled all by themselves—I suggest you write an e-mail to Michael Prager ASAP, asking him to take it down. You could also post a request in the trle.net forum, but I don't think anybody other than Mr Prager himself is authorized to act accordingly.

Oh, and also:

Hi Mulf! :wve:
Good to see you again. :D

Hi Titak! :wve:
Yes, I'm back again, and just in time, apparently...we're living in exciting times, aren't we. :vlol:

Matie
21-01-13, 00:05
This is so upsetting, someone just going on and releasing another's beta levelset under someone else's nickname... I can't even find any words for the one who does such a thing without regret. Extremely disgusting behaviour - is that how you respect others' hard work?:mad:
Never thought that something like this would ever happen, no words... :(

bekim
21-01-13, 00:09
EDIT (00:10) I posted way too early. After thinking about it a little longer I think it may indeed not be sackboy, who released it, but one of the other testers of aero's level.




EDIT: WAIT. You didn't just release aero618's levelset, did you?!
*heart starts to race in anger*

are you saying this is not your doing sackboy123 as it is your id shown on the TRLE.net hosts page...


This (http://www.tombraiderforums.com/showpost.php?p=6614398&postcount=101897)

_______________

ok Honestly , I don't think Sackboy did that, It could have been one of his "haters" here :rolleyes: IMO

JessyTR
21-01-13, 00:28
^Agree.
Sackboy's reputation is not the best around here, many haters, and those "screens posted by mistake" sometime ago brought more haters, and this was the perfect chance to finish with him, I hope everything gets ok and we find the real story.

sackboy123
21-01-13, 06:45
Hi all,

this is indead a link to my level set being hosted on the betatest forum~? are you saying this is not your doing sackboy123 as it is your id shown on the TRLE.net hosts page...

it shows that the (your) origional storyline:
story Lara Croft goes looking in Cambodia for the entrance to Angkor Wat

which is not my levels gameplay; and title is missing "The..." ie only "Sea of time"

it shows released today, 47 downloads, although I can't seem to download it now as maybe it's been removed already.

Your reply eagerly awaited

It could not be me cause i can't enter the Beta test forums without a password that i don't know and thats not even my email

Michael P
21-01-13, 09:00
Level now being removed @trle.net

I trust the "real" author of the level will be in touch with me when the "real" levelset is ready for release and the "funny" guy who released this prematurely will get a life and live happily ever after.

If you want my advice - you should actually not be talking about this "incident" anymore. It is not worth wasting more time on it than has already been wasted.

HAPPY RAIDING!
Michael.

Titak
21-01-13, 17:46
Thank you Michael! :tmb:

sackboy123
21-01-13, 18:39
I report it if i see it again thats the last time someone frames me :mad:

tombraiderxii
22-01-13, 02:43
I seem to be running into a problem... I get this when I try to output the wad.

http://i256.photobucket.com/albums/hh172/tombraiderxii/problemtexture_zpsb0340d41.png

DJ Full
22-01-13, 11:22
Hard to say if it means TGA or WAD textures... Copy the project, substitute the wad with some original (and revised) one and check if it still crashes. If it doesn't, You can focus on fixing something in the custom wad (if any is used - I see steampunk stuff, but am saying just in case if You did some minor changes).

============================

Possibly I have an obvious problem with a well-known solution, but when I try to get on the jeep, it rotates 90 degrees forwards, its front wheels submerging beneath the floor:
http://img545.imageshack.us/img545/6663/dsc01004gq.jpg
Not a gameplay killer, but I'd rather get rid of this.

Dustie
22-01-13, 15:55
Possibly I have an obvious problem with a well-known solution, but when I try to get on the jeep, it rotates 90 degrees forwards, its front wheels submerging beneath the floor:
http://img545.imageshack.us/img545/6663/dsc01004gq.jpg
Not a gameplay killer, but I'd rather get rid of this.

Lol Not at all! :vlol:

DJ Full
22-01-13, 16:44
Yep, not at all, because it gets back to normal position after several seconds... anyway that several seconds are lost.

Moylen
22-01-13, 18:36
Guys, someone can help me? I have a massive trouble in my project.
It is possible somehow to Lara can push the pushblocks trough the fire?
Cuz' i have a puzzle with this, but it's a problematic. If Lara push the block, she stopped in the front of the fire, because the nullmesh. Someone please? :confused:

DJ Full
22-01-13, 19:55
Addeffect= 1, ADD_FLAME, FADD_CONTINUE_EMIT... etc, etc.
Add it to an invisible static, Lara can push blocks through such.

TheBloodRed
23-01-13, 03:49
Reminds me of the bridge puzzle on Resident Evil: CODE Veronica. I usually sway from pushblocks and flame emitters together because it usually involves Lara getting burnt. Nothing that a HEAVY trigger couldn't solve but it is still something that would annoy players if used often.

aidanmalone
25-01-13, 22:01
Does anyone know where I can get the Tomb Raider 1 Uzi sounds from? Most of the sound packs dont include them :(

TheBloodRed
26-01-13, 03:18
My water room isn't acting like a water room should. Sure it gets "wet" so to say but it doesn't animate waves or allow for Reflection. What gives?

Uzi master
26-01-13, 04:06
My water room isn't acting like a water room should. Sure it gets "wet" so to say but it doesn't animate waves or allow for Reflection. What gives?

A picture of the editor might help, but I do know texturing water from below has the habit of stopping waves from working.

TheBloodRed
26-01-13, 06:40
I have done it before and it is cool if the waves don't work but why doesn't the Reflex work? Same reason?

SrDanielPonces
26-01-13, 11:32
Some Help???

I can't change the itens from the iventory on the script & english !!!
When i convert them on DOSbox, this happened:

http://i.imgur.com/8r7983X.png

EDIT:
SCRIPT
http://i.imgur.com/3qgsS70.png

ENGLISH:
http://i.imgur.com/i7bxgah.png

EDIT2:
The "Green Card"
Doesn't appear on the english because it is a little back from it...
The original names are:
La Rouge; Eye of Horus; The Timeless Sands

Titak
26-01-13, 11:56
The error message says that "Eye of Horus" is not found in the strings.
So either put it back in the english.txt or semove it from the script.txt.

And also put "Green Card" in the english.txt (strings).

So you are not using NG-Center?
Much easier for editing scripts because it also gives more detailed errormessages.


@ TheBloodRed:
Have you set the waterroom to waterroom the oldfashioned way in the editor itself or have you assigned the room to a waterroom through that flipeffect?
Because if it is through that flipeffect, then the reflection effect won't be in the water.

If all else fails, you could also add the reflection with Meta2TR afterwards. :D

SrDanielPonces
26-01-13, 12:03
And also put "Green Card" in the english.txt (strings).
The Green Card is in the english.txt

Soul
26-01-13, 12:12
[Not me who has the problem - I'm asking on behalf of a german user]

Does anyone know, what might be the cause if the selfmade logo is upside-down in the title?
You can see a picture of the problem here: http://forum.tombraidergirl.net/index.php?page=Thread&threadID=8477&highlight=

TR-Freak
26-01-13, 12:17
[Not me who has the problem - I'm asking on behalf of a german user]

Does anyone know, what might be the cause if the selfmade logo is upside-down in the title?
You can see a picture of the problem here: http://forum.tombraidergirl.net/index.php?page=Thread&threadID=8477&highlight=
Wrong RAW Picture Format.
Use e.g. Irfanview to export into the correct RAW Picture Format.

Soul
26-01-13, 12:19
Thanks :hug:

SrDanielPonces
26-01-13, 12:41
I'm trying rename the Keys on the iventory on the ENGLISH.txt...

The keys are named as "Load"
http://i.imgur.com/Qx3odVk.png

But i can't find "Load" On the english.txt !
Just "Load Game"...
Anyone can locate them to me??? :confused:

Thanks for helping :hug:

Titak
26-01-13, 12:55
All items are named LOAD ingame when their names aren't specified in the scripts.

All you have to do is make up a name for your item and put it in the script.txt (like you did in that screenshot of your script.txt) and replace one of the names you are not using in the english.txt with this new name.

SrDanielPonces
26-01-13, 12:57
All items are named LOAD ingame when their names aren't specified in the scripts.

All you have to do is make up a name for your item and put it in the script.txt (like you did in that screenshot of your script.txt) and replace one of the names you are not using in the english.txt with this new name.

Ok, thanks !
Any tutorial?

SrDanielPonces
26-01-13, 13:47
Ok, thanks !
Any tutorial?

EDIT:

http://i.imgur.com/nlIiFy8.png

sackboy123
26-01-13, 18:13
Well done :jmp:

SrDanielPonces
27-01-13, 15:53
Hi !
I just downloaded an enemy in BADDY_2 Slot and on the DOG Slot, but i want to make them immortal, how can i do that?

And i also want to know how i can close a door by triggering...

TR-Freak
27-01-13, 16:07
^
When using TRNG, you can make enemys immortal with the "ENEMY=" - Script Entry.

If you want to close a door with triggers. You have to use the ANTITRIGGER or ANTIPAD

Xopax
27-01-13, 16:08
Hi !
I just downloaded an enemy in BADDY_2 Slot and on the DOG Slot, but i want to make them immortal, how can i do that?

And i also want to know how i can close a door by triggering...

For the Enemy try this:



Enemy=BADDY_2,1000,NEF_NON_TARGET,IGNORE,IGNORE,50 ,300,IGNORE;soldier enemy

Enemy=DOG,1000,NEF_NON_TARGET,IGNORE,IGNORE,50,300 ,IGNORE;soldier enemy

SrDanielPonces
27-01-13, 16:10
^
When using TRNG, you can make enemys immortal with the "ENEMY=" - Script Entry.

If you want to close a door with triggers. You have to use the ANTITRIGGER or ANTIPAD

For the Enemy try this:



Enemy=BADDY_2,1000,NEF_NON_TARGET,IGNORE,IGNORE,50 ,300,IGNORE;soldier enemy

Enemy=DOG,1000,NEF_NON_TARGET,IGNORE,IGNORE,50,300 ,IGNORE;soldier enemy



Ok Thanks... :D

it worked !

Dustie
27-01-13, 16:39
I believe it's spelled "Enemy" :D

Xopax
27-01-13, 16:40
the corret is enemy :)

Titak
27-01-13, 17:40
@ SrDanielPonces:
Since you are using TRNG, it is better to post stuff like this in the TRNG section. :)

SrDanielPonces
27-01-13, 18:26
@ SrDanielPonces:
Since you are using TRNG, it is better to post stuff like this in the TRNG section. :)

sorry i didn't know that was needed TRNG :hea:

TheBloodRed
27-01-13, 18:50
@ TheBloodRed:
Have you set the waterroom to waterroom the oldfashioned way in the editor itself or have you assigned the room to a waterroom through that flipeffect?
Because if it is through that flipeffect, then the reflection effect won't be in the water.

If all else fails, you could also add the reflection with Meta2TR afterwards. :D
I am referring to the room above's reflex value. :3

Mulf
27-01-13, 19:00
You did activate the R button in the room(s) above the water rooms though, didn't you?

TR-Freak
27-01-13, 20:13
Tell me what you think.
I made this track by myself:o
i7beiUoSoOE

Titak
27-01-13, 20:32
^
Sounds good to me! :tmb:
Quite ominous!


sorry i didn't know that was needed TRNG :hea:That's why it is better to post in the TRNG section anyway.
So people can give TRNG solutions right away and it saves you the trouble of trying to figure out if TRNG is needed or not. :hug:

Controfiliburu
27-01-13, 20:34
Well it make me feel to watch myself, creepy :mis:

sackboy123
27-01-13, 22:06
Tell me what you think.
I made this track by myself:o
i7beiUoSoOE

Its like the TR2 one but more scary :D

SrDanielPonces
28-01-13, 00:05
Its like the TR2 one but more scary :D

Or Creepy ._.

TR-Freak
28-01-13, 05:06
I wanted to make it similiar to the TR2 one.
If you listen to it, you can notice the heartbeat is a bit faster for a few seconds. :jmp:

TheBloodRed
28-01-13, 06:35
You did activate the R button in the room(s) above the water rooms though, didn't you?

Of course lol.

Mulf
28-01-13, 09:22
Fair enough, nevermind then.

Caesum
28-01-13, 11:32
I tried today to remake soundFX for my level(which I'll never finish probably but it doesn't matter now). I have all new sounds in PCM 22,050 kHz 16 Bit Mono format, just as they should be, yet they don't work at all. Do you know what can be the problem then? All I have now are Lara's default footsteps working. :confused:

Dustie
28-01-13, 11:53
I had the same problem a few years back, when I was trying to replace Lara's guns' shooting sound with the Chronicles sound. They just didn't work at all, despite being in the right format. :confused: Perhaps this has something to do with the sound.txt file? I'd love to hear what the explanation for this would be...

Caesum
28-01-13, 12:34
Ok, I think I know what's the problem. Seems like if you convert many .wav files at once using audacity TRLE doesn't want to read them then. Used CDEX for convert them again and they work flawless now. And with much better quality than if I have used trlevemanager.

TR FAN 18
28-01-13, 12:36
Just noticed that Mists of Avalon is the first level to reach 10,000 downloads on TRLE.net! Congrats Titak! :yah:

Dustie
28-01-13, 12:59
Ok, I think I know what's the problem. Seems like if you convert many .wav files at once using audacity TRLE doesn't want to read them then. Used CDEX for convert them again and they work flawless now. And with much better quality than if I have used trlevemanager.
So CDEX can convert WAV files to different WAV format?

Caesum
28-01-13, 13:10
Yes it can. You have to change it's encoder in settings to Wav Output Encoder and use 22050khz sample rate. I'm affraid though you can't set 16-bit setting there.

TheBloodRed
28-01-13, 13:27
Just noticed that Mists of Avalon is the first level to reach 10,000 downloads on TRLE.net! Congrats Titak! :yah:

:yah: :yah: :yah: :yah: :yah:

Look at you, Titia! You are famous!! :ton:

Caesum
28-01-13, 15:19
I have another question! How can I disable default stone footstep sounds when Lara's walking on surfaces that have attached sounds like sand, grass etc?

Xopax
28-01-13, 15:25
I have another question! How can I disable default stone footstep sounds when Lara's walking on surfaces that have attached sounds like sand, grass etc?

place it at the first line of sound.txt

LARA_FEET: foot01 foot02 foot03 foot04 VOL0 P V PIT15 #g

Caesum
28-01-13, 15:28
Thank you but it disabled stone footsteps on stone textures as well. :( Also some textures(sand textures, to be exact) don't always produce sound when Lara steps on them. On metal and wood textures there's no such problem. How can I fix it?

TR-Freak
28-01-13, 15:39
Thank you but it disabled stone footsteps on stone textures as well. :( Also some textures(sand textures, to be exact) don't always produce sound when Lara steps on them. On metal and wood textures there's no such problem. How can I fix it?
FOOTSTEPS_SAND_&_GRASS: fs_snd1 fs_snd2 VOL70 P V PIT50 #gEnter CH99 into this line.
Like this:
FOOTSTEPS_SAND_&_GRASS: fs_snd1 fs_snd2 VOL70 P V CH99 PIT50 #g

Stone Footsteps are the normal Footsteps, Lara does them with every step.
You have to change the Animationcommands of the running animation to disable them.

Caesum
28-01-13, 16:08
It seems stone sounds don't trigger always, just like sand sounds. Oh well, I think I'll just keep the default setting. It's better than nothing. Thank you for your help. :)
EDIT: ohhh I forgot! Is it possible to add in TRLE/TRNG completely new sound slots? I'd love to add TRAOD Lara's death sound when underwater.

TR-Freak
28-01-13, 16:27
new sounds? no, but you can replace old ones. just overwrite the samples in the sound/samples folder.
the format has to be 22,050Hz Mono.

Caesum
28-01-13, 16:31
So I have to sacrifice another slot? Oh well, good to know. Thank you. :D

AkyV
28-01-13, 16:40
In fact, v130 wads are about new sound slots. It works with TRNG.
It means mostly old TR sound slots, eg. from TR3, but you can use any sounds in those slots you want. The main problem of v130 is buggy, using it with objects in the usual way. But you can activate those sound slots directly, i.e. with flipeffects, to get rid of the bugs. Or, try to play those flipeffects as exported AnimCommands at the object animation frames - the "only" problem now is the constant sound volume.

http://www.skribblerz.com/tuts/ngle/ngle2/v130sounds.htm

Titak
28-01-13, 17:03
Just noticed that Mists of Avalon is the first level to reach 10,000 downloads on TRLE.net! Congrats Titak! :yah:If only I had gotten €1,- for each download I would have been able to get another car and take a trip back to the USA. :vlol:

10,000... wow...


On the other hand, there are probably more levels that have reached this number since there hasn't always been a download counter on trle.net. :D

SrDanielPonces
28-01-13, 19:08
Hi ! I have a problem in WadMerger...

When i use the extra slots, on wad merger, the slots duplicate, but in the editor, there is just one....

http://i.imgur.com/kR3BtHJ.png

TR-Freak
28-01-13, 19:09
Do you have a new Objects.h File in the root directory of the TRLE?
It contains the slots.

Tricell
28-01-13, 19:13
Kurtisandlara explained this in the screenshot showcase.
Use the extra slots.
In wadmerger click the copy button in wadmerger while holding SHIFT and you can select Extra0 slot, once the object is copied over (say for example we copied over plant6 into Extra0) find plant 6, there will be 2 copies, select the one that you copied over and click rename, in the list select Extra0 and youare done copying over that one object...
@Tricell: That looks really good, i really like the idea of that! It makes a level more dynamic :tmb:!

You skipped a step i believe.

SrDanielPonces
28-01-13, 19:13
Do you have a new Objects.h File in the root directory of the TRLE?
It contains the slots.

This one? :confused:
http://i.imgur.com/yCErcnT.png

Titak
28-01-13, 19:16
Yes, that one.
But it comes with TRNG so it should be alright.

Follow Tricell's advise.
You simply need to rename to EXTRA** slot.
** being the number.

SrDanielPonces
28-01-13, 19:20
._.
BIG FAIL
I posted without know that you have answer :P

SrDanielPonces
28-01-13, 20:45
**Sorry For Double Post** Just to give Attention

How i can anti trigger an Animating Object??

http://i.imgur.com/r9QdT9U.png

EDIT: Nevermind !

RoxasKennedy
28-01-13, 21:59
How do you start a level with Lara on a motorbike?

SrDanielPonces
28-01-13, 22:07
How do you start a level with Lara on a motorbike?

Try place the motorbike where you want, then lara up on it..
Correct me if i am wrong

RoxasKennedy
28-01-13, 22:09
Try place the motorbike where you want, then lara up on it..
Correct me if i am wrong

That's it?

Do I need some kind of a trigger, tho?

SrDanielPonces
28-01-13, 22:19
That's it?

Do I need some kind of a trigger, tho?

:S Really Don't Know..

Maybe you will need to change your script...

Tricell
28-01-13, 22:21
As far as i know, its not possible unless the last level was ended on the vehicle.

RoxasKennedy
29-01-13, 11:28
I have another question, but this one is more object-related, so if this is a wrong thread to ask, then, sorry lol. :p

Anyways!

I have few concepts for TRLE levels! And one of these would be based on a fanfic I'm writing.

Here's the deal. For that, I would need to make an custom Lara outfit, since the concept of it is a bit different than the other outfits.

But that Lara concept I want to recreate has a different hairstyle.

Can the position of the hair object be changed?

Here's the same concept as a XNALara mod, to give you a basic idea on how does the hair look:

https://sygwlg.bay.livefilestore.com/y1pHws3JfzzzTtic-TX_O7-8iXusnfT4mGlGNvDOhlH0aSRi_IeEF2J05KxSiFvrdqtY0sbl1 s1qMY5wfrQmVaOigVjdtyFeoKL/larrsy.png?psid=1

So it would be like a ponytail in a way, but in a different position. :p

SrDanielPonces
29-01-13, 17:22
I have another question, but this one is more object-related, so if this is a wrong thread to ask, then, sorry lol. :p

Anyways!

I have few concepts for TRLE levels! And one of these would be based on a fanfic I'm writing.

Here's the deal. For that, I would need to make an custom Lara outfit, since the concept of it is a bit different than the other outfits.

But that Lara concept I want to recreate has a different hairstyle.

Can the position of the hair object be changed?

Here's the same concept as a XNALara mod, to give you a basic idea on how does the hair look:

https://sygwlg.bay.livefilestore.com/y1pHws3JfzzzTtic-TX_O7-8iXusnfT4mGlGNvDOhlH0aSRi_IeEF2J05KxSiFvrdqtY0sbl1 s1qMY5wfrQmVaOigVjdtyFeoKL/larrsy.png?psid=1

So it would be like a ponytail in a way, but in a different position. :p

Of curse you can, but probaly the hair doesn't have animation...
depend on what you want ! :D

Titak
30-01-13, 13:11
RoxasKennedy is talking about the HAIR object which is Lara's ponytail.
And that can't be changed to resemble that hairdo so the strands will move in the wind.

Although meta2tr did something in one of his tutorial levels...
He changed the HAIR object and turned it into a moving earring.
No idea how that's done though, I'd have to check his homepage and/or that tutorial project.
So who knows, something might be possible. Although I seriously doubt that multiple strand can be made to move. It'll all move as one object.

SrDanielPonces
30-01-13, 15:37
Hi !
I am going o make my second level...
And i want to know how lara can have the itens from the last level...

sackboy123
30-01-13, 15:43
Good luck with your next level :D

SrDanielPonces
30-01-13, 15:46
Good luck with your next level :D

Thanks ._.

Xopax
30-01-13, 15:51
hi, I'm having a problem
I made an outfit for lara
but when I import into strpix is too small:(

can someone help me?

SrDanielPonces
30-01-13, 15:54
hi, I'm having a problem
I made an outfit for lara
but when I import into strpix is too small:(

can someone help me?
Did you try to zoom? :P

Xopax
30-01-13, 16:03
Did you try to zoom? :P

the problem is the size in metasequoia:(

Tricell
30-01-13, 18:55
Did you set your grid in Meta?
If you didnt go to (at the top menu bar) View -> Grid and set it like this:
https://dl.dropbox.com/u/26811501/GridSet.png
After that import the original Lara meshes from TR4 using these import options:
http://www.tombraiderhub.com/dstorage/titak/Tutorials/metaload01.jpg
Credit - Titak for Image
Use the Original TR4 Lara as reference to resize your mesh. Afterwards make sure your joints fit properly aswell :tmb:!

raiderromero
30-01-13, 21:51
hello in what format should set any sound to add to the level, i'v tried converting a costumized sound to wav 22050 mono but in game the sound doenst sound :(
and is there a maximun size? cause the sound is about 300 kb
Any program? i have one but dont seem to export the right format

KurtisandLara
30-01-13, 21:57
hello in what format should set any sound to add to the level, i'v tried converting a costumized sound to wav 22050 mono but in game the sound doenst sound :(
and is there a maximun size? cause the sound is about 300 kb

Ive always used Madplay to convert the sounds. It has to be in MP3 file format though.

raiderromero
30-01-13, 22:05
Ive always used Madplay to convert the sounds. It has to be in MP3 file format though.

what madplay the one who comes with TRNG( at the tools folder) if so i do click on the program and nothing happens and if i drag and drop a DOS windows appear and the sound playing but nothing happens

KurtisandLara
30-01-13, 22:07
You need madplay.exe and startMe.exe place a MP3 file in there and click the StartMe.exe

raiderromero
30-01-13, 22:13
You need madplay.exe and startMe.exe place a MP3 file in there and click the StartMe.exe :D thanks

Xopax
30-01-13, 22:23
Did you set your grid in Meta?
If you didnt go to (at the top menu bar) View -> Grid and set it like this:
https://dl.dropbox.com/u/26811501/GridSet.png
After that import the original Lara meshes from TR4 using these import options:
http://www.tombraiderhub.com/dstorage/titak/Tutorials/metaload01.jpg
Credit - Titak for Image
Use the Original TR4 Lara as reference to resize your mesh. Afterwards make sure your joints fit properly aswell :tmb:!

thanks it works!:D

Tricell
30-01-13, 22:29
Glad it worked! :)!

Titak
31-01-13, 17:07
hello in what format should set any sound to add to the level, i'v tried converting a costumized sound to wav 22050 mono but in game the sound doenst sound :(
and is there a maximun size? cause the sound is about 300 kb
Any program? i have one but dont seem to export the right format

Ive always used Madplay to convert the sounds. It has to be in MP3 file format though.Looks to me like you two are talking about different things...
Sounds to me like raiderromero is talking about samples while KutrisandLara is talking about audio files...

raiderromero is using TRNG so the audio format can be any type of WAV, OGG and MP3.

Soundsamples however still need to be in wav format PCM, 22050, mono and 16 bits. I always use CoolEdit96 for converting sounds to this format.
I'm not sure what the max size of a soundsample can be but there sure is a max.
So, try reducing the size and see if that helps. And use CoolEdit96. Works like a charm for me. :D

raiderromero
31-01-13, 17:15
^ i always knew that Madplay.exe was for converting the audio files in the right format(not sounds), so that's why i didnt ever use that tool (maybe before TRNG, which can now play severals types of audios) but yesterday i followed kurtisandlara advice and all i had to do is to export my sound in .mp3 click in startme.exe and it would convert the sound in a wav correct format, no need to use any tool cause NGLE has its own, i Didnt know that:cln:

Titak
31-01-13, 17:23
I always though Madplay converted to the old TRLE wav format for audio...
Okay, if it works, it works. :D


No quality loss? Because when I used Madplay to convert to MP3 (long time ago...) I ended up with some highpitched "something" in the audio. :confused:

KurtisandLara
31-01-13, 17:25
I've never encountered problems...Yet...Now im paranoid. D: *squints*

Titak
31-01-13, 17:27
Perhaps it was just something on my end then. :confused:
Well, whatever. I'm not having any issues with audio now, with the way I convert saounds and audio, so I'm happy. :D

Tricell
31-01-13, 19:23
I am having a problem with remapping Lara...
I know i remapped the outfit properly...But ingame it still is doing this:
https://dl.dropbox.com/u/26811501/Remap.png
I double checked and all the meshes line up properly...I even did a diagnostic in the NG Center and every checked out :confused:
Maybe im doing something wrong? I dont think i am though, as this isnt the first outfit i've remapped.

Titak
31-01-13, 20:15
Whether an outfit can be remapped also depends on the number of vertices per mesh.
Sapper wrote a guide on remapping. It is in our tutorial section.
In this tutorial he also mentioned the verticecount per mesh.

matrix54
01-02-13, 04:43
OK, feel free to be upset with me, but I'm remembering this from ages ago, but I managed to get a first person camera set up with TREP. :eek:

I'm not sure if I can be done with TRNG, but if anyone's willing to try, feel free, but it is possible.

Caesum
01-02-13, 18:49
I've made a running animation using Titak's "Creating custom animations " tutorial, but ingame Lara is half-submerged in the floor. How can I fix that without making the animation from scratch? I'm using 3ds max 2013.

Titak
01-02-13, 18:57
How does the animation look in 3D Max?
Are her feet on the grid?
If not, then you could, without having "auto key" enabled (key/frame ruler should be default colour instead of red) and then, on the first key, select her butt mesh and move her up untill her feet are on the grid.
Because "auto key" is disabled the entire animation should have been moved upwards.

Assuming this is the same in the 2013 version...
I have the old version 6...

KurtisandLara
01-02-13, 18:58
I've made a running animation using Titak's "Creating custom animations " tutorial, but ingame Lara is half-submerged in the floor. How can I fix that without making the animation from scratch? I'm using 3ds max 2013.

Sounds to me like you just have to open wadmerger and move her pelvis mesh up so her feet are perfectly on the grid. Then at the top menu bar (while having that edited frame selected) select Frame -> set position for all frames, it should set the position properly.

Titak
01-02-13, 19:00
^
Unless she bounces up and down a bit while walking...
Because with that the butt, and thus the whole body, will have a fixed position, so no more up and down movement.

Caesum
01-02-13, 19:05
When I try to move her onto the grid using 3ds max ingame she is above the ground. Also for some reason the first frame is broken(Lara's leg is in strange position).

SrDanielPonces
01-02-13, 19:59
I Have a problem :confused:

I want to make a finish trigger, to another level, Temple Of Karnak....

But, when lara trigger it, the game crashes ! :confused:

Is it correct?
http://i.imgur.com/I69xnNW.png

Caesum
01-02-13, 21:12
What's actually TRupdate for? Where can I get it?

Titak
01-02-13, 21:51
^
TRupdate can copy new data that's been added to the tr4, like new animation data, into a wad so the wad can be opened in WADMerger for adding sounds and other commands to the new animation.

Where to get it?
No idea really... :o


I Have a problem :confused:

I want to make a finish trigger, to another level, Temple Of Karnak....

But, when lara trigger it, the game crashes ! :confused:

Is it correct?
http://i.imgur.com/I69xnNW.pngThe game can crash during a leveljump when the Lara related objects (skin, skin-joints, weapon-anims, etc) are not the same in both levels.
If she changes outfits between levels you need to use ResetHUB= 3 in the script section of the second level.

She will loose inventory items like keys and such when using this command so if you want to keep her inventory intact you need to use PreserveInventory= ENABLED in the script as well. (assuming you are using TRNG?)

Caesum
01-02-13, 21:57
Oh I see. I thought it may be the reason why I have problems with my animation - I didn't use TRupdate. But it seems it's not the case. It must be something with 3ds max then because I've made another version of running animation using the original one(less work better result lol) but it has the same problem!

Ughhh... Just why it's so complicated to do anything for Tomb Raider using 3ds max! So irritating. :p

SrDanielPonces
01-02-13, 22:58
^
TRupdate can copy new data that's been added to the tr4, like new animation data, into a wad so the wad can be opened in WADMerger for adding sounds and other commands to the new animation.

Where to get it?
No idea really... :o


The game can crash during a leveljump when the Lara related objects (skin, skin-joints, weapon-anims, etc) are not the same in both levels.
If she changes outfits between levels you need to use ResetHUB= 3 in the script section of the second level.

She will loose inventory items like keys and such when using this command so if you want to keep her inventory intact you need to use PreserveInventory= ENABLED in the script as well. (assuming you are using TRNG?)

Ohhh maybe that is the problem !
Because in the level one Lara have a Screwdriver, but in level 2 she don't...

Thanks again, Titia ! You are a really good person ! :D :jmp:

EDIT:
I use PreserveInventory= ENABLED on the 1st or the 2nd?

Titak
01-02-13, 23:18
^
Your use PreserveInventory in the same levelsection as the ResetHUB command.
So in your case ResetHUB and PreserveInventory should both go into the levelsection of the second level since the leveljump is to level 3.

It does not matter if items are different, unless that screwdriver is used in the crowbar-anim slot.



Oh I see. I thought it may be the reason why I have problems with my animation - I didn't use TRupdate. But it seems it's not the case. It must be something with 3ds max then because I've made another version of running animation using the original one(less work better result lol) but it has the same problem!

Ughhh... Just why it's so complicated to do anything for Tomb Raider using 3ds max! So irritating. :pDid you assign "rotate" key to each frame of each mesh? And did you assign "rotate" and "position" key to each frame of Lara's butt mesh?
This is very important.

SrDanielPonces
01-02-13, 23:37
^
Your use PreserveInventory in the same levelsection as the ResetHUB command.
So in your case ResetHUB and PreserveInventory should both go into the levelsection of the second level since the leveljump is to level 3.

It does not matter if items are different, unless that screwdriver is used in the crowbar-anim slot.

:confused: The screwdriver is on the key slot...

Caesum
01-02-13, 23:47
Did you assign "rotate" key to each frame of each mesh? And did you assign "rotate" and "position" key to each frame of Lara's butt mesh?
This is very important.
Yes I did. Even did it again - no difference. :(

It must be something with 3ds max. I've imported Lara's default running and exported it again using 3ds max. The same problem happens.

Peanut
02-02-13, 06:29
I'm having issues with Stripx, it's the latest version. I have exported a bmp and edited it in Photoshop with simple retextures but when I try to import it back it tells me 'Stream Read Error'.

This has been going on for quite some time, it might work ONCE if I'm lucky but usually I get that message. Can anyone help me? :/

teme9
02-02-13, 06:34
I'm having issues with Stripx, it's the latest version. I have exported a bmp and edited it in Photoshop with simple retextures but when I try to import it back it tells me 'Stream Read Error'.

This has been going on for quite some time, it might work ONCE if I'm lucky but usually I get that message. Can anyone help me? :/


Try to open it in paint and save it there. Then try to import it back into strpix.

Peanut
02-02-13, 06:37
EDIT: Nevermind! :D It works! Thank you teme9! :D

SrDanielPonces
02-02-13, 16:32
:confused:
I added PreserveInventory=ENABLED on the script, but the level keep crashing when lara go to the FINISH TRIGGER... :mad:

Xopax
02-02-13, 16:38
:confused:
I added PreserveInventory=ENABLED on the script, but the level keep crashing when lara go to the FINISH TRIGGER... :mad:


put 0,0,0,0,0,0,0 in loadcamera=

SrDanielPonces
02-02-13, 16:52
PROBLEM RESOLVED ! :D

Normaly Temple Of Karnak is the Number 3... but, i deleted the Tutorial Level in the script, so, the number of temple of karnak is 2... :hea:

raiderromero
02-02-13, 18:30
i just deleted some objects of my wad, and suddenly the horizon iscrazy with some animated textures on it looks horrible i've tried deleting it and copying from another wad but the same? why?

Titak
02-02-13, 18:43
This can happen when the waterfall texture is not the largest (in height) in the wad.
To solve this issue I always use waterfall textures of 256 pixels high.

Another thing that sometimes helps is to copy the PLANET_EFFECT into your wad.

Tricell
02-02-13, 18:45
This can happen when the waterfall texture is not the largest (in height) in the wad.
To solve this issue I always use waterfall textures of 256 pixels high.

Another thing that sometimes helps is to copy the PLANET_EFFECT into your wad.

Why does this help? Ive noticed it does, but i dont understand why, as it doesnt have anything to do with waterfalls...does it? :confused:

Titak
02-02-13, 19:22
The random scrolling texture seems to latch themselves to the first object after the WATERFALL slots. Or so it often happens anyway.
If you copy the PLANET_EFFECT into your wad it will become the first object after the WATERFALL objects. So, in theory, the random scrolling texture should appear on that object and not on any other objects anymore.

The method is not foolproof as far as Iknow.
So I always go for the "texture has to be the largest in height" method. :D

SrDanielPonces
02-02-13, 19:23
I have a problen on Strpix...
I want to change an object texture... (I use paint.net)
When i changed the texture, i import the texture, and this box appear:
http://i.imgur.com/EHDh7EO.png

Help?

raiderromero
02-02-13, 19:30
This can happen when the waterfall texture is not the largest (in height) in the wad.
To solve this issue I always use waterfall textures of 256 pixels high.

Another thing that sometimes helps is to copy the PLANET_EFFECT into your wad.

Why does this help? Ive noticed it does, but i dont understand why, as it doesnt have anything to do with waterfalls...does it? :confused:

The random scrolling texture seems to latch themselves to the first object after the WATERFALL slots. Or so it often happens anyway.
If you copy the PLANET_EFFECT into your wad it will become the first object after the WATERFALL objects. So, in theory, the random scrolling texture should appear on that object and not on any other objects anymore.

The method is not foolproof as far as Iknow.
So I always go for the "texture has to be the largest in height" method. :D

i deleted an animating 2 and then re-copied and ta da the problem is gone i didnt know about the panet effec

Dustie
02-02-13, 22:26
I have a problen on Strpix...
I want to change an object texture... (I use paint.net)
When i changed the texture, i import the texture, and this box appear:
http://i.imgur.com/EHDh7EO.png

Help?

Funnily enough Peanut had a very similar problem posted about on the previous page. ;)
Try using a different program to edit/save the texture - like Microsoft Paint or Adobe Photoshop.

Different image formats have variety of options and variants of themselves that aren't always fully recognized by different programs. Even the most basic BMP file has few variants, but the way Microsoft Paint saves BMPs seems to be the most compatible route.

Hope the tip above helps.

Mulf
03-02-13, 08:13
I've never had a problem with the perceived micro-differences between BMP file formats, but I did get that error message when I accidentally tried to replace some texture with another that had different dimensions. Make sure you import a texture of exactly the same width and height and see whether the problem persists.

Xopax
03-02-13, 16:25
hi, I'm having a problem:(
Look what happens if a bear attacks lara:

http://img138.imageshack.us/img138/3618/6868k.png

i need help:(

SrDanielPonces
03-02-13, 16:55
I have a question:

if you can see on this video, lara's damage get's down really fast on the water...

e1dpvvVk2Dc

So, i want to know how i can make the yellow bar more slower... :confused:

THOR2010
03-02-13, 23:11
got these two error mssgs today in the editor? no idea what they mean? i can still output the wad and play the level fine though.

http://img201.imageshack.us/img201/6778/captureixx.png
http://img405.imageshack.us/img405/7007/capture2zq.png

raiderromero
03-02-13, 23:38
I have a question:

if you can see on this video, lara's damage get's down really fast on the water...

e1dpvvVk2Dc

So, i want to know how i can make the yellow bar more slower... :confused:

Is that damaga bar from TRNG?
then you are in the wrong section, in my experience the damage bar seems to have a bug cause no matter waht value you set in the durate field the maximun time seems to be 20 or 30 :confused:

Uzi master
04-02-13, 07:08
Anyone know if they can create a TREP patch that makes it so rolling balls trigger SWITCH_TRIGGER's?

I know that you can make it so something triggers after an enemy dies by placing a switch trigger for that enemy, but Lara has to stand on the trigger for it to activate. I thought I'd be clever and use a ROLLING_BALL object with a heavy_switch trigger, but it seems only regular switch triggers work for it. If someone knew how to make Rolling Balls trigger switch triggers though... I'd greatly appreciate it!:D

Making heavy_switch triggers work for this situation would be even better, but also more complicated...

TheBloodRed
04-02-13, 09:00
So, i want to know how i can make the yellow bar more slower... :confused:

I do know that the COLD bar goes down faster depending on depth of the water. You could always try making a CUSTOM_BAR because you are using TRNG.

Tricell
04-02-13, 17:36
hi, I'm having a problem:(
Look what happens if a bear attacks lara:

http://img138.imageshack.us/img138/3618/6868k.png

i need help:(

Did you edit Laras outfit in any way? or maybe even the bear?

I have a question:

if you can see on this video, lara's damage get's down really fast on the water...



So, i want to know how i can make the yellow bar more slower...
Are you using Cold or DMG button?
If damage could you just edit it with:
Syntax: Damage=Flags DMG_ , SecondsForDeath, SecondsForBarRestore, BarColor, BarName, BlinkPercentage
Scope: To use in [Level] section
If not take TheBloodRed's information into account :).

got these two error mssgs today in the editor? no idea what they mean? i can still output the wad and play the level fine though.

http://img201.imageshack.us/img201/6778/captureixx.png
http://img405.imageshack.us/img405/7007/capture2zq.png

From just reading the error, it sounds like rooms are overlapping.

Dustie
04-02-13, 18:07
Anyone know if they can create a TREP patch that makes it so rolling balls trigger SWITCH_TRIGGER's?

I know that you can make it so something triggers after an enemy dies by placing a switch trigger for that enemy, but Lara has to stand on the trigger for it to activate. I thought I'd be clever and use a ROLLING_BALL object with a heavy_switch trigger, but it seems only regular switch triggers work for it. If someone knew how to make Rolling Balls trigger switch triggers though... I'd greatly appreciate it!:D

Making heavy_switch triggers work for this situation would be even better, but also more complicated...

Sounds like you would need a sort of overpass. Can you make the rolling ball trigger something else, which will in turn trigger the switch?

Titak
04-02-13, 18:36
hi, I'm having a problem:(
Look what happens if a bear attacks lara:

http://img138.imageshack.us/img138/3618/6868k.png

i need help:(Is the bear in the SCORPION slot?
If so, then that's the problem.

It can be fixed as far as I know but I can't remember how... :o

sackboy123
04-02-13, 21:19
Hey Guys i found this its the Level editor on the PS1

http://www.youtube.com/watch?v=dz9bEp4X5Ok

SrDanielPonces
04-02-13, 21:29
Hey Guys i found this its the Level editor on the PS1

http://www.youtube.com/watch?v=dz9bEp4X5Ok

OMG IS IT POSSIBLE!?!? My ps1 is broken :C

THOR2010
04-02-13, 22:10
From just reading the error, it sounds like rooms are overlapping.

checked, no overlapping rooms?

another question, how do i prevent this from happening with distance fog and alot of water!
http://img850.imageshack.us/img850/1055/shot000v.jpg
also does the toggle opticity not work for a door between two water rooms? whenever i try lara swims right through

Xopax
04-02-13, 22:11
Is the bear in the SCORPION slot?
If so, then that's the problem.

It can be fixed as far as I know but I can't remember how... :o

yes is this bear:
http://www.trsearch.org/Items/31

sackboy123
04-02-13, 22:33
OMG IS IT POSSIBLE!?!? My ps1 is broken :C

It wasn't used on a PS1 i think it was an Emulator but it can be burnt to a disk your going to ask him how he did it :D

KurtisandLara
04-02-13, 22:56
checked, no overlapping rooms?

another question, how do i prevent this from happening with distance fog and alot of water!
[IMG]
also does the toggle opticity not work for a door between two water rooms? whenever i try lara swims right through

Not sure about the fog, but as for the toggle opacity it doesnt work on water rooms, you need to create a 1 click room above the water.

THOR2010
04-02-13, 23:08
no i mean two side by side water rooms, i dont want lara to beable to swim to the other

KurtisandLara
04-02-13, 23:20
no i mean two side by side water rooms, i dont want lara to beable to swim to the other

Ah! my bad :o.
I think the same rule applies, There might be a work around somewhere though...sorry i've never tried that so have to wait for someone who has.

Uzi master
04-02-13, 23:22
Sounds like you would need a sort of overpass. Can you make the rolling ball trigger something else, which will in turn trigger the switch?

That would be redundant though, I want to trigger something when the enemy dies. The rolling ball is used so it will continuously go over the trigger until it's activated. Switch triggers for enemies only activate once the object they are linked to issues the "die" command and Lara's standing on the square. (look at a switch's animations, you'll notice the die command)

Making it so rolling-balls activate switch triggers when over them is the simplest universal solution I can think of, but if anyone has another patch that works I'd be open to it.

Titak
05-02-13, 16:39
checked, no overlapping rooms?

another question, how do i prevent this from happening with distance fog and alot of water!
http://img850.imageshack.us/img850/1055/shot000v.jpg
also does the toggle opticity not work for a door between two water rooms? whenever i try lara swims right throughWhat is "this" exactly?
If it is the bright blue in the distance, it can be fixed with Customize= CUST_FIX_WATER_FOG_BUG, ENABLED in the script.
If you are using TRNG that is... Can't remember if this is possible with TREP.

Invisible object perhaps?
Or... a door does not become solid if the door above is not solid either, so you could also try using toggle-opacity on the door between the two dry rooms above the waterrooms. (assuming that the doors are in the same place so they are on top of one another?)

TheBloodRed
05-02-13, 16:53
Sinks!! Use sinks to create a current to pull Lara back. :)
An invisible Toggle Opacity wall can work too but it looks silly at times. Both can work so it is your choice. :)

Uzi master
06-02-13, 06:44
Just figured out how to remove lag in strpix, Open task manager, go to processes, show processes from all users, select the strpix process and set it's priority to high. Also make sure it has affinity for all cores.

You can now texture High-Poly objects again!

That would be redundant though, I want to trigger something when the enemy dies. The rolling ball is used so it will continuously go over the trigger until it's activated. Switch triggers for enemies only activate once the object they are linked to issues the "die" command and Lara's standing on the square. (look at a switch's animations, you'll notice the die command)

Making it so rolling-balls activate switch triggers when over them is the simplest universal solution I can think of, but if anyone has another patch that works I'd be open to it.

"cough" :p

klona
06-02-13, 08:31
Each time Enable the patch "Enable eSSe add-on files loading" in TREP so I can use the camera rotation, tomb4.exe doesn't want to open up no matter how many times I click on it. (It doesn't even show up at the Task Manager)
All other patches seem to be working properly.

_____

Also I'm having problems with Lara herself, each time I try to climb out of a 3 click water pool, Lara is sent back in it. :(

Titak
06-02-13, 12:33
Also I'm having problems with Lara herself, each time I try to climb out of a 3 click water pool, Lara is sent back in it. :(
In the waterroom, is there another underwater passage connected to this waterroom, right underneath where Lara gets out of the water?
If so, then that could be the cause.

klona
06-02-13, 13:29
In the waterroom, is there another underwater passage connected to this waterroom, right underneath where Lara gets out of the water?
If so, then that could be the cause.

I never knew such bug existed. :eek:
Oh well.

Dustie
06-02-13, 13:41
Just figured out how to remove lag in strpix, Open task manager, go to processes, show processes from all users, select the strpix process and set it's priority to high. Also make sure it has affinity for all cores.

You can now texture High-Poly objects again!



"cough" :p

Shame this doesn't work for the NGLE slow-rotation problem... :(

SrDanielPonces
06-02-13, 19:52
Where can i find the Ankgor Wat Wad?
My level editor doesn't include this wad...

KurtisandLara
06-02-13, 19:55
Where can i find the Ankgor Wat Wad?
My level editor doesn't include this wad...

It should, did you download the updated wads?
http://www.tombraiderchronicles.com/tr5/editor/media.html

SrDanielPonces
06-02-13, 20:14
It should, did you download the updated wads?
http://www.tombraiderchronicles.com/tr5/editor/media.html

._.
No i didn't, but i don't need now...

I just want some ropes...
And i know that are some in Ankgor Wat...
Anyone can give me some? :confused:

TheBloodRed
06-02-13, 20:18
How do you make ropes longer again?

SrDanielPonces
06-02-13, 20:20
How do you make ropes longer again?

What do you mean?

KurtisandLara
06-02-13, 20:21
I suggest you download the updated wads as they include all of Laras Anims.

SrDanielPonces
06-02-13, 20:23
I suggest you download the updated wads as they include all of Laras Anims.

Yup but they may affect my levels... :(
I alrealy have all lara's moves :D

Titak
06-02-13, 21:25
^
Then only copy the objects you need into your levelwad and do not copy the LARA object.
Simple. :D

SrDanielPonces
06-02-13, 21:45
^
Then only copy the objects you need into your levelwad and do not copy the LARA object.
Simple. :D

But how i can have the wad?
I dont want to have more levels in my trle, just want the wad :(

Mulf
06-02-13, 21:52
How do you make ropes longer again?

You don't. Their length is generated automatically, wherever you place the nullmesh (and however many you stack—not that there's a point in doing so, though).

Mulf
06-02-13, 21:59
But how i can have the wad?
I dont want to have more levels in my trle, just want the wad :(

Good grief. KurtisandLara just gave you the download link to the wad a few posts back. Do you ever actually read the replies that you get, or would you perhaps just like to continue whining?

SrDanielPonces
06-02-13, 22:02
Good grief. KurtisandLara just gave you the download link to the wad a few posts back. Do you ever actually read the replies that you get, or would you perhaps just like to continue whining?

But i don't want the patch ;-;

Titak
06-02-13, 22:11
Nobody is talking about a patch. :confused:
Download the wad(s) from the link KurtisandLara posted and a wad containing a rope will be in it. Copy the rope to your own levelwad using WADMerger.

Btw, there are more wads that contain the rope. You don't need the Angkor Wat wad for that.

Mytly
07-02-13, 19:23
Isn't the rope object just a nullmesh that's present in all wads?

matrix54
07-02-13, 19:33
The rope is a nullmesh, yes. ;) If you you aren't used to using it, it takes sometime to set it up.

And I have question: Which one looks better? They're small (intentionally) but which version is better? We're making a game at school, and my friend is the artist and he can ONLY do 16 bit, so I'm stuck with this. :pi:

http://s3.postimage.org/fjm5os0q7/Ice_BG.png

Soul
07-02-13, 19:44
I like the second one better. The other one is a tad too glowy

matrix54
07-02-13, 20:11
I'm liking the second as well. It's funny, because I made the first one first. :p

SrDanielPonces
07-02-13, 20:20
I like the second one.. :D

Tricell
07-02-13, 20:27
Which makes me the odd ball, I like the first one. It has more interest to me.

SrDanielPonces
07-02-13, 21:02
Is that a Rope?

http://i.imgur.com/covrUbd.png

Mulf
07-02-13, 21:55
Is this a pipe?

http://www.thinkparadox.net/thinkparadox/wp-content/uploads/2011/05/magritte-pipe-011-435x334.jpg

SrDanielPonces
07-02-13, 22:04
Is this a pipe?

http://www.thinkparadox.net/thinkparadox/wp-content/uploads/2011/05/magritte-pipe-011-435x334.jpg

-.-

http://i.imgur.com/B3rIvet.jpg

I was asking this cuz it doesn't look like a rope...

Mulf
07-02-13, 22:26
You might not be as clever as you think.
http://s1251.beta.photobucket.com/user/Garmaular/media/Clipboard01-1_zps1b897e31.jpg.html

Faylon
07-02-13, 22:30
Does anyone know if there is a working Shiva enemy from TR3? I tried trsearch.org but all I could find there were the statues, not the living version.

I know they are out there because I have seen them several times in screenshots but I haven't been able to find a download yet. Or can you just rip them from the original TR3 game?

SrDanielPonces
07-02-13, 22:30
You might not be as clever as you think.
http://s1251.beta.photobucket.com/user/Garmaular/media/Clipboard01-1_zps1b897e31.jpg.html

Nobody is Perfect, just like you !

Level NextGen
08-02-13, 00:08
@Mulf and SrDanielPonces: :off: It's not the TRLE-off topic chat!

-------------------------
Does anyone know if there is a working Shiva enemy from TR3? I tried trsearch.org but all I could find there were the statues, not the living version.

I know they are out there because I have seen them several times in screenshots but I haven't been able to find a download yet. Or can you just rip them from the original TR3 game?

You can download the Shiva enemy here: http://www.trsearch.org/Items/537 :D

Faylon
08-02-13, 00:37
You can download the Shiva enemy here: http://www.trsearch.org/Items/537 :D

Ah, thanks! I thought it was only the animating but it's the actual living enemy as well! :)

Peanut
08-02-13, 06:56
Can someone tell me the name of the object used in Titak's Himalayan Mysteries plane where the light flashes continuously and where I could find it?

Thanks!

Uzi master
08-02-13, 07:01
Can someone tell me the name of the object used in Titak's Himalayan Mysteries plane where the light flashes continuously and where I could find it?

Thanks!

I think it's a null-mesh called AMBER_LIGHT or "SOMETHING"_LIGHT, no harm in just opening the level file with WadMerger and copying the object from there, I mean, it is just a null-mesh. In any other case you would have to ask :p.

God Horus
08-02-13, 15:11
Does anyone want to download my game weeks early (with all weapons/ammo/fly cheat) so they can make a trailer for it? :pi:

Tombraider95
08-02-13, 15:24
Does anyone want to download my game weeks early (with all weapons/ammo/fly cheat) so they can make a trailer for it? :pi:

Why don't you want to make the trailer yourself?

RoxasKennedy
08-02-13, 15:28
I would say yes, because I like making videos, buuuut I don't have any videos to show my prior work and such. :C

SrDanielPonces
08-02-13, 15:30
I could do it, but I will not promise that I'll make it perfect

But i have videos that you can see =)
They are all in HD
http://www.youtube.com/user/SrDanielPonces?feature=mhee

God Horus
08-02-13, 16:05
Why don't you want to make the trailer yourself?

Because now I only have a laptop which cannot handle Sony Vegas and that is the only program I use to make videos.

SrDanielPonces
08-02-13, 16:10
I would say yes, because I like making videos, buuuut I don't have any videos to show my prior work and such. :C

I Thing there will be an competition ! :vlol:

Faylon
08-02-13, 16:26
I have a problem setting up a simple timed run with flame_emitters using a PAD trigger that deactivates the flames for some amount of time.

Do I just make an antipad trigger for X amount of seconds, then stack normal triggers for each flame on top?

Mulf
08-02-13, 18:15
Yes, that's what you would do—regular triggers stacked on top of a special trigger acquire the properties of the special trigger, and in your example would all become timed Antipads.

Faylon
08-02-13, 20:18
That's weird. I put up an Antipad trigger for the first flame for X seconds in the timer field. All other flames have normal triggers stacked on that one antipad trigger. When I walk over the tile it indeed does deactivate the flames, but they stay deactivated permanently. They don't turn back on after X seconds. No matter how long I wait.

EDIT: Nevermind. I found my problem. I had to use a normal PAD trigger instead of an ANTIPAD since the flame_emitters were initially on. e.g. 1-5 on.

:}hello friend
11-02-13, 02:34
Sorry for basic question, how do I add the mist underneath a waterfall?

Edit: My water is animating but my waterfalls are not. How do I fix this? Can I only have one set of animating textures per level?

raiderromero
11-02-13, 04:23
i want always to have a sound in a specific frame, but all i can do is to set the frame with "always" and in sound editor "P", "V" but in game the sound sometimes play and some other dont, why?

Tricell
11-02-13, 07:14
i want always to have a sound in a specific frame, but all i can do is to set the frame with "always" and in sound editor "P", "V" but in game the sound sometimes play and some other dont, why?

What sound are you using?
my only idea is:
Under sounds.txt->
The fifth column can contain the letters CH followed by a two digit number.

- CH is the chance of the sound to be played when triggered. The smaller the CH number the less it will be played. If no CH is included in this column the sound will play every time it is triggered. CH is assigned to Lara's climbing grunt: you don't hear it all the time when she is climbing.

raiderromero
12-02-13, 15:59
thanks but seem to be the same.

Is this possible to apply step sounds to a 256x256 texture ?

Raider99
12-02-13, 17:51
I have a strange problem in TRLE.

I have pushblock with OCB 68 (tried without it, same problem)
And 2 squares from it are shotgun and ammo. When i push it, it goes fine 1 square, and it just stops at that square. It won't go over items. What can cause that? :confused: (if this maybe helps, pushblock is regular block 4 clicks high)

Mulf
12-02-13, 17:55
This is actually a quite common thing, the pushable will stop due to the collision of the pickup—nothing strange about that.
I'm quite sure I read about a workaround the other day here on the forum, but I don't remember where exactly. Something to do with FLEP?

KurtisandLara
12-02-13, 18:14
Hey guys :wve:
Im having a problem i cant figure out. I've never encountered it before so its confusing me lol.
I have an Enemy in the "baddy1" slot. I have it spawning in a room that lara will run into but i used those grey "box" triggers to stop him from leaving this room. But everytime i trigger one of these baddys he immediatly ignores lara and just walks straight through the box trigger and finds the nearest "debri8" in the level and runs in circles around it :confused:. Anyone have any ideas?

Tjw croft
12-02-13, 18:18
A perfectly easy workaround is by enabling "Clear Body" in the OCB of the ammo/objects you're going over.

Thought I'd put this here anyways, even though I already explained it to Raider99 over skype :)



K&L Not sure what that would be caused by. Have you tried getting rid of said debris8?

Mulf
12-02-13, 18:25
A perfectly easy workaround is by enabling "Clear Body" in the OCB of the ammo/objects you're going over.

Ah. I never knew that that was what the 'clear body' option is for. (I used to wonder what it might do and then simply ignored it.) Thanks for sharing. :D

Joey79100
12-02-13, 19:01
I have a question but I don't know where to post it. I don't think it's worth opening a thread for that, but correct me if I'm wrong. :D

My question is about 3DS Max: I wanna know how to lock a mesh somewhere, a foot on the ground for example, or a hand on the wall...

Someone wrote that (I don't remember who), I saved the information in a TXT file immediately when I saw it:
Select the feet, go to the IK tag to the right, and select terminator and fix/lock positions and rotations (it's been years since I last used 3ds but it's there).

Now if you move or rotate the body her feet will stay where they are.

When you need to move the feet again just uncheck the boxes.
But as I'm using the French version of 3DS Max, I can't find where this is located.
Actually I found something, in something like Hierarchy > Link Info > Lock (there are X, Y and Z tick boxes for position, rotation and scale options). But when I lock, for example, a foot on the ground and I move her hips, nothing seems to be locked. :confused:

Can someone explain me how it works, with screenshots if possible?
Thanks in advance. :)

AkyV
12-02-13, 19:08
@Mulf
If you use TRNG, then that problem also exists, but Clear Body unfortunately doesn't seem savegame-stable. (I.e. load the saved game and the annoying collision will be restored.) - Moreover, that also happens with nullmesh, eg. a flame on the route of the pushable, even that flame is not burning. (And it is "funny", but that flame is able even to deflect some ammo types.)
(I have a - complicated - method against it, with variables.)

GeckoKid
12-02-13, 19:10
I was the one who posted it, can you post a screenshot of your 3ds max? I might need a few as I guide you through.

Mulf
12-02-13, 19:26
@Mulf
If you use TRNG, then that problem also exists, but Clear Body unfortunately doesn't seem savegame-stable. (I.e. load the saved game and the annoying collision will be restored.) - Moreover, that also happens with nullmesh, eg. a flame on the route of the pushable, even that flame is not burning. (And it is "funny", but that flame is able even to deflect some ammo types.)
(I have a - complicated - method against it, with variables.)

Aaalright...clearly, it had to be something more complex than just clicking a button in the editor. :)
So I suppose it was one of your posts that I seem to vaguely remember, regarding that workaround?

(On a sidenote, 'tis not me who's having trouble currently in that respect, it's Raider99. My interest is purely academic, in the sense that I'm not usually a friend of pushable puzzles, but the info might still come in handy someday.)