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


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DJ Full
27-09-14, 17:58
Thank You. I've been playing TR for 12 years and never cared enough to notice this :D

Titak
27-09-14, 21:48
I know puzzles can be ported between levels, but I don't know about the remaining item types as in Pickup, Key and Examine. Anybody knows if they're moved to the next level or discarded at the leveljump?As long as ResetHUB= isn't used in the script, yes, they are carried over to the next level. :D

A_De
29-09-14, 21:26
I wonder what the anim-command PlayEffect:12 used for. I saw it in animation where Lara climbs from water to ledge. Any guesses?

DVDSpike
29-09-14, 21:30
I wonder what the anim-command PlayEffect:12 used for. I saw it in animation where Lara climbs from water to ledge. Any guesses?
From what it says it changes Lara's direction? :confused:

Tombraider95
29-09-14, 22:05
Is there such a thing as a working TRC Rome crowbar\valve wheel puzzle for the LE? Think I've seen such a puzzle working in Wreck of the Blue Storm - but I can't find a download on TRSearch....


EDIT I've looked in the TRC WAD - but the items are all in the wrong slots and the don't make any sense.... :S

I managed to make it work. The puzzle hole done animates the turning of the wheel after placement. I setup a flyby which triggers the turn animation for Lara to perform. Takes a while to match both animations together but isn't too hard :p

THOR2010
29-09-14, 22:52
i may be mistaken but cant you type in the ocb of the puzzle hole the number of the animation you want lara to play while inserting the item? if so then you wouldn't need the flyby to trigger the anim

Uzi master
30-09-14, 04:14
Yes, but the PUZZLE_HOLE doesn't switch into PUZZLE_DONE until the animation is complete, so if you want Lara to interact with the completed puzzle object, you'll need to manually trigger the animation. I know the Posieden-trident puzzle does that, but I could never figure out how to do that with a new animation, I thought it might've been coded to the specific animation, but maybe I just didn't try hard enough:p

DJ Full
30-09-14, 04:29
As long as ResetHUB= isn't used in the script, yes, they are carried over to the next level. Thanks - I kinda arranged them now. To be honest I never understood the ResetHub. Different outfits used.... and? The game can use various meshes of various slot objects between various levels, but it doesn't require any command of that sort for any of them except LARA.

Krystian
30-09-14, 13:41
I wonder what the anim-command PlayEffect:12 used for. I saw it in animation where Lara climbs from water to ledge. Any guesses?

It works just like Command 3, except it is triggered at that frame, and not after the animation ends. It is most commonly used in all climb-up type animations, so Lara can draw her weapons when her hands finally become free (see animation 97, for example). :D

SrDanielPonces
30-09-14, 20:11
Anyone here knows how to change the pitch in a TR2 sound effect? (I'm using TRNG, but with a TR2 sound..)

DVDSpike
30-09-14, 20:24
^Go to 'C:\Program Files\Core Design\'Your Game'\Sounds\LevelSFX Creator\Sounds.txt

Then find the sounds you wish to change, go to the right until you see 'PIT:' and change that number to any number you wish, 0 if you want it to sound just like TR2, save and exit, run SFX_Example.bat, then re-build your level and the pitch will have changed.

SrDanielPonces
30-09-14, 20:42
There's no such Tr2 Sounds in sound.txt.
Believe me, I checked it already.

DVDSpike
30-09-14, 20:44
You rename your sound to a sound already existing (E.G: if you want to change Lara's jump sound, rename it to Lar_jump or lar_jmp6) then edit the pitch in sound.txt

AODfan
30-09-14, 21:03
@DVDSpike: You shouldn't act annoyed if you give half-true information to people and they can't get it working. You actually have to edit SFX_Example.bat and add your WAD to it to make changes :wve:

@SrDanielPonces: I assume you're using v130 WADs? If so you can't change your sounds the old way. You could use WADMerger but I don't recommend it cause it can be quite buggy and you have to set up all the sounds again every time you open your WAD iirc. Sappers Sound Editor (http://www.tombraiderforums.com/showthread.php?t=202077) can edit sounds in v130 WADs so you should check that out :)

DVDSpike
30-09-14, 21:06
@DVDSpike: You shouldn't act annoyed if you give half-true information to people and they can't get it working. You actually have to edit SFX_Example.bat and add your WAD to it to make changes :wve:

@SrDanielPonces: I assume you're using v130 WADs? If so you can't change your sounds the old way. You could use WADMerger but I don't recommend it cause it can be quite buggy and you have to set up all the sounds again every time you open your WAD iirc. Sappers Sound Editor (http://www.tombraiderforums.com/showthread.php?t=202077) can edit sounds in v130 WADs so you should check that out :)

First of all, I wasn't annoyed, secondly, you don't have to edit your wad at all, you just have to re-build the room. :)

AODfan
30-09-14, 21:10
You don't have to edit your WAD, you have to edit the SFX_Example.bat and add your level to it otherwise you'd just be updating the sounds for the levels that came with the LE

SrDanielPonces
30-09-14, 21:36
@SrDanielPonces: I assume you're using v130 WADs? If so you can't change your sounds the old way. You could use WADMerger but I don't recommend it cause it can be quite buggy and you have to set up all the sounds again every time you open your WAD iirc. Sappers Sound Editor (http://www.tombraiderforums.com/showthread.php?t=202077) can edit sounds in v130 WADs so you should check that out :)

Thank you :hug:

Takes time, but gets better than before :D

AgentXP
02-10-14, 18:23
I managed to make it work. The puzzle hole done animates the turning of the wheel after placement. I setup a flyby which triggers the turn animation for Lara to perform. Takes a while to match both animations together but isn't too hard :p

Yes, but the PUZZLE_HOLE doesn't switch into PUZZLE_DONE until the animation is complete, so if you want Lara to interact with the completed puzzle object, you'll need to manually trigger the animation. I know the Posieden-trident puzzle does that, but I could never figure out how to do that with a new animation, I thought it might've been coded to the specific animation, but maybe I just didn't try hard enough:p

^ Thanks for you help guys - I'll have to take another look - it's so confusing, as the items arent even in the right slots to begin with - looking through the wad I'm not sure which is puzzle hole and puzzle done. :S


New Question - does anyone know how to put out a flame emitter using the waterskin? How would I set that up?

Many thanks :)

Reggie
02-10-14, 23:43
Can someone please point me to a guide on how to install TRLE and then actually play a level?

I managed to do it once years ago but it was by sheer chance after fiddling around with it for hours.

Help appreciated.

Uzi master
02-10-14, 23:51
If you mean a custom level, then you can just download any file off TRLE.net, extract it, then click on Tomb4.exe

Most levels are released in playable folders, those that weren't have all been converted to do so.

Reggie
03-10-14, 01:10
Damn. That's easier than I remember. Cheers. :)

Titak
03-10-14, 15:03
New Question - does anyone know how to put out a flame emitter using the waterskin? How would I set that up?

Many thanks :)I've used the ELEMENT_PUZZLE for that.
Set it up so the waterskin needs to be used and then trigger the flame underneath it. (activate flame by clicking all codebits in its OCB so it is active from the geginning. This way you can put it out using a regular trigger instead of an anit-trigger.)

Guty
04-10-14, 10:27
I can't install a Mk 4 Installer beauce when I try to make it to compressed folder the icon with format "exe" is gone.I noticed also that when I tried before instal one game-custom that happen the same.I think it is fault of my computer or operating system.Now,I write my specification technical,sorry,I have Asus with Windows 8 but I don't know where I can find this informations(about system and computer).I have hope that you understand me,as I said earlier I don't know english very good.Thanks for any help!

Joey79100
04-10-14, 10:56
Windows wouldn't delete something this way. I don't even think it would delete something without asking you. An antivirus would though. Try to deactivate it, unpack the files in a folder, add this folder to the exclusions of your Antivirus, launch the exe, and once you're completely finished with installing it you can reactivate your antivirus. :)
For obvious reasons I recommand to cut your Internet connexion while the antivirus is deactivated. ;)

totec
05-10-14, 15:46
I found a nice door object but it's in the door_1 slot. Is there any way to turn it into a push-pull door? Should I post a link to the object?

Ranpyon
09-10-14, 10:11
Is there a way I can put animating textures (already existing in the tga) on objects in the wad? I've tried to use PixStr, but when I open the .tr4 file, the program crashes. :(

DJ Full
09-10-14, 10:31
I found a nice door object but it's in the door_1 slot. Is there any way to turn it into a push-pull door? Should I post a link to the object?If You want to maintain the animations, the best way is to copy a mesh from Strpix to MQO and import to pushpull_door slot. But since it's a different size, You also need to edit Lara's animations for this object.

Is there a way I can put animating textures (already existing in the tga) on objects in the wad? I've tried to use PixStr, but when I open the .tr4 file, the program crashes. :(Wad textures are separate from tga, unfortunately. You can place scrolling (waterfall-like) textures on objects but these tiles have to be the largest in the wad, and a whole mesh (not a whole object) must be covered with them. Maybe meta2tr can do more but this is not a question to me :)

Ranpyon
09-10-14, 10:47
Wad textures are separate from tga, unfortunately. You can place scrolling (waterfall-like) textures on objects but these tiles have to be the largest in the wad, and a whole mesh (not a whole object) must be covered with them. Maybe meta2tr can do more but this is not a question to me :)
Thanks for your answer. :) Yeah, I already knew about the scrolling textures, but unfortunately this time I need to place other textures (not waterfall). I guess that meta2tr will come in handy, but unfortunately I don't know how to use it for this purpose.

DJ Full
09-10-14, 12:21
Meshswap Action or Flipeffect could help, however I see we can only swap whole slots - so it could only work for 1-mesh moveables, and You would need to waste 1 slot for each frame - hence may be possible, however with lots of resources used to apply a single animation.

THOR2010
09-10-14, 12:27
^you can place animated textures from the tga onto objects with PixStr (http://www.trsearch.org/Tools/8/)
keep in mind though it edits the compiled TR4 file, so if you want to see your animated textures on an object you'll have to redo the process each time you compile the level.

Ranpyon
09-10-14, 12:46
Meshswap Action or Flipeffect could help, however I see we can only swap whole slots - so it could only work for 1-mesh moveables, and You would need to waste 1 slot for each frame - hence may be possible, however with lots of resources used to apply a single animation.

Hmm... I'd prefer to edit the mesh without wasting any slot XD But thank you anyway. :)
@Thor: 2010: I've already tried PixStr, but unfortunately it crashes when I open my tr4 file...
I'm trying to study Meta2TR tutorials because it's possible to achieve what I want with it, but it seems very difficult and I don't understand the UVMapping. I'm going crazy... :hea: Ok, I'll ask for help in the Meta2Tr thread.

lance6439
13-10-14, 02:26
Any update on Resident Evil TRLE?

SrDanielPonces
13-10-14, 17:32
Hello! :wve:

I'm having an issue here! :(

My sounds are all messed!
(I have backups, though)

So, I'm using sapper's sound editor to put barefoot sounds for my Maria Doria levels and Home Sweet Home (TRA2), I also have setted the abbreviations of my level titles..

Here they are:

40 Fathoms: Fat
Wreck of the Maria Doria: Wrck
Living Quarters: Live
The Deck: Dek
Escape from the Maria Doria: Escp
Home Sweet Home: Swt


This is what I made in sapper's sound editor:

http://i.imgur.com/sYKpj0J.png

It seems fine, but the problem is that when I save the sounds.txt file and convert my level, this is what I got:

QMivolLON44&feature=youtu.be

Also, if I try to put the backup sounds.txt and convert it again, it has those issues.. is it my sounds.txt problem? Or I am doing it wrong?

Joey79100
13-10-14, 17:56
Mmh... The only thing I can think of right now is the lenght of the level specification (#XXXX). Try with only two letters and not more, I know it works with two but I'm not sure it works with more. I might be wrong though, and maybe it's not the cause of your problem. :confused:

Uzi master
13-10-14, 17:56
Hmm, never tried to used that tool myself, but maybe it's the abbreviations having multiple letters?

SrDanielPonces
13-10-14, 18:08
I tried to change the letters again, but still no results.. :/


40 Fathoms: ft
Wreck of the Maria Doria: md
Living Quarters: lv
The Deck: dk
Escape from the Maria Doria: es
Home Sweet Home: hm

EDIT: Oh no! D;
I opened Wreck of Maria Doria's prj and convert it.. The sounds are messed to and I didn't change the sounds T_T

EDIT2:

I opened the .sfx file and it seems the sounds are out of place! Why!?

http://i.imgur.com/x27NItp.png

Joey79100
13-10-14, 19:39
Ahhhhhhhh I see.
Here's why:
http://nsa33.casimages.com/img/2014/10/13/mini_141013093951445902.jpg (http://nsa33.casimages.com/img/2014/10/13/141013093951445902.jpg)
It seems it's missing the LARA_WET_FEET part, so everything has been moved up... or every sample has been moved down.
I don't know where it came from, but obviously it's not a bug of the game, it's reading the files correctly. We just need to know why...
How does your sounds.txt file looks at this place?

SrDanielPonces
13-10-14, 19:44
Aaah, I compared my sounds.txt to yours, and it is completely different! D;

LARA_FEET: foot01 foot02 foot03 foot04 VOL44 P V PIT15 #g
LARA_CLIMB2: clim_up3 VOL70 V RAD13 #g
LARA_NO: lara_no VOL50 RAD13 #g #t
LARA_SLIPPING: slipping VOL10 PIT60 RAD13 #g
LARA_LAND: landing VOL75 P RAD13 #g
LARA_CLIMB1: clim_up1 VOL60 RAD13
LARA_DRAW: hols_out VOL35 RAD13 #g
LARA_HOLSTER: hols_in VOL30 RAD13 #g
LARA_FIRE: magnum VOL75 R RAD06 #g
LARA_RELOAD: reload VOL80 PIT20 RAD13 #g
LARA_RICOCHET: rico_01 rico_02 VOL60 P V CH10 PIT30 RAD13 #g
PUSH_BLOCK_END: phend VOL40 #a #b #c #d #e #f #h #i #j #l #m #n #o #p #q #s #T #u #v #w #x #y #z #A #B #C #E #F #H #I #J #K #L #M #N #Ti #Tu
METAL_SCRAPE_LOOP: l_stomet VOL80 L PIT-40 RAD15 #d #r
SMALL_SCARAB_FEET: sc2 sc3 VOL70 P V CH05 PIT80 RAD10 #l #m #q #r #s #B #E
BIG_SCARAB_ATTACK: bsca_atk VOL90 P V PIT10 #y #z #F #J #K
BIG_SCARAB_DEATH: bsca_die VOL99 P V #y #z #F #J #K
BIG_SCARAB_FLYING: bsca_fly VOL60 P V PIT40 RAD10 #y #z #F #J #K
LARA_WET_FEET: fsw1 fsw3 fsw4 VOL50 P V RAD13 #g
LARA_WADE: wade VOL70 P V PIT20 RAD13 #g
RUMBLE_LOOP: l_rumb VOL90 L PIT-80 RAD20 #c #s #Tu
METAL_SCRAPE_LOOP: l_metal VOL70 L PIT30 RAD06 #d #u #E
CRICKET_LOOP: l_criket VOL70 L RAD07
WOOD_BRIDGE_FALL: brigfall VOL90 PIT-30 RAD10 #b
STARGATE_SWIRL: l_metal VOL50 L PIT30 RAD03 #l #m #E
LARA_KNEES_SHUFFLE: lar_kn1 lar_kn2 VOL18 RAD06 #g
PUSH_SPX_SWITCH: spx_swt VOL95 P PIT10 RAD10 #m
LARA_CLIMB3: clim_up3 VOL65 V RAD13 #g
Don't_Use_This_Space:
LARA_SHIMMY2: back_jm1 VOL18 P V PIT40 RAD13 #g
LARA_JUMP: lar_jmp VOL65 V CH50 RAD13 #g
LARA_FALL: f2f_scrm VOL60 RAD13 #g
LARA_INJURY: takehit1 takehit2 VOL65 V CH40 RAD13 #g
LARA_ROLL: rolling VOL35 PIT15 RAD13 #g
LARA_SPLASH: splash VOL75 P V PIT40 RAD13 #g
LARA_GETOUT: go_watr VOL70 P V PIT30 RAD13 #g
LARA_SWIM: swim VOL50 P V RAD13 #g
LARA_BREATH: breath VOL65 V RAD13 #g #t
LARA_BUBBLES: bubbles VOL47 P V CH70 PIT30 RAD13
SPINNING_PUZZLE: spinner VOL30 PIT-30 #l
LARA_KEY: usekey VOL60 PIT-30 RAD13 #g
COG_RESAW_LIBRARY: revsaw VOL55 PIT-20 RAD05 #u
LARA_GENERAL_DEATH: lar_die2 VOL60 V RAD13 #g
LARA_KNEES_DEATH: lar_die1 VOL60 V RAD13 #g
LARA_UZI_FIRE: uzi_fr VOL80 L PIT20 RAD13 #g
LARA_UZI_STOP: uzi_stp VOL60 PIT20 RAD13 #g
LARA_SHOTGUN: shot_gun VOL75 V PIT40 RAD13 #g
LARA_BLOCK_PUSH1: p&p02 VOL65 V R RAD13 #g
LARA_BLOCK_PUSH2: p&p01 VOL65 V R CH50 RAD13 #g
SARLID_PALACES: sarlid2 VOL70 PIT-70 RAD13 #r #T
LARA_SHOTGUN_SHELL: shot_shl VOL12 P V CH60 PIT95 RAD13 #g
UNDERWATER_DOOR: uw_door VOL50 P PIT-50 #h #j #q
LARA_BLKPULL: p&p04 VOL70 V R PIT19 RAD13 #g
LARA_FLOATING: floatswm VOL70 P V RAD13 #g
LARA_FALLDETH: f2f_hitg VOL90 P V PIT20 RAD13 #g
LARA_GRABHAND: back_jm1 VOL35 P V PIT40 RAD13 #g
LARA_GRABBODY: back_jm3 VOL60 P V RAD13 #g
LARA_GRABFEET: back_jm2 VOL75 P V RAD06 #g
RATCHET_3SHOT: ratch_01 VOL70 P V CH90 RAD13 #b #l #m #y #B
RATCHET_1SHOT: ratch_02 VOL60 P V RAD13 #c #l #Tu
WATER_LOOP_NOTINUSE: l_wloop VOL50 L PIT-20 RAD09
UNDERWATER: undwatr VOL35 L PIT-60 #a #b #c #d #e #f #h #i #j #l #m #n #o #p #q #r #s #T #u #v #w #x #z #A #B #C #E #F #H #I #J #K #L #M #N #Tu
UNDERWATER_SWITCH: uw_swt VOL70 P #g
LARA_PICKUP: Lara_aha VOL46 RAD13 #g
PUSHABLE_SOUND: l_pshblk VOL30 L RAD10 #a #b #c #d #e #f #h #i #j #l #m #n #o #p #q #s #T #u #v #w #x #y #z #A #B #C #E #F #H #I #J #K #L #M #N #Ti #Tu
DOOR_GENERAL: gen_door VOL80 P V PIT20 #n #o #w #x #y #A #F #H #I #K
HELICOPTER_LOOP: l_chop VOL90 L RAD20 #n
ROCK_FALL_CRUMBLE: rokfall1 P V #g
ROCK_FALL_LAND: rokfall2 P V #g
PENDULUM_BLADES: swoosh1a VOL60 V PIT-50 RAD08 #H
STALEGTITE: staleg VOL90 PIT-30 RAD07
LARA_THUD: lar_th1 lar_th2 VOL50 P V PIT-10 #g
GENERIC_SWOOSH: swoosh1 VOL45 P V PIT10 RAD10 #g
GENERIC_HEAVY_THUD: gen_thud VOL80 P PIT-50 RAD10 #g
CROC_FEET: croc_f1 croc_f2 VOL90 P V PIT-20 RAD10 #a #h #p #z #E #Ti
SWINGING_FLAMES: swnflms VOL50 PIT-60 RAD04
STONE_SCRAPE: spinhook VOL90 PIT-50 RAD10 #g
BLAST_CIRCLE: warp VOL90 PIT-20
BAZOOKA_FIRE: bazooka VOL99 PIT34 RAD09 #g
HECKLER&KOCH_FIRE: koch VOL99 L PIT70 RAD13 #g
WATERFALL_LOOP: l_wfall VOL22 L RAD08 #a #s #T
CROC_ATTACK: croc_at VOL90 P PIT-10 RAD10 #a #h #j #p #z #E #Ti
CROC_DEATH: croc_die VOL90 P PIT-10 RAD10 #a #h #j #p #z #E #Ti
PORTCULLIS_UP: port VOL80 PIT-80 RAD10 #g
PORTCULLIS_DOWN: port_dn VOL70 PIT-50 RAD10 #g
DOUBLE_DOORS_BANG: ddr_bng VOL35 PIT-10 RAD13 #u #x
DOUBLE_DOORS_CREAK: ddr_crk VOL35 PIT-35 RAD13 #g
PETES_PYRA_STONE: dr_bgsto VOL70 PIT-45 RAD10 #q
PETES_PYRA_PNEU: pyr_pneu VOL80 P PIT-50 RAD10 #q
AHMET_DIE: ah_die VOL99 P V PIT10 RAD13 #g
AHMET_ATTACK: ahmet_02 ahmet_03 ahmet_05 VOL90 P V PIT25 RAD13 #g
AHMET_HANDS: ah_hand VOL50 P V PIT40 RAD13 #g
AHMET_FEET: ah_feet ah_feet2 VOL50 P V RAD13 #g
AHMET_SWIPE: swipe_01 swipe_02 VOL90 P V PIT-20 RAD13 #g
AHMET_WAIT: ahmet_06 VOL85 P V CH50 PIT10 RAD13 #g
GUIDE_JUMP: guid_huh VOL50 V CH75 PIT30 RAD13 #c #e
GENERAL_FOOTSTEPS1: asmg_ft1 asmg_ft2 VOL50 P V PIT-15 RAD10 #g
GUIDE_LAND_USENOT: gd_ugh1 VOL50 V CH75 PIT10 RAD13
POUR: pourwtr VOL50 PIT20 #M
SCALE1: scale1 VOL90 #M
SCALE2: scale2 VOL90 #M
BEETLARA_WINDUP: beetwind VOL35 P V PIT15 RAD10 #o #p #q #r #s #T #u #v
BEETLE_CLK_WHIRR: l_toy1 VOL35 L PIT20 RAD06 #o #p #q #r #s #T #u #v
BEETLE_CLK_EXP: beet_exp VOL50 P V PIT80 RAD10 #o #p #q #r #s #T #u #v
MINE_EXP_OVERLAY: mine_exp VOL50 PIT-30 RAD10 #x
HECKLER&KOCH_STOP: kochstop VOL90
EXPLOSION1: explos1 VOL40 P V PIT50 RAD20 #g
EXPLOSION2_VOLWAS80: explos2 VOL58 P V RAD24 #g
EARTHQUAKE_LOOP: l_quake VOL90 L PIT-40 #g
MENU_ROTATE: m_rotat VOL20 #g #t
MENU_SELECT: m_select VOL30 #g #t
Menu_Empty:
MENU_CHOOSE: m_choose VOL35 #g #t
TICK_TOCK: tick VOL50 N L PIT-86 RAD05 #g #t
Menu_Empty:
MENU_COMBINE: m_comb VOL50 PIT50 #g #t
Menu_Empty:
MENU_MEDI: medi_fix VOL35 #g
LARA_CLIMB_WALLS_NOISE: back_jm2 VOL18 PIT40 #g
WATER_LOOP: l_wloop VOL20 L PIT-20 RAD08 #g
VONCROY_JUMP: vc_jmp2 VOL50 V CH60 PIT40 RAD13 #a #b
LOCUSTS_LOOP: locusts VOL60 L PIT20 RAD13 #w #z
DESSERT_EAGLE_FIRE: d_eagle VOL80 PIT20 #g
BOULDER_FALL: bouldlnd VOL99 P PIT-40 RAD22 #p #B #J
LARA_MINI_LOAD: mini_lo VOL60 V PIT70 #g
LARA_MINI_LOCK: mini_lck VOL80 V PIT20 #g
LARA_MINI_FIRE: mini_fr VOL99 V PIT30 #g
GATE_OPENING: gate VOL80 PIT-50
LARA_ELECTRIC_LOOP: l_larel VOL80 L RAD10
LARA_ELECTRIC_CRACKLES: lar_el2 lar_el3 lar_el4 VOL80 P V CH50 RAD10
BLOOD_LOOP: l_blood VOL60 L PIT-50 RAD15 #d
BIKE_START: bike_stt VOL80 PIT10 RAD10 #w #x #y #z
BIKE_IDLE: bike_idl VOL70 L PIT-10 RAD10 #w #x #y #z
BIKE_ACCELERATE: bike_rev VOL70 PIT-20 RAD10
BIKE_MOVING: bike_mve VOL32 L PIT-18 RAD10 #w #x #y #z
BIKE_SIDE_IMPACT: bike_si VOL70 P V PIT-30 RAD10 #w #x #y #z
BIKE_FRONT_IMPACT: bike_fi VOL70 P V PIT-30 RAD10 #w #x #y #z
SOFT_WIND_LOOP: l_wind VOL05 L PIT-50 RAD03 #g
BIKE_LAND: bike_lnd VOL70 P V PIT-30 RAD10 #w #x #y #z
CROCGOD_ROAR: cr_god4 VOL99 P PIT-40 RAD10 #z
CROCGOD_WINGS: cr_god6 VOL99 PIT-30 RAD07 #z
CROCGOD_LAND: cr_god3 VOL99 PIT-60 RAD15 #z
CROCGOD_FIRE_ROAR: cr_fire VOL99 PIT-50 RAD10 #z
BIKE_STOP: bike_stp VOL70 RAD10
GENERIC_BODY_SLAM: gbod_slm VOL50 P V PIT30 RAD10 #g
HECKER&KOCH_OVERLAY: explos1 VOL50 PIT70
LARA_SPIKE_DEATH: lar_spks VOL80 #g
LARA_DEATH3: lar_die2 VOL70 P V
ROLLING_BALL: l_rumb VOL90 L PIT-70 RAD15 #a #c #d #i #p #u #J #K #Tu
BLK_PLAT_RAISE&LOW: l_rumb VOL90 L PIT-40 #g
RUMBLE_NEXTDOOR: nextdoor VOL99 PIT-50
LOOP_FOR_SMALL_FIRES: l_fire VOL25 P V L PIT65 RAD05 #g
CHAINS_LIBRARY: chains VOL40 P V PIT65 RAD08 #u
JEEP_START: jeep_stt VOL99 RAD10 #e #f
JEEP_IDLE: jeep_idl VOL70 L PIT-10 RAD10 #e #f
JEEP_ACCELERATE: jeep_rev VOL90 RAD10 #e #f
JEEP_MOVE: jeep_mve VOL40 L PIT25 RAD10 #e #f #n
JEEP_STOP: jeep_stp VOL90 RAD10 #e #f
BATS_1: b1 b2 b3 b4 b5 b6 b7 b8 VOL70 P V PIT10 RAD10
ROLLING_DOOR: dor_roll VOL90 PIT-80 RAD13 #a
LAUNCHER_1: lncher1 VOL80 L PIT-70 RAD10
LAUNCHER_2: lncher2 VOL80 PIT-70 RAD10
TRAPDOOR_OPEN: trapd_op VOL80 PIT-40 #g
TRAPDOOR_CLOSE: trapd_cl VOL80 PIT-20 #g
Empty:
BABOON_STAND_WAIT: maq_stnd VOL70 P V PIT-20 RAD10 #I
BABOON_ATTACK_LOW: maq_atl VOL90 V PIT-20 RAD10 #I
BABOON_ATTACK_JUMP: maq_atj VOL80 V PIT-20 RAD10 #I
BABOON_JUMP: maq_jmp VOL70 P V PIT-20 RAD10 #I
BABOON_DEATH: maq_die VOL90 PIT-20 RAD10 #I
BAT_SQUEAL_FULL: bat_sqk1 VOL25 P CH95 PIT80 RAD10 #a #c #j #w #z #E #H #L #M #l #m
BAT_SQK: b2 b3 VOL30 P V CH98 PIT99 RAD10 #a #c #j #w #z #E #H #L #M #l #m
BAT_FLAP: bat5 bat6 bat8 VOL48 P V CH87 PIT65 RAD07 #a #c #j #w #z #E #H #L #M #l #m
SPHINX_NOSE_RASP: spx_nse VOL99 P V PIT-20 RAD10 #m #A #E
SPHINX_WALK: spx_ft1 spx_ft2 spx_ft3 VOL99 P V PIT-40 RAD13 #m #A #E
SPHINX_NOISE: spx_scrm VOL99 PIT-35 RAD13 #m #A #E
DOG_HOWL: dog_hwl VOL90 PIT-30 RAD10 #g
DOG_HIT_GROUND: hit1_gen VOL70 P V PIT-20 RAD10
FOUNTAIN_LOOP: l_fount VOL30 L RAD10 #g
DOG_FOOT_1: dog_f1 VOL44 P V CH80 PIT-10 RAD06 #g
DOG_JUMP: dog_aw VOL90 PIT-10 RAD10 #g
DOG_BITE: dog_at1 dog_at2 VOL80 P V PIT-20 RAD10 #g
DOG_DEATH: dog_d1 dog_d2 VOL90 PIT-20 RAD10 #g
THUNDER_RUMBLE: thun_rum VOL80 P V PIT-86 #g
THUNDER_CRACK: thun_crk VOL70 P V PIT10 RAD06 #A
WRAITH_WHISPERS: wraith1 wraith2 wraith3 VOL50 P V CH02 PIT40 RAD10 #l #s #u #w #T #Ti
Empty:
Empty:
SKEL_FOOTSTEPS: sk_foot1 sk_foot2 sk_foot3 VOL95 P V PIT-15 RAD07 #p #q #r #s #T
SKEL_ATTACK: sk_atk1 sk_atk2 VOL99 P V CH80 PIT-20 RAD07 #p #q #r #s #T
GENERIC_SWORD_SWOOSH: swoosh3 VOL80 P V CH95 PIT-20 RAD06 #g
SKEL_SWORD_CLANG: sw_clang VOL70 V PIT-10 RAD07 #p #q #r #s #T
SKEL_STICK_GROUND: sk_swd1 VOL70 PIT-15 RAD03 #p #q #r #s #T
GEN_PULL_SWORD: sk_swd2 VOL90 PIT-15 RAD03 #g
SKEL_LAND_HEAVY: sk_land VOL95 P V RAD07 #p #q #r #s #T
GUIDE_SCARE: gd_scare VOL80 PIT20 RAD10 #c
JEEP_DOOR_OPEN: jp_dopen VOL45 P V PIT20 RAD10 #e #f
JEEP_DOOR_CLOSE: jp_dcls VOL45 P V PIT20 RAD10 #e #f
ELEC_ARCING_LOOP: l_vander VOL75 L PIT-13 RAD10 #h #i #j #u
ELEC_ONE_SHOT: vander VOL50 P V PIT05 RAD10 #i
Empty:
LIBRARY_COG_LOOP: lib_cog VOL60 L PIT-60 RAD05 #u
JEEP_SIDE_IMPACT: jeep_si VOL80 P V PIT10 RAD10 #e #f
JEEP_FRONT_IMPACT: jeep_fi VOL80 P V PIT20 RAD10 #e #f
JEEP_LAND: jeep_lnd VOL99 P V PIT10 RAD10 #e #f
SPINNING_GEM_SLOTS: clkwork VOL45 PIT50 RAD05
RUMMBLE: barol VOL60 PIT-40 RAD07
WARTHOG_HEADBUTT: wh_atk1 VOL75 RAD06 #a #b #p
WARTHOG_DEATH: wh_sql3 VOL90 PIT30 RAD08 #a #b #p
SET_SPIKE_TIMER: set_time VOL60 PIT-50 RAD10 #d
WARTHOG_SQUEAL: wh_sql2 VOL90 P CH13 PIT40 RAD06 #a #b #p
WARTHOG_FEET: wh1a wh3a wh4a wh5a VOL60 P V CH85 PIT30 RAD06 #a #b #p
WARTHOG_GRUNT: wh_gnt2 VOL90 P CH50 PIT-25 RAD06 #a #b #p
SAVE_CRYSTAL: save VOL60 PIT30
HORSE_RICOCHETS: hrs_rico VOL40 P V CH50 PIT35 #N
METAL_SHUTTERS_SMASH: shut_sms VOL80 PIT-40 RAD10
GEM_DROP_ON_FLOOR: gem_drop VOL80 P V PIT65 RAD05 #g
SCORPION_SCREAM: sc_scrm VOL90 P V CH85 PIT55 RAD08 #F #H #K
SCORPION_FEET: sc2 sc3 sc6 sc7 VOL80 P V CH90 PIT70 RAD08 #F #H #K
SCORPION_CLAWS: sc_clk1 sc_clk2 VOL70 P V PIT80 RAD08 #F #H #K
SCORPION_TAIL_WHIP: sc_whip VOL90 P V PIT70 RAD08 #F #H #K
SCORPION_SMALL_FEET: sc2 sc6 VOL45 P V CH80 PIT80 RAD06 #g
METAL GATE OPEN: smsh_up VOL70 PIT-13 RAD10
HORSE_TROTTING: hrs_f1 hrs_f2 hrs_f3 hrs_f4 VOL50 PIT-20 #u
KN_TEMPLAR_WALK: kn_ft1 kn_ft2 kn_ft3 kn_ft4 VOL70 P V PIT-25 RAD13 #B
KN_TEMPLAR_GURGLES: kn_garg1 kn_ohh1 VOL99 P CH30 PIT-10 RAD13 #B
KN_SWORD_SCRAPE: kn_swdrg VOL65 V CH80 PIT-30 RAD13 #B
KN_TEMPLAR_ATTACK: kn_atk1 kn_atk2 VOL99 P V CH85 PIT-10 RAD13 #B
KN_SWORD_CLANG: sw_clang VOL75 P V PIT-10 RAD13 #B
KN_SWORD_SWOOSH: swoosh3 VOL99 P V PIT-35 RAD06 #B
MUMMY_ATTACK: mum_ohh1 VOL70 V CH50 RAD10 #a #d #s #H #I #J #Ti #Tu
MUMMY_WALK: mum1 mum2 VOL90 P V PIT-30 RAD10 #a #d #s #H #I #J #Ti #Tu
MUMMY_GURGLES: mum_atk VOL70 P CH40 PIT20 RAD10 #a #d #s #H #I #J #Ti #Tu
MUMMY_TAKE_HIT: mum_tkht VOL63 PIT-05 RAD10 #a #d #s #H #I #J #Ti #Tu
SMALL_FAN: fann VOL70 RAD08
LARGE_FAN: fann VOL99 PIT-50 RAD10 #b
LARA_CROSSBOW: crossbow VOL45 PIT45 RAD10 #g
SMALL_CREATURE_FEET: liz_fs1 liz_fs2 VOL99 P V RAD05 #b
SAS_GADGIE_DIE: asmg_d1 VOL85 P RAD08 #
WATER_FLUSHES: flush VOL80 P PIT-56 #T
GUID_ZIPPO: gd_zippo VOL80 PIT60 #c
LEAP_SWITCH: swch_01 VOL50 PIT20 RAD05 #f #l #q #r #w
OLD_SWITCH: sml_swt VOL50 PIT RAD05
DEMIGODS_FEET: dem_f1 dem_f2 VOL80 PIT-10 RAD14 #r #y #H #K
DEMIGODS_BULL_SNORT: debu_snt VOL97 CH50 PIT30 RAD15 #y
DEMIGODS_BULL_HAMMER: demi_ham VOL85 PIT35 RAD06 #y
DEMIGODS_S_WAVE_RUMB: dem_rumb VOL95 PIT-82 RAD07 #y
DEMIGOD_WEAP_SWOOSH: swoosh4 VOL99 CH95 PIT-40 RAD10 #r #H #K
DEMIGOD_FALCON_SQUEAL: defa_sql VOL85 P V CH60 RAD08 #H #K
DEMIGOD_FALCON_PLAS: dem_plas VOL85 PIT70 RAD13 #H #K
DEMIGOD_RISE: dem_rise VOL95 PIT-70 RAD15 #r #H #K
DEMI_TUT_PLASMA_SPRAY: dem_pla2 VOL65 P PIT45 RAD10 #r
DEMI_SIREN_SWAVE: swave_ex VOL57 P V CH95 PIT-40 RAD08 #g
DEMIGODS_TUT_GROWL: de_tutgr VOL80 P CH60 PIT-10 RAD08 #r
JOBY_ELECTRIC_INSERT: joby_ele VOL50 PIT50 RAD05 #L
BAD_LAND: asmg_ft4 VOL99 P V RAD10 #e #f #h #i #n #o #v #B #C #J #L #Tu
DOOR_GEN_THUD: dor_thud VOL80 P V PIT-50 RAD15 #g
BAD_GRUNTS: bad_atk1 VOL87 P V CH50 PIT20 RAD10 #e #f #h #i #n #o #v #B #C #J #L #Tu
BAD_DIE: bad_die1 bad_die2 VOL99 PIT25 RAD10 #e #f #h #i #n #o #v #B #C #J #L #Tu
BAD_JUMP: bad_jmp VOL73 P V CH50 PIT-05 RAD10 #e #f #h #i #n #o #v #B #C #J #L #Tu
BAD_TROOP_STUN: bad_stun VOL70 CH50 PIT20 RAD10 #e #f #h #i #n #o #v #B #C #F #J #K #L #Tu
BAD_SWORDAWAY: bad_swaw VOL65 PIT-20 RAD10 #e #f #h #i #n #o #v #B #C #J #L #Tu
BAD_TROOP_UZI: bad_uzi VOL42 PIT70 RAD13 #e #f #h #i #n #o #v #B #C #F #J #K #L #Tu
BAD_SWORD_RICO: bad_rico VOL85 P V CH90 PIT30 RAD10 #e #f #h #i #n #o #v #B #C #J #L #Tu
BAD_TROOP_UZI_END: bad_uzi2 VOL42 PIT70 RAD13 #e #f #h #i #n #o #v #B #C #F #J #K #L #Tu
TROOP_SCORP_CRIES: trp_sco1 trp_sco2 VOL80 P V CH50 PIT20 RAD10
SAS_TROOP_FEET: boot_ft1 boot_ft2 boot_ft3 VOL40 P V PIT-30 RAD10 #w #x #y #A #F #K
GENERIC_NRG_CHARGE: nrg_chg VOL70 PIT80 RAD15 #q #r #N
SAS_MG_FIRE: sas_mgfi VOL35 PIT90 RAD10 #g
HAMMER_HEAD_WADE: ham_wade VOL87 P V PIT-70 RAD05 #q
SMALL_SWITCH: sml_swt VOL55 PIT0 RAD10 #g
Empty:
SIREN_WING_FLAP: sir_flap VOL75 V PIT-50 RAD15 #q #r
SIREN_NOIZES: sir_fx1 VOL99 P V CH25 PIT30 RAD15 #q #r
SIREN_ATTACK: sir_atk VOL99 PIT20 RAD13 #q #r
SIREN_DEATH: sir_die VOL99 P PIT40 RAD13 #q #r
SIREN_GEN_NOISES: sir_bz1 VOL99 P V CH90 PIT90 RAD13 #q #r
SETT_SIREN_PLASMA: gen_plas VOL99 P RAD20 #q #r #N
HAMMER_HEAD_ATK: ham_head VOL88 V PIT-30 RAD05 #q
SMALL_DOOR_SUBWAY: sml_d VOL50 PIT-20 RAD20 #y
TRAIN_DOOR_OPEN: trdr_ope VOL85 P PIT05 RAD12 #n
TRAIN_DOOR_CLOSE: trdr_cls VOL85 P PIT05 RAD12 #n
VONCROY_KNIFE_SWISH: vc_knife VOL65 P V PIT40 RAD10 #a #b
TRAIN_UNLINK_BREAK: tr_break VOL80 PIT30 #n
OBJ_BOX_HIT: boxhit2 VOL99 P PIT20 RAD10 #A
OBJ_BOX_HIT_CHANCE: boxhit1 boxhit2 VOL99 P V CH80 PIT30 RAD10 #A
OBJ_GEM_SMASH: crysmash VOL66 PIT60 RAD10 #g
CATBLADES_DRAW: trapbld1 VOL60 P V PIT20 RAD13 #m
SWIRLY_LONG_MOVE_SFX: swrl_mov VOL40 PIT-55 RAD15 #d
FOOTSTEPS_MUD: fs_mud1 fs_mud2 VOL12 P V PIT-20 #g
HORSEMAN_HORSE_NEIGH: hrs_neig VOL74 P PIT20 #u
FOOTSTEPS_GRAVEL: fs_grv1 fs_grv2 VOL20 P V PIT-20 #g
FOOTSTEPS_SAND_&_GRASS: fs_snd1 fs_snd2 VOL20 P V PIT50 #g
FOOTSTEPS_WOOD: fs_wd1 fs_wd2 VOL20 V PIT-20 #g
FOOTSTEPS_MARBLE: fs_mb2 fs_mb3 fs_mb4 VOL18 P PIT55
FOOTSTEPS_METAL: fs_met1 fs_met2 VOL25 V PIT-15 RAD06 #g
GEN_SPHINX_DOORTHD: hvy_fall VOL60 P PIT-25 RAD10 #m
SETT_PLASMA_1: set_plas VOL90 P PIT-30 RAD20 #N
SETT_BOLT_1: set_bolt VOL99 PIT50 RAD20 #N
SETT_FEET: set_f1 VOL55 P V PIT40 RAD13 #u #N
SETT_NRG_CHARGE: set_chrg VOL99 PIT60 RAD20 #N
SETT_NRG_CHARGE2: set_chg2 VOL99 PIT50 RAD20 #N
HORSEMAN_TAKEHIT: hrs_tkht VOL88 P V PIT20 RAD13 #u
HORSEMAN_WALK: hrsm_f1 hrsm_f2 VOL50 P V PIT30 RAD10 #u
HORSEMAN_GRUNT: hrs_atak VOL97 V CH50 PIT10 RAD13 #u
HORSEMAN_FALL: hrs_fall VOL90 P PIT10 RAD13 #u
HORSEMAN_DIE: hrs_die VOL87 PIT10 RAD15 #u
MAPPER_SWITCH_ON: map_swch VOL80 PIT-10 #m
MAPPER_OPEN: map_open VOL99 PIT-50 #m
MAPPER_LAZER: l_maplzr VOL90 L PIT50 #m
MAPPER_MOVE: lncher1 VOL99 PIT-50 #m
MAPPER_CLUNK: map_clnk VOL80 PIT0 #g
BLADES_DRAW: trapbld1 VOL80 P V PIT60 RAD13 #g
BLADES_CLASH_LOUD: trapbld2 VOL95 P PIT60 RAD13 #c #l #m #r #E #H
BLADES_CLASH_QUIET: trapbld2 VOL25 P PIT60 RAD13 #c #l #m #r
HAMMER_TRAP_BANG: traphamm VOL99 p PIT-50 RAD15 #i #l #B
DOOR_BIG_STONE: dr_bgsto VOL60 PIT-50 RAD08 #g
SETT_BIG_ROAR: set_roar VOL98 P V CH70 RAD25
BABOON_CHATTER: maq_stnd VOL50 CH30 PIT-50 RAD10 #I
BABOON_ROLL: rolling VOL30 PIT30 RAD10 #I
SWOOSH_SWIRLY_DOUBLE: 2xswsh VOL50 V PIT-10 RAD10 #d
DOOR_SETTDOOR_SQK: setdrmt1 VOL85 PIT-55 RAD10 #N
DOOR_SETTDOOR_CLANK: setdrmt2 VOL95 PIT10 RAD10 #N
SETT_JUMP_ATTACK: setgrnt1 VOL99 P CH70 PIT-50 RAD25 #N
JOBY_BLOCK: joby_blk VOL60 PIT46 RAD08 #L #N
SETT_TAKE_HIT: set_hit VOL99 P PIT-20 RAD25 #N
DART_SPITT: dart VOL50 P V PIT50 RAD03 #a #b #c #d #o #Tu
LARA_CROWBAR_GEM: crowgem VOL35 P V PIT35 RAD05 #g
CROWBAR_DOOR_OPEN: cbar_clk VOL80 P V PIT-15 RAD05 #g
LARA_LEVER_GEN_SQKS: sqk1 sqk2 VOL30 P V CH80 PIT30 RAD05 #a #c #d #l #m #n #s #w #z #B #C #T #Tu
HORSEMAN_GETUP: hrs_gtup VOL65 P V PIT10 RAD13 #u
EXH_BASKET_OPEN: baskopen VOL77 PIT10 RAD10 #p
EXH_MUMCOFF_OPE1: coffope1 VOL99 PIT-10 RAD10 #p
EXH_MUMCOFF_OPE2: coffope2 VOL99 PIT-10 RAD10 #p
EXH_MUM_JOLT: mumjolt VOL99 PIT-10 RAD10 #p
EXH_MUMHEAD_SPIN: headspin VOL80 RAD04 #p
EXH_MUMMY_RAHHH: mumrar VOL99 PIT-60 RAD15 #p
EXH_ROLLER_BLINDS: roller VOL65 PIT-50 RAD10 #g
LARA_LEVER_PART1: lev_pul1 VOL95 P PIT-20 RAD10 #a #c #d #l #m #n #s #w #y #z #B #C #Tu
LARA_LEVER_PART2: lev_pul2 VOL95 P PIT-10 RAD10 #a #c #d #l #m #n #s #w #y #z #B #C #I #Tu
LARA_POLE_CLIMB: ple_slid VOL70 P V CH90 PIT-15 RAD08 #g
LARA_POLE_LOOP: l_rpeple VOL50 L PIT-25 RAD05 #g
TRAP_SPIKEBALL_SPK: trapbld3 VOL60 P V PIT70 RAD10 #a #m #E
LARA_PULLEY: lar_plly VOL70 P V PIT30 RAD05 #c #d #i #r #z #B #Tu
TEETH_SPIKES: teethspk VOL50 P PIT20 RAD08 #a #b #c #d #o #p #q #r #E #H #M #Tu
SAND_LOOP: l_sand VOL70 L PIT20 RAD10 #c #d #Ti
LARA_USE_OBJECT: amusnd VOL50 PIT50 RAD05 #g
LIBRARY_COG_SQKS: sqk1 sqk2 VOL50 P V CH80 PIT-30 RAD05 #c #u #Tu
HIT_ROCK: hit_rock VOL90 P V PIT10 RAD10 #g
LARA_NO_FRENCH: lara_nof VOL46 RAD13 #g
LARA_NO_JAPAN: lara_noj VOL46 RAD13 #g
LARA_CROW_WRENCH: crow_try VOL50 P V CH90 PIT45 RAD05 #g
LARA_ROPE_CREAK: rope_01 rope_02 VOL50 P V PIT30 #g
BOWLANIM: sqk1 VOL70 PIT-45 RAD05 #h
SPHINX_DOOR_WOODCRACK: spxdrcrk VOL90 PIT50 #m #A
BEETLE_CLK_WHIRR: l_toy1 VOL40 PIT20 RAD06
MAPPER_PYRAMID_OPEN: map_pyra VOL70 PIT50 #m
LIGHT_BEAM_JOBY: l_beam VOL50 L PIT50 RAD16 #L #M #N
GUIDE_FIRE_LIGHT: gd_fire VOL50 PIT-15 RAD10 #c
AUTOGUNS: sas_mgfi VOL75 PIT40 RAD15 #g
PULLEY_ANDY: lar_plly VOL70 V PIT-20 RAD10 #y
STEAM: steam VOL60 P V PIT-50 RAD10 #x
JOBY_GARAGE_DOOR: roller2 VOL60 PIT-50 RAD10 #C #Tu
JOBY_WIND: jobywind VOL90 PIT-50 RAD15 #I
SANDHAM_IN_THE_HOUSE: l_sprin VOL90 L PIT40 RAD10 #y
SANDHAM_CONVEYS: convey VOL90 #y
CRANKY_GRAPE_CRUSH: crank VOL90 PIT02 #A
BIKE_HIT_OBJECTS: hit_rock VOL60 P V PIT10 RAD10 #w #x #y #z
BIKE_HIT_ENEMIES: bike_hit VOL50 P V PIT05 RAD10 #w #x #y #z
FLAME_EMITTER: l_flame VOL50 L PIT-15 RAD05 #l #m #B
LARA_CLICK_SWITCH: clk_swt VOL60 PIT-20 RAD05 #g

Joey79100
13-10-14, 19:47
I should have posted a picture with the original, mine is hardly modified. x)

Well, your file looks good... But it's the original, right? Yours is this way? Your picture looked like it wasn't this one. :ponder:

SrDanielPonces
13-10-14, 19:49
The picture I have send is the .sfx file from the wad.. o:
The sounds.txt is the original, but there are few changes for it, expecially for the "aha" sounds.
Xopax said as well that he changed some pitch.

Caesum
13-10-14, 19:51
The best way would probably be to let TRLE Sound Editor by Sapper create wad sounds file by itself.
Copy your sounds.txt to "LevelSFX Creator" then rename it to StandardSounds.txt. Make sure your sounds.txt is free of any #letter as well as #g.
After that open Sound Editor and load .wad file(and not any other).
Check Object Sounds tab to see which hardcoded sounds you need(program will make a list).
After that click "create sounds.txt and add general #g sounds".
In sounds.txt tab check if everything you need is added, then click "create SFX and SAM file from new sounds.txt to 'output' folder".
In the output folder copy .sfx and .sam files and put them into your wad folder. Recompile level and check if it works now.

I strongly suggest to keep using TRLE Sound Editor by sapper instead of any other program. It practically adds every sounds you need by itself with just several simple clicks. No bugs, no errors, using it is a pure joy tbh.

SrDanielPonces
13-10-14, 20:23
Thank you so much! :hug: It worked now!
That way is much easier than I used before! :D

However, some sounds are disabled (noticed the pistols sounds, flare sound (crysmash), menu select sound..).. Maybe they are disabled or something? Is it safe to enable them in Wadmerger sound editor or sapper's sound editor can do it? :)

EDIT: I noticed that on the list there are some "TR3 Sounds", and also when I convert it says "MISSING TR3 SOUND...."

I don't remember using any kind of TR3 sounds.. :ponder:

Caesum
13-10-14, 22:02
Not sure about TR3 sounds, but I guess Sound Editor is compatible with it. Not using it myself so I dunno.

You can freely enable other sounds in sound.txt tab after you click "create sounds.txt and add general #g sounds". Just do your changes there. :)

SrDanielPonces
13-10-14, 23:10
Okay, thanks! :D

I've seen in the editor that most of the sounds are disabled. That must be the problem! :D

Without you I couldn't have done this! Thank you so much! :hug:

(And I'm actually going to send myself a pm with the link of your post so in the future I know where it is :ton: I always to this lmao)

THOR2010
14-10-14, 02:32
is there any way to get rid of the ugly border between rooms thats caused by dynamic lights?
http://i1295.photobucket.com/albums/b631/allatifrit/uglyborder_zps9864ef05.jpg

Uzi master
14-10-14, 03:10
Assuming the water values are consistent between the rooms, I think making sure there are no cracks between them should fix it, though it depends. Try lining up the specific segments, if the bottom texture is between the QA and ED segments in one room it should be the same in the next, for instance.

(hope that explanation makes sense, I could use pictures if it's not clear enough)

Dustie
14-10-14, 15:48
By the looks of it the values aren't the same?

Which poses a good question - how to connect underwater rooms with different lighting without making connections prominent. If it's possible at all, in the first place...
I can imagine it's a problem if you want to make some parts of underwater areas darker/lighter than others.

THOR2010
14-10-14, 15:53
i used the set room type flipeffect in ngle, so iv'e no idea what the water values are!!

sackboy123
14-10-14, 17:00
Hi I'm playing The Resurrection level set and I'm stuck on Carnovous Island

Where do I get the Lasersight and the Magnum

Titak
14-10-14, 17:17
i used the set room type flipeffect in ngle, so iv'e no idea what the water values are!!Then there are no values.
Dynamic light salways do that as far as I know.
I'm getting the same effect in my own levels when Lara has her PLS turned on.

sackboy123
15-10-14, 12:48
I didn't know where to ask this so sorry if it's in the wrong section

I'm wandering if anyone could create a banner for me for this thread because I'm trying to make the OP better

http://www.tombraiderforums.com/showthread.php?t=206592

I'll give you credit in the OP of the thread

If it's in the wrong section I'll remove the post and ask somewhere else :)

SrDanielPonces
16-10-14, 19:52
I didn't know where to ask this so sorry if it's in the wrong section

I'm wandering if anyone could create a banner for me for this thread because I'm trying to make the OP better

http://www.tombraiderforums.com/showthread.php?t=206592

I'll give you credit in the OP of the thread

If it's in the wrong section I'll remove the post and ask somewhere else :)

http://i.imgur.com/6vWHMgG.png

Made this quickly in PS lol

sackboy123
16-10-14, 19:56
Thanks :) I'll use it at the moment, it can be a Beta banner but if you have made a better version or anyone else let me know :)

SrDanielPonces
16-10-14, 20:03
Having a problem here T_T

I have made a new model face for a future project, but when I import the MQO to Metasequoia, this (http://i.imgur.com/49qTU7R.png) appears..

What am I supposed to do?

(I retextured the whole face model)

Axelia
16-10-14, 20:09
Having a problem here T_T

I have made a new model face for a future project, but when I import the MQO to Metasequoia, this (http://i.imgur.com/49qTU7R.png) appears..

What am I supposed to do?

(I retextured the whole face model)

Sometimes this happens to me with exporting mqo when i have Photoshop running at the same time

So you need to close photoshop reopen strpix and export again

SrDanielPonces
16-10-14, 20:30
It worked.. Thanks ._.

sackboy123
16-10-14, 20:31
Weird how that happened just after you used PS, I hate how silly little programmes like that can lag other things that you use -_-

SrDanielPonces
16-10-14, 20:37
Yeah.. That is a little bit frustrating. Since I do the textures on Photoshop and I have to close and open constantly when I want to export a mesh to Meta.

sapper
17-10-14, 11:47
That's really weird.

Unfortunately I don't have Photoshop to try and see what's going wrong.

Did you open the MQO file in a text editor like Notepad to see what the vertex x,z, values for MQO exported with Ps on and with Ps off?

AgentXP
18-10-14, 01:25
How do I set spikes to no damage when you walk through them as in TR2/3?

Many thanks :)

Tombraider95
18-10-14, 07:03
How do I set spikes to no damage when you walk through them as in TR2/3?

Many thanks :)

Use flep and tick old school spikes. :p

DJ Full
18-10-14, 09:50
Or TREP if You don't use TRNG.

Newraider75
18-10-14, 12:39
Possibly stupid question:

If I want to merge two texture sets, what program(s) do I use?

DJ Full
18-10-14, 14:20
TBuilder 2.4 is good, but watch out when resizing tiles under Win7, they may get blurry. It's safe to export a tile to Paint, though also not to use automatic resize but instead select all > drag in order to do this.

DJ Full
18-10-14, 14:22
TBuilder is good, but watch out when resizing tiles under Win7, they may get blurry (especially important when using magenta transparency!). It's safe to export a tile to Paint, but also not to use automatic resize - instead select all > drag in order to do this.

AgentXP
18-10-14, 17:11
Use flep and tick old school spikes. :p

Erm I don't use FLEP - I use the plain TRNGMK4 - how would I do it using that? :o I'm sure I've seen a tutorial somewhere, but can't find it.....

DVDSpike
18-10-14, 17:14
http://www.tombraiderforums.com/showthread.php?t=196854

Newraider75
18-10-14, 17:16
Okay, so if I wanted to merge the textures fro Catacombs to the Playable Tutorial level I'd use TBuilder?

Axelia
18-10-14, 17:57
Erm I don't use FLEP - I use the plain TRNGMK4 - how would I do it using that? :o I'm sure I've seen a tutorial somewhere, but can't find it.....

of course no FLEP/TREP needed just use EXTRA_TEETH_NO_DAMAGE_ON_WALKING in enemy customization

Used in Enemy= command.
You can enable the no-damage for lara when she moves slowly (walking).
If you set this flag in Extra field of enemy= command with TEETH_SPIKES slot, lara will be able to walk in teeth spikes with no damage.

http://www.skribblerz.com/tuts/ngle/ngleenemychanges.htm

but with FLEP is more tr2'ish beause she always performs the impale anim not like in tr4 she sometimes dies the normal way

Yeah.. That is a little bit frustrating. Since I do the textures on Photoshop and I have to close and open constantly when I want to export a mesh to Meta.

yesterday I experienced that if you run PS before Strpix you can export mesh without any problems that export problem happens if your Strpix is already running while your're opening PS.

Medroks
23-10-14, 13:22
Skribblerz site is changing and I can't find tutorial that interest me.
how to make a more advanced collision on movable object? I just need something more than simple collision box.

Titak
23-10-14, 16:01
It's always a simple collisionbox.

Hmmm... Skribblerz is indeed changing and it looks like not everything has been installed yet. :ponder:

Niveus
23-10-14, 17:50
I feel like I know the answer to this question, but I'll ask it anyway.

Is there a foolproof way to change the way the camera behaves on certain animations? At least a predictable one. Sometimes the camera is really bothering me. For instance, the camera bugs out when Lara shimmies around a corner. Further to that, I'd like to change the camera when Lara performs the hang animation, the grab animation, the reach animation, etc. Even the rolling one or the backjump one. I'd like the camera to move more like it does in TR5 but... I'm guessing this is not possible. I thought I'd ask in case anyone has any tips.

skylark1121
23-10-14, 18:31
^ Hmm... it would be quite complex to set up, and it would definitely require TRNG.
Here's how I would go about it: check out the CUST_CAMERA command in the TRNG reference panel under mnemonic constants. Then you can script some camera parameters that you feel more appropriate for Lara during these animations. This does take a lot of trial and error, though.
As for setting it up and making this camera happen when you want, I would use global triggers. You would want to trigger the camera script (I believe this is flipeffect214) with the condition that Lara is performing x animation--in this case her hang/shimmy animations.

However, I don't feel like this is a foolproof way of going about it, because I would imagine these camera angles need to be different when Lara is in a big open space compared to a small, closed in space. It would still be possible to script out parameters for each of these instances, but it would be quite an undertaking.

Anyway, food for thought! :D

Kapu
23-10-14, 19:21
Those special camera angles (like for backflips, reaching, hanging, etc) are built into state IDs. I can't speak for skylark's CUST_CAMERA idea, but I do know that with the original editor you would have to change the state IDs of animations with unique cameras to change the behavior.

I tested this out to make sure the camera angles were indeed built into the state IDs. Here's a video of Lara's diving roll with two different IDs changing the camera:
7lbJxPtEdJQ

I suppose you could remove those effects by changing the state IDs to ones without special cameras...but that would probably screw up animation behavior. Better to look into skylark's TRNG method.

Uzi master
23-10-14, 19:32
Camera behavior seems to be linked to certain animation numbers too, I've noticed.

Dustie
23-10-14, 22:47
Wow, I've never seen it like this, looks like the animations are fixed to the camera somehow?

Caesum
24-10-14, 10:10
EDIT: Oh sorry, not here. :o

Niveus
27-10-14, 01:02
Indeed Kapu. :D I had guessed as much. When messing with larger StateIDs. But alas this only offers some limited control of the camera, with the added disadvantage of unforeseen animation bugs. :o

I will definitely look into what you mention, skylark. Thank you.

dcw123
27-10-14, 14:26
Trying to find a specific object in a WAD, and I swear I've clicked on every item and it is not there.. can anyone help me out?

Its a TRC VCI WAD (Escape with the Iris) and I'm after the bathroom objects.

I found the kickdoor, the sink and toilet item, but cannot find the cubicle dividers anywhere... which are obviously the most important item to make a convincing bathroom LOL

Anyone know what the item is names as - so I can find it..?

Tombraider95
27-10-14, 14:58
I had this problem many times, I kept going through the wad trying to find it and it was irritating me.

It's actually a texture lol

dcw123
27-10-14, 16:44
I had this problem many times, I kept going through the wad trying to find it and it was irritating me.

It's actually a texture lol

Really? Wow lol thanks :D

sackboy123
28-10-14, 15:38
Are there any savegame editors that work for custom levels

Dustie
28-10-14, 16:18
Don't the usual savegame editors work? I would be guessing they should, unless they're TRNG levels with modified savegame files...

sackboy123
28-10-14, 18:42
I tried testing it on a couple of custom levels and it don't work unless there have a folder called Save but I tried creating a folder called Save and it didn't work

THOR2010
28-10-14, 19:21
i honestly don't think there are any, even for normal trle levels

sackboy123
28-10-14, 19:25
It worked for the Ressurection levelset because I needed extra Medipacks but others don't seem to work

Dustie
28-10-14, 21:00
I think it should work fine with any original TRLE/Room Editor levels, because they're essentially the same thing as in the original game. Levels using TRNG will not be compatible due to the alterations in the game code, I guess.

sackboy123
29-10-14, 14:22
I think it's just TRNG but Ressurection was TREP and I tried it with HM which is TREP and it don't work :confused:

Never mind it did work XD

SrDanielPonces
29-10-14, 14:40
Anyone knows what's wrong with skribblerz.com?

It seems like it has a new design and the tutorial links doesn't work. :(

http://www.skribblerz.com/nglemanual.html

EDIT: Oh, seems like they putted the tutorials as an downloadable .pdf file. :)

sackboy123
29-10-14, 14:40
The links are working fine for me :confused:

Edit:Oh you mean the ones that are at the bottom oops didn't see them

SrDanielPonces
29-10-14, 14:44
I'm not meaning the .pdf file, but the tutorial itself. Before, you could acess the tutorial in the site.

Anyways, I downloaded the .pdf file, and I'm not finding the tutorial that I wanted (vertical triggers) T_T

Anyways, I'm going to see if there is one in TRF.

sackboy123
29-10-14, 14:46
Usually annoying when you're finding something and it's never there -_-

SrDanielPonces
29-10-14, 14:47
There IS.

I can see the word "Vertical Triggers", but I can't click it to see the tutorial.. and in the .pdf file there isn't that tutorial.

Kapu
29-10-14, 17:32
Anyone knows what's wrong with skribblerz.com?

It seems like it has a new design and the tutorial links doesn't work. :(

http://www.skribblerz.com/nglemanual.html

EDIT: Oh, seems like they putted the tutorials as an downloadable .pdf file. :)

It looks like it's not just a new design but a complete rewrite of the site's code. I suspect the tutorial pages that aren't up yet still need to be rewritten. Would've been nice if George had waited until the redesign was complete before uploading it.

You can access an archived version of the Vertical Triggers tutorial (https://web.archive.org/web/20131020235042/http://www.skribblerz.com/tuts/ngle/ngleverticaltriggers.htm), but it's missing images.

Dustie
29-10-14, 17:49
^ I thought the page is plain HTML?


Anyone knows what's wrong with skribblerz.com?

It seems like it has a new design and the tutorial links doesn't work. :(

http://www.skribblerz.com/nglemanual.html

EDIT: Oh, seems like they putted the tutorials as an downloadable .pdf file. :)

Forgive me being a grammar nazi but it's "put" not "putted", "putted" is past tense and past participle for "putt" which apparently is when someone hits a golf ball gently to make it roll into the hole nearby :p

Titak
29-10-14, 19:31
About Skribblerz site:
George asked me to let you all know that everything will be back up eventually.
He is working to get about 2 tutorials a day up and running again.
We all know there are loads of tutorials on Skribblerz so it will take a while.

But at least we'll get it all back. :tmb:

Caesum
29-10-14, 19:35
Weird he didn't try to make the site work first before publishing it. :ponder: I'm glad he has finally updated it(simple and elegant, much better now), but it's really irritating when you don't have access to content which was available in earlier version.

SrDanielPonces
29-10-14, 19:46
That's true.
But I'm not needing a tutorial since I downloaded the tutorial PRJ to see how it is made.. Just changed the click values and ta-daah! :vlol:

Anyways, hope that George finishes the site very soon. I like the new design, even that I'm more used to the old one. ><

Kapu
29-10-14, 20:44
^ I thought the page is plain HTML?

the structure has changed from tables (naughty naughty) to divs. ;)

Caesum
29-10-14, 20:51
Divs are fabulous. They are tricky but once you get used to them the final effect is pretty amazing. :D Changed my site from tables to divs and I'm sooo glad I did it. Code is much smaller while it looks better.

My site looked like that(2009):
http://rpgstudio.ugu.pl/

And now it looks like:
http://rpgstudio.cba.pl/

:D

sapper
30-10-14, 02:36
About Skribblerz site:
George asked me to let you all know that everything will be back up eventually.
He is working to get about 2 tutorials a day up and running again.
We all know there are loads of tutorials on Skribblerz so it will take a while.

But at least we'll get it all back. :tmb:

Where does GMac get his drive/energy?

Photography/gold panning/TRLE/websites/books.

He never stops.

Tombraider95
30-10-14, 12:51
I'm having a bit of trouble with some sounds. I am using SFX manager which I have finally got the hang of! These sounds occur only when I'm using this program however, everytime Lara's footstep sound is played.

NYGzYE0Nkbg&

The objects of these sounds work fine also (t-rex, blade etc...) but the sounds seem to trigger when Lara's footsteps should play! The Script.txt also appears to be fine as in SFX manager everything is assigned to the correct object.

:ponder:

Joey79100
30-10-14, 16:25
This usually happens when some sound doesn't have the correct format.
Have you changed the footstep sounds recently?
I think you should try to re-convert them with the NG Center tool, even if they look like they're converted correctly.

Tombraider95
31-10-14, 10:19
This usually happens when some sound doesn't have the correct format.
Have you changed the footstep sounds recently?
I think you should try to re-convert them with the NG Center tool, even if they look like they're converted correctly.

Which tool is that?

Joey79100
31-10-14, 11:45
Oh, you're using NGLE only or TRNG? (youre using big textures so I guess you use one of them at least)
In the latest updates of TRNG there's an audio converter in Tools3.
What I meant is to use it to convert your sounds to be sure that they're really in the correct format, because sometimes when you export with other tools, it seems like your sounds are converted correclty but it happens that they don't work in game. So I suggest to convert them from another format to the correct format using the Audio Converter of NG Center. :)

Tombraider95
31-10-14, 12:18
Ah okay! I tried it but the problem still remains. :ponder: As it only occurs when using SFX manager I guess I'm going to have to use something else, which is a shame as I've gotten used to SFX.

TR-Freak
31-10-14, 18:35
^I prefer using the simple sound.txt and editing it with Notepad.


How do I trigger doors with a pushable? HeavySwitch for Push,Trigger for Door and Heavy for Push, Trigger for Door don't seem to work:confused::confused::confused:

Dustie
31-10-14, 22:58
It seems a bit like a line in the sound file is missing and caused foot sound, and perhaps other sounds also, to miss-align completely... Are you sure everything else was left intact after you changed the sounds you wanted to change?


the structure has changed from tables (naughty naughty) to divs. ;)

Divs are fabulous. They are tricky but once you get used to them the final effect is pretty amazing. :D Changed my site from tables to divs and I'm sooo glad I did it. Code is much smaller while it looks better.

My site looked like that(2009):
http://rpgstudio.ugu.pl/

And now it looks like:
http://rpgstudio.cba.pl/

:D

I used to have no idea as to how make a webpage layout using divs... until I decided to learn how Wordpress themes are built and what's what with those div-thingies. Tables were easier set up as a base for a layout, because they had their "table" properties out-of-the-box, as opposed to divs which are just "areas" that have to be properly ordered and formatted to appear as a table-like or otherwise a constructed set-up.

Joey79100
31-10-14, 23:14
Ah okay! I tried it but the problem still remains. :ponder: As it only occurs when using SFX manager I guess I'm going to have to use something else, which is a shame as I've gotten used to SFX.
Well, I don't know then. :confused:

It seems a bit like a line in the sound file is missing and caused foot sound, and perhaps other sounds also, to miss-align completely... Are you sure everything else was left intact after you changed the sounds you wanted to change?
If there was this kind of problem it would mess every other sound I think, because it means that it would missalign everything after the footstep sounds... and it's the first sound of the file. :)

How do I trigger doors with a pushable? HeavySwitch for Push,Trigger for Door and Heavy for Push, Trigger for Door don't seem to work:confused::confused::confused:
I'm not sure, but a Heavy for Door isn't enough?

TR-Freak
01-11-14, 06:58
I'm not sure, but a Heavy for Door isn't enough?

This does not work:(

Uzi master
01-11-14, 07:08
This does not work:(

A Heavy trigger for the door is all you should need in this setup, no heavy-switches or any triggers for the pushable itself either; neither of those are related to activating triggers with a pushable. Well, I suppose you could set a pushable to invisible so it needs to be triggered before use, but I doubt that's what you're trying to do:p

TR-Freak
01-11-14, 07:34
The OCB (68 for 4 click climbable) seems to be the problem. Any solutions?

Raider99
01-11-14, 09:42
^ Shouldn't you just put doors normal trigger on one tile and HEAVY for pushblock over it? That's how it works for me.

TR-Freak
01-11-14, 11:10
I already tried it, but it doesn't work either.

matrix54
01-11-14, 12:02
Today, I discovered edit object doesn't give the object fake collision, but the geometry.

I was building a TR2 style room and I plopped a chandelier in - rather giving the chandelier a negative bounding box, Lara fell through the floor's geometry. But, the game didn't crash. The game operated the way it normally would, but the collision of the room changed.

Having will with that everyone. :3

Dustie
01-11-14, 15:30
Can't really picture this from your description... maybe you could make a video?

tombraider1703
02-11-14, 10:04
I have meta2tr related question:

I have some huge pillars that is made of to objects (top and bottom) I used meta2tr to add them to the room geometry, but now the upper part is bright because there is a hole in the ceiling where I placed a lightbulb and the bottom is dark.
Is there a way to mak the lighting more natural on this pillar?

Titak
02-11-14, 11:23
^
Make sure you join the vertices where the two parts are connected.
Joining vertices whereever possible makes lighting become more natural. :D


The OCB (68 for 4 click climbable) seems to be the problem. Any solutions?

^ Shouldn't you just put doors normal trigger on one tile and HEAVY for pushblock over it? That's how it works for me.

I already tried it, but it doesn't work either.
OCB68 has nothing to do with it. It works for me and has always worked for me.
The trick is to put a heavy-trigger for the door on the tile where the pushable should be placed.

TheTiger
02-11-14, 11:44
Is there a way to increase the maximum ammount of sound samples that a wad can handle? I have pretty much reached the limit and have to remove unused samples from the sound.txt everytime i add new ones in order to make it work properly again.

Titak
02-11-14, 11:51
There is no way as far as I know.
With TRNG you can have more samples in your wad than with just the original TRLE, but still, there's a limit.
Too bad though. :(


Oh, wait... I've been trying to add a flying skeleton enemy to my wad and it crashed the level even though the amount of textures in the wad remained the same. (the texture limit is the one I almost alwasy run into at some point...)
Could be that I reached this samples limit... :ponder:

Does it crash your level when you add new sounds without removing some others or do the sounds simply get messed up?

TheTiger
02-11-14, 11:58
Nope, nothing really messes up here and doesn't crash either. Just some sounds that change - Like the marble-step sounds being replaced with the wooden step-sounds. I also added extra samples for a large stone door, which then get replaced with a weird wood-like sound. Also the shatter sounds get replaced with the insert puzzle item sound, stuff like that.

All the custom sounds that i have added change, but when i remove names from the sound.txt it all switches back to normal. :ponder:

I'm pretty much worried about this because i will still add some enemies to the level that will require sound. And so far i had a lot of pleasure adding so many custom sounds to my wad... :vlol: Would be a shame to remove a lot again.

Would converting my level to a v130 project help perhaps? Got to try that. :D Backing-up my wad first...

EDIT:
Nope, not doing that, too much of a risk for this project now. I'll just organize the sound.txt properly.

matrix54
02-11-14, 12:00
Can't really picture this from your description... maybe you could make a video?

An edited object will give the floor fake collision. No mater how far up or down the object is, the collisin with remain the same. This is why pushblocks couldn't be given fake collision - the object is not altered, the floor is.

Basically, the game leaves the levels squares in tact, but raised or lowers them depending on what edit object settings were used.

SrDanielPonces
02-11-14, 14:56
I'm having an problem... :(

On 3dsmax, when I want to move the object, the arrows don't show up... It happens the same with the Rodate..

I can move/rodate them, but there is no arrows.. Maybe I disabled them accidently? How can I enable them again? :x

AgentXP
02-11-14, 16:12
how can i change the animations on a door so that it opens inward instead of upward?

Kapu
02-11-14, 16:19
how can i change the animations on a door so that it opens inward instead of upward?

find a door object that does open inward/outward and copy the animations to the other door. the animations might not "match" with a different mesh, however. you may need to tweak the anim.

KyleCroft
04-11-14, 00:54
For some reason when I start the level, Lara is on fire, and she won't "turn off" even if I go into water... how do I fix this...?

EDIT: It seems that if I trigger a flame_emitter, it causes her to burn up.

EDIT 2: Ignore this. I was using a flame instead of a flame_emitter. It's been a while since I used the LE last :o

Ranpyon
04-11-14, 06:47
I've made an animation in WadMerger. But since it's too fast I need to set the framerate to 2. This causes a flickering at the end of the animation ingame (in WadMerger is perfect instead). How can I get rid of this flickering without remaking the entire animation?

Krystian
04-11-14, 19:31
This is due to incorrect frame calculating, which is a common bug with framerates bigger than 1. You can fix this with Sappers TRW Editor (http://www.tombraiderforums.com/showthread.php?t=167751).
Export your animation to .trw and open it with the program. Then go into the Special tab and choose "Set Num Frames". Select the biggest possible value and click finish. Then, save it and reimport it back into WadMerger. :D

Ranpyon
04-11-14, 21:18
Wow, cool! It works! :D Thanks a lot!! :hug:

tombraider1703
10-11-14, 11:10
Does anybody know, where I can find Symsis beautiful Swingpole animations? I know I downloaded them years ago from somewhere, but I can't find them again...

laralives
12-11-14, 16:48
This is a Meta question.

Is it possible to add vertices/points on a line?

(I have tried the knife tool but the point disappears... :/)

SrDanielPonces
12-11-14, 16:56
Well, another option is to use the "Wire" button. You can add more meshes using it.

SrDanielPonces
12-11-14, 18:50
Sorry for double posting. :)

Anyone here knows the download of the LARA object with all the TR4 animations included? The ones that come with TRLE has some animations missing. Thanks. :hug:

Kapu
12-11-14, 19:13
Many of Po Yu's outfits come with a LARA object that includes all animations. I know for a fact his Anniversary ReNew (http://www.trsearch.org/Items/2488) outfit does. :)

Joey79100
12-11-14, 19:50
The revised Wads have been created exactly for this purpose back in the early 2000s. :)

sapper
13-11-14, 03:09
This is a Meta question.

Is it possible to add vertices/points on a line?

(I have tried the knife tool but the point disappears... :/)

I have Meta 4.3.1 registered version and it can add points to a line in the "Edge" command menu.

Hopefully this feature is in the freeware version.

Ranpyon
13-11-14, 17:59
Where can I find the complete list of Lara's state IDs (including the ones from Chronicles)? That list was on Skribblerz, but the site is under construction and I can't find it anymore.

Joey79100
13-11-14, 18:37
^
https://web.archive.org/web/20131020235342/http://www.skribblerz.com/tuts/ngle/ngle2/larastateids.htm

The wayback machine lets you get older versions of maaaaaaaaaany webistes. The download links won't work of course, they couldn't host so many big files, but you have the pages at least. :)

Ranpyon
13-11-14, 19:24
Wow, thank you soo much! I've saved it! :D

sapper
14-11-14, 02:53
I think the help included with Paolone's Animation Demo lists the stateIDs.

http://www.trlevelmanager.net/demos.htm

moodydog
18-11-14, 18:36
How would I make the background of the inventory basically transparent, or have some degree of transparency. I am thinking like a transparent silver or gold colour. :)

tombraider1703
18-11-14, 19:33
Hey guys,
I'm working on a water puzzle, where the player has to pull three underwater switches to open a door.
The first switch trigger has 1 ticked, the 2nd has 2 ticked and the last has 3,4,5 ticked.
Then i placed a trigger for the door on each switch trigger.

However the door does not open. What am I doing wrong?

A_De
18-11-14, 19:51
^ tick one 1, 2, second 3 and third 4, 5. This should work :)

Ranpyon
19-11-14, 12:47
I think the help included with Paolone's Animation Demo lists the stateIDs.

http://www.trlevelmanager.net/demos.htm

Yes, it does! Even if the stateIDs from Chronicles aren't included... But it's not a problem, since I've already saved them. Thanks a lot anyway! :D

TR-Freak
19-11-14, 17:21
Hey there! I have a problem!
Lara is invisible when the level starts at the intended start area. (and is invisible the entire time)
In other rooms (only tested a few) Lara is visible again.
Someone knows this problem and a solution?

THOR2010
21-11-14, 03:19
so i recently dcided to see if forcing antialiasing for the tomb4.exe through the nvidia control panel would actually work, cuz there is no such option with TR4 by itself and it makes the lara model looks so much better without the hideou pixelated edges. Unfortunately this also happens whenever i do it!
http://i1295.photobucket.com/albums/b631/allatifrit/anti_aliasing_zps6ea1d6e3.png~original
is there a way to force antialiasing on tomb raider without having those horrible lines appear all over lara, seems to be the only object they appear on, also when the camera comes really close to lara the dissapear...

Titak
21-11-14, 12:04
Yup, that happens.
It's always happening. Unfortunately. :(
There is not way to fix this as far as I know.
(people have discovered this bug ages ago already and if there was a fix I assume it would have been found already... :ponder:)

TR-Freak
21-11-14, 15:12
this happens, because the textures are antialiased one bye one.
TR4 doesn't allow UV Mapping, and on the texture pages, your single textures are small and are surrounded by other textures, thats why you see stripes of other textures on the model.

Caesum
21-11-14, 15:26
THOR2010 - this can be fixed when using supersampling instead of multisampling. Unfortunately forced anti-aliasing is simply useless for any level with a diary or custom save/load menu. The above functions are unusable with anti-aliasing turned on.

Titak
21-11-14, 15:55
TR4 doesn't allow UV Mapping, Not true.
A tr4 does allow for UV-mapping.
It's the wad format that can't handle it.
But UV-mapping is totally possible with Meta2TR. :D

That said, and considering the other things you said, what would happen if we completely UV-map Lara and enable anti-aliasing through the graphicscard control panel... :ponder:
Theoretically the issue should be fixed if what you say is right.

Oh, easy to check I think when you run meta2tr's tutorial project with that custom character instead of Lara.
That character is completely UV-mapped as far as I know. :D

Can't test it myself though...
1. Vista computer won't start,
2. even if it would start, the Nvidia control panel progam hasn't worked in ages. :rolleyes:


*** EDIT ***
Should have read Caesum's post more carefully before posting my own...
Missed the part about Diary and SaveGamePanel not working... :facepalm:

Caesum
21-11-14, 18:34
^ Titak, tested the demo and it seems UV-corrected objects work just fine. Lara's uv-mapped outfit does not have any visible seams.

What's more interesting, I've checked an included diary and it works too. In my custom level(and yours Mists of Atlantis) I had a black screen instead of a diary and save/load menu. Yet here it works. Interesting. I guess there needs to be made more research on that subject.

Still, supersampling should fix seams issue without having to use uvw mapping.

tombraider1703
21-11-14, 18:34
I'm looking for beta testers for my 20 level, so if you are experienced in beta testing and interested in testing my level, feel free to pm me :D

Titak
21-11-14, 18:40
^ Titak, tested the demo and it seems UV-corrected objects work just fine. Lara's uv-mapped outfit does not have any visible seams.

What's more interesting, I've checked an included diary and it works too. In my custom level(and yours Mists of Avalon) I had a black screen instead of a diary and save/load menu. Yet here it works. Interesting. I guess there needs to be made more research on that subject.
Many people had issues with the Diary and the SaveGamePanel. This was due to TRNG 1.2.2.6 and Win7/8. I also have that issue on my Win8.1 laptop.
In those cases it has nothing to do with anti-aliasing enabled. The issue has been fixed in TRNG 1.2.2.7.

Anyway, nice to see my theory was right.

Caesum
21-11-14, 18:46
^ But this way it should either work with every custom level or not at all. Yet in my case it works no matter what in meta2tr demo but doesn't work in my level with aa forced on. Maybe it has something to do with my version being 1.2.2.7?

Titak
21-11-14, 19:08
Wait, so you are saying that you run MoA on a Win7/8 machine and with aa enabled it does not properly display the diary and the savegamepanel, but it does display them properly when aa is disabled?

If that is so, then other players might want to give that a try.
They might have aa enabled this way and not realise it... :ponder:

SrDanielPonces
21-11-14, 21:40
Hello, I'm having an issue here! :)

When a rat hits Lara, the camera gets all crazy and buggy.. And it can be actually a dead end, since I can pretty much see nothing. :/
I believe anyone here had this issue as well. How to fix it? Thanks. :)

tombraider1703
22-11-14, 17:58
I was wondering if there is a maximum of vertices in an object that I want to import as a static with meta2tr :confused:

Niveus
22-11-14, 18:10
Hello, I'm having an issue here! :)

When a rat hits Lara, the camera gets all crazy and buggy.. And it can be actually a dead end, since I can pretty much see nothing. :/
I believe anyone here had this issue as well. How to fix it? Thanks. :)

Is it in the scorpion slot? This happened with with old TRLE, something would go horribly wrong with the renderer whenever the scorpion hit Lara. Should have been fixed in TRNG though. Maybe you could try a rat in a different slot.

tombraider1703
22-11-14, 19:32
Is it in the scorpion slot? This happened with with old TRLE, something would go horribly wrong with the renderer whenever the scorpion hit Lara. Should have been fixed in TRNG though. Maybe you could try a rat in a different slot.

Just checked.. I'm having the same problem in my level..

TheTiger
22-11-14, 19:35
I was wondering if there is a maximum of vertices in an object that I want to import as a static with meta2tr :confused:

The maximum per static is not important, just always try to remain as low as possible to avoid lagging in your level which is the last you want to have. The room vertex limit is 8192, so as long as you stay beneath that you will not run into any trouble.

tombraider1703
22-11-14, 19:38
The maximum per static is not important, just always try to remain as low as possible. The room vertex limit is 8192, so as long as you stay beneath that you will not run into any trouble.

Thanks Dennis :hug:

That means I can import my fence object with 400 vertices just fine :)

TheTiger
22-11-14, 19:38
Yes it should work. :D
Though keep in mind with 8 fences you're allready at 3200 vertices...

tombraider1703
22-11-14, 19:40
Yes it should work. :D
Though keep in mind with 8 fences you're allready at 3200 vertices...

that means I need to make smaller rooms.. :o

TheTiger
22-11-14, 19:49
Object -> Reduce polygons.
a low tolerance should work and easily have your fence dropped to 150/200 vertexes, though you might have some fixing to do. This should be much better than forcing yourself to create smaller rooms. :D

If it comes to small, indoor levels its not much of a problem. Though if you plan on creating huge areas it might be a better idea to reduce the ammount of vertexes.

RoxasKennedy
22-11-14, 22:35
Are there anywhere any tutorials on building a Desert Railroad-like level?

A quick search revealed to me this thread (http://www.tombraiderforums.com/showthread.php?t=153438&highlight=train+tutorial), but the PDF link is down. :(

And just in case there are better tutorials out there, please link them? :p

Guty
23-11-14, 10:50
Deleted

Axelia
23-11-14, 18:05
Hello, I'm having an issue here! :)

When a rat hits Lara, the camera gets all crazy and buggy.. And it can be actually a dead end, since I can pretty much see nothing. :/
I believe anyone here had this issue as well. How to fix it? Thanks. :)

I've found the solution both Attack animations 3 and 4 needs to have the stateID 5
because the meshtree has less meshes than the original small scorpion so the meshes for stateID 4 are missing

Richard_trle
24-11-14, 13:43
Hello there guys, Metasequoia 4 is out for awhile, and it is awesome, what do you guys think about crowdfunding to buy us a license? Metasequoia 4 EX is currently 150 bucks, if we all had people paying for it, it could go down to 15 bucks if we get ten people crowdfunding. And this doesnt violates any copyright. Anyone interested?

Titak
24-11-14, 14:27
What's so great about that version that an earlier version can't do? :ponder:
I'm perfectly satisfied with the version "3 point something" that I use for Meta2TR-ing my levels.

tomb2player
24-11-14, 16:19
I have problem, I try to add " Die " animcommand to my ANIMATING1 object, but when animation is completed the object don't disappear - it's not working. In enemies it's working, but not in ANIMATING. Is it normal? If so, is there any way to make object disappear from level after it's animation is completed? Of course, I can simply hide it for example behind wall or floor, but it will be still rendered and will unnecessary strain the engine, which can result in low FPS for example... :ponder:

Krystian
24-11-14, 16:57
Animatings don't have a "dying" stadeID programmed, so they won't respond to the Die animcommand like enemies do. You can really hide the object (as in, make its meshes invisible) or completely remove it from the game with action triggers.

sapper
25-11-14, 00:43
Hello there guys, Metasequoia 4 is out for awhile, and it is awesome, what do you guys think about crowdfunding to buy us a license? Metasequoia 4 EX is currently 150 bucks, if we all had people paying for it, it could go down to 15 bucks if we get ten people crowdfunding. And this doesnt violates any copyright. Anyone interested?

The Standard $45 version offers most things anyone needs.

Do hobbyists need Ambient Occlusion, Measurement, units display, FBX import/export, a second 3D view, realtime shadow and full armature tool?

Titak
25-11-14, 11:33
^
Doesn't sound like that is needed for the TRLE/Meta2TR...

Caesum
25-11-14, 19:05
Does anyone know where I can get SCRIPT files from all classic TR games, especially TR3, 4 and 5? I'd like to see their configurations of things like sky etc. I remember seeing them somewhere, but I don't know where.

Mytly
25-11-14, 19:17
Skribblerz had all the script files for TR4, and TR5 as well, I think. But after their recent changes, some of the pages may not be available. Check the site, and if you don't find them, look through the older version of the site via Internet Archive.

Caesum
25-11-14, 19:33
Unfortunately cannot find them on both new and old site. :ponder:

Mytly
25-11-14, 19:57
Here, I found the older versions: :)
http://web.archive.org/web/20131019045719/http://www.skribblerz.com/tr4scripts.htm
http://web.archive.org/web/20131019054244/http://www.skribblerz.com/trcscripts.htm

Caesum
25-11-14, 20:00
Ooohh, it was in the tutorials. I thought it's in resources or tools, that's why I couldn't find it. Thank you! :D

Faylon
25-11-14, 20:38
Hello all,

It has been a while since I've been active on here (busy with school). Either way, I'd like to get back into level building and I'd like to build something that recreates the atmosphere from TR3 (darker, gameplay style). I know I can get the TR3 animations from somewhere like trsearch.org, same for the outfits. However, what I am really curious about is if it's possible to have the TR3 flares (item and effect)? I really don't like the glow sticks from TR4. :(

So does anyone know if it is possible to use TR3 style flares using the TR4 engine? (using NGLE most likely)

Krystian
25-11-14, 20:49
I suppose you also use TRNG aside of NGLE. If that's the case, then yes, there's the Customize= CUST_FLARE script command which allows you to change the behaviour of flares. Read about it and the FFL_ flags required for the proper effect in the Reference panel of NG Center. :)
For example:

Customize= CUST_FLARE, FFL_ADD_SPARKS + FFL_ADD_SMOKE_TO_SPARKS, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE

Will give you the spark and smoke effect, while leaving all other original presets (like lifetime and colour).

For the item, all you need to do is copy the mesh of TR3 flares into the Flare_Inv_Item slot.

Faylon
25-11-14, 21:01
I suppose you also use TRNG aside of NGLE. If that's the case, then yes, there's the Customize= CUST_FLARE script command which allows you to change the behaviour of flares. Read about it and the FFL_ flags required for the proper effect in the Reference panel of NG Center. :)
For example:

Customize= CUST_FLARE, FFL_ADD_SPARKS + FFL_ADD_SMOKE_TO_SPARKS, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE

Will give you the spark and smoke effect, while leaving all other original presets (like lifetime and colour).

For the item, all you need to do is copy the mesh of TR3 flares into the Flare_Inv_Item slot.

Oh thanks! I'll try that. Now I just need to find them. :p

Richard_trle
25-11-14, 23:27
I dunno if I asked this here before, but is there any way to create a face on metasequoia with 4 vertices selected? The create face is so anoying, a command and a shortcut would enhance my life.


Thanks in advance

Dustie
26-11-14, 12:47
Ooohh, it was in the tutorials. I thought it's in resources or tools, that's why I couldn't find it. Thank you! :D

You could also open the script files using the script editors, if I'm not mistaken? They can decode the script and save it in a txt file...

Titak
27-11-14, 17:47
Don't you just hate it when your footstep sounds and some others all of a sudden stop working?! :hea:
(not working as in "can't hear anything. TRNG diagnostics do list them as sounds that are being played.)

I can usually fix this sort of things but this time no luck so far. :(

Any suggestions?

Tombraider95
27-11-14, 17:50
Don't you just hate it when your footstep sounds and some others all of a sudden stop working?! :hea:

I can usually fix this sort of things but this time no luck so far. :(

Any suggestions?

Yes :facepalm: Recently I've gotten the issue of Lara's footsteps being random sounds of other floors like wood, marble, metal etc... when everything in the script is fine, and none of those sounds are applied in the editor.

I just had to go bk to my previous script for sounds to fix the issue. I think it happened when I was trying to get the boat sounds working.

If you use TRLE sound editor, do you have a sound.txt per WAD?

Titak
27-11-14, 18:06
Yes, I do have a seperate sounds.txt for each wad.
And I reconverted it but no luck there either.

Something just occurred to me though... I once had errors in my sounds.txt but TRLE SoundEditor did not pick up on them. Screamer however did. So perhaps this is the case again? :ponder:
Worth a try. :D

SrDanielPonces
27-11-14, 18:55
Anyone knows a program that I can use to activate/disactivate sounds from the wad, change their pitch, etc, besides Wadmerger? Thanks. :)

EDIT: I've heard of this being possible in Sound Editor by sapper, but I don't seem to know how to.. T_T
Btw, It seems to not open my sounds.txt... It says: "Error reading Sounds.txt file"

Richard_trle
27-11-14, 22:06
I dunno if I asked this here before, but is there any way to create a face on metasequoia with 4 vertices selected? The create face is so anoying, a command and a shortcut would enhance my life.


Thanks in advance

nobody answered me =(

SrDanielPonces
27-11-14, 23:03
^

You can actually use "Wire" and "Knife" to add more meshes to your model.

Titak
28-11-14, 08:31
But for the knife tool to work you first have to have a face, so you can cut it into pieces.
So for this tool to be usefull, you can create a large face and then cut it into smaller pieces. Does save time I guess. :D

Kevin
28-11-14, 10:10
Talking about META...
is there a possibility to have the new line in the middle of the face, so that the new faces are equal wide/high?

sapper
28-11-14, 11:05
Yes in Meta 4 version. I have version 4.3.2.

In the Edge command use add, and hold shift and click and the line will start at middle, Hold shift and click again when you make endpoint.

sapper
28-11-14, 11:07
nobody answered me =(

If you have registered version you could write a script or use a plugin if one exists.

Kevin
28-11-14, 11:36
Thank you sapper. I'm using MetaLE but the hold shift made me curious...

I tried it with the knife (cut straight faces) and it works just like I wanted it. :D

SrDanielPonces
28-11-14, 15:43
nvm

AgentXP
28-11-14, 19:00
EDIT: can anyone tell me how to explode a static using a grenade? (ie, when lara shoots an object with her guns it explodes)

I tired setting it up with a heavy trigger, but teh grenade dosen't go off when the object shatters, only when lara steps on it :S

Richard_trle
29-11-14, 02:05
How exactly does move and rotate work on WadMerger AnimEditor??? It is impossible to rotate an object, I click on the axis, but it does nothing

tomb2player
29-11-14, 02:19
You can move in single animation only whole object ( all meshes at once ), about rotation it's vice versa - every separated mesh can be rotated alone. However, you can move single meshes in " No Animation " mode, but it will affect all animations. Just play with it and you will see what I mean :)

My question: Is it possible to make object on moveable slot, for example ANIMATING1 invisible before it gets triggered? Like for example enemies :)

Uzi master
29-11-14, 05:00
The majority of enemies are already invisible before being triggered, any other moveable can be made invisible by clicking the invisible button in its OCB window.

tomb2player
29-11-14, 12:22
It is so simple, I wonder how I did not saw this option before, tnx :D

Faylon
30-11-14, 14:19
Not sure if some of you have seen this before, but when I am using the sixshooter item, whenever I take a side jump, one of Lara's arm doesn't move along with the jump animation but stays around where she is holding the gun (if she would still be holding it in a standing position).

I tried to make a screenshot of it although it is a bit hard to see.

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

Btw, I am using TRNG, but I'm not sure if that would be the cause. So has anyone seen this before? Besides, the picture is taken with Horus Goddess' TR3 outfit + desert eagle mesh, but the same thing happened in the tutorial level as well with the original revolver item.

matrix54
30-11-14, 14:34
I believe that's always been that way.

teme9
30-11-14, 14:41
Indeed!

Try the pistols or Uzis :D they're even worse! Laras shoulders twist around 360 degrees when targetting enemies :D

Faylon
30-11-14, 14:43
Aww, and is there no way to fix this? I haven't seen this in the original game but to be honest, I always try to use my pistols as much as possible. :p

I would assume somebody has fixed this by now, after all these years.

teme9
30-11-14, 14:47
Aww, and is there no way to fix this? I haven't seen this in the original game but to be honest, I always try to use my pistols as much as possible. :p

I would assume somebody has fixed this by now, after all these years.

Not sure :D

I guess there might be a way fiddling with TRNG and State-ids to stop Lara targetting enemies while jumping, but this might make the shooting gameplay not so fluid.

It's a matter that would be nice to be fixed. But it has been like that all the way from the beginning! :D

THOR2010
30-11-14, 15:01
i think its been in all the classic games, the shotgun is the only anim where it actually flips with lara

Faylon
30-11-14, 15:18
Try the pistols or Uzis :D they're even worse! Laras shoulders twist around 360 degrees when targetting enemies :D

I had to test this after you said this and it looks indeed funny. However, it is less noticeable than the revolver one. :p

i think its been in all the classic games, the shotgun is the only anim where it actually flips with lara

Interesting, I have never noticed this before. I actually thought I made a mistake by installing Horus Goddess' outfit. Thankfully that is not the case. :o

Krystian
30-11-14, 18:03
Yes, sadly there's no way to fix it - it's due to the way the weapon animations are coded, they only effect some particular meshes, and these meshes do not follow along with the rest of Lara's body. This isn't an issue that could be fixed without doing bigger modifications in the engine (so nothing TRNG could do to help). :o

The only workaround would be to temporarily assign a "free hand" status to Lara's arms (so Lara stops aiming the weapons, whilst they still remain in her hands) in the backflip and sideflip animations. But as Teme9 mentioned, it could detract from the airborne shooting mechanic most are used to.

Kapu
01-12-14, 01:31
i've only ever experimented with flipmaps in the past, so i'm afraid i have little experience with them. this is the issue i'm having: i have two connected rooms with flipmaps, one on top and one on bottom. the bottom room works perfectly, but when i try to edit the geometry of the upper flipped room it will not stay changed. as soon as i click away the geometry changes back to the way it was. what causes this? is there a way to stop this from happening? it only seems to happen on tiles next to a door.

Kapu
05-12-14, 18:28
*bump*

Anyone have any ideas about my flipmap problem? It's thrown a wrench in my 20x3 level. :hea:

Kevin
05-12-14, 18:49
I know this problem but as far as I know the only solution is to delete the flip room, do your changes and flip it again.

AODfan
05-12-14, 18:59
The room connected to the flipped room has to be flipped too
Not sure if they have to have the same number assigned though

SrDanielPonces
06-12-14, 10:13
nvm

Chaoscookie
06-12-14, 12:11
hey there, i just got a wierd problem and got no idear how to fix it.
when i test the stuff i build ingame i cant seem to move lara, i can turn her to the left and the right and the rest wont work
anyone here who could help me? :/

THOR2010
06-12-14, 21:43
hmmm.... that sounds alot like my first level building experience, did you physically place the lara object in the room editor?

-something iv'e been working on, this is the crossbow weapon, the shotgun mesh is just a place holder
http://i1295.photobucket.com/albums/b631/allatifrit/GunFlashTesting_zps935248b8.png
iv'e successfully added a light effect and the gunflash mesh to the crossbow.
the left pic is just the light, the right is just the flash which i brightened up alot because it was so dark you could barely see the flash. Workin on combining the two now, unfortunetly i cant get an orange-ish light like with the pistols and other weapons . . . for now!

Edit: i think it looks great put together
http://i1295.photobucket.com/albums/b631/allatifrit/GunflashFinished_zpsb35f5031.png~original

Mordyga
06-12-14, 21:46
What is going on?
http://i.imgur.com/GtpLjXq.jpg

THOR2010
06-12-14, 21:48
lol^ i just saw that in the NG thread and forgot to answer, have you tried running the room editor in any compatibility modes?

tombraider1703
07-12-14, 12:50
I have a problem with the collision of an object. I set a collision box of the static in strpix but it is ignored ingame.. ingame there is no collision for this object at all...

FreakRaider
07-12-14, 13:10
I have a problem with the collision of an object. I set a collision box of the static in strpix but it is ignored ingame.. ingame there is no collision for this object at all...

Try clickin "Set collision for animating (animation)" or something in Wad Merger.

tombraider1703
07-12-14, 13:42
Try clickin "Set collision for animating (animation)" or something in Wad Merger.

but it's a static and I can't click the button in wadmerger because of that

AODfan
07-12-14, 13:43
Is there a tool to rip TRC sound effects?

-Roli-
07-12-14, 13:44
Is there a tool to rip TRC sound effects?

SoundJack (http://www.trsearch.org/Tools/35/) :)
Copy the TR5 data files into your computer first, though. :) Only after that use the program.

AODfan
07-12-14, 13:51
Thanks :D

A_De
07-12-14, 17:39
Is it possible to have guide and baddy2 in same level? Or baddy2 and von_croy?

Chaoscookie
07-12-14, 21:39
hmmm.... that sounds alot like my first level building experience, did you physically place the lara object in the room editor?

-something iv'e been working on, this is the crossbow weapon, the shotgun mesh is just a place holder
http://i1295.photobucket.com/albums/b631/allatifrit/GunFlashTesting_zps935248b8.png
iv'e successfully added a light effect and the gunflash mesh to the crossbow.
the left pic is just the light, the right is just the flash which i brightened up alot because it was so dark you could barely see the flash. Workin on combining the two now, unfortunetly i cant get an orange-ish light like with the pistols and other weapons . . . for now!

Edit: i think it looks great put together
http://i1295.photobucket.com/albums/b631/allatifrit/GunflashFinished_zpsb35f5031.png~original

i used the normal lara object and triggered it :/
could it be somewhat like to many objects or wrong door connections or somewhat , just to cut out possibilitys?

btw i love that gunflash , looks really great :D

Uzi master
07-12-14, 23:02
You aren't supposed to trigger the LARA object.

Shauni
07-12-14, 23:58
hey there, i just got a wierd problem and got no idear how to fix it.
when i test the stuff i build ingame i cant seem to move lara, i can turn her to the left and the right and the rest wont work
anyone here who could help me? :/
Do you have the Lara object placed in the level (not lara_skin)?
Did you include all of her pieces on your WAD, such as Lara, skin, joints, etc?

Chaoscookie
08-12-14, 01:04
You aren't supposed to trigger the LARA object.

ouh , always did , lesson learned :D

Do you have the Lara object placed in the level (not lara_skin)?
Did you include all of her pieces on your WAD, such as Lara, skin, joints, etc?

used the LARA object so the first one in the wad , i just checked if i included all of her pieces and it looks like they are all in there :/

Shauni
08-12-14, 04:13
Hmm okay try replacing your current LARA object with an original one that was included with the editor. You don't have to replace the other items, just that one.

Also what do you have going on in the room she is in? Do you have a camera in use? Some camera settings make Lara unable to move,

Chaoscookie
08-12-14, 22:42
Hmm okay try replacing your current LARA object with an original one that was included with the editor. You don't have to replace the other items, just that one.

Also what do you have going on in the room she is in? Do you have a camera in use? Some camera settings make Lara unable to move,



i got no cameras set up yet, but i tried your tip with the lara object replacing and it worked! Thank you so much! :hug:

klona
09-12-14, 08:48
Does anybody know how can I get TRLE to work on Windows 8.1?

moodydog
09-12-14, 20:14
Guys, I cannot get the TRLE to work in Windows 10. :o Green jumbo writing at the title screen.

tombraider1703
09-12-14, 23:04
So I wanted to create a flag in an animation slot thats moving in the wind..

I have 4 meshes, 1 for the pole and 3 for the flag.

I managed to add them via strpix and wadmergers meshtree editor, but Somehow all meshes rotate around the same center and don't seem to be connected to each other.. what did I do wrong?

THOR2010
10-12-14, 19:17
are there any consequences to overlapping rooms, other than the water particles being visible, like will objects from both rooms be visible at once?, iv'e accidentally build part of my level that overlaps with a few other rooms and i haven't compiled the level yet.

sapper
10-12-14, 23:13
Does anybody know how can I get TRLE to work on Windows 8.1?

I have no problem running on Win8.1 32bit.


So I wanted to create a flag in an animation slot thats moving in the wind..

I have 4 meshes, 1 for the pole and 3 for the flag.

I managed to add them via strpix and wadmergers meshtree editor, but Somehow all meshes rotate around the same center and don't seem to be connected to each other.. what did I do wrong?

What does your meshtree look like?

It should not be

Mesh0

Mesh1

Mesh2

Mesh3

Mordyga
11-12-14, 06:18
are there any consequences to overlapping rooms, other than the water particles being visible, like will objects from both rooms be visible at once?, iv'e accidentally build part of my level that overlaps with a few other rooms and i haven't compiled the level yet.

It is the same for snow and rain effect. And you can hear sounds like fire, spikes, rollingballs ect when rooms are overlapped ;)

tombraider1703
11-12-14, 08:13
I have no problem running on Win8.1 32bit.




What does your meshtree look like?

It should not be

Mesh0

Mesh1

Mesh2

Mesh3

My meshtree looks like this

Mesh 0
--- Mesh 1
-------- Mesh 2
----------- Mesh 3

I thought that woul be right but i never did this before

sapper
11-12-14, 09:01
Yes that looks right.

Now each mesh other than 0 rotates about its parent mesh origin (0,0,0).

Check TRLE wads for a flag or clothes hanging on a line to compare.

tombraider1703
11-12-14, 09:07
Yes that looks right.

Now each mesh other than 0 rotates about its parent mesh origin (0,0,0).

Check TRLE wads for a flag or clothes hanging on a line to compare.

Oh then the Problem is probably that all meshes have the Same center in Meta..

AgentXP
11-12-14, 18:26
I have added many keys and puzzle items to my level - I am now confused as to how to name the pickups for them - most of them are just called 'load'. I can't seem to add new strings to the list in NG centre, and the supposed slot number of, for example key item 10 is 212 - but there isn't a slot of that number in the strings list for me to rename..... confused and would appreciate help please?! :o

RoxasKennedy
11-12-14, 18:42
Are there anywhere any tutorials on building a Desert Railroad-like level?

A quick search revealed to me this thread (http://www.tombraiderforums.com/showthread.php?t=153438&highlight=train+tutorial), but the PDF link is down. :(

And just in case there are better tutorials out there, please link them? :p

I asked this some weeks ago, and I kinda remembered this question, so I wanted to see if anyone could answer my question :pi:

Dino14
11-12-14, 18:50
^ Check this (http://www.trsearch.org/Items/939).

RoxasKennedy
11-12-14, 19:16
^ Check this (http://www.trsearch.org/Items/939).

For some reason I can't output the project into a level because it hangs on the was output part :pi:

Plus I think it would be better for me to read from a tutorial lol

-Roli-
11-12-14, 20:06
Edit: nevermind, the game automatically sending the locusts without any trigger. LOL

THOR2010
12-12-14, 04:10
i though there was a certain ocb that made them disperse after so many seconds? i could be wrong though...

quicky - can you have multiple waterfall textures in the same wad? im not home right now or i would check!!

Titak
12-12-14, 08:47
^
Yes, three.
(One for each WATERFALL object.)

Shauni
12-12-14, 14:49
Does anyone remember a red flag from either TR4 or TR5 and it animated like it was blowing in the wind? If so, do you remember which level/WAD it was in? I want to make more animating flags and I thought I would use that animation but now I can't find it. :o

Ranpyon
12-12-14, 17:02
The only flag I can remember is the one in Lara's home... if you want you can download it here: http://www.trsearch.org/Items/2580
At least it's animated. :o

AODfan
12-12-14, 17:34
Do you mean the one from the lost library level (TR4)?

CourierNumber6
13-12-14, 00:40
I'm in need of some urgent help! I need the TR3 and TR2 Main.sfx file. I have a TR3 and TR2 CD I can put in my computer, but there isn't a main.sfx file to be found! I can't for the life of me remember how I can get this again, a lot of sites that provided downloads are down, and it's really starting to bug me. Does anyone know how or where I can get these files?