PDA

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


Pages : 1 2 3 4 5 6 [7] 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74

Domino
18-02-09, 19:21
Okay, got a question. May be stupid. :D

I'm building the tutorial level, and I'm currently at the section where you make the flyby camera in the stacked rooms. However, I cannot seem to get it working the way it should be! When I follow the instructions in the manual and place the trigger underneath the pedestal, the flyby activates as soon as Lara steps on the square, and shows the gate opening in the water below. It also repeats itself, so I never get a chance to pick up the puzzle piece. So I change the type to "PICKUP" and select "One Shot", because I need to take the pickup to activate the flyby, and it should only happen once, right? But now it won't show the flyby at all, so the gate won't open! Can someone tell me what I'm doing wrong?

Tomb_Builder
18-02-09, 19:31
select the puzzle piece on the pedestal and press the letter O on the keyboard to open the ocb window, delete the number 0 and type in 68 ( this makes the pickup trigger activate when Lara takes the object\) then press the enter key. Close the ocb window and output the wad again.

Domino
18-02-09, 20:28
select the puzzle piece on the pedestal and press the letter O on the keyboard to open the ocb window, delete the number 0 and type in 68 ( this makes the pickup trigger activate when Lara takes the object\) then press the enter key. Close the ocb window and output the wad again.

I had that done before, because the manual says to do that.

But I'm wondering if it has something to do with the actual trigger and the options it's on. Currently, it's on:

Trigger: Flyby (0)
Type: Pickup
Timer: 0
Oneshot: On

Now, it's not the original settings because they didn't work, so I was trying to find what would. Can anyone advice me to what the actual settings should be, that properly work?

Dustie
18-02-09, 22:11
The fact the flyby repeats itself might be due to camera settings. Check again if each of the cameras has the right properties - especially the first and the last one - as the manual says.


I'm sure the original - the manual - settings do work, perhaps you've missed something along the way.

Domino
18-02-09, 22:37
The fact the flyby repeats itself might be due to camera settings. Check again if each of the cameras has the right properties - especially the first and the last one - as the manual says.

I'm sure the original - the manual - settings do work, perhaps you've missed something along the way.

I've gone back to the original settings... but the flyby activates when I step on the square with the pedestal and puzzle piece on it, instead of when I pick up the puzzle piece, but I reset the trigger, because I worked out it didn't have oneshot on, so now the looping is solved. However, the flyby still triggers when Lara stands on the square, instead of when she gets the puzzle piece. :hea:

aktrekker
18-02-09, 22:39
The pickup trigger must be for the pickup object itself. You need a second trigger for the flyby.

Dustie
18-02-09, 23:57
However, the flyby still triggers when Lara stands on the square, instead of when she gets the puzzle piece. :hea:
Meaning your pickup trigger is not set to 'pickup'. Click on the pickup, then click at the trigger properties box (next to the little pink square on left). Set trigger type to 'pick-up' and press OK. Then click on the square under the podestal and press the pink trigger button to set the trigger. That setting will couse all other triggers on that square to be activated only when Lara picks up the piece. Make sure the puzzle has 68 set in the OCB and that the trigger for the flyby is set on the same square as the pickup trigger.

God Horus
19-02-09, 01:38
Question:

A few weeks ago I took ggctuk's journal mesh from TRsearch and I retextured it with TRX passport textures (www.tombraiderxtra.com). I am just wondering, what do you think I should use in my level? A passport as a load/save icon or a journal? I am currently using a passport but I think I will change it but I want other's opinions first.

Domino
19-02-09, 12:21
Meaning your pickup trigger is not set to 'pickup'. Click on the pickup, then click at the trigger properties box (next to the little pink square on left). Set trigger type to 'pick-up' and press OK. Then click on the square under the podestal and press the pink trigger button to set the trigger. That setting will couse all other triggers on that square to be activated only when Lara picks up the piece. Make sure the puzzle has 68 set in the OCB and that the trigger for the flyby is set on the same square as the pickup trigger.

The pickup trigger must be for the pickup object itself. You need a second trigger for the flyby.

Thank you, I worked out that was what I was doing wrong after seeing these posts and changed it. Works like a charm now. Thanks guys! :)

stranger1992
19-02-09, 12:23
I hope it's alright if I announce my new game here. (I only just started on it and its too early to make a thread, and I only want opinions on the storyline)

Teenage Years

We get to control Lara throughout her teenage years. There are three levels which let us play as her when she was only in highschool, and just like any other ordinary girl; going to parties, hanging out with her friends, and having fun!

The three levels include:

1. India - After gaining an interest in her fathers work - exploring tombs and other ancient places, Lara is the first to fly to India to explore an ancient tomb which archeologists found.

2. Just A Night Out - While at a party in a nightclub, something goes wrong. There's an earthquake, and everyone leaves. Lara is left alone in a cold dark city, and she soon realizes that there is more to it then there seems.

3. Winter Break - During Lara's winter break, Winston told her about a cabin up in the mountains which is owned by the Crofts. Lara goes to the cabin, and after a long day of skiing, she notices a loud drilling sound coming from beneath the cabin. After going under the cabin, Lara discovers a secret mining corporation.

---

What do you guys think of the story? I don't want to give away too much so I just gave a short level synopsis. I wanted to do something different with levels, and to give the players my ideas of what I think Lara might have done as a teenager.

The project is not to far in the future since I have only a bit of work left on the Serpent Gemstone then I am going to start a new levelset.





I wish stefan was around to read this...:jmp:

God Horus
19-02-09, 12:41
I wish stefan was around to read this...:jmp:

:hea: What the **** is up with all these GodofLight comments!? :mad: He's gone and I could NOT care less, so QUIT bringing him up!!! :cen:

And if you want to moan and ***** about my levels without helping me at all then please stay the hell away from me.

stranger1992
19-02-09, 12:48
done? ;)

aktrekker
19-02-09, 13:04
Time for everyone to calm down.

Hateshinai
20-02-09, 20:29
Hello everyone !

I currently am in need of the following programs :

TRViewer
FexAnim
TRUpdate

Do you know where I can find these ?
I can't seem to find them on TRSE nor Skribblerz ... :confused:

Boy Raider
20-02-09, 21:06
TRUpdate: http://www.tombraiderchronicles.com/tr3/fixes.html I think this is it. First one.
FexAnim: http://dxtre3d.com/ I THINK it's Fexmerger
TRVeiwer: http://dxtre3d.com/ It there.

For http://dxtre3d.com/ Go to Downloads ;)

Dustie
21-02-09, 11:06
Did anyone try to set up the floor collision for the fountain base from Rome levels? I'm currently having trouble setting it up...

I used Edit Object window to set the collision - the problem is, the fountain isn't really in the middle square - it's one square to the side, and itself being 2x2 squares, it's hard to tell which squares should I set! I tried an altogether combo, meaning I set all 16 possible squares to make sure... but even that didn't work!

I removed collision for the fountain base object in StrPix - I thought it might prevent Lara from getting to the actual floor collision edge, but without collision, Lara obviously just runs through, despite I've set floor collision in Room Edit...

That's how the object appears in WadMerger:
http://img291.imageshack.us/img291/8333/fountcolli.jpg (http://imageshack.us)
http://img291.imageshack.us/img291/fountcolli.jpg/1/w273.png (http://g.imageshack.us/img291/fountcolli.jpg/1/)

That's the setting I've tried - all possible squares:
http://img24.imageshack.us/img24/9164/fountcolli2.jpg (http://imageshack.us)
http://img24.imageshack.us/img24/fountcolli2.jpg/1/w296.png (http://g.imageshack.us/img24/fountcolli2.jpg/1/)

Naturally I've also tried single 2x2 square groups - there's 4 possible settings, I've tried each of them one by one - and it still wouldn't work... Any ideas?

Hateshinai
21-02-09, 12:08
TRUpdate: http://www.tombraiderchronicles.com/tr3/fixes.html I think this is it. First one.
FexAnim: http://dxtre3d.com/ I THINK it's Fexmerger
TRVeiwer: http://dxtre3d.com/ It there.

For http://dxtre3d.com/ Go to Downloads ;)
Thank you ! :D :hug:

Kapu
21-02-09, 18:40
I've been working on my winter level for quite a while, but the lighting in my rooms is pretty boring. I'd like the outside rooms to have a faint blueish glow. Any suggestions for RBG settings?

LaraCablara
21-02-09, 18:52
I wish stefan was around to read this...:jmp:

I wish you could answer your PMs....:jmp:

Seriously, every thread I find you in I ask you this and you never do. I decided to create a Tomb Raider game based around you finally opening up your Private Message box. It will be more EPIC than anything you could ever imagine.

matrix54
21-02-09, 19:03
Did anyone try to set up the floor collision for the fountain base from Rome levels? I'm currently having trouble setting it up...

I used Edit Object window to set the collision - the problem is, the fountain isn't really in the middle square - it's one square to the side, and itself being 2x2 squares, it's hard to tell which squares should I set! I tried an altogether combo, meaning I set all 16 possible squares to make sure... but even that didn't work!

I removed collision for the fountain base object in StrPix - I thought it might prevent Lara from getting to the actual floor collision edge, but without collision, Lara obviously just runs through, despite I've set floor collision in Room Edit...

That's how the object appears in WadMerger:
http://img291.imageshack.us/img291/8333/fountcolli.jpg (http://imageshack.us)
http://img291.imageshack.us/img291/fountcolli.jpg/1/w273.png (http://g.imageshack.us/img291/fountcolli.jpg/1/)

That's the setting I've tried - all possible squares:
http://img24.imageshack.us/img24/9164/fountcolli2.jpg (http://imageshack.us)
http://img24.imageshack.us/img24/fountcolli2.jpg/1/w296.png (http://g.imageshack.us/img24/fountcolli2.jpg/1/)

Naturally I've also tried single 2x2 square groups - there's 4 possible settings, I've tried each of them one by one - and it still wouldn't work... Any ideas?


just worry about the center square. use 2 in the box, it will work perfectly!!

Dustie
21-02-09, 21:28
I just tried it - and it doesn't work... :(

aktrekker
21-02-09, 23:46
Unfortunately, Edit Object is one of those features that was never properly implemented, or was removed for our version.
You can only change the collision for the exact square where you place the object. It only works properly for statics. For some moveables it might work. For others (like pushables for sure) it raises the object in the air and places an invisible box under it.

Dustie
22-02-09, 00:40
Yeah, I just read a tutorial on TRSearch and found out this is option is unfinished...

!Lara Croft!
22-02-09, 03:04
Did anyone try to set up the floor collision for the fountain base from Rome levels? I'm currently having trouble setting it up...

I used Edit Object window to set the collision - the problem is, the fountain isn't really in the middle square - it's one square to the side, and itself being 2x2 squares, it's hard to tell which squares should I set! I tried an altogether combo, meaning I set all 16 possible squares to make sure... but even that didn't work!

I removed collision for the fountain base object in StrPix - I thought it might prevent Lara from getting to the actual floor collision edge, but without collision, Lara obviously just runs through, despite I've set floor collision in Room Edit...

That's how the object appears in WadMerger:
http://img291.imageshack.us/img291/8333/fountcolli.jpg (http://imageshack.us)
http://img291.imageshack.us/img291/fountcolli.jpg/1/w273.png (http://g.imageshack.us/img291/fountcolli.jpg/1/)

That's the setting I've tried - all possible squares:
http://img24.imageshack.us/img24/9164/fountcolli2.jpg (http://imageshack.us)
http://img24.imageshack.us/img24/fountcolli2.jpg/1/w296.png (http://g.imageshack.us/img24/fountcolli2.jpg/1/)

Naturally I've also tried single 2x2 square groups - there's 4 possible settings, I've tried each of them one by one - and it still wouldn't work... Any ideas?

I used that fountain in my mansion, here's EXACTLY how to set it up...

Place your fountain on the groung one square from where you want it.
Raise the 2x2 squares which it shands on, and texture them invisible, make sure you have all four fountain objects from TRC (two water, two stone) and place them there aswell as the centre part, now it will work perfectly, the reason that you do it this way is because the centre part is LOWER than the exterior edges.

Dustie
22-02-09, 11:16
^ Thanks, that's exactly what I was thinking too... The problem is I didn't know there's 2 waterfall objects! I thought it's both the 'spring' and 'water down there' altogether, but it's split for some reason... I didn't want to use another waterfall slot, so I just textured the floor (not risen) with water texture and gosh, it looks really good!... But with that, I can't use the risen squares to make the fountain climbable...


I'm gonna have to think about it, since I need waterfall slots...

scion05
22-02-09, 14:12
Hmmmm, can someone please tell me how you apply sounds to Lara's movements ? :D

Kapu
22-02-09, 18:16
Scion05, you can use WADMerger's Animation Editor to apply sounds to Lara's movements. In the Animation Editor clicking on the Edit AnimCommands button will open up a box where you can apply sounds. If you're not familiar with the Animation Editor it could be confusing. Would you like me to write you a tutorial?

scion05
22-02-09, 20:53
I've actually solved the problem, but thankyou for the offer :hug:

Kapu
22-02-09, 21:07
You're welcome. Glad you solved your problem anyway.

]{eith
22-02-09, 22:49
Maybe I'm just being incredibly stupid but can anyone tell me why my fog bulbs are now coming out black? This is meant to be light blue. :confused:

http://i41.************/vdlheu.png

Also, ignore the crappiness of the room and textures. It's merely a test room.

Titak
22-02-09, 23:02
Have you put the right colourcode in the flipeffecttrigger for the fogbulb?

]{eith
22-02-09, 23:05
Have you put the right colourcode in the flipeffecttrigger for the fogbulb?

Yep and Vol FX is turned on in the setup. It's odd cause I've never had a problem with fog bulbs before. :confused:

Hateshinai
23-02-09, 00:22
Hi !

Guys, how do you get distant fog to work ?
In my script I have

Worldfarview= 127

Levelfarview= 20
FOG= 60,60,60
FogRange= 15, 127

In game I just see the tiles drawing and disappearing, I don't even see black shoadow ...

How do you set up the distant fog?

matrix54
23-02-09, 00:37
Example script:

[Level]
Name= _____________Whatever
Horizon=____________ENABLED
Worldfarview=_______127
Levelfarview=________20
Fog=_______________60,60,60
FogRange=__________15, 127
Level=______________whatever, 000

(lines represent space, just use TAB and align in script)

that pretty much it. all the text should line up (unless the word on the left is too large) and fog is just "Fog", not "FOG". Did you enable script like i did above? don't know what other advice to give. hope it helped

Hateshinai
23-02-09, 13:46
Do the lines have to be placed in the same exact order for it to work ?

Titak
23-02-09, 18:54
Worldfarview= is supposed to go in the [Options] section.
Or has that been changed in recent updates? :confused:

Btw, to make distant fog work, you do need to turn Volumetricfx off. ;)

Hateshinai
23-02-09, 19:07
Worldfarview= is supposed to go in the [Options] section.
Or has that been changed in recent updates? :confused:

Btw, to make distant fog work, you do need to turn Volumetricfx off. ;)

That's what I was thinking ! :)

Thank youu :hug:



Another question :

If I want to use both Fogbulbs & Distant Fog in the same level

is there a flipeffect that permits me to re enable Volumetric FX ?

Dustie
25-02-09, 21:15
Just wondering, is there any place where I can download all the textures from TR4 in a single zip file?...

Jeissy
25-02-09, 21:23
Just wondering, is there any place where I can download all the textures from TR4 in a single zip file?...

As far as I can recall, I don't think so :(

God Horus
26-02-09, 01:01
Hello everybody! :wve:

This is just getting so frustrating! I have to get Lara in an animating slot but I don't know how! I wanted to have Lara in her original slot but the problem is there are two "Lara's" in my cutscene and the clothing is different and stuff. Is the only way to export each of Lara's meshes and then join them together in Meta and retexture the whole thing? Since that is too hard and time consuming. I'll do it, I just want to know if there is an easier way!

Thanks so much :hug:

sapper
26-02-09, 02:24
Is the second Lara already textured in the other clothes?

If so you could use DXF2MQO and MQO2DXF to save retexturing after joining meshes in Meta.
Download links in my remapping tute.

Do the two Lara's appear at the same time in the cutscene?
If using TRNG can you use a meshswap?

Siberian Tiger
26-02-09, 11:00
Is it possible to trigger an event (e.g. waterfall) when Lara shatters a shatter object? I doubt this, but just thought I'd put it out there. :)

Dustie
26-02-09, 11:16
Is it possible to trigger an event (e.g. waterfall) when Lara shatters a shatter object? I doubt this, but just thought I'd put it out there. :)

I'm not sure if WATERFALL objects are triggerable, they're sort of like animatings, they're just there and animate... But you can trigger events by shattering shatters - it's even in the tutorial. I believe you need to set the trigger for the object you want to activate to 'heavy' and put it on the square with the shatter.

Siberian Tiger
26-02-09, 11:49
I'm not sure if WATERFALL objects are triggerable, they're sort of like animatings, they're just there and animate... But you can trigger events by shattering shatters - it's even in the tutorial. I believe you need to set the trigger for the object you want to activate to 'heavy' and put it on the square with the shatter.

You're right, it is in the tutorial. :o I wasn't sure whether waterfalls were triggered or not, never used one. What I wanted to do was have Lara shoot a shatterable object in order to trigger a waterfall (possible with flipmap perhaps?)

Hateshinai
26-02-09, 12:10
I'm pretty sure you can set the WATERFALL invisible in its OCB and then trigger it or am I wrong ? :confused:

Dustie
26-02-09, 13:31
Another availability question...
Is the Back to Basics Asia WAD available for download?...


I'm pretty sure you can set the WATERFALL invisible in its OCB and then trigger it or am I wrong ? :confused:
I guess that can be done, I think that might also be in the tutorial if my memory serves me...


(So much for reading it, you forget everything if you don't constantly use all that stuff)

tweetygwee
26-02-09, 15:49
Another availability question...
Is the Back to Basics Asia WAD available for download?...


Yes, here: http://www.trle-hosting.net/levels/2006/0106/BtB/readme/btb.htm

Titak
26-02-09, 16:41
Another question :

If I want to use both Fogbulbs & Distant Fog in the same level

is there a flipeffect that permits me to re enable Volumetric FX ?
In TRNG there is. Two flipeffect triggers actually, one to force volumetricFX on and one to turn it off. :D

Mulf
26-02-09, 16:44
What I wanted to do was have Lara shoot a shatterable object in order to trigger a waterfall (possible with flipmap perhaps?)

Simple. Activate "invisible" in the OCB of the waterfall object as suggested and place a heavytrigger for it on the square where the shatter object is placed. (Actually, that's also in the manual. :-p)

Titak
26-02-09, 16:52
Is it possible to trigger an event (e.g. waterfall) when Lara shatters a shatter object? I doubt this, but just thought I'd put it out there. :)
I wasn't sure whether waterfalls were triggered or not, never used one. What I wanted to do was have Lara shoot a shatterable object in order to trigger a waterfall (possible with flipmap perhaps?)
Perfectly possible with triggers. No flipmaps needed if your waterfalls are objects in the WATERFALL* slots.


Place the WATERFALL object.
Select it and click the invisible button in its OCB. This will make the waterfall invisible untill it is triggered.
Also type one of the following numbers in the OCB of the waterfall:
666 - unkown, haven't tried this, but manual says it is possible,
668 - a sandfall sound can be heard and waterfall can be antitriggered to make it invisible again, or
777 - plays a waterfall sound but can't be made invisible again
Now place the shatter object.
Select the waterfall again and place a HEAVYTRIGGER for it underneath the shatter object.

Mulf
26-02-09, 16:58
666 - unkown, haven't tried this, but manual says it is possible

666 supposedly activates any ANIMATINGx object only if (and as long as) Lara is standing on the trigger. I haven't tested this yet though, and I'm not sure whether it applies to waterfall objects as well.

Titak
26-02-09, 17:00
Correct. I've read that in my OCB list.
No idea either if it also works for waterfalls. :o

Siberian Tiger
26-02-09, 17:20
Mulf and Titak, thank you very much that's very helpful. Triggers is an area I'm still very much getting used to at the moment. I'll be using the 777 code since I'll be needing the sound and the waterfall to be constant. Just trying to create a bit of early gameplay, really. Lara won't begin the level with any weapons but will have to locate her pistols in order to shoot this object and release the water, otherwise it's not possible to progress.

I've never released a level before but I read the manual recently, have read tutorials on here and other websites and now appreciate how patience and understanding is key. I think when starting out it's easy to fall into the trap of focusing on the aesthetics of the level, but abandoning gameplay elements.

Dustie
26-02-09, 18:03
Yes, here: http://www.trle-hosting.net/levels/2006/0106/BtB/readme/btb.htm
Thanks! As usual, I forgot to look in the most obvious place ;)

God Horus
26-02-09, 20:23
Is the second Lara already textured in the other clothes?

If so you could use DXF2MQO and MQO2DXF to save retexturing after joining meshes in Meta.
Download links in my remapping tute.

Do the two Lara's appear at the same time in the cutscene?
If using TRNG can you use a meshswap?

Thanks a lot for the help :D I started working on this on my PC late last night and I didn't come onto TRF, so what I ended up doing was exporting every single mesh and putting it together and then retexturing it all. It actually was not as hard as it sounds!

Today I need to go into the animation editor and animate the hair :o

Dustie
27-02-09, 11:01
I got the texture set from Back to Basics Asia and the first row of textures if four waterfall tiles that seem to animate using the UVRotate function (there's no frames for them like for water textures, it's just single texture each). I haven't tried them in the editor yet, but I suppose there is a connection between that these first four tiles are the first four textures in the set and that they actually animate in the game, true?... Or do I need to manually set them up somehow?...

Siberian Tiger
27-02-09, 11:26
I've just noticed something and I'm quite thrown off about it. If I go to my trle root folder via windows explorer, for some reason my .prj file does not appear to be there, however when I have the NGLE open and go to load/save my project, the file is clearly visible. I don't understand this. Even my texture set doesn't appear, yet it appears when I go to LOAD TGA in the room editor. Also, I used to have a folder called WADMerger which doesn't appear when using windows explorer, but it shows up when using NGLE - these files and folders don't exist anymore though. o.O

Something's making me think I don't have the program installed corectly. :(

Kapu
28-02-09, 18:14
I've been working on my winter level for quite a while, but the lighting in my rooms is pretty boring. I'd like the outside rooms to have a faint blueish glow. Any suggestions for RBG settings?

Anyone? I got no replies.

Dustie
28-02-09, 21:51
Anyone? I got no replies.
This site has a few good examples, though not much actual RGB values.
http://www.horus-online.net/index.php?tut_le_light2_eng
http://www.horus-online.net/index.php?tut_le_light_eng

I would also suggest taking a look at level editor screenshots from TRC Russia levels. You can see light values Core used.
http://www.tombraiderchronicles.com/tr5/editor_01.html

Kapu
28-02-09, 22:12
This site has a few good examples, though not much actual RGB values.
http://www.horus-online.net/index.php?tut_le_light2_eng
http://www.horus-online.net/index.php?tut_le_light_eng

I would also suggest taking a look at level editor screenshots from TRC Russia levels. You can see light values Core used.
http://www.tombraiderchronicles.com/tr5/editor_01.html

Thanks, Dustie, those are all very helpful. :)

God Horus
01-03-09, 19:39
In a lot of my levels, I have missing sounds and wrong sounds playing. Is there an easy way to fix this? I went into WadMerger and I ticked the sounds I am missing yet they still don't play :confused: I am using classic TR4 sounds with TR3 menu sounds. How can I fix this so all my sounds work properly?

Dustie
01-03-09, 23:11
What sounds are missing exactly?


I tried using Screamer once to fix my baddies' sound issues, but it's difficult. What Screamer does is basically enable the sounds for proper objects in the WAD files (sort of what WadMerger Sound Manager does, except you do it outside the WAD file) and fix each sample's properties. I read WadMerger uses default settings for sound samples properties (volume, pitch etc.) cousing disortions, as well as changes the sound list when moving objects (adding, removing) around the WAD...


If you have been making a lot of changes to each of your WADs, I'm guessing that would be the issue... Perhaps try rebuilding your WADs using a clean, original WAD as a base, this time without much modifications except for just adding objects...

Kapu
01-03-09, 23:19
@ God Horus

The sounds are missing, right? Probably due to an object in your WAD? I had the same problem, no rolling sounds, water sounds, fire sounds, etc.
To fix it all I had to do was go into Sound/LevelSFX Creator/SFX_Example (it's an MS-DOS Batch file). When you double click on that a little command window will pop up for a second and then close automatically. Then I converted my level and all my sounds were fixed. Give it a try and see if it fixes your sound issues!

(Just a little reminder - when you're in the LevelSFX Creator folder make sure you click on SFX_Example and not pcwadsfx. Opening pcwadsfx can cause some big problems, I guess.

God Horus
01-03-09, 23:24
Thanks, I'll try it now and see if it works! :hug:

Siberian Tiger
02-03-09, 18:09
This site has a few good examples, though not much actual RGB values.
http://www.horus-online.net/index.php?tut_le_light2_eng
http://www.horus-online.net/index.php?tut_le_light_eng

I would also suggest taking a look at level editor screenshots from TRC Russia levels. You can see light values Core used.
http://www.tombraiderchronicles.com/tr5/editor_01.html

I found that to be a great help too, thanks. Very interesting.


I've just noticed something and I'm quite thrown off about it. If I go to my trle root folder via windows explorer, for some reason my .prj file does not appear to be there, however when I have the NGLE open and go to load/save my project, the file is clearly visible. I don't understand this. Even my texture set doesn't appear, yet it appears when I go to LOAD TGA in the room editor. Also, I used to have a folder called WADMerger which doesn't appear when using windows explorer, but it shows up when using NGLE - these files and folders don't exist anymore though. o.O

Something's making me think I don't have the program installed corectly. :(

Anyone got any ideas or have the same issue? I'm using Vista, and it's like the .prj files are only visible when roomedit is open. Even if I enable the show hidden files option, they still don't appear. It's very strange and I'm not confident to continue building because of this.

Mulf
02-03-09, 18:29
I should think you're having the same trouble as people who claim that when TREP modifies their exe, the exe 'gets deleted and disappears'. Just as in these cases, your files are actually there, only you can't see them in Windows Explorer. Why? Because if you have the default folder display option (large icons) enabled, Windows has a tendency to show newly created files off-screen rather than fit them into that part of the grid than can actually be seen. Usually you only need to rearrange the files by hitting the refresh button (F5) or, if that doesn't help (since Windows sometimes refuses to refresh the view when it thinks nothing new has happened in the folder), change the viewing options—I personally prefer the list view anyway.

Siberian Tiger
02-03-09, 19:40
Thank you for the suggestion, Mulf. I've tried changing the viewing options, refreshing and closing down but to no avail. As usual, my .prj file is only there whenever I go to load/save through NGLE roomedit, and is not visible any other way. Really don't understand it. :(

Actually, hold on. I just pressed an option called "Compatibility Files" and now the missing files are appearing. >.> Errr, could this have anything to do with me setting NGLE to Windows 98 compatibility?

Mulf
02-03-09, 20:20
Sounds like it, doesn't it. :D I'm not on Vista myself, so I wouldn't know. As Vista is known to make your life unnecessarily complicated due to its programmers' assumption that all its users are utter idiots, I wouldn't be too surprised.

Jeissy
03-03-09, 16:54
Could someone tell me when I set up flyby cameras, how can I make them stop after I reach the last camera and it returns back to Lara? How can I disable Lara from moving while the flyby? I really have forgotten how to set up flyby camres :o

Siberian Tiger
03-03-09, 16:58
Could someone tell me when I set up flyby cameras, how can I make them stop after I reach the last camera and it returns back to Lara? How can I disable Lara from moving while the flyby? I really have forgotten how to set up flyby camres :o

Click on your first flyby camera in your sequence and press O, and select option 6, 9 and 10 from the settings. Also, when you trigger this camera make sure you have the "one shot" turned on.

:)

Jeissy
04-03-09, 10:52
Click on your first flyby camera in your sequence and press O, and select option 6, 9 and 10 from the settings. Also, when you trigger this camera make sure you have the "one shot" turned on.

:)

Thanks a lot :)

I also have another question - I want to extract some fx files from tr2 - like when running or shooting... these kind of fx files.
So, can anyone direct to that kind of extracting program :o

matrix54
10-03-09, 01:26
I have a custom animation problem... everytime I test it, it animated the way i want ti to, except at the last frame, it seems to twich and dash tot he side. its really annoying. can anyone help me...

Kapu
10-03-09, 02:12
Does the frame look odd when viewing it in WADMerger? Or is it only an in-game problem?

matrix54
10-03-09, 19:57
in game problem

Titak
10-03-09, 21:54
I have a custom animation problem... everytime I test it, it animated the way i want ti to, except at the last frame, it seems to twich and dash tot he side. its really annoying. can anyone help me...What's the framerate of this animation?
Because animations with a framerate higher than 1 tend to have this problem.
Not always, but it has been known to occur.

But then, on the other hand, I've also had the problem with animations with framerate 1, like the animating Lara in the title of my HM levelset and I haven't been able to fix it.

I've been able to fix the problem several times, but I'm not even sure what it was that fixed it... :o it was different each time... ;)
Sometimes it helped to add some extra frames at the end, or add a second animation to the object and made it loop through the second animation.
Deleting the weird frame (usually the last frame) and replacing it with a fresh copy of that same frame. Or deleting it completely.

I know, not really helping much here...
Just something that might help you to get started with experimenting.

*PH*
10-03-09, 21:59
if that happens to me with a climbing animation i usually import a working 4 frame climb-animation and copy frame for frame the new anim over it

God Horus
10-03-09, 23:40
I have a question, how can I get rid of a wraith? I have one wraith chasing Lara as she ascends a room but when she reaches the top I want it to disappear. I tried anti-triggering it but it doesn't work?

TrueRaider
11-03-09, 00:13
Check page 90 of the manual, there's something about a wraith which will disappear when you use a certain animating object I think. Never tried it myself though.

aktrekker
11-03-09, 07:41
You can also use the flipeffect trigger to disable all enemies.

Titak
11-03-09, 10:39
The blue and red wraiths die when getting in contact with water, don't they?
And the white one explodes when touching that animating TrueRaider mentioned. ;)

matrix54
11-03-09, 22:16
this makes me want to cancel the new guide, it still wont work...gr...

Edit: i'll just do the waiths (still not sure if 4 works though) and the flying orb thingys and the static slot

Siberian Tiger
13-03-09, 11:38
This is more a question about object texturing in Strpix, but the problem is this:

I make a texture (for example, a mesh fence) and all the parts that are magenta coloured should be invisible in-game. So I apple this texture to an object and I can see speckles of magenta on the object in game. Does this have something to do with using 24bit BMP instead of 32bit?

Dustie
13-03-09, 13:17
Are you sure the areas of the image filled with magneta are filled with solid colour and that you're using the correct shade of magneta?

TrueRaider
13-03-09, 13:47
I think it's due to the magenta being anti-aliased with other colours nearby since it has to be the exact magenta colour to work. Try and see if you can check whether anti-aliasing is turned off in your paint program.

Tomb_Builder
13-03-09, 15:26
Just use the paint program included with windows to apply the magenta to your custom texture. :)

Siberian Tiger
13-03-09, 20:19
Thanks for the help, guys. I got the magenta colour from an official texture palate included in the maps folder. However, I've been using Photoshop to do this so I will give it a try on paint and see if it eradicates the problem.

Christi
14-03-09, 03:28
WHAT HAPPENED WHILE I WAS GONE!!??!??!?!!! I see people making like NEXT-Gen games...wtf! things are beautiful!:p

God Horus
14-03-09, 16:34
Hi Christi! :wve:

So I have another question, is it possible for me to have a trapdoor move 3 clicks to the left when triggered? I tried altering the animation it plays when it's triggered, but now ingame it just stays in the same spot :confused:

Dustie
14-03-09, 18:19
Move 3 clicks to the left?... Why would you want a trapdoor to do that?


If you say you've altered the animation, make sure you changed the right one and saved results in the Animation Editor and also saved the whole WAD afterwards...

God Horus
14-03-09, 23:10
Well, I want to have a platform which is in one spot the entire time, but when you trigger it it moves to the left so you can reach an entire area. I couldn't think of anything else to use :| But it's totally fine now since I figured out a different way to set up the puzzle I wanted :)

The1andOnlyTR
15-03-09, 01:28
Ya know what would be super cool?! If someone would replace the Winston mesh with a Lara mesh and make the new Lara look like Doppleganger. :D So that while you play, Doppleganger follows you around. :p

Dustie
15-03-09, 13:59
Umm, Winston isn't really 'available' in TRLE levels, he only works in TR3 levels, since that's where he's from. Lara's Shadow could be put as the Guide or VonCroy, though.


I think TheGreatChi could be interested in your idea, maybe he'd be keen on changing TR3 Winston into the Doppelganger.

AmericanAssassin
22-03-09, 17:19
I've recently jumped back into my AMP project. I've developed a truly awesome and very original plot. Plus, I've been practicing a lot and have made test rooms. I'm still not ready to post screenies, as I'm self conscious (:whi:). Texturing and lighting are extremely hard to do...

My state of mind is currently telling me, "If you want to do it, do it. If it's not possible, make it possible." :mis:

Halo High95
22-03-09, 19:31
I need some help, I get any of the Enemies or Emitters to work... Do I have to do something with the triggers or something? I'm new and really confused.

Wayne_Scales
22-03-09, 19:34
Yes, place you flame emmiter or enemy in the map, click on it, select a square and the press the pink button on the left side of the editor.

Halo High95
22-03-09, 19:35
oh, thx

Halo High95
22-03-09, 19:50
New question. There are all kinds of sites that people can download objects. I went to that and tried to download some box, and it doesn't work
I download it and it gives me a bunch of Read Only files with random assortments of symbols. What do I do, step by step, to get those in my Level Editor files and have the objects.

Wayne_Scales
22-03-09, 19:54
Read only files???? What site did you get these from.

Trsearch is a very good site for downloading objects, you will need wadmerger to add the objects to your wad. Wadmerger can be found at trearch.

Experience
22-03-09, 20:04
Hello all,

Have a really silly question but anywhoo,

I justed downloaded the level editor from TRC.com and now I have no clue what to do with it. I read the readme and it says to use Nero to burn it to a disc. Well I got Nero nut I am not the best with the program. Any help please?

Siberian Tiger
22-03-09, 20:17
I now this would be easy to find out if I just played the level, but... I can't be bothered!

Is the harpy supposed to fire energy at Lara in Cleopatra's Palace? :p

Edit: Ok, it does, I was a bit baffled because the harpy wasn't shooting at me at all, but I got quite far from it and it shot at me. Mind, it was Lara's legs it was shooting at me so I've obviously forgot to completed move over the correct wads in wadmerger. I think it's called the bubbles object?

Tomb_Builder
22-03-09, 21:00
Yes you need the bubbles object as well.

Halo High95
22-03-09, 21:40
Ok, having trouble here... how do you make it so that a lever makes a door open??

Siberian Tiger
22-03-09, 22:19
Yes you need the bubbles object as well.

Ooh, I just had a good in the Cleopatra wad and there doesn't appear to be a bubbles object. It's probably something really simple, but I'm not sure how I go about fixing this. :p


Ok, having trouble here... how do you make it so that a lever makes a door open??

On the same tile you've placed the switch object on, you must create a trigger for the switch object. This type of trigger must be set to "switch". On that same tile, place a trigger for the door you wish to open.

Tomb_Builder
22-03-09, 22:37
Ooh, I just had a good in the Cleopatra wad and there doesn't appear to be a bubbles object. It's probably something really simple, but I'm not sure how I go about fixing this. :p


Try adding this bubbles object it's from one of my levels :)

http://www.laras-workshop.co.uk/bubbles.zip

Matie
26-03-09, 17:20
I need help with monkeybars. Lara can grab it, but if she arrives to an other square, she falls down. I deleted the mokey things of the squares, then I put it again - it's still doesn't work correctly. What should I do to get it woking properly?

Wayne_Scales
26-03-09, 17:28
I had this problem before. I fixed it by putting the monkey squares on the lowest room if you know what i mean.

Titak
26-03-09, 17:53
^
That is indeed to correct way to make monkeybars work. :D

Matie
26-03-09, 17:56
It works! :yah: Thank you :)

Nausinous
26-03-09, 18:15
I know this engine is old but why does it have to be so damn difficult? Its clear to me that the guys at Core Design weren't very organised at all or else their tools wouldn't be so cumbersome and challenging!

TR FAN 18
26-03-09, 19:47
How can I stop Lara from doing this when using the Crowbar?

http://img528.imageshack.us/img528/910/laracrowbarwtf.jpg (http://img528.imageshack.us/my.php?image=laracrowbarwtf.jpg)

God Horus
26-03-09, 19:51
I think what it might be is a problem with the animation, try downloading the revised wads (I think they are on Tomb Raider Chronicles [?]).

TR FAN 18
26-03-09, 20:27
Just downloaded them and I tried copying the Animations from those WADs to the tut1 wad which I'm using but she still does that animation.

Dustie
26-03-09, 20:49
Try copying the LARA object from a WAD where the crowbar animation appears fine (cleopal?).

I myself am looking for a LARA object that has all the animations in it, considering the original WADs had animations cut to save space...

I know this engine is old but why does it have to be so damn difficult? Its clear to me that the guys at Core Design weren't very organised at all or else their tools wouldn't be so cumbersome and challenging!
I disagree, most of developement tools like that are very, very raw. They're usually made with experienced designers in mind - the kind of people who can pick up new things quick. Besides, people who used the tools had constant access to first-hand knowledge from people who designed them and any issue they had would be resolved in a matter of minutes, hours the most.

It was only at the last year of the editors usage that a decision was made to have it put together into a package that could work as a standalone release - something it was never meant for.

It's challenging becouse it's obviously complex and thus difficult to master, not becouse it's badly made.

Tomb_Builder
26-03-09, 21:08
Just downloaded them and I tried copying the Animations from those WADs to the tut1 wad which I'm using but she still does that animation.

Copy the Lara object and the crowbar_ anim from the revised coastal ruins wad. Also copy the torch_anim if you want to use the burning torch in your level. :)

TR FAN 18
26-03-09, 22:35
IT WORKS!! :D
Thanks for the help, Dustie & Tomb Builder! :tmb:

Phys
27-03-09, 22:51
Okay suddenly sounds such as drawing pistols, shooting pistols, menu during playing level, and more are non-existant. Other sounds still work :S What causes this and how do I fix it?

Titak
27-03-09, 23:12
When converting from .tom to .tr4, did the tom2pc program say anything about not being able to find certain sounds?
If so, then that's the problem. For some odd reason some of Lara's sounds and the menu sound tend to disappear when another sound is missing.

Go back to an earlier save of the .sam en .sfx files of your wad.
Then make sure you add the missing sound to the wad using WADMerger Sound Manager. (or edit the sounds.txt and convert to new .sfx and .sam files)

Phys
28-03-09, 13:19
When converting from .tom to .tr4, did the tom2pc program say anything about not being able to find certain sounds?
If so, then that's the problem. For some odd reason some of Lara's sounds and the menu sound tend to disappear when another sound is missing.

Go back to an earlier save of the .sam en .sfx files of your wad.
Then make sure you add the missing sound to the wad using WADMerger Sound Manager. (or edit the sounds.txt and convert to new .sfx and .sam files)

Thanks very much Titia. That solved the problem :D

God Horus
28-03-09, 14:46
I have a quick question; what's the number I need to multiply by 15 if I want to have a flyby camera focus on something for 15 seconds?

TrueRaider
28-03-09, 16:06
You need to multiply the number of seconds by 300 I think. So 15 seconds would be 4500.

Tomb_Builder
28-03-09, 16:22
You need to multiply the number of seconds by 300 I think. So 15 seconds would be 4500.

Multiply the number of seconds requiredby 30 it's on page 90 of the manual.

TrueRaider
28-03-09, 17:50
It's actually a typo in the manual, I've checked my own projects and it's 300. :)

MrCroftAndre
28-03-09, 20:36
Hey, everyone. I play custom levels from some time now.

And I'm starting with the level editor in this holidays (the next two weeks).
Just thought to let you know.

:)

Jeissy
28-03-09, 20:43
Hey, everyone. I play custom levels from some time now.

And I'm starting with the level editor in this holidays (the next two weeks).
Just thought to let you know.

:)

Great to hear it! So, welcome to the Level Editor forums :wve:
Start with the manual and drop by the tutorial forum (http://www.tombraiderforums.com/forumdisplay.php?f=28) for some really useful tuts :)

MrCroftAndre
28-03-09, 21:07
Great to hear it! So, welcome to the Level Editor forums :wve:
Start with the manual and drop by the tutorial forum (http://www.tombraiderforums.com/forumdisplay.php?f=28) for some really useful tuts :)

I've been in the Level Editor forums for time, but thanks anyway. :)

And thanks for the tips. :)

Jeissy
28-03-09, 21:34
Ok, I have a question, which is very simple to answer I think.
What is the number for triggering the title screen when you put a finish trigger? I once read it somewhere but I forgot it and the website doensn't exist anymore :(
There was also a number for triggering the credits. What was it aswell?

Hateshinai
28-03-09, 21:36
99 for the Title screen ;)

nowid50
28-03-09, 22:25
99 for the Title screen ;)Or any number superior to your level count in the script :)

Jeissy
28-03-09, 22:28
Thanks to both of you :hug:

-Roli-
29-03-09, 07:56
Hi all :D

I have a "little" problem :D

i changed the head of the westuit outfit to Po Yu's head, (in STRpix) but look:

http://i39.************/33xbnn5.jpg

What shoul i do?
Thank you! :)

Jeissy
29-03-09, 10:50
I'm sorry but I don't see a picture :confused:

Hateshinai
29-03-09, 11:35
You need to remap the vertices. There is a tutorial about it in the Tutorial section ;)

-Roli-
29-03-09, 14:44
Thank you, but its too hard to me :) i can't see the punctual vertexs so i give up :(:)

i should use Trangel's head mesh...

Hateshinai
29-03-09, 14:50
Come on mate, don't give up ;)

I know it's quite hard (never dared to try myself) but that head suits her very well ! :D
Maybe you could ask a kind person to do it for you ?

-Roli-
29-03-09, 14:56
Come on mate, don't give up ;)

I know it's quite hard (never dared to try myself) but that head suits her very well ! :D
Maybe you could ask a kind person to do it for you ?
Well i finished with the ponytail, its working perfectly now, but the neck... i post a screen :)
http://i43.************/33uenm9.jpg
If anyone intrested to make it for me, i would be very happy :D

God Horus
29-03-09, 15:35
Make sure you remapped the neck properly and afterwards if it still doesn't work you need to edit the neck mesh in Meta so it joins properly with the hole in the head mesh. It's easy, sapper posted something on how to do it a little while ago.

Kapu
29-03-09, 18:42
I could remap the head for you if you'd like. :)

MrCroftAndre
29-03-09, 23:46
How do I minimize the Room Editor so I can see the Copy and Paste buttons? :confused:

aktrekker
30-03-09, 01:38
You mean maximize it?
Press Alt-Enter.

XXDethKittenXX
30-03-09, 01:52
i wanna make a training level that includes laras voice but.... how do I make her speak...or something liek that i dunno (clueless)

another question would be... I have a bunch of music i wanna use in my level insted of the Tr4 musik but how do i get that music to play in my level???

another question...whenevr i accidently place a trigger and try to undo it... it wont so how do get rid of it???

i would really appreciate the help :]

KurtisandLara
30-03-09, 02:02
@XXDethKittenXX
You need a voice actor that sounds like Lara. Friend of family even someone here on the forums would be kind enough to do it.

The music you can find out how to do that in the manual. Almost the last page.

and the trigger
click the map. On the pink click where the trigger is and it will say something like this:

"Trigger for (0.0) and the thing your triggering"

it should have a green square around the trigger, once you do that on your keyboard hit "delete" The trigger will be deleted.

XXDethKittenXX
30-03-09, 03:09
@XXDethKittenXX
You need a voice actor that sounds like Lara. Friend of family even someone here on the forums would be kind enough to do it.

The music you can find out how to do that in the manual. Almost the last page.

and the trigger
click the map. On the pink where where the trigger is and it will say something like this:

"Trigger for (0.0) and the thing your triggering"

it should have a green square around the trigger, once you do that on your keyboard hit "delete" The trigger will be deleted.


thank you :]....i can do a pretty good Lara impression...well id just have to see.... its kinda weird that im a boy and can sound like lara xD thank you for the help :]

KurtisandLara
30-03-09, 03:31
Good luck. Have fun impersonating lara :D lol

MrCroftAndre
30-03-09, 08:47
You mean maximize it?
Press Alt-Enter.

Yes, thank you. :hug:

-Roli-
30-03-09, 11:44
Thanks for your helps, but i made it (finally) :D

KurtisandLara
30-03-09, 12:11
How do i trigger a flyby to happen after an enemy dies? I have a demi god trigger another one once he dies and that worked (i tested it) but the flyby is on the same trigger zone as the second demigod and it starts when i step there.
How do i get it to happen once he dies :S.

AmericanAssassin
30-03-09, 17:04
I can't figure out how to install the custom level The Ancient Knowledge by Danilo Rocha (http://www.tombraiderforums.com/showthread.php?t=148263). I looked through the thread, but it looked like you guys were speaking a different language. :p

]{eith
30-03-09, 17:17
I had trouble with Ancient Knowledge too until I realised I was missing title.tr4. D'oh! :p

AmericanAssassin
30-03-09, 17:19
I have no idea what that is. :vlol: I'm such a moron when it comes to these things...

]{eith
30-03-09, 17:24
The title level. TR4 won't run without it. In your data folder.

AmericanAssassin
30-03-09, 17:27
Do I just copy it from my main folder into my The Anicent Knowledge data folder? :confused:

Tomb_Builder
30-03-09, 17:31
yes that will do the trick :)

AmericanAssassin
30-03-09, 17:38
Okay, well I just did that. The game starts to load, but then crashes with no reason given. My computer can't find a reason. :confused:

MrCroftAndre
30-03-09, 18:17
Could someone please help me here: http://www.tombraiderforums.com/showthread.php?t=149404

I'm a bit desesperate. :o

Dustie
30-03-09, 18:27
How do i trigger a flyby to happen after an enemy dies? I have a demi god trigger another one once he dies and that worked (i tested it) but the flyby is on the same trigger zone as the second demigod and it starts when i step there.
How do i get it to happen once he dies :S.
The only way I know is to have an enemy 'enable' another trigger (it can be a flyby trigger) on the enemy's death. 'Enable', meaning there won't be any action at the moment the enemy dies, but instead Lara will be able to trigger the trigger once she steps at it after (and only after) she kills the enemy.

If that's what you want, all you need to is to set a 'switch' trigger from the enemy to the trigger you want enabled after the enemy's death - that way Lara will be able to trigger the flyby, but she will have to step on those trigger squares first.


Okay, well I just did that. The game starts to load, but then crashes with no reason given. My computer can't find a reason. :confused:

Perhaps this will give you a hint. Here's a brief info on how the level folder should look like:

data/[the file with the level].tr4 (from the download)
data/title.tr4 (from trle/data/ folder)
data/uklogo.pak (from trle/data/ folder)
SCRIPT.DAT and ENGLISH.DAT (from the download)
tomb4.exe (from the download)

Recreate this structure where you want the level to sit, it can be the directory you've extracted the package to. If any of the 'from the download' files are missing in the package, get them from the TRLE directory also.

KurtisandLara
31-03-09, 00:56
The only way I know is to have an enemy 'enable' another trigger (it can be a flyby trigger) on the enemy's death. 'Enable', meaning there won't be any action at the moment the enemy dies, but instead Lara will be able to trigger the trigger once she steps at it after (and only after) she kills the enemy.

If that's what you want, all you need to is to set a 'switch' trigger from the enemy to the trigger you want enabled after the enemy's death - that way Lara will be able to trigger the flyby, but she will have to step on those trigger squares first.

So put the flyby trigger under the trigger that triggers demigod3?

Dustie
31-03-09, 09:58
No. You have to click on the demigod, then click on the trigger field to bring up the trigger settings window. In 'type' you have to change it to 'switch' (now the enemy will act just like a switch, only instead of switching him (d-uh), he has to be killed). Once you click OK to confirm the settings, you have to set this trigger to the same square that has the flyby trigger.

However, like I wrote before - it's not gonna make the flyby start right when you kill the demigod. It will only start when Lara kills him and steps on the flyby trigger square afterwards! Stepping on the flyby trigger before killing the demigod won't work - becouse of the 'switch' trigger you've just set from the demigod to the flyby trigger square.


If you're still not sure about how this works, just set it up and try out. Kill the demigod and step on the square that has the flyby trigger + demigod 'switch' trigger. Don't forget to have a trigger for the demigod to show up, so there's something to kill to begin with!

XXDethKittenXX
31-03-09, 21:38
More QUESTIONS!!!! xD

mkay.... i want to use objects off of the Times Exclusive level but how do I put them into my wad?

i really wanna make a cutscene.... but how do I do that... i want it to be a simple flyby or something.... and how do you change the angle of the camera... what I mean is how can i get the camera to face Lara at a different angle like an upward view while u can still control lara

id appreciate help :]

Dustie
31-03-09, 22:31
1. Use WadMerger and Load TR option to load the times.tr4 file.


2. I don't know the exact specifics of cameras use, but the manual does cover fixed cameras, including how to change their position and view target, quite early on actually. I suggest to check it out, there's a contents section at the 3rd or 4th page.

XXDethKittenXX
31-03-09, 23:13
1. Use WadMerger and Load TR option to load the times.tr4 file.


2. I don't know the exact specifics of cameras use, but the manual does cover fixed cameras, including how to change their position and view target, quite early on actually. I suggest to check it out, there's a contents section at the 3rd or 4th page.

thnx ;] but when i try to load TR for times.tr4 it says ReadTR-> Error reading level. Decompressing level data. and I press the only option (okay) then it says runtime error'53' file not found zlib.dll

matrix54
31-03-09, 23:41
My games keep crashing :(

I got a new TRLE, but my levels load halfway and crash. help me, please :o

aktrekker
01-04-09, 07:18
What do you mean by a new trle?


thnx ;] but when i try to load TR for times.tr4 it says ReadTR-> Error reading level. Decompressing level data. and I press the only option (okay) then it says runtime error'53' file not found zlib.dll

It says zlib.dll was not found. This came with wadmerger and must be in the same folder. Reading the error message carefully will often lead you to the solution.

Dustie
01-04-09, 10:19
My games keep crashing :(

I got a new TRLE, but my levels load halfway and crash. help me, please :o
Did you place Lara in your level?
Did you apply shiny textures to statics?
Did you add new objects to your WAD? If so, statics or moveables (animating, enemies, doors, puzzles)?
If you did modify your WAD, which of the newly added objects have you actually placed in your level project?
Did you add any high-poly objects?

XXDethKittenXX
01-04-09, 13:44
What do you mean by a new trle?




It says zlib.dll was not found. This came with wadmerger and must be in the same folder. Reading the error message carefully will often lead you to the solution.

mkay... i searched on my computer and found zlib1.dll not zlib.dll would this be the same thing. Well even if it was ... i moved it to the wadmerger file.... and it stills say the same thing.... should I redownload it or something???

------------------
nevermind I found the solution.,... thanks for the help :]

Tomb_Builder
01-04-09, 15:38
rename it to zlib.dll :)

XXDethKittenXX
01-04-09, 17:07
I probably shouldve added this to my other posts... but i downloaded (TR5 and TR3 to be exact) music from Plant Lara.com And I want to add this to the Audio file so it will play on my levels... the manual says I have to copy over some of the existing files in the Audio folder... but I cant because Windows Vista (more liekly Area 51 xD) has the Audio files set on nothing for genre.... but the music i downloaded on "other" for genre.... therefore it wont copy over the existing files.... so how do i do this?




I am not able to change the genre!!! so thats not one of the answers im looking for.... but I wouid appreciate someones help

Dustie
01-04-09, 18:46
PlanetLara has Tomb Raider soundtracks in MP3 format. The editor uses PCM WAV format, so they're not going to work just like that when you overwrite the files.


I don't use Vista so I've no idea what 'genre' issue you're talking about - MP3 files use ID tags for descriptions, but they should have nothing to do with wether you can copy a file over another one or not.

My question would be, do you have file extensions visible in file names or not?...

XXDethKittenXX
01-04-09, 19:39
define file extensions... plz//

Dustie
01-04-09, 21:08
it's a three-letter extension to the actual file name that indicates the type of the file.

If you see files named just "tomb4" "script" "english" "101" "103" "104", they're not the complete filenames, they're actually tomb4.exe, script.dat, english.dat, 101.wav, 103.wav, 104.wav... Windows is set to hide the extensions of most of the files except for the so-called unknown types, by default. Average users don't pay attention to that, but with this type of operations on files, I'd say it's important if not crucial to know what the file type is exactly...

XXDethKittenXX
02-04-09, 00:12
so how do I convert MP3 to WAV???

Phys
02-04-09, 07:08
so how do I convert MP3 to WAV???

Madplay

For converting MP3 files to the correct audio format for the Level Editor. Handy for including with the downloads for your games. Simply put the two files inside your audio folder, double click the Start Me exe and all your MP3s will be converted for you. Download - 216 Kb

Download (http://www.skribblerz.net/Madplay.zip)

There ;)

God Horus
02-04-09, 18:55
Does anyone know where I can find lightbeams which are designed to come out of walls, not ceilings? I've been looking for a while :confused:

Jeissy
02-04-09, 19:00
Does anyone know where I can find lightbeams which are designed to come out of walls, not ceilings? I've been looking for a while :confused:

I think there were some kind of lightbeams of this sort in one of TR3's wads from the south pacific levels. I may be able to extract the wads and search for it, if only someone could tell what's was the name of the program which extracts wads from the games :)

Dustie
02-04-09, 19:04
Just use WadMerger, it can open original level files just like WADs.

God Horus
02-04-09, 19:11
Thanks, I'll look at the South Pacific wads :)

Jeissy
02-04-09, 19:17
Thanks, I'll look at the South Pacific wads :)

Hey, it's at the SHORE data file. If you want I could upload the wad for you :)

God Horus
02-04-09, 19:17
Thanks that would be awesome! :hug:

Jeissy
02-04-09, 19:21
Here is a little test screen :wve:
http://i43.************/33vgnjp.jpg

And here is a download link. There are other beams included. They are under the name of FURNITURE3 to 7 :)
http://www.sendspace.com/file/megfgg

XXDethKittenXX
02-04-09, 21:49
YAY!!!! thank you.... nice avatar by the way ;}There ;)

God Horus
02-04-09, 21:56
Here is a little test screen :wve:


And here is a download link. There are other beams included. They are under the name of FURNITURE3 to 7 :)
http://www.sendspace.com/file/megfgg

Thank you so much! They're great :D :jmp:

Phys
02-04-09, 23:02
YAY!!!! thank you.... nice avatar by the way ;}

Haha thanks. Everytime I change it, someone always tells me I have a nice/great avatar. Must have a good taste :D

HURLEYstickmen
03-04-09, 11:04
Pardon me if I'm interrupting your conversation (if u r having 1), but I have made my own outfit 4 TRLE, and guess what? It NEVER works!!!:(:mad::hea:
I have placed LARA in the level, the outfit seems fine in WADMerger, the level ALWAYS crashes every time I try to play it, and now I want someone else to make it 4 me. I have been trying constantly to get it to work, but have never prevailed.:(
Have any of you people out there come across this problem b4?
If U have, let me know, OK? thx.:(

Dustie
03-04-09, 11:39
Is the outfit the only thing you've modified in your WAD? Levels crashing during loading can be coused by certain objects in the WAD or your project, not only the outfit.

HURLEYstickmen
03-04-09, 11:51
Is the outfit the only thing you've modified in your WAD?
Yes. What r u suggesting, Dustie?:confused:

Dustie
03-04-09, 13:14
If the WAD you used as a base worked before placing the new outfit in it, that means the outfit is indeed the couse.


Make sure you didn't exceed the vertices limit when modifying the meshes. Or do you use TREP?...

Are you sure you've done the changes right? Did you remap the vertices for the head, joints, etc.? How much changes have you done exactly?
I've never built my own outfits so I don't know what kind of problem this might be, these are the only issues I can think of.

HURLEYstickmen
03-04-09, 13:45
Well, it's my first outfit 4 TRLE, & none of the meshes exceed the vertices limit. I'm also not sure if I've done it right or not.:( I just do not know what it is exactly that's the problem with the outfit.:(

Edit: I think I did remap the vertices 4 the head, joints & all that stuff. It's mainly just spheres and cylinders.

LaraRules81
03-04-09, 14:08
Sorry, this may be really stupid, what's TREP?

Jeissy
03-04-09, 14:11
Sorry, this may be really stupid, what's TREP?

TREP stands for Tomb Raider Engine Patcher. Here is its official website: http://trep.trlevel.de/en/index.html. It's a program with which you can change alot of stuff for your game. I can't really explain what its functions are, so check out the site :o

HURLEYstickmen
03-04-09, 14:40
:off:

Phys
03-04-09, 14:47
:off:

Im sorry but that wasn't "Off Topic". This thread doesn't belong to you. Anyone can post their own basic questions, inquiries or help.

HURLEYstickmen
03-04-09, 15:13
Well, it's off my topic, but now I understand.:(Sorry.:(

Dustie
03-04-09, 15:20
Well, it's my first outfit 4 TRLE, & none of the meshes exceed the vertices limit. I'm also not sure if I've done it right or not.:( I just do not know what it is exactly that's the problem with the outfit.:(

Edit: I think I did remap the vertices 4 the head, joints & all that stuff. It's mainly just spheres and cylinders.

Did you follow any outfit making tutorials? These often point out where mistakes can be made easily and advice how to avoid making them.

HURLEYstickmen
03-04-09, 15:29
No. I have found one, though. It's this one: http://www.tombraiderforums.com/showthread.php?t=132749.
I might have to learn from this... :)

LaraRules81
03-04-09, 15:37
TREP stands for Tomb Raider Engine Patcher. Here is its official website: http://trep.trlevel.de/en/index.html. It's a program with which you can change alot of stuff for your game. I can't really explain what its functions are, so check out the site :o

Thanks.

And sorry HURLEYstickmen if it seems off topic but I was only asking a question so :ton:

EDIT: seen your post above :D

:}hello friend
04-04-09, 04:18
Would someone be kind enough to help? I am trying to find some Angel of Darkness sounds (basically Lara's sounds, and gun sounds) Could someone please tell me where I could find these sounds? I don't have Angel of Darkness so I can't extract sounds from it. So could someone please tell me where I can find these sounds?

Kapu
04-04-09, 06:52
hellofriend, try searching for "Angel of Darkness sounds" in the TRLE forum. I know someone posted a ton of them just a while ago.

I have a noobish question. How can I make a jumpswitch reset immediately after being pulled?

aktrekker
04-04-09, 07:24
I have a noobish question. How can I make a jumpswitch reset immediately after being pulled?

Why would you want to do that? It's a really mean trick.
But put 1 in the timer of the trigger. It should reset immediately and accomplish nothing.

KurtisandLara
04-04-09, 09:45
Question. To make a timed door...Do i just put how many seconds the door should last opened in the timer spot of the trigger area?


Would someone be kind enough to help? I am trying to find some Angel of Darkness sounds (basically Lara's sounds, and gun sounds) Could someone please tell me where I could find these sounds? I don't have Angel of Darkness so I can't extract sounds from it. So could someone please tell me where I can find these sounds?

Try here: http://www.larashots.com/Sounds.shtml

Dustie
04-04-09, 10:23
Question. To make a timed door...Do i just put how many seconds the door should last opened in the timer spot of the trigger area?
I believe that does the trick. Basically makes the trigger antitrigger itself after X seconds. Not sure if you type seconds directly into the timer field though, maybe it has to be multiplied...

KurtisandLara
04-04-09, 10:32
Ill fiddle around with it :D thanks ^^

:}hello friend
04-04-09, 14:52
I found the forum which had the sounds, but when I place them in a level, all of the sounds are missing, only her feet sounds work correctly. Whats wrong?

Dustie
04-04-09, 20:41
What do you mean 'place in a level'? Did you replace the sound files in Samples folder?... Did you mess around with Sounds.txt file?

:}hello friend
04-04-09, 23:06
I replaced them in the samples folder like the Manual told me...

EDIT:!!! I have an additional question I would like to ask, the Manual confuses me at this part, I want to make diagonal walls, could someone give me a step-by-step process on what to do?What do you mean 'place in a level'? Did you replace the sound files in Samples folder?... Did you mess around with Sounds.txt file?

Tomb_Builder
05-04-09, 09:55
You can't make diagonal walls unless your using the DTXR3 unofficial editor

Danielinhoni
05-04-09, 10:08
Why can't i hear the CD in my level ?
I hear the title at the starting of the level, and then nothing.
I revised the script and the CD, and it doesn,t works.
Why ?

aktrekker
05-04-09, 10:40
You already asked this question in another thread. Please don't post your question in more than one thread. It makes it much harder to help you.

:}hello friend
05-04-09, 14:22
You can't make diagonal walls unless your using the DTXR3 unofficial editor

Awwww...that stinks, well could anyon help me with my first question?

Wayne_Scales
07-04-09, 22:55
Hey

What are the objects i need for the lasersight to work? Because when i use it with my revolver it shows lara's leg mesh instead of the red point!

I have the Lara_Revolver_laser in my wad? Am i missing something?

:)

aktrekker
08-04-09, 07:17
Do you have TARGET_GRAPHICS in your wad?

KurtisandLara
08-04-09, 09:51
I need help. I've been trying to install a wetsuit outfit by Trangel their newest one.
I loaded it in wadmerger, and my level. I double clicked the name with the + on it to convert all them at once. and then when i click on my levels lara it shows her with her normal tr4 outfit...
So i saved it and went into the game and now it crashed half way through loading my level.

aktrekker
08-04-09, 10:00
I couldn't quite figure out what you are saying.

Where did you double click the name with the + on it? What tool were you using?
When you click on your levels? What do you mean?
You saved it and went into the game? Saved what? What tool were you using?
In other words, I have no idea what you did.

Did you convert the level again after changing the wad? Sometimes you also have to output wad again.

Most outfits come with a readme. You should read it. It provides instructions for installing the outfit as well as anything else you must do to make it work.

KurtisandLara
08-04-09, 10:24
1) Wadmerger.
2) it came with a read me but no instructions.
3) the + is next to the name, if you click it, it expands ya know? Want a screenshot of where im talking about on wadmerger?
Sorry for confusion >.<

Soul
08-04-09, 18:01
To be able to finish my first room I have some questions:
I was reading through the manual, but asome things just don't work (or I'm to dumb to understand, what's written)

1) How do I activate something with a jumpswitch. It seems I have to trigger the switch itself AND the thing that needs to be triggered at the same square. So I put a normal trigger refering to the jumpswitch and a "Switch-trigger" - refering to a door on the square under the JS, but when I actovate the switch, the door remains closed :(

2) How do I time a RaisingBlock? A heavytrigger activates the RB, the RB comes out. Everything works. So I write a "5" next to the timer, but the RB remains at his position :(

3) Which Flame - Emitter do I have to take , when I want it to throw a big flame every 5 seconds or so? How do I set the object (the manual says it throws the flame into the direction the object points at) so that the flames come out of my lava?

4) how do i move objects, for example, when I want the flame coming exactly out of the wall? In the manual it says ctrl + directional button, but it doesn't work for me :confused:

Phys
08-04-09, 18:21
To be able to finish my first room I have some questions:
I was reading through the manual, but asome things just don't work (or I'm to dumb to understand, what's written)

1) How do I activate something with a jumpswitch. It seems I have to trigger the switch itself AND the thing that needs to be triggered at the same square. So I put a normal trigger refering to the jumpswitch and a "Switch-trigger" - refering to a door on the square under the JS, but when I actovate the switch, the door remains closed :(

2) How do I time a RB? A heavytrigger activates the RB, the RB comes out. Everything works. So I write a "5" next to the timer, but the RB remains at his position :(

3) Which Flame - Emitter do I have to take , when I want it to throw a big flame every 5 seconds or so? How do I set the object (the manual says it throws the flame into the direction the object points at) so that the flames come out of my lava?

4) how do i move objects, for example, when I want the flame coming exactly out of the wall? In the manual it says ctrl + directional button, but it doesn't work for me :confused:

1) Place the jumpswitch. Click on the switch, click options for triggers. Choose Switch from the dropdown. Press ok, then place the trigger on the same square as the jumpswitch. Click the door you want to trigger, click the square where the switch is, place the trigger :)

Soul
08-04-09, 18:43
Thanks :) Worked perfectly. :D

aktrekker
09-04-09, 07:49
@Soul
2) I'm not sure raising blocks can be untriggered.

3) The large end of the little pyramid is where the flames come out. Right clicking the object will rotate it. I don't know how to make it point up. There must be an OCB. Check the manual, it's probably in there.

4) Keep right clicking on the object to rotate it around the outside of the sector.

@Phys - did you really have to quote the whole post to answer one question?

@KurtisandLara
Since you didn't read the whole post I'll ask again.
Did you Output Wad and convert your level again after changing the wad?

KurtisandLara
09-04-09, 08:03
Nope. I fixxed it thanks.

Raymond
09-04-09, 08:49
@Soul
2)You can untrigger RB`s, of course and yes, just write 5 into the timer field. Be sure, that Lara leaves the trigger tile for the count down to start.
3) and 4) Skribblerz has a long list of available OCBīs and the connected timings (http://www.skribblerz.com/tutflames.htm). Most of the ocbīs for horizontal burners let the burner start in the middle of the square, only some at the side (or the wall).
But nowadays we have the trng. So you could also move the flame emitter, that would start in the middle, to the side with a move flipeffect. If you need some other timing not covered by the ocbīs in the list, then you can do it with the help of an Organizer (see Organizer script command).

Soul
09-04-09, 09:23
Thanks, Raymond. :jmp: The problem at 2) was, that the trigger for the RB was a heavytrigger, triggered by a Rollingball, that remained on the trigger tile. Thanks for the explanation :D
For 3) and 4) I'm gonna work at OCB-Codes.

Raymond
09-04-09, 09:41
A RB should never stop on a trigger tile, because you get problems with your cams later on. So be sure to avoid this in every case.

Soul
09-04-09, 09:55
Thanks again. Changed it now :D

Soul
09-04-09, 12:08
Just one question: The list says, that -7 (Minus 7?) makes the Flame Emitter 1 coming out of the wall continuously and -6 (minus 6?) makes the flame get on for 5 seconds and off for 3 s.
So I have to add these two numbers, to get a flame, coming from the wall, on for 5, off for 3 s, right?

Well. I have a normal trigger on my v ery first square, so that it activates instantly. Then I clicked onto the Flame_Emitter object, typed O and got the OCB-Window, where I wrote -13 (there was still a zero at the end, don't know why). Then I played the game and nothing happended, there wasn't even a flame, so I opended The OCB-window again and clicked on every number (1,2,3,4,5). Then I started the game and there was a flame, but it was coming from the middle of the square and was continious.
:confused:

Sorry, if this is explained in the manual. I couldn't find it

Dustie
09-04-09, 12:40
There was still a zero? Make sure you type the OCB properly! Erease any number that's in the field when the window comes up - just click on the field and use backspace or delete to clear it completely - then type the OCB and press enter to make it stick.

Soul
09-04-09, 12:50
Did it, but nothing changed :( I seem to be too stupid to build levels :confused:

Dustie
09-04-09, 13:01
And why exactly did you add the numbers? Shouldn't just -6 in OCB give you a horizontal (from a wall, in the direction of the cone of the nullmesh) flame that's on for 5 and off for 3 seconds?... That's what it says here: http://www.skribblerz.com/tutflames.htm.

Raymond
09-04-09, 13:02
Completely wrong, Soul, you canīt add the numbers. Each number is for one setting. For a burner coming from the wall you have only ocb -7 available, nothing else. All else numbers for horizontal burners are causing the burner to come from the middle.
But as I said with the TRNG you have a possibility to move the flame emitter from the middle to the wall. Use the action trigger Move. Move to ... <#>animating for (E) clicks. Choose the appropriate direction and move it two clicks. As your "animating" choose the flame emitter. First trigger it and then move it. The move should be triggered, so that the player canīt see it.
Also do, what Dustie said.

Soul
09-04-09, 14:05
Hmmm. The -6 thingie works finally :jmp:. Thanks to both of you
But the actiontrigger doesn't do anything, if I stand on the triggertile.

I have set the OCB of the Flame Emitter to -6, and clicked on every number (1-5) otherwise it didn't work :( ). Then I put a trigger, activating the flame onto the very first square and clicked the numbers 1-5 in the triger window - otherwise it didn't work. So the flame is activated - works perfectly, but comes from the midle of the square, even if I stand on the triggertile for the action you described.

Trigger: ACTION
Object to trigger: Flame_emitter (it's definatly the right one)
Type: TRIGGER
Timer: move to west <#>animating for (E) clicks
Extra: 2 Clicks

But if nothing works, I'll just add another tiny room behind the place, where the Emitter is now and let the flame come from there.
EDIT: Did it now with the tiny room behind and it looks (and works) great :)

Raymond
09-04-09, 14:23
Nope, you have to trigger the flame emittor or you click 1-5 in the ocb-window. If you click the ocb-numbers, than the flame emitter starts with starting the level and you donīt need a trigger.
And the action trigger certainly works, if everything is right with your trng-installation. Have you tested some other flipeffects or action-triggers, if they work?
In the case they donīt work, something is wrong with your installation. Have you done the full installer and then the last update 1.2.0.1?

Soul
09-04-09, 14:49
Now that you say it: Every Flieffect I tried didn't work. Just tried the invulnerable Lara-Effect, but there was no blinking tranperancy and she just died, because of a RB, the Lava and the Flame-Emitter.
But I don't know why, because I thought I had the most actual version form January 2009 - Dowloaded it on this pageby clicking the first link.
http://www.trlevelmanager.net/ng.htm

--> Updated it now, but no changings :(maybe I'm just doing these things totally wrong)

Raymond
09-04-09, 15:13
Canīt say, what is the reason for this. I know, that others had similar problems (I never had this). Lara Croft on the Levelbase had this problem too and he could solve it somehow. Perhaps he can help.
In the meantime try to save the project with a new name and delete the tr4 and convert it newly. Saving/converting again on the same name while updating seems to cause some problems!

Wayne_Scales
10-04-09, 13:15
Do you have TARGET_GRAPHICS in your wad?

Thanks aktrekker, that fixed the problem!:)

I have another problem. I triggered a mercenary, in the TROOPS slot and it caused my game to freeze, when i removed the mercenary the game worked fine. So i then decided to find the same mercenary (this one http://www.trsearch.org/Items/374) which is in the sas slot. So i triggered this, and when lara runs over the trigger for it in game it freezes again? Anyone know why? :)


EDIT!:Okay, i fixed it, looks like if you trigger more than 1 TROOP at once the game freezes.

Is there a way to make the TROOPS attack straight away? Because you have to shoot them for them to attack.

Kapu
11-04-09, 05:23
Hey, I've got a quick question. I'm using a horizon that uses SKY_GRAPHICS, but in-game the SKY_GRAPHICS don't show up. The horizon is there, but the place of the SKY_GRAPHICS is black. Why is this?
I'm using the settomb.WAD, BTW. Is that part of the problem? I've put HORIZON=enabled in my script, but is there something more I should add?

aktrekker
11-04-09, 07:42
Do you mean you are using a horizon that also has its own sky graphics?
If so you need to make sure the sky image file is in the correct format and has the correct name. It should be named settomb.raw and it must be in raw format 256x256 pixels, 24 bits per pixel in RGB order.

Piega
11-04-09, 08:19
There is also a default sky graphic if I'm correct. I'm not sure what the difference is between the default and the raw.

I think aktrekker forgot to mension is that you need these commands too in the script:

ColAddHorizon= ENABLED
Layer1= 55,35,10,-8
Layer2= 28,18,5,-16

You can use two layers wich give a nice effect or just one. -8 and -16 are speed values wich also can be positive. + and - value only matter for direction. The other are color values RGB.

TR FAN 18
11-04-09, 10:37
I copied the TR1 Keyhole & Key into my WAD but the keyholes seem to end up on the floor and not on the wall as seen in the Room Edit window.

http://i39.************/23jlfug.jpg

Also, I copied the DEMIGOD2 & DEMIGOD2_MIP objects over to my WAD and they just won't appear when Lara steps on the Trigger tile.

EDIT: OK, the DEMIGOD2 objects work now but the Keyholes are still on the floor. The Keyhole is in my WAD as KEY_ITEM12 if that helps.

EDIT2: I fixed the problem. I put the Keyhole as KEY_HOLE7 instead and that works! :D

God Horus
11-04-09, 18:13
Hi :wve:

What can I do if my pistol sounds, shotgun sounds, revolver sounds, and uzi sounds don't work? It's only in one level. None of the sounds work and the uzi sounds come out as water sounds.

KurtisandLara
12-04-09, 02:12
How do i start the level out without laras pistols and with the revolver? I know its probably something to do with the script...

aktrekker
12-04-09, 04:10
The script won't let you do that.
I think you can do it with TREP.

Dustie
12-04-09, 10:52
Hi :wve:

What can I do if my pistol sounds, shotgun sounds, revolver sounds, and uzi sounds don't work? It's only in one level. None of the sounds work and the uzi sounds come out as water sounds.

Sounds a bit nasty...

You can try using Sound Manager in WadMerger to add these sounds, but be careful. WadMerger has a lot of flaws that couse mistakes in the sound reference files, thus cousing missing sounds issues. Use it only once your WAD is completed, finalised and will never be edited again (WadMerger will most probably lose the changes you made using Sound Manager next time), and you should also make a backup copy of it (or at least its .sam and .sfx files).

:}hello friend
12-04-09, 19:27
Would It be possible to make a monkey from TR3 and a changeling from TRC fight each other in my levels?

KurtisandLara
12-04-09, 19:55
Maybe if one was in a guide slot?

aktrekker
12-04-09, 21:40
Would It be possible to make a monkey from TR3 and a changeling from TRC fight each other in my levels?

The only objects I know of that fight each other are the scorpion and troops (or SAS, I forget which one).

That color and small font are hard to read.

TerraCreek
12-04-09, 23:58
Newbie, just downloaded from TRC, but it says, cannot open application.
What's up?

God Horus
13-04-09, 00:02
You need to give more details, what application are you talking about? The level editor installation exe?

TerraCreek
13-04-09, 01:00
'Windows cannot open this file'....
Sorry, my stupidity struck again. :hea:

aktrekker
13-04-09, 01:49
What file?
What did you do to the file to get the message?

TerraCreek
13-04-09, 10:59
What file?
What did you do to the file to get the message?

Okay, here's what I got when I downloaded. I've extracted all the files, so that jobs done...and here's what's inside.

The message is from the trle_full_image.iso file.

http://i43.************/9rhi5h.jpg

sapper
13-04-09, 11:27
iso files are cd image files. This needs to be burned to a cd in Nero or something (not copied via windows) or opened in a program that fakes a CD drive like Daemon tools.

igor32
13-04-09, 14:19
What means the "EVIL: Unknow object"?
It only show when I am outputting the wad :(

Titak
13-04-09, 15:58
It means that you have an evil object somewhere.
But what the evil object is, god only knows. :p

I also recently ran into this message after splitting my manor level and deleting unused objects and rooms. In my case it seems to be linked to some or one of the rooms I deleted. Because when I went back to an earlier save and removed only the objects (and left the rooms intact) I did not get the message. :confused:

I had the same thing with my Crash Site level of my HM levelset.
Some people found a way to get behind the crashed plane and discovered the large canyon of the Icy Waters level there. They were wondering what it was doing there because it had no use for the Crash Site level.
Well, the reason it was still there was because I got the "evil object" errormessage when I tried to delete it. ;)

Anywa, it is best to go back to an earlier save and make you chances one by one and test after making each change.
Do not just output the wad to see if the message appears, but also save and reload your prj, and then output the wad again. I found out that it does not always give the message when outputting the wad but when you save and reload it will, even if you haven't made any chances. ;)