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


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Kapu
10-06-09, 22:59
Ok good, then TREP was right. :D

God Horus
10-06-09, 23:00
Whoo! :yah: Thanks :hug:

I feel so abnormally nervous... my first ever big release! :eek:

Kapu
11-06-09, 05:47
I'm wondering, is there any way around the not-animating triangle texture problem? I'm talking about this:
http://i41.************/kd5xde.jpg

The floor square is broken into triangles, but my texture doesn't animate on the triangle. Can I fix this?

Titak
11-06-09, 08:45
You'll have to select another triangle fo the texture. ;)

deskj
11-06-09, 09:11
and if i'm not wrong this bug can't be solved with the river-rotate animation http://www.aspidetr.com/forum/images/smiles/icon_mumble.gif

!Lara Croft!
13-06-09, 00:58
I have a small problem...

Each of my levels contain 3 secrets. For example in croft manor ive got Bronze, Silver and Gold Roses.

Now ive put them in the PICKUP_ITEM slots, but ingame they call themselves "load". What script entry do i have to make to get it to call them in the inventory...

PICKUP_ITEM1 = Gold Rose
PICKUP_ITEM2 = Silver Rose
PICKUP_ITEM3 = Bronze Rose

Kapu
13-06-09, 02:09
Your script entires aren't right, they should look like this:

Pickup= 1,Gold Rose
Pickup= 2,Silver Rose
Pickup= 3,Bronze Rose

Change your entries to those and see if it works. ;)

!Lara Croft!
13-06-09, 02:28
It still says "Load", where do i put the names in ENGLISH.TXT?

Kapu
13-06-09, 02:51
It doesn't matter where you place the names in ENGLISH.txt, as long as the names are there. Pick some random level names. For example, replace 'The Sphinx Complex,' 'The Valley Temple,' and 'Underneath The Sphinx' with Gold Rose, Silver Rose, and Bronze Rose.

EDIT: I did a quick test to make sure I was right, and it worked. The original name of this object is 'Bag of Sand,' but I changed it to 'Thing' in my SCRIPT.txt. Then instead of replacing the actual 'Bag of Sand' line in my ENGLISH.txt, I just replaced one of the level names with 'Thing' and it works fine in-game.
http://i39.************/2q9hycw.jpg

Let me know if it works for you, okay?

!Lara Croft!
13-06-09, 03:17
Tried it, still doesnt work.

Here is part of script and english TXT files.

Name= Croft Manor
Legend= Croft Manor
YoungLara= ENABLED
Horizon= ENABLED
Layer1= 160,160,192,7
Pickup= 1,Gold Rose
Pickup= 2,Silver Rose
Pickup= 3,Bronze Rose
LoadCamera= 57416,-4550,47889,56584,-3930,49014,2
Level= DATA\TUT1,107

Cambodia, 1984
The year 2000, somewhere in Egypt...

Title Load Screen
Croft Manor
Return to St Francis Folly
Burial Chambers
Valley Of The Kings
KV5
Deepsea Dive
The Great Hypostyle Hall
Empty Level Slot
Reb 2
Tomb Of Semerkhet
Reb 3
Desert Railroad
Alexandria
The Luna Temple
Pharos, Temple Of Isis
Test Area
Catacombs
Temple Of Poseidon
The Lost Library
Hall Of Demetrius
City Of The Dead
Trenches
Chambers Of Tulun
Citadel Gate
Gold Rose
Silver Rose
Bronze Rose
The Valley Temple
Underneath The Sphinx
Menkaure's Pyramid
Inside Menkaure's Pyramid
The Mastabas
The Great Pyramid
Khufu's Queens Pyramids
Inside The Great Pyramid
Temple Of Horus

EDIT: And did you want that TR3 south pacific outfit in poyu's trl style?

Kapu
13-06-09, 04:09
Hmm, make sure all of your lines match up. They should look like this...
Name= Croft Manor
Legend= Croft Manor
YoungLara= ENABLED
Horizon= ENABLED
Layer1= 160,160,192,7
Pickup= 1,Gold Rose
Pickup= 2,Silver Rose
Pickup= 3,Bronze Rose
LoadCamera= 57416,-4550,47889,56584,-3930,49014,2
Level= DATA\TUT1,107

Not like this...
Name= Croft Manor
Legend= Croft Manor
YoungLara= ENABLED
Horizon= ENABLED
Layer1= 160,160,192,7
Pickup= 1,Gold Rose
Pickup= 2,Silver Rose
Pickup= 3,Bronze Rose
LoadCamera= 57416,-4550,47889,56584,-3930,49014,2
Level= DATA\TUT1,107

To get them all to line up like that use the Tab button, not the space bar.
And I am kind of interested in a South Pacific TRL style outfit, but I think I'd just like to stick with the regular outfit. Thank you, though! That was a very nice offer.

MyRaider4Life
13-06-09, 05:40
Hmm, make sure all of your lines match up. They should look like this...
Name= Croft Manor
Legend= Croft Manor
YoungLara= ENABLED
Horizon= ENABLED
Layer1= 160,160,192,7
Pickup= 1,Gold Rose
Pickup= 2,Silver Rose
Pickup= 3,Bronze Rose
LoadCamera= 57416,-4550,47889,56584,-3930,49014,2
Level= DATA\TUT1,107

Not like this...
Name= Croft Manor
Legend= Croft Manor
YoungLara= ENABLED
Horizon= ENABLED
Layer1= 160,160,192,7
Pickup= 1,Gold Rose
Pickup= 2,Silver Rose
Pickup= 3,Bronze Rose
LoadCamera= 57416,-4550,47889,56584,-3930,49014,2
Level= DATA\TUT1,107

To get them all to line up like that use the Tab button, not the space bar.
And I am kind of interested in a South Pacific TRL style outfit, but I think I'd just like to stick with the regular outfit. Thank you, though! That was a very nice offer.

What does the Young Lara option do? :)

!Lara Croft!
13-06-09, 06:00
MyRaider4Life : Exacty what it says on the tin. Gives you a Young Lara level like at the beginning of TR4.

Disables weapons, flares and binoucluars
Enables two braids. (which you can change back to one with TREP or TRNG.)

Kapu : I fixed up my script how you said with the tab button...

[Level]
Name= Croft Manor
Legend= Croft Manor
YoungLara= ENABLED
Horizon= ENABLED
Layer1= 160,160,192,7
Pickup= 1,Gold Rose
Pickup= 2,Silver Rose
Pickup= 3,Bronze Rose
LoadCamera= 57416,-4550,47889,56584,-3930,49014,2
Level= DATA\TUT1,107

and this is what i get...

http://i270.photobucket.com/albums/jj96/Lara4123/NewBitmapImage-2.jpg

GRRRRR:mad: what have i done wrong?

aktrekker
13-06-09, 07:45
How they line up shouldn't matter.
Did you put the pickup names in english.txt?
Did you add or delete lines in english.txt?
Did you run script.bat to convert the script files?

!Lara Croft!
13-06-09, 08:01
yes
yes
yes

so why doesnt it work?

Titak
13-06-09, 10:10
NEVER add or delete lines from the english.txt!
Always overwrite existing names which you will not use in your script.txt.

ajewers
13-06-09, 17:26
Hello :wve:

I have a problem with a Flyby camera sequence in my level,

I have it so lara is standing on the trigger for the flyby as the level starts, and the camera flys around a bit until finally coming to a stop behind lara.

Unfortunately, even though the one shot button is enabled, the sequence just keeps repeating and i can't seem to make it stop?
Does anyone have any suggestions? its rather frustrating...

tombcroft3
13-06-09, 17:50
what does make shatter do and what will happen if i use it for an eniemy eg skelleton

TR FAN 18
13-06-09, 18:38
Hello :wve:

I have a problem with a Flyby camera sequence in my level,

I have it so lara is standing on the trigger for the flyby as the level starts, and the camera flys around a bit until finally coming to a stop behind lara.

Unfortunately, even though the one shot button is enabled, the sequence just keeps repeating and i can't seem to make it stop?
Does anyone have any suggestions? its rather frustrating...

Try triggering the first camera in the sequence by using the OBJECT trigger instead of the FLYBY because the same thing happened on my level when using that.

ajewers
13-06-09, 19:49
Try triggering the first camera in the sequence by using the OBJECT trigger instead of the FLYBY because the same thing happened on my level when using that.

It worked :D :D
YOu my good man(/woman) are a genius!
Thankyou :hug:

nowid50
13-06-09, 19:52
MyRaider4Life : Exacty what it says on the tin. Gives you a Young Lara level like at the beginning of TR4.

Disables weapons, flares and binoucluars
Enables two braids. (which you can change back to one with TREP or TRNG.)

Kapu : I fixed up my script how you said with the tab button...

[Level]
Name= Croft Manor
Legend= Croft Manor
YoungLara= ENABLED
Horizon= ENABLED
Layer1= 160,160,192,7
Pickup= 1,Gold Rose
Pickup= 2,Silver Rose
Pickup= 3,Bronze Rose
LoadCamera= 57416,-4550,47889,56584,-3930,49014,2
Level= DATA\TUT1,107

and this is what i get...

http://i270.photobucket.com/albums/jj96/Lara4123/NewBitmapImage-2.jpg

GRRRRR:mad: what have i done wrong?And what about the coordinates ?... If you miss them, Tomb4 will miss you too ^^ (That's was malicious sorry --' XD)

TR FAN 18
13-06-09, 20:53
It worked :D :D
YOu my good man(/woman) are a genius!
Thankyou :hug:

No problem! :hug:
Have fun making levels! :tmb:

!Lara Croft!
14-06-09, 00:12
NEVER add or delete lines from the english.txt!
Always overwrite existing names which you will not use in your script.txt.

Whoops i meant i havnt added or deleted lines in the english TXT.

Nowid : What do i have to write for the co-ordinantes.

If this all gets too complicated then im only using the TR4 golden skull slot.

EDIT : Yay i got it working!!!

But, would you like to have three different secrets like TR2 or just collect 3 identical secrets?

KurtisandLara
14-06-09, 15:53
I need help.
I have a room with 6 metal cupboards. and i have 5 items in them (1 in each 1 cupboard doesnt have an item)
Well when i search the first oen it gives me all the objects. how do i fix this?

ajewers
14-06-09, 18:34
I'm sorry kurtisandlara, i don't know the answer to your question :o,
But I do have a question of my own,

I've seen this done in a few games, and I was wondering how i might do it myself.
I want to have an object, that when shot, activates a trigger (In this case a flipmap). Can someone explain what type of object / what object slot I needto use, and any special trigger requirements ect.?

Thanks

mudkip25
14-06-09, 18:38
I'm sorry kurtisandlara, i don't know the answer to your question :o,
But I do have a question of my own,

I've seen this done in a few games, and I was wondering how i might do it myself.
I want to have an object, that when shot, activates a trigger (In this case a flipmap). Can someone explain what type of object / what object slot I needto use, and any special trigger requirements ect.?

Thanks

Shatter I think

KurtisandLara
14-06-09, 18:46
nope. I believe its switch type 7. its the switch dangling from a rope in the city wad. When shot it acts as a trigger :).

LaraRules81
14-06-09, 19:56
This may sound stupid, but I want to try and build a level that is outside - but what would I do? I know obviously you'll need a horizon etc, but how would I put it together? Thanks in advance!

Seth94
14-06-09, 19:58
Press the o botton for outside, and add your horizon. You should then use landscaping techniques around the outside so that the horizon cannot be touched or hit by Lara. ;) Add some nice geometry to go with it as well. :)

LaraRules81
14-06-09, 20:13
Ok, I'll try that.

Do I have to build a room first or do I just do that?

Seth94
14-06-09, 20:16
However large you want your outside area. To start with you can make two or three rooms. Join them together. Landscape the floors and the sides of the rooms, and then texture them. Then add the horizon and press the o button. Hope this helps. :)

LaraRules81
14-06-09, 20:18
Ok, thank you :hug:

EDIT: Would one room be okay, as a test so to speak?

EDIT2: And I'm trying to make like a puddle of water, how can I do that? :o

aktrekker
14-06-09, 22:34
Just use a texture that has some water in it.

KurtisandLara
15-06-09, 04:00
I need help.
I have a room with 6 metal cupboards. and i have 5 items in them (1 in each 1 cupboard doesnt have an item)
Well when i search the first oen it gives me all the objects. how do i fix this?

Anyone :o?

aktrekker
15-06-09, 06:03
How big are the cupboards? If they are less than one sector wide, the pickups might be too close together. Try placing the pickups at least one sector apart. If that doesn't work, try placing them 2 sectors apart.

MyRaider4Life
15-06-09, 06:36
I just have a quick question, How do I get a flyby to trigger an audio file?
Thanks. :)

KurtisandLara
15-06-09, 06:45
under the flyby that should trigger in the ocb box of the flyby make sure the number "14" is ticked.
Now under that flyby put the trigger for the audio file. (example: CD 140)
now click the flyby that will trigger it (the flyby above the cd trigger) and click on the square underneath it and click the pink trigger button now bring up the trigger box and instead of a trigger type make it a heavy.

Now when the flyby is on that flyby the music will play.

Edit:
aktrekker: They take up 1 square.

MyRaider4Life
15-06-09, 06:54
What part do I put 14 into because when I open the Camera's OCB it comes up with the Camera Properties.

KurtisandLara
15-06-09, 06:57
Dont type it in theres those numbers used to set properties to the camera tick the 14.

MyRaider4Life
15-06-09, 07:03
Thanks, and it worked too! :D

KurtisandLara
15-06-09, 07:16
:) gratz.
Flybys are fun to play around with.

MyRaider4Life
15-06-09, 07:24
I know, could you have a look at your messages on your page. :)

KurtisandLara
15-06-09, 07:56
Hey sry. Added you :).
been searching for an item but cant find it :(.

tombcroft3
16-06-09, 19:50
Whats does make shatter do

KurtisandLara
16-06-09, 19:52
If its a shatter then when lara shoots it, it shatters.

tombcroft3
16-06-09, 20:13
Cool ok can some one help me i was thinking is the away i can get all the tomb raider last revelation wads and the cutscenes too, cus im going to customise some thing in it since i love that game alot.
If some one can help il really be thankful

Kapu
16-06-09, 20:15
We can't get to any cutscene data, sorry.

Compass
20-06-09, 10:46
Somehow my gun sounds doesn't work when lara shoots you hear nothing! :confused:

HURLEYstickmen
20-06-09, 12:09
1). In the graphics\wads folder, take the *.sfx and *.sam files to the sound\SFX creator folder.

2). Use the sound converter thing to compile all the sample sounds into the files. They should automatically go back into the graphics\wads folder.

3). Recompile your level(s) with the level converter. It usually works this way.;)

Peanut
20-06-09, 16:49
Hello, I have a problem. :)

Umm..When I want to trigger a key hole into opening a door in another room It triggers when I stand on the triggered floor not when I insert the key.

I read a turorial. But It is just not working with me. May I ask how to trigger it please?

Romantics Inc.
20-06-09, 16:51
Hello, I have a problem. :)

Umm..When I want to trigger a key hole into opening a door in another room It triggers when I stand on the triggered floor not when I insert the key.

I read a turorial. But It is just not working with me. May I ask how to trigger it please?

OLE! :D

http://www.tombraiderforums.com/showthread.php?t=95497

There ya go. It explains it all! :)

Peanut
21-06-09, 14:38
Thanks Alot!

Also How do I change The Font? And How Do I Add The Diary Option?

Please Help.

God Horus
21-06-09, 20:03
Hello :wve: Does anyone know where I can find Nadine's lighting tutorial?

Kapu
21-06-09, 21:38
Hello :wve: Does anyone know where I can find Nadine's lighting tutorial?

Click me. (http://www.horus-online.net/index.php?tutorials_english)

KurtisandLara
22-06-09, 11:06
How do i get an object in the plant0 slot into a pushable slot?

Jeissy
22-06-09, 11:12
How do i get an object in the plant0 slot into a pushable slot?

The only thing I can think of to take the mesh from the plant slot and in Strpix, put it in the place of the pushable object.

KurtisandLara
22-06-09, 11:27
i got it thanks jeissy.

Assassin13
22-06-09, 17:19
Is it possible to remove Lara's weapons with the Next Generation Level Editor? And if it is,how? :confused:

Matie
22-06-09, 17:28
It's possible, you can do that with a flipeffect. (Lara. [Weapons] Disarm Lara in <&> way)

KyleCroft
22-06-09, 17:45
Is it possible to remove Lara's weapons with the Next Generation Level Editor? And if it is,how? :confused:


Yes, with the correct flipeffect. The only problem is that the weapons stay in her inventory, but you can not use them.

KurtisandLara
22-06-09, 17:49
Kylecroft and Assassin13:
If you use a flipeffect to remove her guns from holsters you can not use them but they are in the inventory.
Use another flipeffect to take her guns from her inventory. and when you want her to get the gun on the square with the gun enable her guns again with a flipeffect.

KyleCroft
22-06-09, 18:14
Ohhh ok, thanks KurtisAndLara :)

KurtisandLara
22-06-09, 18:27
Np, i suggest looking through the flipeffects as they are awesome to play with and variety to your game :).

KyleCroft
22-06-09, 18:43
Yeahh, i've been checking them out, and they are quite interesting.

Peanut
24-06-09, 13:27
May I ask?

How can I swap meshes in outfits? Like how can I remove a Mesh from an outfit and add another mesh to the outfit?

Please help. :)

KurtisandLara
24-06-09, 13:47
Hi peanut.
First you have to have the file you want to exchange in a dxf format (which you can get from meta).
Now take the wad into strpix (the wad has to contain the mesh you want to change.) find the mesh in strpix and once your on the mesh, click on file, and import dxf. find the mesh and import it, retexture then save.

1upMushroom
24-06-09, 13:53
You would use a CAD program to create the mesh.
Most of us in the TRLE community use a fantastic freeware program called Metasequoia

Then you Open Strpix, and scroll down to the mesh that you want to to replace.
Click file then import DXF

After you have done that, you apply your textures to your mesh. :D

To add the outfit to your WAD, you would use Wadmerger

For Lara, you will need to renumber the vertices that are at the ends of the mesh (the holes) For example, if you are remeshing her torso, the vertices to renumber will be the holes where it joins the arms, the waist and the neck.
I've placed a link to Titia's tutorial below

Meta and Strpix:
http://www.metaseq.net/english/index.html
http://www.trsearch.org/Tools/6/
Information on comparative sizes in metasequouia and strpix:
http://www.trsearch.org/Tutorial.php?action=gettut&id=8

Titia's tutorial on vertex remapping:
http://www.tombraiderforums.com/showthread.php?t=79182

KurtisandLara
24-06-09, 14:06
You would use a CAD program to create the mesh.
Most of us in the TRLE community use a fantastic freeware program called Metasequoia

Then you Open Strpix, and scroll down to the mesh that you want to to replace.
Click file then import DXF

After you have done that, you apply your textures to your mesh. :D

To add the outfit to your WAD, you would use Wadmerger

For Lara, you will need to renumber the vertices that are at the ends of the mesh (the holes) For example, if you are remeshing her torso, the vertices to renumber will be the holes where it joins the arms, the waist and the neck.
I've placed a link to Titia's tutorial below

Meta and Strpix:
http://www.metaseq.net/english/index.html
http://www.trsearch.org/Tools/6/
Information on comparative sizes in metasequouia and strpix:
http://www.trsearch.org/Tutorial.php?action=gettut&id=8

Titia's tutorial on vertice remapping:
http://www.tombraiderforums.com/showthread.php?t=79182

Read that its more helpful. Sorry i couldnt help i can't do outfits yet >.<

Peanut
24-06-09, 19:11
I am sorry If I am a bit annoying but how can I open two Meshes at the same time?

Jeissy
24-06-09, 19:16
I am sorry If I am a bit annoying but how can I open two Meshes at the same time?

You can't. You just need to export the one you want to put in place of the 'old' one. Then open the wad with the outfit of which mesh you want to replace and just replace the mesh.

1upMushroom
24-06-09, 19:16
I am sorry If I am a bit annoying but how can I open two Meshes at the same time?

Not annoying at all! :D
We all have questions from time to time; I know I've had my fair share!

In the panels on the side of the Metasequoia panel, there is a button: Insert

Presumably you do not want to replace the mesh, but have them side by side, so you select the option, create as new object. Then they will both be in your meta window. :D

Peanut
24-06-09, 19:28
Thank You So Much! :)

Romantics Inc.
25-06-09, 01:31
(I posted this in the NGLE section too...this is for NGLE, I use the scripter program)

Hope these gets answered soon!

1: What the hell! My water textures wont animate...I tried P-Frames and all the FPS/SPF

2: :hea: CRASH!?


Version=1.2.0.7
CRS=Disabled
Last diagnostic mexage:Missing FONT_GRAPHICS in current level
Last directX error:
START_P1:10017BD7
END_P1:10048655
START_P2:10054DF8
END_P2:1006E51E
START_P3:10074C47
END_P3:1009F721
START_P4:10005B67
END_P4:1000DBE4
CRASH REASON: EXCEPTION_ACCESS_VIOLATION
The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
EXTRA_INFO: VIOLATION ON READ AT OFFSET 0x5437D4BB
RECOVERABLE : YES
CRASH OFFSET: 0x10065DC6
REGISTERS:
EAX=10185A5B
EBX=0
ECX=5437D45B
EDX=5437D45B
ESI=2B3FEF2
EDI=2E07780
EBP=2B3FF14
EIP=10065DC6
ESP=2B3FE98
DYNAMIC POINTER LIST:
------------------------------------------
00000000:Camera_Room
00000000:Camera_TargetRoom
0013FF4C:BaseSalvaStack1
0423FFB4:BaseSalvaStack2
02A3FFB0:BaseSalvaStack3
------------------------------------------
MEMORY USAGE
------------------------------------------
VetNemiciPunta memory <EMPTY: never used>
StructEnemyArray memory <EMPTY: never used>
ZonaFXBulbNemici memory <EMPTY: never used>
VettorePerFogBulb memory <EMPTY: never used>
ZonaDynamicLights memory is full at 6.12 (Used 0xBC bytes)
ZonaSceneMemory memory is full at 17.54 (Used 0x4A93C bytes)
VetEditObjects memory is full at 5.36 (Used 0x168 bytes)
Mex_savegame_Argd memory is full at 3.13 (Used 0x8 bytes)
ZonaParticelle memory <EMPTY: never used>
ZonaGameStruttureMesh memory is full at 0.46 (Used 0x4604 bytes)
ZonaPuntatoriGameStruttureMesh memory is full at 0.08 (Used 0x14C bytes)
VetMexNomiWav memory is full at 99.66 (Used 0x3FC8 bytes)
ZonaFogBulbs memory <EMPTY: never used>
Zona5Corde memory <EMPTY: never used>
ZonaDebris memory <EMPTY: never used>
ZonaItemInStanza memory <EMPTY: never used>
ZonaUsataPerFireSpark memory is full at 4.50 (Used 0x24 bytes)
ZonaDiSmokeSpark memory <EMPTY: never used>
ZonaRecordGunShell memory <EMPTY: never used>
ZonaQuattroSample memory <EMPTY: never used>
RecordSpriteSangue memory <EMPTY: never used>
RecordSpriteEsplosione memory <EMPTY: never used>
SpritePerFuoco memory is full at 6.05 (Used 0x7C bytes)
ZonaTextureAnimate memory <EMPTY: never used>
SaveGame_220_DatiMoveables memory <EMPTY: never used>
VettoreAttivaFlipMaps memory <EMPTY: never used>
VettoreFlagFlipMaps memory <EMPTY: never used>
ZonaFlyCameras memory is full at 7.40 (Used 0x5EC bytes)
VetByteFlyCamera memory <EMPTY: never used>
VetFlyCameraByteAltro memory <EMPTY: never used>
Ptr_MemBufferLivello memory is full at 39.11 (Used 0x7759C0 bytes)


------------------------------------------
Lara: x=87552 y=-4096 z=46592 StateId=2 NextId=2 AnimNow=103 Room=0

Stack=0x2B3FE98 pContesto=0x2B3FBCC pInfoEccezione=0x2B3FBB0
PRIMARY_STACK:
ESP=0x2B3FE98
STACK_TRACE:
0x48F8AE
0x44E2B0
0x10065B29
0x451F94
0x451F85
0x451166
0x45EC81
0x475155
0x49E67C
0x49DF08
0x49E61D
END_STACK_TRACE

SECONDARY_STACK:
ESP=0x13B12C
STACK_TRACE:
0x460046
0x43004F
0x41005C
0x440020
0x45004D
0x410050
0x480054
0x4A6FE0
0x48D323
0x4A6FE0
0x4A6FE0
0x4A6FE0
0x4A6FE0
0x4A6FE0
0x4A6FE0
0x48D323
0x4A6FE0
0x4A6FE0
0x4A6FE0
0x4A6FE0
0x4A6FE0
0x4A6FE0
0x4A6FE0
0x4A6FE0
0x48CC6B
0x48CACE
0x49F26B
END_STACK_TRACE

OTHER_STACK:
ESP=0x423B194
STACK_TRACE:
<CRASH DURING STACK TRACE>
END_STACK_TRACE



OHEMGEE! :hea:

aktrekker
25-06-09, 07:37
DO NOT post your problem in multiple places.

Thank you.

KurtisandLara
25-06-09, 10:55
Hey guys i need help. My waterfall textures are messed up, so i need help fixing them. I know that have to be at the top of my textures in strpix but i have no clue how to do that.

God Horus
25-06-09, 14:55
You need to get a 256x256 waterfall texture and add it to your wad. You do this by opening wadmerger, and opening your wad. You then click on "Add Texture" and you select the waterfall texture. This adds the texture to your wad.

Now when you open Strpix, it will be there on Page 0!!

!Lara Croft!
27-06-09, 07:38
How can i make time slow down in my game? It was done in Wheels of Kathar so it is possible, just slow down like an adrenaline moment.

KurtisandLara
27-06-09, 11:42
How can i make time slow down in my game? It was done in Wheels of Kathar so it is possible, just slow down like an adrenaline moment.

I believe this is called the matrix effect.
Theres a flipeffect that slows down time for the current camera but no matter how long i've played with this flipeffect i can not figure it out!
Sorry maybe ask PH.

tombcroft3
28-06-09, 21:23
whats happened to neon god i cant seem to download it.

KurtisandLara
28-06-09, 21:31
i have it downloaded. might be your comp.

mudkip25
29-06-09, 00:24
How can i make time slow down in my game? It was done in Wheels of Kathar so it is possible, just slow down like an adrenaline moment.

You can just slowdown the animations but you will be stuck in slow-mo for the entire level.

Kapu
29-06-09, 01:05
How can i make time slow down in my game? It was done in Wheels of Kathar so it is possible, just slow down like an adrenaline moment.

I think this can be done by using a TREP FURR command. I've never used it before, though, so I'm not exactly sure how it works, and no, I don't know how to do it with TRNG because I don't use it.

SPEEDDN
Slows down engine. Can be used to simulate slo-mo effect (like in Max Payne).
You can use two or more commands in a row, and engine will act slower and slower in specified flipeffect sectors. But note that it will also slow down camera timer, so it won't look smooth.

thecentaur
29-06-09, 01:06
whats happened to neon god i cant seem to download it.

http://www.trle.net/sc/levelfeatures.php?lid=1565

Jun 19, 2009: On author request download no longer available from trle.net - download link now leads to author site, so you can contect her directly via email.

matrix54
29-06-09, 01:29
the author didn't want people ripping thing from the game. its a great game, i can see why.

deskj
29-06-09, 11:18
i just know there were copyright issues with third parts for some elements, probably musics, i really dunno

hope it will be reuploaded soon, though :)

tomb2player
29-06-09, 11:52
heh yes

tomblover
29-06-09, 12:18
the author didn't want people ripping thing from the game. its a great game, i can see why. I heard she isn't gonna release FotC 2 either. :(

1upMushroom
30-06-09, 20:16
If I reset the Hub, will Lara lose her crossbow?
I am considering an outfit change between the second and third level, but the secret in the second level is the crossbow. Would be silly to give her a bow as a reward, and then take it away from her only moments later...

Or does she only lose puzzle and key items?

Kapu
30-06-09, 20:20
I think the crossbow will stay when you change levels...but I'm not sure. Key and puzzle items are NOT lost, which is not good, so make sure they're used before your level ends.

snork
30-06-09, 20:25
No, she wouldn't.

But that's something you could ever so easily see for yourself. Just edit your script.

Even for the things that get lost, you can circumvent that with trep (inventory manipulation) and probably with trng too.

Kevin
30-06-09, 20:26
When you make a ResetHub everything gets lost except for the quest items if I remember right.

Edit:
Snork was first! I thought about a TREP flipeffect as well but since the crossbow is a secret, and not everyone will find it, you can't add it to the inventory in the next level.

Titak
30-06-09, 21:43
No, she wouldn't.

But that's something you could ever so easily see for yourself. Just edit your script.

Even for the things that get lost, you can circumvent that with trep (inventory manipulation) and probably with trng too.Correct. It is also possible with TRNG. :D
You can either enter it in the script that the inventory should stay intact with a ResetHUB= or you can add items to the inventory again with certain flipeffects.

1upMushroom
30-06-09, 21:44
Correct. It is also possible with TRNG. :D
You can either enter it in the script that the inventory should stay intact with a ResetHUB= or you can add items to the inventory again with certain flipeffects.

You can keep the inventory intact? :jmp:
Where could I find a list of script commands, to know exactly what to put?

The tutorials section on here?
Skribblerz?

I am using TRNG...

I haven't been able to find a script reference page. It would be helpful.
(You could just tell me what the script command is, and I will be grateful, however, it would be nice if I could consult a reference and not have to ask every time I want to do something I have not done before. :D)

Tomb_Builder
30-06-09, 22:15
You can keep the inventory intact? :jmp:
Where could I find a list of script commands, to know exactly what to put?



You need to look under the reference tab of the NG_Center there is no seperate list of scripting commands anywhere at the moment. :)

1upMushroom
30-06-09, 22:45
Thank you all.

I tried a reset hub, and her bow and ammo actually do remain, but I have another problem... she has no pistols (she is not supposed to have any) but after the Hub reset, if you push draw, she draws pistols. Until you arm her with the crossbow. When she arms herself with a crossbow, she can't draw pistols anymore.

But that does not help me. The pistols remain visible in her holsters.

I cannot do a "disarm Lara in & way" flipeffect, as that will also remove her crossbow.
Before the ResetHUB command, she does not draw pistols when they are absent.

Is there any way that I can prevent her from drawing pistols when she is not carrying them?

!Lara Croft!
01-07-09, 09:17
How do i get my butler's sounds working???

MyRaider4Life
01-07-09, 09:56
How do i get my butler's sounds working???

Maybe make a trigger sound so when he steps on it he makes the sound and put heaps of them around and make the repeat themselves. This is the only way I can think of how to do it. :)

Wrebbit
01-07-09, 11:09
How do you trigger the end of the level where it takes you back to the title screen instead of loading another level??

MyRaider4Life
01-07-09, 11:28
This is a really blond question but what is the button you press to get up all of those numbers to show you your position? :o

tomb2player
01-07-09, 11:59
I have problem with spikes, Lara can't jump over the spikes ( she die ), what is with it wrong? These spikes are short, and lara has to jump over there... but she cant, oryginal teeth_spikes are very high, but i have other model now. Can anybody help ? :D

Tomb_Builder
01-07-09, 12:11
How do you trigger the end of the level where it takes you back to the title screen instead of loading another level??

Set a normal finish trigger but enter 24 into the timer field. :)

Tomb_Builder
01-07-09, 12:12
This is a really blond question but what is the button you press to get up all of those numbers to show you your position? :o

It's the F1 function key :)

MyRaider4Life
01-07-09, 12:15
It's the F1 function key :)

I have tried that but it doesn't work anymore for some reason. :(
I don't have a clue what is wrong.

HURLEYstickmen
01-07-09, 12:17
You need the FlyCheat= ENABLED command in the script.;)

MyRaider4Life
01-07-09, 12:21
You need the FlyCheat= ENABLED command in the script.;)

Thanks, I thought it was something to do with the script. :)

tomb2player
01-07-09, 12:54
Anyone know how to change spikes hurt radius? I have short spikes, but they have very high radius like lara...

snork
01-07-09, 13:37
Thank you all.

I tried a reset hub, and her bow and ammo actually do remain, but I have another problem... she has no pistols (she is not supposed to have any) but after the Hub reset, if you push draw, she draws pistols. Until you arm her with the crossbow. When she arms herself with a crossbow, she can't draw pistols anymore.

But that does not help me. The pistols remain visible in her holsters.

I cannot do a "disarm Lara in & way" flipeffect, as that will also remove her crossbow.
Before the ResetHUB command, she does not draw pistols when they are absent.

Is there any way that I can prevent her from drawing pistols when she is not carrying them?
:( what an evil surprise. :mad:

Some purely amateurish brainstorming (and supposed this is actually possible in TRNG), could you at the very beginning of 2nd level ? :
1) disarm Lara
2) THEN add the crossbow
3) have her draw the crossbow (you have it still silent, that draw ? May interfere if level starts with flyby ?)
4) have her tuck it away again. (I read your post last night, why did you edit away the further information?)
All without the player knowing.

I don't know how your levelswitch is executed, a long slide in a dark tunnel towards the deeper parts of the temple e.g. could be a good opportunity to have so many triggers placed that the player can't avoid and they would not notice drawing of the crossbow or such.
but since the crossbow is a secret, and not everyone will find it, you can't add it to the inventory in the next level.
Have two differernt finishes of the level that lead to slightly different startposition in the second level ?

E.g. in the final room two doors (can be next to each other), left one is open, right one is closed and when the player picks up the crossbow, this switches (left door closed, right door open). or maybe better raising blocks, that won't leave any doubt with players if something was missed. ("but there is still a closed door, how do I open it?" :cln: )

Such slide in dark tunnel levelswitch is of commodity again here. levelstart slide (2nd level) could be in Y-shape with the start positions on the "top" of the two upper "arms" of the Y.
The one slide adds crossbow again, the other one doesn't, and then both slides come together for the main (common) slide / the "real" levelstart.
------------------------------
------------------------------
Correct. It is also possible with TRNG. :D
You can either enter it in the script that the inventory should stay intact with a ResetHUB= or you can add items to the inventory again with certain flipeffects.
Now that is cute. :tmb:

Tomb_Builder
01-07-09, 13:54
Anyone know how to change spikes hurt radius? I have short spikes, but they have very high radius like lara...

Use Fexanim to change the height of the spikes collision box. :)

Kevin
01-07-09, 14:06
Have two differernt finishes of the level that lead to slightly different startposition in the second level ?

E.g. in the final room two doors (can be next to each other), left one is open, right one is closed and when the player picks up the crossbow, this switches (left door closed, right door open). or maybe better raising blocks, that won't leave any doubt with players if something was missed. ("but there is still a closed door, how do I open it?" )

Such slide in dark tunnel levelswitch is of commodity again here. levelstart slide (2nd level) could be in Y-shape with the start positions on the "top" of the two upper "arms" of the Y.
The one slide adds crossbow again, the other one doesn't, and then both slides come together for the main (common) slide / the "real" levelstart.

That's a good idea. :D


Use Fexanim to change the height of the spikes collision box.

Does this work? I thought the spikes are hardcoded... :confused:

stranger1992
01-07-09, 14:11
I dont think the collison box is hardcoded because i've seen the tr2 shards of glass in the spike slot and they work as they do in tr2. :)

1upMushroom
01-07-09, 14:28
:( what an evil surprise. :mad:

Some purely amateurish brainstorming (and supposed this is actually possible in TRNG), could you at the very beginning of 2nd level ? :
1) disarm Lara
2) THEN add the crossbow
3) have her draw the crossbow (you have it still silent, that draw ? May interfere if level starts with flyby ?)
4) have her tuck it away again. (I read your post last night, why did you edit away the further information?)
All without the player knowing.

I don't know how your levelswitch is executed, a long slide in a dark tunnel towards the deeper parts of the temple e.g. could be a good opportunity to have so many triggers placed that the player can't avoid and they would not notice drawing of the crossbow or such.

Have two differernt finishes of the level that lead to slightly different startposition in the second level ?

E.g. in the final room two doors (can be next to each other), left one is open, right one is closed and when the player picks up the crossbow, this switches (left door closed, right door open). or maybe better raising blocks, that won't leave any doubt with players if something was missed. ("but there is still a closed door, how do I open it?" :cln: )

Such slide in dark tunnel levelswitch is of commodity again here. levelstart slide (2nd level) could be in Y-shape with the start positions on the "top" of the two upper "arms" of the Y.
The one slide adds crossbow again, the other one doesn't, and then both slides come together for the main (common) slide / the "real" levelstart.
------------------------------
------------------------------

Now that is cute. :tmb:

Maybe... but I am trying to figure out how to force Lara to draw with a flip effect. I know how to force movements, but the weapons animations are a different set of anims.

!Lara Croft!
02-07-09, 04:09
Maybe make a trigger sound so when he steps on it he makes the sound and put heaps of them around and make the repeat themselves. This is the only way I can think of how to do it. :)

No i mean his TR3 sounds, he's in the DEMIGOD1 Slot and instead of making his TR3 sounds hes making wierd ones.

Romantics Inc.
03-07-09, 02:44
What the devil, mate! Whenever I convert audio with my program (WavePad Sound Editor) It doesnt work ingame. It plays fine on its own and I DO convert it into the right type...Microsoft ADPCM 44,...blah blah blah...4 bit stereo...

I was wondering if somebody could convert these for me, and then tell me exactly how they did it! Please please, with a cherry on top! *puppy eyez* :(
http://www.sendspace.com/file/rkyngu

KurtisandLara
03-07-09, 03:34
If there in an mp3 format then convert it with madplay found in the resources section on skribblerz.com.

Peanut
03-07-09, 21:04
How Do I add rain? I added it in the Editor butits not coming up ingame, I put the black texture on the ceilings but it wont come, is there an object or a script that I have to put in?

Help please and Thank you! =)

matrix54
03-07-09, 21:38
enable in script and set rooms to outside

Peanut
03-07-09, 21:52
Um.. Whats the Script? :o

matrix54
03-07-09, 22:53
Rain=RAIN_SINGLE_ROOMS
All outside rooms dont rain, you select what room a rain and what aren't
OR

Rain=RAIN_ALL_OUTSIDE
all the outside rooms are rainy

Peanut
03-07-09, 23:06
It still doesnt work.

God Horus
03-07-09, 23:12
Well, you still don't know what the script is do you? :o

(manual)

KIKO
04-07-09, 02:30
http://i43.************/4qskgi.jpg

This is a newbie atempting to build a manor :rolleyes: who brings you a noob question.
There's a space between the stair and the tile, If I try to do a diagonal tile the stair won't touch it and I want the stair to be right above the tile so there's no space. Can anyone tell me how please ?
(Don't ask me to read the manual :pi::cen::p)
Thank u:)

KyleCroft
04-07-09, 02:38
Peanut, make sure you are using the NG_Scripter located in your NG Center folder located in your program files.

Your script should look something like this:



[Level]
Name= Arctic Animosity
Legend= In the snowy mountains of Alaska...
FOG= 154,163,173
Horizon= ENABLED
Rain= RAIN_ALL_OUTSIDE
Layer1= 160,160,192,7
PuzzleCombo= 3,1,Cartouche Piece 1, $0000,$0400,$0000,$0000,$0000,$0002
PuzzleCombo= 3,2,Cartouche Piece 2, $0000,$0400,$0000,$0000,$0000,$0002
Puzzle= 3,Ba Cartouche, $0000,$0400,$0000,$0000,$0000,$0002
Puzzle= 5,Eye Of Horus, $0017,$0500,$0000,$0000,$0000,$0002
PuzzleCombo= 5,1,Eye Piece, $0017,$0500,$0000,$0000,$0000,$0002
PuzzleCombo= 5,2,Eye Piece, $0017,$0500,$0000,$0000,$0000,$0002
Puzzle= 6,The Hand Of Orion, $0000,$0400,$8000,$c000,$0000,$0002
Puzzle= 8,The Hand Of Sirius, $0000,$0400,$8000,$c000,$0000,$0002
LoadCamera= 32799,-900,23342,29922,-744,22896,1
Level= DATA\ARCTIC,108


After that, make sure in the NGLE, that the O button is pressed, as well as the RAIN effect.

Hope that helps!

Wrebbit
04-07-09, 10:24
I have 2 questions:

How do you change the 'secrets' count in the statistics menu? I have around 5 secrets but it always says there's a total of 70 secrets :confused:

And, how do you add a pop up with the statistics of the levels at the end of the game? Like how many distance you run, how many kills etc. And I mean a statistics menu after you complete the game, not after each level.

Titak
04-07-09, 10:29
@ Kiko:
Make slopes below the stairs object.
Sloping a floor tile often causes an object to float above the tile. So you should then place the object on the ceilign and lower it down untill it touches the floortile. ;)


I have 2 questions:

How do you change the 'secrets' count in the statistics menu? I have around 5 secrets but it always says there's a total of 70 secrets :confused:

And, how do you add a pop up with the statistics of the levels at the end of the game? Like how many distance you run, how many kills etc. And I mean a statistics menu after you complete the game, not after each level.
1. You can only change the total number of secrets with either TREP or TRNG.
2. Might be possible with TRNG, but I'm not sure.

1upMushroom
04-07-09, 10:33
At Kiko:
You need to place the stair on the ceiling, and bring it down onto the floor.

This is not so easy, as there is a portal to a room above. If you simply try to place it on the top of the room, it will be placed in the room above.
So here is what you do: Select the portal to the room above, so that it is outlined in green and push the Toggle opacity button.
Now place which ever stair objects you need on the newly created ceiling. Once they are all placed, select the portal again, and toggle the opacity off again (As you want to get rid of the ceiling.)

Now click on the object you want to bring down to the floor, and use the Floor + to move it down until it is on the floor.
(When an object is placed on the ceiling, the + and - are opposite)

Now you can have a slope, and it will not change the height of the stair object. :D

KIKO
04-07-09, 11:13
Okay but...I have some problem here, it crashes when I try to open it :(

It says the location of a file named Croft.pcx. There's no file on that folder but croftmanorset.tga. What do I do now ? :confused:

Edit: I'm guessing there's a file missing, one that I never created as usual...

TR FAN 18
04-07-09, 11:23
I have 2 questions:

How do you change the 'secrets' count in the statistics menu? I have around 5 secrets but it always says there's a total of 70 secrets :confused:

And, how do you add a pop up with the statistics of the levels at the end of the game? Like how many distance you run, how many kills etc. And I mean a statistics menu after you complete the game, not after each level.

You can change the secrets count with TRNG though I don't know if it can be done with TREP.
Here's how to do it in TRNG:

Customize= CUST_SET_SECRET_NUMBER,<insert any number here>

So for 5 secrets, just input 5 after the comma.

For the Statistics pop-up, there is a FLIPEFFECT you can use in TRNG. It is simply called "Show Statistics Screen." Just put it on the tile where you want it to pop-up and use the "One Shot" button to prevent it from appearing too often.
I think this is possible in TREP too but I have never used it.

aktrekker
04-07-09, 11:42
KIKO, you have a space in the name of your TGA file. You will have to rename it without a space. When you load the project, you will get the same error and then you can select the renamed TGA file. It should be OK after that.

KIKO
04-07-09, 11:46
KIKO, you have a space in the name of your TGA file. You will have to rename it without a space. When you load the project, you will get the same error and then you can select the renamed TGA file. It should be OK after that.

Okay I'll try.
EDIT: I renamed it but it still continues to give me the same error message. The program created a back up file that prevented overwriting, I tried that file too but it gives projectfile.pcx missing.

TBuilder actually showed me a message saying a file that was missing was necessary for the program after creating the tga file but it worked well on NGLE and there was no file but exe itself inside the winrar folder.

Wrebbit
04-07-09, 12:06
You can change the secrets count with TRNG though I don't know if it can be done with TREP.
Here's how to do it in TRNG:

Customize= CUST_SET_SECRET_NUMBER,<insert any number here>

So for 5 secrets, just input 5 after the comma.

For the Statistics pop-up, there is a FLIPEFFECT you can use in TRNG. It is simply called "Show Statistics Screen." Just put it on the tile where you want it to pop-up and use the "One Shot" button to prevent it from appearing too often.
I think this is possible in TREP too but I have never used it.

I tried to put the command in the script but it didn't do anything :confused:

Tomb_Builder
04-07-09, 12:36
You need to save and build the script again using the NG Scripter before the change to the number of secrets will show up in game. :)

Peanut
04-07-09, 12:38
It Worked! :) Thank You KyleCroft! :) :hug:

1upMushroom
04-07-09, 13:03
Okay but...I have some problem here, it crashes when I try to open it :(

It says the location of a file named Croft.pcx. There's no file on that folder but croftmanorset.tga. What do I do now ? :confused:

Edit: I'm guessing there's a file missing, one that I never created as usual...

Your filename is too long. "Croftmanorset" is 13 characters long, as I count. Older programs need filenames to be 8 characters or shorter.
I would reduce it to "Croftman"; then it should be able to read your files properly. Make sure that your filenames are all 8 characters or less, and that they have no spaces.

I have found that I run into problems when I exceed 8 characters.

KIKO
04-07-09, 13:17
Your filename is too long. "Croftmanorset" is 13 characters long, as I count. Older programs need filenames to be 8 characters or shorter.
I would reduce it to "Croftman"; then it should be able to read your files properly. Make sure that your filenames are all 8 characters or less, and that they have no spaces.

I have found that I run into problems when I exceed 8 characters.

Oki, thanks :)
EDIT: I renamed the tga file, wad, prj, everything. I didn't work but I suppose I need to start all over again :p but it's okay, and I've saved another prj and it works fine this time :D

KyleCroft
04-07-09, 15:18
It Worked! :) Thank You KyleCroft! :) :hug:


Good to hear :)

Romantics Inc.
05-07-09, 04:25
If there in an mp3 format then convert it with madplay found in the resources section on skribblerz.com.

YEAH! Thats what I did now, and the same thing happens, this wierd popping noise when the song is triggered ingame. And the popping noise keeps repeating over and over again...:hea:

AmericanAssassin
05-07-09, 05:08
QUICK QUESTION: Is it possible to make a TREL/NGLE title where you play as a male character? It's probably basic, but I have no clue. :p

mudkip25
05-07-09, 07:02
If you have Wadmerger, yes.

http://www.trsearch.org/Items/1951

you will have to replace the Lara sounds though...

AmericanAssassin
05-07-09, 07:35
Hmmm. Do you know of any TRLE/NGLE titles where you play as a male character? So that I could see as an example...

KurtisandLara
05-07-09, 13:01
I have a stupid question i probably should know but never really wanted to so i just left it alone untill now...After a levels finished how do i get that statics to come up? The one that tells you how many secrets and how many medipacks you use and all that...thanks :o.

EDIT:

Hmmm. Do you know of any TRLE/NGLE titles where you play as a male character? So that I could see as an example...

Yes one of the skribbler stonez levelsets you play as a male demon character. Theres bound to be more.

Seth94
05-07-09, 13:04
In TREP, create a flipeffect saying:

SHOW_STATS

Then trigger this flipeffect at the end of the level on the finish trigger. ;)

For some reason, on my game, it doesn't trigger anymore. I have 21 levels atm, and only one or two of the flipeffects work. This is probably because of the size of the game lol. :D

KurtisandLara
05-07-09, 13:06
Is there a way to do it with TRNG?

Seth94
05-07-09, 13:07
Is there a way to do it with TRNG?


Oh I don't know about TRNG. :o

TR FAN 18
05-07-09, 13:21
It is possible in TRNG. Just use the FLIPEFFECT "Show Statistics Screen."
Place it on the tile where you want it triggered and use the "One Shot" button to make sure it doesn't appear multiple times.

snork
05-07-09, 13:34
QUICK QUESTION: Is it possible to make a TREL/NGLE title where you play as a male character? It's probably basic, but I have no clue. :p
Not just the sounds, you would also have to make a complete new set of animations.

Once here at TRF someone published a Kurtis Demo Level, where you would play as Kurtis. Before this, I wasn't aware that so many of Lara's animations are actually "feminine style". A male character with Lara's animations is funny, but in a ridiculous way. Lara's "walk" for example.

AmericanAssassin
05-07-09, 17:18
Yes one of the skribbler stonez levelsets you play as a male demon character. Theres bound to be more.

Okay. I'll looks for those. :)

Not just the sounds, you would also have to make a complete new set of animations.

Once here at TRF someone published a Kurtis Demo Level, where you would play as Kurtis. Before this, I wasn't aware that so many of Lara's animations are actually "feminine style". A male character with Lara's animations is funny, but in a ridiculous way. Lara's "walk" for example.

I can imagine. Lara does have a very feminine walk. I wouldn't want my male character walking like her. :p

God Horus
05-07-09, 17:29
In Horus-Godesses' outfits (don't remember which one) I think she made some animations more masculine. She even made a new look animation and I think the others were updated.

But really, TRLE and playable male characters are not going to work that well together unless you are a really good animator and redo hundreds of animations.

AmericanAssassin
05-07-09, 17:35
Where do I begin? I want to learn. Everybody had to start somewhere and I want to start now. I want to make a great game. :)

KyleCroft
05-07-09, 17:47
Where do I begin? I want to learn. Everybody had to start somewhere and I want to start now. I want to make a great game. :)

- First, read the manual. (Hypocritical coming from me, I know) It really helps to read it.

- Get a hang of the normal LE, then download TRNG/TRLE

- Do the tutorials from Skribberlz.com


Just lots of practice :)

God Horus
05-07-09, 18:12
Well if you want to build good level you should go through the entire manual.

Then learn about WadMerger (read tutorials on Trsearch.org), learn about Strpix, learn about TRNG/TREP, NGLE, and maybe read some tutorials at www.skribblerz.com. Then you should have enough knowledge to make a really good game (I did pretty much all that before I started my first levelset)

Right now your probably just staring at this like ... wha? But just read the manual first and after that I can help you ;)

Romantics Inc.
06-07-09, 01:29
What the devil, mate! Whenever I convert audio with my program (WavePad Sound Editor) It doesnt work ingame. It plays fine on its own and I DO convert it into the right type...Microsoft ADPCM 44,...blah blah blah...4 bit stereo...

I was wondering if somebody could convert these for me, and then tell me exactly how they did it! Please please, with a cherry on top! *puppy eyez* :(
http://www.sendspace.com/file/rkyngu

Okay, I used Madplay, and the same thing is still occuring.

1- I copied the mp3 file into the madplay folder (Ambiance1.mp3)
2- I converted it into wav successfully
3- I then copied the wav file (Ambiance1.wav) into the audio folder in my TRLE folder
4- I then Renamed the file while it was in my audio folder to 087.wav
5- I set a CD trigger for 87 in game, and the track doesnt play, it just makes this wierd popping sound over and over again! :hea:

What I do wrong?!

snork
06-07-09, 07:31
the madplay thing is not the best for conversion, I'm afraid. Can give clipping and other effects, though I do not really know if that comes from the madplay-used-converter (should be ooooold by now) or from the source music files that were used.

I'm lazy, so I use winamp to convert audio. :p

I did so with the aftermath music from your music choice and replaced the title music with it, works well over here.
Try if it works for you : 104.wav (http://www.hotlinkfiles.com/files/2654857_gqilb/104.wav)

Titak
06-07-09, 08:52
Okay, I used Madplay, and the same thing is still occuring.

1- I copied the mp3 file into the madplay folder (Ambiance1.mp3)
2- I converted it into wav successfully
3- I then copied the wav file (Ambiance1.wav) into the audio folder in my TRLE folder
4- I then Renamed the file while it was in my audio folder to 087.wav
5- I set a CD trigger for 87 in game, and the track doesnt play, it just makes this wierd popping sound over and over again! :hea:

What I do wrong?!
For converting audio into the correct wav format it is still best to use Windows Sound Recorder.
The weird thing with a lot of other converters is that it does seem to do the job right (the format looks good in the properties of the wav file) but it isn't completely right after all, causing all sorts of weird things: audio not playing or making noises like in your case.
So, Windows Sound Recorder is the way to go. ;)

aktrekker
06-07-09, 09:14
I believe part of the problem is that tomb4 expects all the actual WAV data to be contiguous and in one part.
Most sound editors break the sound into chunks (perfectly acceptable for WAV files). This splits the data into multiple parts instead of one. Each chunk would probably cause a 'pop' because tomb4 treats the chunk information like sound data.

Romantics Inc.
06-07-09, 12:59
:jmp:

I got it now! Woot!

:hug:z for Titia, Snork, and Aktrekker!

Hateshinai
06-07-09, 18:39
Hi all :)

Quick question:

Is it possible to have an animating playing its animation each time you step on the trigger ?

Tomb_Builder
06-07-09, 18:51
Try it and find out :D

Hateshinai
06-07-09, 19:55
Try it and find out :D
Problem sorted :D
It works.


Another question:

Is it possible to have a thick distant fog without having to decrease the LevelFarView value ?

!Lara Croft!
07-07-09, 08:13
For converting audio into the correct wav format it is still best to use Windows Sound Recorder.
The weird thing with a lot of other converters is that it does seem to do the job right (the format looks good in the properties of the wav file) but it isn't completely right after all, causing all sorts of weird things: audio not playing or making noises like in your case.
So, Windows Sound Recorder is the way to go. ;)

Sound Recorder? I can only use it to record sounds from a mic.

Pemon
07-07-09, 09:07
Sound Recorder? I can only use it to record sounds from a mic.
The following is a part of a quote from a tutorial by Titak.
Before the tracks in the Audio folder will play in game they need to be in the correct format. If your Audio tracks are not playing open them in Windows Sound Recorder, click File and then Properties, then convert them to:

Microsoft ADPCM 44.100 kHz, 4 Bit, Stereo format and save. They should work now.

Good luck

Romantics Inc.
07-07-09, 17:10
Okay, in Wadmerger, I have the wad I am using, and a wad I am copying to my current one.

The object I want to copy is a PLANT2 object, and I already have a PLANT2 object in my wad...how do I copy the other PLANT2 object, because I need them both! :confused:

KurtisandLara
07-07-09, 17:21
Just double click on the plant2 object from the right side, it will automaticly be placed in an open slot.

Romantics Inc.
07-07-09, 17:25
Just double click on the plant2 object from the right side, it will automaticly be placed in an open slot.

Wont that turn the object into Lara's ass in-game? :p

1upMushroom
07-07-09, 17:27
Wont that turn the object into Lara's ass in-game? :p

No.
A plant can only become a plant.

Romantics Inc.
07-07-09, 17:30
No.
A plant can only become a plant.

So if I copied the PLANT2 abject and made it FURNURATURE3...its fine?

KurtisandLara
07-07-09, 17:43
Yup it should be.

ggctuk
07-07-09, 18:21
As long as you have "Smart Copy" enabled (I think it's the lightbulb icon) statics are automatically copied into a free slot.

dcw123
07-07-09, 18:23
Anyone got an idea why NONE of my scripts will let me save after I edit them?
This whole thing has basically put my newest, hopeful level to a dead end - YET AGAIN!:(
I give up all hope on TRLE i rele do, stupid nit picking precision..

mudkip25
07-07-09, 21:26
I have question, I'm trying to replace my title music with a new one in wav (that I converted myself) It won't seem to work in game. I converted it from mp3 to wav, renamed to 104 and replaced the one in the audio folder and it doesn't work! help!

aktrekker
07-07-09, 21:33
@dcw123
You started a thread about this problem. There is no reason to post it here.

@mudkip25
What do you mean it doesn't work? You mean it doesn't play in-game? Have you changed the script to use audio track 104? Have you converted the script successfully? Does it try to play but has problems?

ggctuk
07-07-09, 21:35
Anyone got an idea why NONE of my scripts will let me save after I edit them?
This whole thing has basically put my newest, hopeful level to a dead end - YET AGAIN!:(
I give up all hope on TRLE i rele do, stupid nit picking precision..

Check the file's properties. Make sure that it is NOT set to "Read-Only". Also make sure that your other files are not set to "Read Only" (mainly the SCRIPT.DAT and ENGLISH.DAT files)

@ mudkip25 - sounds like a formatting problem. What program did you use to convert?

mudkip25
07-07-09, 21:51
@dcw123
You started a thread about this problem. There is no reason to post it here.

@mudkip25
What do you mean it doesn't work? You mean it doesn't play in-game? Have you changed the script to use audio track 104? Have you converted the script successfully? Does it try to play but has problems?

Oops! forgot the scripting part! silly me... :p

EDIT: What Scripts! I just searched the entire LE folder and NG Center

Peanut
07-07-09, 22:00
Umm.. How Do I make it that There are small drops coming down from the ceiling of one part of a room?

mudkip25
07-07-09, 22:17
Umm.. How Do I make it that There are small drops coming down from the ceiling of one part of a room?

Make an object and animate it so it can go down. And what about my question :confused:

snork
07-07-09, 22:30
104.wav is the one used by trle as default, I mean as long as you run any level with the default scripts, 104 should be played in the title.

Else it is script.txt, this part
[Title]
LoadCamera= 84246,-533,78233,81622,-1514,78208,40
Level= DATA\TITLE,104

mudkip25
07-07-09, 22:33
104.wav is the one used by trle as default, I mean as long as you run any level with the default scripts, 104 should be played in the title.

Else it is script.txt, this part
I do have it on 104, is there filesize limitations or something?

snork
07-07-09, 23:05
Make sure your audio file is in the correct format. *.wav is not necessarily microsoft ADPCM. You need it to be :

Microsoft ADPCM
44,100 kHz
4 Bit
Stereo

For converting audio into the correct wav format it is still best to use Windows Sound Recorder.
The weird thing with a lot of other converters is that it does seem to do the job right (the format looks good in the properties of the wav file) but it isn't completely right after all, causing all sorts of weird things: audio not playing or making noises like in your case.
So, Windows Sound Recorder is the way to go. ;)

I personally can't stand the windows sound recorder, but if it does the job, then OK.

mudkip25
07-07-09, 23:41
It still won't work, can I just send the mp3 to someone so they can convert it?

snork
08-07-09, 00:00
yes, upload it somewhere and post the link.

mudkip25
08-07-09, 00:13
yes, upload it somewhere and post the link.

http://www.4shared.com/file/116630810/ea1578c3/03_The_tukimori.html

snork
08-07-09, 01:06
nice choice, makes me curious about the game. :)

Thetukimori_pianosolo_.wav (http://www.hotlinkfiles.com/files/2658651_uldwl/Thetukimori_pianosolo_.wav)

Hm, I don't know why my browser (Opera) tries to open the wav file instead of downloading it.
If you have the same trouble, you can do a right click on that link and "save target as ..."

matrix54
08-07-09, 01:11
for those who want some insight into my building style, you can have this, this is like the 3rd thing i released... so, enjoy it!

http://www.sendspace.com/file/enlxbu

it my nepal pack frm earlier. As im no longer doing it, i ran out of ideas. enjoy it guys!! it doesn't have the sound file or the english file, sorry. and it requires NGLE to play it

Shauni
08-07-09, 01:35
for those who want some insight into my building style, you can have this, this is like the 3rd thing i released... so, enjoy it!

http://www.sendspace.com/file/enlxbu

it my nepal pack frm earlier. As im no longer doing it, i ran out of ideas. enjoy it guys!! it doesn't have the sound file or the english file, sorry. and it requires NGLE to play it
So is this a few rooms in a level you were going to make? :D *checks it out*

Edit: Ooh very nice! I love your texturing and lighting style! It looks so good, why did you stop making it? :(

mudkip25
08-07-09, 01:52
nice choice, makes me curious about the game. :)

Thetukimori_pianosolo_.wav (http://www.hotlinkfiles.com/files/2658651_uldwl/Thetukimori_pianosolo_.wav)

Hm, I don't know why my browser (Opera) tries to open the wav file instead of downloading it.
If you have the same trouble, you can do a right click on that link and "save target as ..."

hehe, it works! thanks snork! BTW its for AOD2

larafan25
08-07-09, 01:53
I have an inquirie, howcome you cannot import an enemies animation into one of lara's animation without it looking like she is going crazy?:)

aktrekker
08-07-09, 03:59
Different enemies have different skeletal structures so the animations probably won't work.

MyRaider4Life
08-07-09, 09:39
Hello, I was wondering if anybody could give the wetsuit by Trangel the textures that are in this (http://www.sendspace.com/file/sf4d4q) rar file. I have tried to do it in TR4WAD but it crashes because I have Vista. :(
Thanks in advance for the person that does it for me. :D

Wrebbit
08-07-09, 10:21
I remember seeing this somewhere but I can't seem to find it again :o

When the game starts, Lara always has 1 large and 3 small medipacks in her inventory. How do you change that? I want her to just have 1 small medipack at the beginning of my levels.

Kevin
08-07-09, 10:26
Do you use TREP? If yes, you can change that in the inventory section.

Sure possible with TRNG as well. Don't know how though. :o

Romantics Inc.
08-07-09, 10:28
^ either use TREP (if you use the original editor) OR you can use the flipeffects in NGLE

MyRaider4Life - did you try Stripx?

Wrebbit
08-07-09, 10:30
Ah yes of course, TREP.

Thanks, it works now :)

MyRaider4Life
08-07-09, 10:32
^ either use TREP (if you use the original editor) OR you can use the flipeffects in NGLE

MyRaider4Life - did you try Stripx?

Yes but I am not replacing over 300 textures. ;)

Titak
08-07-09, 10:52
^
That sounds a bit weird.
You don't want to change 300 textures because it is too much work for you? But yet you ask someone else to do it for you? :confused:

But maybe I misunderstood something here and drew the wrong conclusion... :o


As for replacing textures: it is a pain to me. I never like doing it much, but when I decide to go ahead and do it anyway, to get the textures exactly the way I want them, it is actually quite rewarding when I have finished it and everything looks just the way I imagined it. :D

MyRaider4Life
08-07-09, 11:04
^
That sounds a bit weird.
You don't want to change 300 textures because it is too much work for you? But yet you ask someone else to do it for you? :confused:

But maybe I misunderstood something here and drew the wrong conclusion... :o


As for replacing textures: it is a pain to me. I never like doing it much, but when I decide to go ahead and do it anyway, to get the textures exactly the way I want them, it is actually quite rewarding when I have finished it and everything looks just the way I imagined it. :D

Yeah you misunderstood :p
I was asking if someone could add the texture page in the rar file with TR4WAD because it crashes on my pc. TR4WAD is a program that loads the whole texture sheet for all the object textures and you can just paste over the whole thing, but It doesnt matter anymore because my computer finally let me do it. :)

sapper
08-07-09, 11:08
^ You could use TextureAdd to add texture pages to a wad.
Or the import from bitmap option in the Texture menu of StrPix to replace the whole lot. Bitmap must be the same size as exported one.

MyRaider4Life
08-07-09, 12:25
http://i200.photobucket.com/albums/aa160/Lviz119/TRTLN-1.jpg

In this picture there are some swinging rags hanging with the ropes, I was wondering if anybody know's which level they are from because I am going to need them for something. :D

Titak
08-07-09, 12:41
I understand now.
STRPix can also replace an entire set of textures, but not seperate pages.So I guess TextureAdd is your best option now, like Sapper suggested. :D

Those rags are from "The Lost Library". ;)

MyRaider4Life
08-07-09, 12:44
I understand now.
STRPix can also replace an entire set of textures, but not seperate pages.So I guess TextureAdd is your best option now, like Sapper suggested. :D

Those rags are from "The Lost Library". ;)

Thanks Titia. :)

KyleCroft
08-07-09, 16:57
http://i200.photobucket.com/albums/aa160/Lviz119/TRTLN-1.jpg

In this picture there are some swinging rags hanging with the ropes, I was wondering if anybody know's which level they are from because I am going to need them for something. :D

I believe they are from the TRC Ireland wads :)

1upMushroom
08-07-09, 17:39
Lara finds herself in a hole with two trapdoors above her, and a boulder coming her way.

The lowest trapdoor opens for just long enough that she can climb through, but only if she is alert. If she dawdles for even a moment, she won't be able to climb through. The next time the trapdoor opens will be to let the rolling ball fall.

Then the second trapdoor opens, letting her climb higher.
If she is below the "safety" texture, and she backflips off of the ladder, she will bang against the wall and fall.
If she reaches the "safety" texture, and backflips off of the ladder, to safety, then as she lands she sees the rolling ball fall into the hole. :D :jmp:
That, with dramatic music makes quite a fun trap.

So, what is the problem?

This trap can lose its urgency if she dangles at the edge of the ladder, in the corner of the hole. If she is right in the corner, she remains unharmed. The damage area of the rolling ball is circular, but only when she is hanging. That defeats the whole point of the trap. :hea:

What i WANT is that if she misses the first trapdoor, she gets squished, no matter what she does.

So...
What can I do to make sure that Lara dies???

EDIT:
:D I have been considering this problem for a few months, trying to figure out how to change the collision, without the damage extending beyond one block...
and shortly after I post this question, this occurs to me:
I can place static objects in the corners, thus Lara will only be able to hold the ladder in the middle. That could work... Any other ideas are welcome!

snork
08-07-09, 19:22
lol, that's what came to my mind, too. Just because I saw that done in a game I recently revisited.
Magplus in his Knights of Terafosia, level The Watertank (I think) had these "safety" ladders, like you see them in real world on industrial buildings and the like, a ladder that is surrounded by a cagelike thing. You could only climb them up from the bottom (no jumping at ladder), and from the middle-front of that square.

I don't know if they are available somewhere or exclusive in that game. And Magplus I'm afraid has vanished. :(

OK, I found a screenshot. It's 800x600, so just a link
http://www.hotlinkfiles.com/thumbs/small/2660262_fwcge/KoT_ladder.jpg

maybe an inspiration.

Hateshinai
08-07-09, 19:44
I guess my post has been overlooked :o


Is it possible to have a thick distant fog without having to decrease the LevelFarView value ?

Peanut
09-07-09, 00:39
How Do I Trigger Darts to actually hurt Lara? I did it with the Darts object..

Please Help.

EDIT: never mind I figured it out. :D

Raymond
09-07-09, 07:41
I guess my post has been overlooked :o

Better ask TRNG-questions in NG-forum above.
You can have thick distant by decreasing the first value of the fog range in the FogRange-command. The default value is 4 or 6, I believe, which means, that the fog starts 4 to 6 sectors away from Lara. You can choose also negative fog range values, which means, that the fog already starts at Lara and gets thicker with decreasing values. Be beware of one problem: Transparent and shiny textures get quite strongly coloured by the fog colour then.

Hateshinai
09-07-09, 15:53
Thank you Raymond ^^

Peanut
10-07-09, 15:00
Could soemone help me? I am trying to edit the name of my level.. But its not orking for some reason, In NG Center.. It tells me, missing string in "Level Name I edited" .... But when I change it back to the original Name it works. :(

Hateshinai
10-07-09, 15:06
Look for the previous name of the level in the STRINGS section and replace it with the new name of the level .

Kapu
10-07-09, 15:07
Did you replace the old name of the level with the new one, Peanut?

Oh, looks like Hateshinai beat me.

God Horus
10-07-09, 15:41
I have sort of a problem.

I need Lara to pry an object off of a wall with a crowbar. When you pickup the object, it triggers a flyby. But the problem is, to get her to pry it off the wall, you need to use an OCB of 2. And to get the whole pickup trigger thing to work, I need to have an OCB of 64. So what should I do?

1upMushroom
10-07-09, 15:42
I have sort of a problem.

I need Lara to pry an object off of a wall with a crowbar. When you pickup the object, it triggers a flyby. But the problem is, to get her to pry it off the wall, you need to use an OCB of 2. And to get the whole pickup trigger thing to work, I need to have an OCB of 64. So what should I do?

Add the pickup position OCB to the pickup trigger OCB.

2 + 64 = 66

So, 66 is the value.

Peanut
10-07-09, 15:44
Thank You so much! :)

God Horus
10-07-09, 15:44
Woah really I can do that? :vlol: I never knew!

Thanks.

It was probably in the manual but it's been years since I read that :p

just croft
10-07-09, 21:50
I've been trying to get help from the public-closed part of th forums as well as googling but so far I haven't been able to surpass my problem:

I've followed this tutorial for a puzzle in my level: The Five Pushable Objects Setup (http://www.skribblerz.com/planetarium.htm). But after changing the OCB for the pushable objects they stop haveing collision:
http://i30.************/2zjj72x_th.png (http://i30.************/2zjj72x.jpg)

I don't know what to do anymore? Maybe another OCB number? But which? If anyone could help I'd thank you so much!

aktrekker
11-07-09, 08:12
By any chance, are you using TREP? If so, it might be interfering by treating the OCB as the height of the pushable.

just croft
11-07-09, 12:35
By any chance, are you using TREP? If so, it might be interfering by treating the OCB as the height of the pushable.

Nop, just TRNG.

Seth94
11-07-09, 12:46
I had that problem too and I never solved it. I just had to find another way around it, by using raising blocks instead. :)

just croft
11-07-09, 12:58
That's not an option for me though... :( If I can't find a way I'll have to release it like that, I really have to have pushable objects. I got back into this because I noticed it worked on 'I am Legend' those objects were even climable.

Atlantean-Squid
11-07-09, 23:15
How do I assign several meshes to a single object in Strpix? So like, rather than having three meshes go in three different ARCHITECTURE slots, they all go into the same one?

Seth94
11-07-09, 23:19
That's not an option for me though... :( If I can't find a way I'll have to release it like that, I really have to have pushable objects. I got back into this because I noticed it worked on 'I am Legend' those objects were even climable.

I didn't see this setup used in 'I am Legend'. There were other pushable puzzles, but the setups are different to that of the "five pushables setup". I don't know how to solve the problem with the collision. I've tried doing lots of things; I don't understand how the collision worked in "The Lost Library". :confused:

Kevin
11-07-09, 23:29
A while ago I set up the same puzzle in my project and I had no problems with the ocb and collision.
I use TREP and NGLE.

I don't use the TRNG engine, maybe the ocb is changing the collision there? :confused:

Seth94
11-07-09, 23:32
A while ago I set up the same puzzle in my project and I had no problems with the ocb and collision.
I use TREP and NGLE.

I don't use the TRNG engine, maybe the ocb is changing the collision there? :confused:

No, because I use NGLE and TREP and the same problem happens with me when I use the setup. ;)

aktrekker
12-07-09, 03:02
A while ago I set up the same puzzle in my project and I had no problems with the ocb and collision.
I use TREP and NGLE.

I don't use the TRNG engine, maybe the ocb is changing the collision there? :confused:

That's why I asked about TREP, it does the same thing for climbable pushables.

How do I assign several meshes to a single object in Strpix? So like, rather than having three meshes go in three different ARCHITECTURE slots, they all go into the same one?

Static slots can only have a single mesh.
You can put all the meshes together in an Animating slot, or
You can combine the meshes into one using Meta or some other 3D editing program.

KIKO
12-07-09, 12:09
OMG, something terrible happened to my level :eek:
The textures are in a mess, not in the right places, and the texture set, the tga file I mean the textures instead of 128x128 are now huge ! I've tried some of my other saves but it stays the same.

I think I've screwed it from the moment I decided to output the wad so I could test it. I'm using ngle by the way, after outputing the wad it sent some message telling he could find a specific file I can't remember.

Then I used map converter, I don't know what it does but I added the tom file the ngle created so it could do the same thing tom2... does, it didn't and I think that is was screwed my prj :hea: But there was no file on the ngle folder so then I tried tom2 tool and it did his thing I started the level, everything was mad :ton:

Egypt textures everywhere, cars hanging in the ceiling, Lara's bum on the carpets, windows. OMG!!!

I'm such a noob :hea:

Titak
12-07-09, 13:53
I don't know abotu the cars on the ceiling but the Map Converter is the reason why your textures are so huge now. ;)

See, the Map Converter can convert a V49 prj (in which you can also use 64x64 textures) to a V50 prj, in which you can only use 128x128 or bigger (up to 256x256) textures.
I once used it when I wanted to start using 128x128 textures in my Himalayan Mysteries levels. After using the MAP Converter I only had to replace the once 64x64 textures with 128x128 versions, without having to retexture all the levela all over again. :D

Lara's bum appears when wads have been mixed up: load level1.wad but output level2.tom and convert level2.tom to level2.tr4.
In other words: you have to stick with one wad and one wad only.

KIKO
12-07-09, 13:57
I don't know abotu the cars on the ceiling but the Map Converter is the reason why your textures are so huge now. ;)

See, the Map Converter can convert a V49 prj (in which you can also use 64x64 textures) to a V50 prj, in which you can only use 128x128 or bigger (up to 256x256) textures.
I once used it when I wanted to start using 128x128 textures in my Himalayan Mysteries levels. After using the MAP Converter I only had to replace the once 64x64 textures with 128x128 versions, without having to retexture all the levela all over again. :D

Lara's bum appears when wads have been mixed up: load level1.wad but output level2.tom and convert level2.tom to level2.tr4.
In other words: you have to stick with one wad and one wad only.

I think my wad got mixed with tr4's wad, that's why my lamps got replaced by cars and statues :ton:

Map Converter :smk:

I've tried my wad copy, It still gets huge once the prj is loaded. I guess I'll have to build all over again.. -_-'

Peanut
12-07-09, 14:15
Where can I find a program that lets you record videos.. Longer videos.. I cant with Fraps :pi:

For Free..

KIKO
12-07-09, 14:17
Maybe Hypercam, it's free to test. :)

Atlantean-Squid
12-07-09, 16:32
Static slots can only have a single mesh.
You can put all the meshes together in an Animating slot, or
You can combine the meshes into one using Meta or some other 3D editing program.

Great, thanks. Is it possible for each part of the animating object to have its own collision? I've tried assigning collision boxes in Strpix but it doesn't seem to want to let me as each mesh seems to need to be a separate object.

aktrekker
12-07-09, 20:45
You only get one collision box for static slots.
If you use an Animating slot, each mesh gets a collision box, plus the entire object gets collision.

Atlantean-Squid
14-07-09, 00:48
You only get one collision box for static slots.
If you use an Animating slot, each mesh gets a collision box, plus the entire object gets collision.

Thanks. But how do I edit these in strpix? I seem to only be able to edit the collision boxes of the original mesh.

I also have a flipped room thing going on where the lights change depending on the current "flip" of the room. However, only the lighting from the unflipped room hits Lara. Is this normal? I'm talking lights, not effect bulbs, so I know it can't be that.

Romantics Inc.
14-07-09, 01:34
AAHHHHHH!!!! SOMETHING IS WRONG! :(:(:(:(

My script is FINE and I am sure of it
I have a Lara Object
My objects are all fine
Lara does not start the level on a trigger
I DONT KNOW WHATS WRONG...I havnt got clue! Im at a stand still here!

The level loads not even halfway, and then it crashes! :hea: IDK WHAT TO DO!

Can someone just give me suggestions to what the hell this may be?!

PoseidonsDeath
14-07-09, 02:05
What program do I need to make an outfit for lara?

mudkip25
14-07-09, 02:13
What program do I need to make an outfit for lara?

Metasequoia LE (Specifically LE)

PoseidonsDeath
14-07-09, 02:25
Is it a freeware? I found and downloaded it at Metaseq.net...

KurtisandLara
14-07-09, 02:42
Theres a freeware version i can't remember which ersion it is.

PoseidonsDeath
14-07-09, 02:46
Where can I find a tutorial for Metasequia?

mudkip25
14-07-09, 02:54
Where can I find a tutorial for Metasequia?

skribblerz.com

PoseidonsDeath
14-07-09, 03:09
I downloaded the Tutorial and none of the things said anything...

mudkip25
14-07-09, 03:10
I downloaded the Tutorial and none of the things said anything...

You don't download anything...
http://skribblerz.com/tutorials.htm

Anywhere where you see the letters META in the page is a tutorial for object making

try this too
http://www.trsearch.org/Tutorial.php

Peanut
14-07-09, 03:23
How can I make a tunnel circled?

Kapu
14-07-09, 03:28
How can I make a tunnel circled?

You mean make a round tunnel? Combine angled floor and ceiling geometry in the TRLE. (Try to make more sense next time. ;))

PoseidonsDeath
14-07-09, 03:29
Okay... I completed one of the tutorials for making a simple cube... But when i tried to load it in TRLE, it didn't appear... What is this starpix thing and do i need to download it?

Kapu
14-07-09, 03:31
Okay... I completed one of the tutorials for making a simple cube... But when i tried to load it in TRLE, it didn't appear... What is this starpix thing and do i need to download it?

It's called STRPix, and yes, you'll need it to import meshes into your WAD. You can download it from TRSearch. Check out the Tools page.

Peanut
14-07-09, 03:33
Yeah.. Like circled.. But I want it to be like a small tunnel.. 8 clicks high.

mudkip25
14-07-09, 03:35
How can I make a tunnel circled?

2 ways

1.Meta2TR
3.You didn't notice that I skipped 2 but yeah, make an object for it.

EDIT: Kapu Beat me!

Okay... I completed one of the tutorials for making a simple cube... But when i tried to load it in TRLE, it didn't appear... What is this starpix thing and do i need to download it?

yes

Kapu
14-07-09, 03:38
Yeah.. Like circled.. But I want it to be like a small tunnel.. 8 clicks high.

Circled doesn't make sense. Rounded is the word you mean. Shape the floor into an arch and then do the same to the ceiling. There's nothing to it.

PoseidonsDeath
14-07-09, 03:38
How do i get the object on Strpix?

Kapu
14-07-09, 03:52
When you save the object in Meta save it as an AutoCAD (.dfx file). A window will pop up with a bunch of options.
Set Multiply to 1.000
Set Digit to -1.
Hit the Swap YZ button
Don't tick the Invert Face box
Triangle has four points box needs to ticked.

Then in STRPix choose an object to import your new object over, hit Menu and select Import Mesh.

PoseidonsDeath
14-07-09, 03:57
What about the textures?

mudkip25
14-07-09, 04:18
What about the textures?

download wadmerger, upload the wad there, add the textures, export it back, apply the texture.