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Larson_1988
25-05-08, 14:57
Thought i'd create one here! :) Hope you don't mind Titak? :hug:

The original idea for this thread came from this thread (http://www.tombraiderforums.com/showthread.php?t=119685)!

]{eith
25-05-08, 14:58
A very nice idea. Because I'm finding trouble in basic things that everyone seems to be able to master. How do I get rain to work?! Lol. :o

Christi
25-05-08, 14:58
Oh, you took my "first thread idea" lol:hug:

Zique
25-05-08, 16:38
(I know this isn't a question about the ngle but I don't know where to ask it)

Now the projects made with ngle must be posted in this forum?

thecentaur
25-05-08, 18:36
okay, i'm just going to be blunt and say this:

If anyone needs help building an TR1 themed egyptian dream sort of level, pm me :)

Christi
25-05-08, 20:45
CAN YOU REALLY USE MP3 TRACKS IN NGLE? Do you have to convert them into wav?

God Horus
25-05-08, 20:58
I have no idea, but I think you can only use WAV or OGG (if you tick the OGG option in TREP)

ukraider
25-05-08, 21:02
CAN YOU REALLY USE MP3 TRACKS IN NGLE? Do you have to convert them into wav?

Yes you can use MP3 and OGG tracks with TRNG :)

God Horus
25-05-08, 21:09
Yes you can use MP3 and OGG tracks with TRNG :)

*sigh* Yet another reason why TRNG HAS TO BE COMPATIBLE with TREP one day!

Titak
25-05-08, 21:18
^
Why?
OGG and other formats are already possible with TRNG now.
So TREP does not need to be compatible with TRNG anymore when it comes to this. ;)

matrix54
25-05-08, 21:21
i hate games with ogg file(at least at my home computer anyway), they don't play, even with everything set up

thecentaur
25-05-08, 21:22
wondering... is Taras's level (Legio XI) the only level so far released on the NG engine?

Christi
25-05-08, 21:22
Can you use WAV and MP3?

God Horus
25-05-08, 21:24
@thecentaur,

So far, yes.

thecentaur
25-05-08, 21:24
Can you use WAV and MP3?

wav, mp1-3, ogg, and you can either specify it for the entire game or just a specific level ;)

matrix54
25-05-08, 21:25
Can you use WAV and MP3?
YES. only my computer has no speakers, so no sound. Therefore, no .ogg files:hea:

Christi
25-05-08, 21:30
Good lord...why don't you have speakers??

thecentaur
25-05-08, 21:30
Good lord...why don't you have speakers??

i was about to ask him the same question lol!

Titak
25-05-08, 21:32
TRNG audio tutorial:
TRNG - New sound Engine and new flipeffects for audio playback (http://www.tombraiderforums.com/showthread.php?t=126267)

Some basic stuff and a couple of examples. ;)

matrix54
25-05-08, 21:33
long story...

lets just say being in the trle world is extreamly difficult without them!!

oh!-thanx Titia!!

Larson_1988
25-05-08, 21:34
TRNG audio tutorial:
TRNG - New sound Engine and new flipeffects for audio playback (http://www.tombraiderforums.com/showthread.php?t=126267)

Some basic stuff and a couple of examples. ;)

Thank you. :) I'll check it out now. :D

Titak
25-05-08, 21:47
New moves for Lara
I'm also working on getting some of the 'TREP moves' to work in TRNG. :mis:
The moves need to be scripted int he script.txt.
This animation scripting is quite complicated and since most people would like to use those TREP moves I figured I'd start with figuring out those.

Some are working already, like the 'ledge climb control' moves, the 'ladder-to-monkey' move and the 'roll-inside-crawlspace' move.
Others still need to be done completely or need to be finetuned to iron out any bugs.

Once I have them fully working I'll create a tutorial on it. ;)

Climbable wall sections
And another great new feature is placing triggers in such a way that Lara can only climb certain parts of the wall. (Instead of having to use objects, slopes or ledges to prevent Lara from climbing an entire wall. ;))
By setting some condition and flipeffect triggers.
Also pretty complicated, but you can also expect a tutorial on this once I have a better understanding of this. ;)

thecentaur
25-05-08, 21:48
^^ release those move purdy please?? :o lol

matrix54
25-05-08, 21:53
she keeps getting better and better!!:)

stranger1992
25-05-08, 21:54
Trust me, our dear Moderator has worked tooth to nail so you better be very grateful and courteous.. It has been a long hard road too. :) Imagine trying to write tutorials while things are changing in that tutorial and you have to rewrite. It is not fun. :)

matrix54
25-05-08, 22:07
New moves for Lara
I'm also working on getting some of the 'TREP moves' to work in TRNG. :mis:
The moves need to be scripted int he script.txt.
This animation scripting is quite complicated and since most people would like to use those TREP moves I figured I'd start with figuring out those.

Once I have them fully working I'll create a tutorial on it. ;)


Maybe now the Full-Pole-Like-In-Legend-With-The-Rotate-Thing can Work!!

stranger1992
25-05-08, 22:09
'technically' it should be possible but as an animator that is some serious work. ;)

Titak
25-05-08, 22:15
Maybe now the Full-Pole-Like-In-Legend-With-The-Rotate-Thing can Work!!
Working on it. :mis:

The scripting for it isn't that difficult once you gain some understanding of the animation scripting business, but like Daniel said, 'as an animator that is some serious work'.

So when I got some of the basic swingpole moves to work I also remade the animations for the swingpole.
The ones I made for my HM levels just weren't good enough in my opinion.
It is quite difficult to make Lara move in a smooth and realistic way, being the stick figure she basically is. ;)

Oops, I just realised you were also talking about the rotating thing that rotates when Lara grabs one of the bars on it.
This has already been made possible with the use of a modified jumpswith with modified animatiosn for the jumpswitch and the obelisk switch. :)

jeffrey van oort
25-05-08, 22:15
New moves for Lara
..........................................
Once I have them fully working I'll create a tutorial on it. ;)

Climbable wall sections
And another great new feature is placing triggers in such a way that Lara can only climb certain parts of the wall. (Instead of having to use objects, slopes or ledges to prevent Lara from climbing an entire wall. ;))
By setting some condition and flipeffect triggers.
Also pretty complicated, but you can also expect a tutorial on this once I have a better understanding of this. ;)

Dear Titia. I must inform you about something.
This effect can already be achieved.
Place toggle op. on the room below.
Then put no collision on that square.
This way Lara can go through and she will not grab the wall and make it look like she can not grab the wall.
Test it out;)

matrix54
25-05-08, 22:21
thats still a lot of rooms though that are quite useful.

but Titia, for lara to move like you need her, try recording some Tomb raider legend moves on the pole and do a frame by frame analysis of them. move the limbs and other parts like such(use a protractor if needed) and it'll made like somewhat easier in the smooth animation department!!. I'd do it, but i don't have the resourse(like sound on my computer, which prevent me from using certain programs) or a copy of legend/aniversary on my PC

stranger1992
25-05-08, 22:32
:cen::cen: Why don't you? Honestly if you know how it should be done you could make a fool of yourself using a protractor on your PC screen and doing a "frame by frame analysis". There is magic in the theory but hell in the practice ;)

matrix54
25-05-08, 22:36
the most i need is a good F-by-F analysis from all angles and a protractor as well as the time and patience. the we shorten the amount of frames in the anim files and link them together.

(Im good at plannig things out, quite well. then there is the exectuion:hea:)

d|r
26-05-08, 05:49
I don't see any need for a "frame by frame analysis." That would be a huge waste of time. You said first you'd need to get a view of the animation from ever single view. Well that would take more time then making the whole animation would! That's a terrible plan, I'm afraid. Animating is much, much, much more complicated then looking at frames and then recreating them, even if you go into that very thorough process. I'm currently working on creating anims for a fully working (as in Lara grabs at the right height/position every time) swingpole and it's is really hard work! Having all the Legend swingpole frames in front of me wouldn't help me much at all.

d|r
26-05-08, 06:00
Apologies for the double post, but...

thecentaur mentioned something about "Taras's level (Legio XI)" being the only level released with TRNG engine. I'm assuming it can be downloaded since he said "released," yet I can seem to find it anywhere. Can someone point me in the direction of this level? A link perhaps...?

Lara_Fan
26-05-08, 09:17
Well, i didn't find the level by the name Legio XI, but i found Legio VI Victrix.
Here is a link:
http://trle.net/reviewsearch/levelfeatures.php?lid=1801

thecentaur
26-05-08, 11:37
Well, i didn't find the level by the name Legio XI, but i found Legio VI Victrix.
Here is a link:
http://trle.net/reviewsearch/levelfeatures.php?lid=1801

roman numbers confuse me ;) :p

Christi
26-05-08, 13:07
11;)

Random-If it is possible, can you make...White flames?

matrix54
26-05-08, 13:48
with an animating objects. check the trailer peiga just released:)(although they're blue, its still the same). al you need is an animated flame)

Larson_1988
26-05-08, 17:14
Does anyone know if it will be possible to disable the look transparency and enemy disapperance in future updates? :)

stranger1992
26-05-08, 17:16
TRNG ha gone to bug fixing for the time being. Enemy disapperence is something know can be adjusted in WADmerger because there is a tr3 dog on trseach that Michiel stopped from fading. Look transparency is another thing.

Titak
26-05-08, 17:20
but Titia, for lara to move like you need her, try recording some Tomb raider legend moves on the pole and do a frame by frame analysis of them. move the limbs and other parts like such(use a protractor if needed) and it'll made like somewhat easier in the smooth animation department!!. I'd do it, but i don't have the resourse(like sound on my computer, which prevent me from using certain programs) or a copy of legend/aniversary on my PCI don't need a frame by frame analysis of the Legend/TRA animations.

I recorded a couple of short videos with FRAPS which I then used to get some of the frames, which I reproduced (sort of ) in 3D Max. 3D max created the frames in between and I had to adjust Lara's position in many cases to make her hands stay on the pole.

This may make the animation business sound quite easy, but even if you have an example video it is still difficult to animate Lara in a natural way. ;)

Short animations like the swinging-around-the-pole one took me at least 3 hours before I was satisfied enough with it.

Creating animations is not my favorite part, but when an animation comes out right after some hours of work, it does feel good. :D

matrix54
26-05-08, 17:26
you should really work for Crystal D or something.

but, all in all- i hope the game goes well, as well as the anims.:)

Mr. Tomb Raider
27-05-08, 06:10
Hi, i have al very little question. If i use the newes one of trle 1.1.74 (i think) how can i create a flipeffect trigger i made in trep??? like Flipeffect 47, 48,49,.. ans so on? i didnt know the combination of these parameters in the new trle? till today i use the old version 1.00.13...

can some body explain me how to do it? may be with an screen???

greetings.

MTR

jeffrey van oort
28-05-08, 11:19
Dear Titia. I must inform you about something.
This effect can already be achieved.
Place toggle op. on the room below.
Then put no collision on that square.
This way Lara can go through and she will not grab the wall and make it look like she can not grab the wall.
Test it out;)

I tried this. it seems that it did not work. :D
However I do have an other way how to do it.
when you have a wall use the arrows to lower it so that you have a closed wall.
the invisible crack between the floor and the ceiling is the place where lara won't go further. (Try this)

Titak
28-05-08, 17:32
Hi, i have al very little question. If i use the newes one of trle 1.1.74 (i think) how can i create a flipeffect trigger i made in trep??? like Flipeffect 47, 48,49,.. ans so on? i didnt know the combination of these parameters in the new trle? till today i use the old version 1.00.13...

can some body explain me how to do it? may be with an screen???

greetings.

MTR
TREP and the TRNG are NOT compatible.
TRNG has its own flipeffects which can be found in the trigger section of the TRNG Room Editor. ;)

TREP is only compatible with the first version of NGLE, which does not come with its own tomb4.exe. This is the version you were previously using. ;)

The only TREP related thing that is compatible with TRNGtomb4.exe is Leikuri, to give your level its own custom font. :D

Titak
28-05-08, 17:33
I tried this. it seems that it did not work. :D
However I do have an other way how to do it.
when you have a wall use the arrows to lower it so that you have a closed wall.
the invisible crack between the floor and the ceiling is the place where lara won't go further. (Try this)
I'll try. :D

Titak
28-05-08, 18:07
^
It can be used, but not in my case, since the bottom part of the wall is still climbable.

So if Lara would climb the middle part of the wall, climbing down, and she reaches the the crack below her, she will stop climbing but when you let go of CTRL for a second and then press it again, she will be able to grab the wall again when she is below the crack.
I don't wnat this. ;)
And I don't want her to be able to grab the climbable wall when she is on the ground either.

But this setup is giving me an idea... :mis:

*runs off to try theory*

jeffrey van oort
28-05-08, 21:07
^
It can be used, but not in my case, since the bottom part of the wall is still climbable.

So if Lara would climb the middle part of the wall, climbing down, and she reaches the the crack below her, she will stop climbing but when you let go of CTRL for a second and then press it again, she will be able to grab the wall again when she is below the crack.
I don't wnat this. ;)
And I don't want her to be able to grab the climbable wall when she is on the ground either.

But this setup is giving me an idea... :mis:

*runs off to try theory*

It can add some gameplay right?

tombraiderxii
29-05-08, 01:02
wondering... is Taras's level (Legio XI) the only level so far released on the NG engine?

IT IS??? I never knew that, and i played it too!!!

stranger1992
29-05-08, 01:32
well perhaps it was early or didn't use many NG features...

Spectrum is TRNG too and uses many new TRNG features including new rolling balls, pushables that get thrown from ledges, exploding statues an d oo...distance fog for some parts and fog bulbs for other parts in the same level...:whi:

Christi
29-05-08, 21:04
My water textures will not animate.:p HELP PLEASE

GeckoKid
08-06-08, 03:00
can anyone tell me why my transparent UVrotate textures do not rotate anymore (after updating to a newer dll)? :S I tried applying the same texture next to it without tranparency and doublesided, and it worked???

ukraider
08-06-08, 06:47
can anyone tell me why my transparent UVrotate textures do not rotate anymore (after updating to a newer dll)? :S I tried applying the same texture next to it without tranparency and doublesided, and it worked???

The new dll does not allow transparent UVrotate textures, Paolone should be aware of this as I wrote the animating texture section of the NG manual and made a comment about it Paolone has read this section of the manual and commented on my finished work. :)

GeckoKid
08-06-08, 08:03
so i suppose there'd be a fix soon? :)

ukraider
08-06-08, 09:21
That is something you would need to ask Paolone. :)

Titak
08-06-08, 13:09
Let's hope it gets fixed soon.
I'm bound to need that in my current project. :D

GeckoKid
08-06-08, 18:05
I don't need a frame by frame analysis of the Legend/TRA animations.

I recorded a couple of short videos with FRAPS which I then used to get some of the frames, which I reproduced (sort of ) in 3D Max. 3D max created the frames in between and I had to adjust Lara's position in many cases to make her hands stay on the pole.

This may make the animation business sound quite easy, but even if you have an example video it is still difficult to animate Lara in a natural way. ;)

Short animations like the swinging-around-the-pole one took me at least 3 hours before I was satisfied enough with it.

Creating animations is not my favorite part, but when an animation comes out right after some hours of work, it does feel good. :D
did you use the IK fixed option? it could help keeping hands in place, you'll still need to move them a bit, but it'd be much easier i think :)

Christi
14-06-08, 13:26
Ok...this is driving me insane!! EVERY TIME I TRY TO PLACE WATER TEXTURES ON A DOOR THAT HAS TOGGLE OPACITY 2 ON IT, AND THEN OUTPUT IT, THE NG_Tom2Pc CRASHES!!!!:hea::hea::hea::hea:
What the hell am I doing wrong?? I am not able to place water textures because of this!

Titak
19-06-08, 18:21
did you use the IK fixed option? it could help keeping hands in place, you'll still need to move them a bit, but it'd be much easier i think :)IK fixed option?
No, I haven't used that. I did manage to import the poleobject though. That already helped me a lot. But I'll try your suggestion next time. :D

GeckoKid
21-06-08, 12:24
select the hands, go to the IK panel, tick them as terminators, and fixed position (in this case, i don't think you need rotation fixed), and try moving her body around, her hands will try to stay in one place.

AmericanAssassin
28-06-08, 01:36
How do I install NGLE and how do I use it? ;)

Christi
28-06-08, 12:06
Just extract the dowloaded NGLE file, then take all of the files in the extracted folder, and replace them in your level editor folder (the one you use to build levels of coarse);)

Ashandmisty
09-07-08, 18:02
Uhh, i built a level successfully and outputted the WAD. I converted it into TR4 format then renamed it lvl1.tr4 (because that is the first level name in the script file). When i play it though the loading bar gets to about a quarter of the way then it crashes!! Any ideas why this is doing this?

TrKing_Rulz
24-07-08, 11:17
Sorry guys: I don't want people to see what I'm working on. ;)

EDIT: I have solved this problem, but I was wondering if it is possible to have multiple animation tags at the end of a command, so this can be performed in more situations.

Hateshinai
30-07-08, 01:07
Uhh, i built a level successfully and outputted the WAD. I converted it into TR4 format then renamed it lvl1.tr4 (because that is the first level name in the script file). When i play it though the loading bar gets to about a quarter of the way then it crashes!! Any ideas why this is doing this?
I had the same problem ! But I don't remember how I fixed it, sorry ...
Maybe it's something with the WAD

Hateshinai
31-07-08, 20:05
SORRY for double post
But I've got some problems outputting wad ...
When I press Exit & Play, it says :



ERROR - NG ROOM EDITOR

Invalid door(s) in room 1 : x1, y3 : x1, y3



And then



Some error creating .tom file





Does anyone know where the problem comes from?
:confused::confused::confused::confused:

thecentaur
31-07-08, 20:28
delete all doors from room 1 and then remake the doors

Titak
31-07-08, 20:51
SORRY for double post
But I've got some problems outputting wad ...
When I press Exit & Play, it says :



ERROR - NG ROOM EDITOR

Invalid door(s) in room 1 : x1, y3 : x1, y3



And then



Some error creating .tom file





Does anyone know where the problem comes from?
:confused::confused::confused::confused:
Try and convert everything the old fashioned way.
I still save and convert everything the old way because I once ran into problems when using the Exit & Play button. ;)

But in your case it is most likely the invalid doors error.
Do as thecentaur said and if that doesn't work, you'll need to rebuild the room from scratch.

Hateshinai
31-07-08, 22:47
EDIT : Randomness

matrix54
04-10-08, 19:21
i want lara to find her pistol in game, and have them at the start. i used the equipment command to get rid of the pistols, but she still has em. hep me.

Titak
05-10-08, 13:01
In the script:
Equipment= PISTOLS_ITEM, 0

As trigger:
http://titak.tombraiderep.com/Tutorials/equipmentflip.jpg

This removes the chosen weapon(s) from Lara's holsters and, because combined with the script command, the weapon(s) will not show up in the inventory.

Place the guns somewhere in your level and they will be added to Lara's inventory.
You will then have to select them to make Lara take them out and to make them appear in her holsters.


In my own level I have also added another flipeffecttrigger, but I'm not even sure if that one is really needed. I tested the above flipeffect trigger without this second one and it worked just like it did in combination with this second trigger.
So I guess it is not needed and just ended up in my level when I was testing stuff... :rolleyes:

http://titak.tombraiderep.com/Tutorials/equipmentflip2.jpg

(With this second flipeffect you can also disable the use of guns while they remain in Lara's inventory after she has picked them up at some point.)

matrix54
05-10-08, 16:43
thank you:wve:

igor32
11-10-08, 14:13
Damn it!

I tryed a lot of times to make the rain work! but it don't! :mad:

I setup the room as OUTSIDE, and put in the script:

[Level]
Name= Playable Tutorial Level
Legend= The year 2000, somewhere in Egypt...
Horizon= ENABLED
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= 0,0,0,0,0,0,255
Rain= RAIN_ALL_OUTSIDE
Level= DATA\TUT1,107

I can't see it raining!

BUT sometimes I can see the snow ŽŽ

God Horus
13-10-08, 15:04
I have a question....

The only reason I am still using TREP for the Serpent Gemstone is that I really, really need diary entries. I am considering switching my project to TRNG since it can provide so much more for my levelset. But, does it look like it will ever be possible to have diary entries with TRNG?

Titak
13-10-08, 18:21
@ igor32:
I have never used that articular Rain= script command, but I did succesfully made it rain by using the Rain= RAIN_SINGLE_ROOMS command.
I then set the rooms I wanted the rain in to O (outside) and Rain in the room editor.

Worked like a charm for me, so you could try this script instead of the RAIN_ALL_OUTSIDE. Maybe it'll work well for you too! :D

Also make sure you have all the latest TRNG related files. ;)


@ God Horus:
Doesn't look like TRNG will have a diary feature any time soon.
Paolone is back to ironing out bugs and will not add new features soon. ;)

igor32
14-10-08, 00:13
I don't know, but the rain refuses to work on the tutorial project! all other levels it works normally, but don't matter what I do, it won't work on tut :confused:

Maybe is because the outfit is diferent?! ._.
(From Horus-Goddess/Comic Red)

Titak
14-10-08, 07:01
Is it a young Lara level?
(Not that this should make any difference, just like the outfit shouldn't make any difference.)

Have you tried my suggestion for the tut level?

igor32
16-10-08, 23:42
No, no young Lara, and yes the way you said worked on the other levels, but no on the tut ._.

Crayons
17-10-08, 00:33
Uhh, i built a level successfully and outputted the WAD. I converted it into TR4 format then renamed it lvl1.tr4 (because that is the first level name in the script file). When i play it though the loading bar gets to about a quarter of the way then it crashes!! Any ideas why this is doing this?

What exactly did you change to lvl.tr4?

SORRY for double post
But I've got some problems outputting wad ...
When I press Exit & Play, it says :



ERROR - NG ROOM EDITOR

Invalid door(s) in room 1 : x1, y3 : x1, y3



And then



Some error creating .tom file





Does anyone know where the problem comes from?
:confused::confused::confused::confused:

When you click around your room, you'll notice that each tile has a name of some sort, example: x1, y3 : x1, y3.. find these tiles and double click. If I'm correct, there should be an invisible door there. This is an error that happens when you're stacking and connecting rooms. I don't know what causes it, but this should fix it.

igor32
27-10-08, 22:44
I have few questions... here they are:

1° How I can make de elevator show "-1" or "G"?!

2° I can cut some meshes to make it only show the button to 4 ( I have 4 floors and "garage")?

3° How I can make, my brigde_tilt and flat2 works correctly?! Because I have 5 floors with stairs, even all of them are triggered, they don't work above the 3 floor ŽŽ

Raymond
28-10-08, 08:21
1-I guess, that isnīt possible. Just conform a bit to the possibilies. They are good enough.
2-More important is, that you use the right code in the elevator script entry, so that you can choose only between the number of floors you want to have. For how to edit object meshes just look into the countless posts of the main forum.
3-Thatīs a question for the main forum (because it isnīt TRNG related) with a precise description of your problem and screenshots!

God Horus
31-10-08, 22:05
Using the new TRNG, what would I do to change the loading bar to blue? And can I make it small/centered and blue?

This is all I have so far:
Customize=CUST_BAR,BAR_LOAD_LEVEL,

Titak
31-10-08, 22:16
Well, you'll need a lot more than that. :p

Below are the script entries for a pretty weird loadbar colour I've been experimenting with:
ColorRGB= 7, 204,199,196 ;loadbar colour
ColorRGB= 8, 42,36,30 ;loadbar colour
Customize= CUST_BAR, BAR_LOAD_LEVEL, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, 7, 8, IGNORE ;loadbar colour

NOTE 1:
204,199,196 are the RGB values of the colour you want to give the bar.

NOTE 2:

7 is the foreground colour of the bar. The loadbar is purple by default, mine now has a beige sort of coulour.
8 is the background colour of the bar, the default background colour of all bars is black, mine has a dark brownish colour now.


NOTE 3:
I've put in all those IGNORE conditions for now, but if you carefully read the description of the CUST_BAR condition, you will see that you can add effects in those fields. ;)

NOTE 4:
If you want the loadbar to have the same colour in all the levels, including the main menu, you'll have to add the scriptlines to each [level] block of your script.
If you don't do this, the loadbar will take on its default colour, purple.

IMPORTANT:
You have to place the ColorRGB= command BEFORE the Customize= command for it to work!!!!

God Horus
31-10-08, 22:28
Your the best!!! Thank you so much!!! :hug:

igor32
31-10-08, 23:32
EDIT: Deh, I placed air, not health hahahahahahahhaa
______________________________

It's possible to make a interact cut-scene like TRL/TRA?!

Titak
01-11-08, 10:55
A lot can be done with the animationscripting but interactive cutscenes aren't possible I think.
Animation scripting is difficult, but you can play around with it to see what can be done.

igor32
01-11-08, 15:31
Thank you ;)

________________________

Another question is my elevator, setup it correctly, but it don't work, at least th NG_Scripter don't say any error:

[Level]
Name= Agencia
Horizon= ENABLED
Rain= RAIN_ALL_OUTSIDE
ColorRGB= 1, 255,60,155
ColorRGB= 2, 100,227,132
Customize= CUST_BAR, BAR_HEALTH, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, 1, IGNORE, IGNORE
Customize= CUST_BAR, BAR_DASH, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, 2, IGNORE, IGNORE
Elevator= 572, 8, 4, EF_SINGLE_DOOR+EF_INNER_KEYPAD, 575, 574, IGNORE, IGNORE
FOG= 111,111,111
LoadCamera= 0,0,0,0,0,0,255
Level= DATA\AGENCIA,107
________________

And my raning effect doesn't work :(
All Rooms I want are "outsideded"

Titak
01-11-08, 17:38
I haven't tried the elevator yet, so I don't know what might be wrong.

As for the rain, try Rain= RAIN_SINGLE_ROOMS.
Then in the editor set the rooms to Outside as you have done already and also set them to Rain (also set the intensity of the rain 1=light rain, 4=heavy rain).

This is what I've used in my levels and it works like a charm. ;)

sapper
03-11-08, 02:19
About the new trng dll's.

Can you just copy them to the TR folder or do you have to remove the older one first?

Does Paolone's program automatically use the most recent version in the folder?

Titak
03-11-08, 10:25
At some point it was recommended to first delete the old version, instead of copying over it.
And that's what I've been doing ever since. :D

So I only have one DLL in my TRLE folder.
The older ones are still in the downloaded folders, so no chances of mistaken identity. ;)

igor32
11-11-08, 00:11
Hell o again :ton:

I have another problem .-. I want a new animation, but isn't working :hea:

see:

Animation= 446, KEY1_JUMP, IGNORE , IGNORE, ENV_SUPPORT_IN_FRONT_WALL +ENV_FLYING_UP, IGNORE, IGNORE, 28,-33 ;Wallkick

Is right?! :hug:

igor32
13-11-08, 22:30
Sorry for double posting, but I need a awnser

There it is, the animation, It's very very beta, because I'm not good at animations, but I'm going to improve it, and make more real
wallkick.trw (http://www.4shared.com/file/71378916/f3e1a972/wallkick.html)

(I made 3 differents wall kicks, but this one is complete, the special - based in TRU ones - I won't release, or make it for beta testing)

Titak
14-11-08, 17:20
Sorry, but I have no idea. :o
Your script makes sense but there could still be something wrong with it.

Btw, isn't it so that you can't place more than one ENV_*** condition in the ENV-Environment field? You may have to use the MultEnvCondition= command to make more ENV_*** conditions work. Like I did for my ledge-jump-backwards move to prevent Lara from performing the move when there's a ceiling above her:
Animation= 450, KEY1_DOWN, IGNORE , FAN_SET_FREE_HANDS, ENV_MULT_CONDITION, 1, IGNORE, -96 ;ledge jump backwards
MultEnvCondition= 1 ,ENV_DISTANCE_CEILING, $800, IGNORE, ENV_FRAME_NUMBER, 21, IGNORE ;ledge jump backwards

tranniversary119
15-11-08, 22:48
I installed everything but when I try to output the level+convert it+load the level It crashes and I get this

TRNG - Detected Unrecoverable Crash
Informations about current crash saved in following file:

"C:\Program Files\Tomb Raider - Level Editor\Last_Crash_2.txt"

NOTE: you removed CRS (Crash Resume System). If you want avoid crashes you should enable newly CRS

TR-Freak
21-11-08, 10:52
Hi!

When i am exiting my Level,
an window "Detected Crash" will open!

Raymond
23-11-08, 09:00
Canīt help much with crashes, but do all the things you usually do to check the source of editor or the tomb.exe crashes (all the files present in the right places etc. etc.). Check also, if you have the scripter and the dll frome the same update, best from the last update!
In the case that nothing helps, post the crash. txt-files on trle.net or s?ribblerz and ask for (Paolones) help there.

aktrekker
23-11-08, 10:31
It probably has to do with the LoadCamera coordinates in the script. Set it to

LoadCamera=0, 0, 0, 0, 0, 0, 255

as a default to stop the crash. Then you can pick a good view for the level and change the coordinates.

igor32
05-12-08, 14:20
Animation= 448, KEY1_ACTION+ KEY1_LEFT, KEY2_DASH, IGNORE, IGNORE, IGNORE, IGNORE, 30, -136 ;shimmy left
Animation= 449, KEY1_ACTION+ KEY1_RIGHT, KEY2_DASH, IGNORE, IGNORE, IGNORE, IGNORE, 31, -137 ;shimmy right

Okay, my fast shimmy is working, but how do I make to them be timed? Like to force the sprint bar apear in the screen? :(

TR-Freak
07-12-08, 09:03
How can I use *.OGG files instead of *.WAV Files?

anniversarytr11
10-12-08, 15:37
i dont undertand what to install first? I had tomb raider level editor first of all then i saw NG and i downloaded straight away but nothing worked, maybe downloaded in the wrong order i dunno. when i tried to run the scripting or setup the extras it just said error... anyone help? And NG does it have better graphics?

tranniversary119
10-12-08, 15:44
i dont undertand what to install first? I had tomb raider level editor first of all then i saw NG and i downloaded straight away but nothing worked, maybe downloaded in the wrong order i dunno. when i tried to run the scripting or setup the extras it just said error... anyone help? And NG does it have better graphics?

http://www.skribblerz.com/tuts/ngle/ngleinstallation.htm :wve:

anniversarytr11
10-12-08, 15:58
thanks ill try it

ReeceMix
11-12-08, 21:04
Ive just installed all of the latest TRNG files and Im ready to start learning, I realise that TRNG cant do everything that TREP does yet, but Im optomistic that eventually all of TREPs features will be included and more.

I had some cool ideas for TREP but they didnt work out as well im hoping that NG might solve these problems (and if not now oneday) A few questions;

1. It seems like alot is possible in the way of new animations, I know its possible to make a Ladder to Monkeybar anim work, but will a MonkeyBar to Ladder animation work in TRNG
http://img520.imageshack.us/img520/3416/monk2laddxp8.th.jpg (http://img520.imageshack.us/my.php?image=monk2laddxp8.jpg)
(I only see a 4 $0004: ENV_MONKEY_CEILING)

2. Does Full body Meshswap work ? (Including Joint meshes?)

3. Is it possible to add new meshes & joints onto Lara?

4. Is it possible to trigger events or laras animations based on how high or low her heath is?

(in TREP I can trigger an image to display when her health decreases 200 points , but a 2nd image wouldnt display when it decreased another 200 and it wouldnt reset to the original or secondary images when her health increased, i'd like to be able to do this with TRNG, i would also like to have laras animations change based on how healthy she is (I belive this is now possible with NG_scripter and the ability to technically write your own state_ids)

If none of this is possible cant hurt to ask, If I hadnt asked many TREP functions might not have been written :)

badboy70
12-12-08, 13:41
I have some NGLE questions :)

1. How do I trigger an fmv (and what format does it have to be in ?)
2. How can I set the Draw Distance to unlimited ?

Thanks !

Raymond
12-12-08, 16:19
@Reecemix
1. Yes. Should be no prob. There is also an animation available by Jesse.
2., 3. Yes. There are several flippeffects for each task available (look in the Lara-flippeffect group).
4. Yes. There are conditional trigger for this available. You can set also such a condition in a global trigger by using the Globaltrigger script command.

@badboy
1. There is a flipeffect trigger for this. And you have to use this script command (see also NG_scripter reference):
Syntax: Fmv= NumberFmv, EnableEscape
Scope: To use in [Level] section.

NumberFmv is the number of fmv file.

EnableEscape may have value 0 or 1. Value 1 means: "permit to playet to skip movie using Escape key"

The fmv file name must have following syntax:

"FMV" + [Number] + [Extension]
For example, following names are correct for fmv files:

fmv4.wmv
fmv1.mpg
fmv43.avi

Differently it should be wrong to use following names:
fmv04.wmv (there is a not meaningful "0" in front of "4")
fmv0.avi (number start from "1")
fmv41 (Missing extension)
fmv5.bik (".Bik" extension is not more supported
)


In script command "Fmv=" first number (NumberFmv) is number within the fmv file name.
For example working with file name "fmv3.wmv" you should write in script a command like: Fmv=3,0

Remarks:

(1) Remember to set the wished extension with command "FMV=" used in [PCExtensions] section. (This "Fmv=" command has same name but don't confuse you, it is a different script command)

(2) Really Fmv= command is not a new next generation command, it was present also in standard script.exe. Anyway only using TRNG engine you can really show FMVs in game.

(3) TRNG engine will look for fmv file in following sub-folders:
- Current folder (pratically the folder where is stored also trng engine, usually named "TRLE")
- Further folder named "FMVs" in current (trle) folder "trle\FMVs\... fmv files"
- Further folder named "Store" in current (trle) folder "trle\store\... fmv files
2. The max for the DD is 127 sectors and thatīs practically unlimited. You set it with the Worldfarview and Levelfarview script commands (see reference of NG_Scripter).

Titak
12-12-08, 16:26
Ive just installed all of the latest TRNG files and Im ready to start learning, I realise that TRNG cant do everything that TREP does yet, but Im optomistic that eventually all of TREPs features will be included and more.

I had some cool ideas for TREP but they didnt work out as well im hoping that NG might solve these problems (and if not now oneday) A few questions;

1. It seems like alot is possible in the way of new animations, I know its possible to make a Ladder to Monkeybar anim work, but will a MonkeyBar to Ladder animation work in TRNG
http://img520.imageshack.us/img520/3416/monk2laddxp8.th.jpg (http://img520.imageshack.us/my.php?image=monk2laddxp8.jpg)
(I only see a 4 $0004: ENV_MONKEY_CEILING)

2. Does Full body Meshswap work ?

3. Is it possible to add new meshes & joints onto Lara?

4. Is it possible to trigger events or laras animations based on how high or low her heath is?

(in TREP I can trigger an image to display when her health decreases 200 points , but a 2nd image wouldnt display when it decreased another 200 and it wouldnt reset to the original or secondary images when her health increased, i'd like to be able to do this with TRNG, i would also like to have laras animations change based on how healthy she is (I belive this is now possible with NG_scripter and the ability to technically write your own state_ids)

If none of this is possible cant hurt to ask, If I hadnt asked many TREP functions might not have been written :)
1.
That would be a cool move! I liked it very much in AOD!
Not sure if it is possible though... Maybe something with the ENV_ condition on what section of a tile Lara is (ENV_POS_STRIP_1 and such) and something that has to do with no ceiling above her. :confused:
But then you also have to make sure she can only perform that move when facing the climbable wall...

2.
Looks like one of the Lara (Mesh) flipeffects could pull that off.
But I haven't done any experimenting with this, so I don't know if it also works with Lara's joints.

3.
Not as far as I know.

*EDIT*
Looks like it is possible, according to Raymond. :D

4.
Yes, I think so, but I haven't experimented with this yet.
In the trigger section there's an option Parameter. Then select Condition in the Type box. And then there's an option about Lara's health in the Timer field.
I also remember reading about it once, somewhere in the TRNG manual (not completed yet, but I seem to remember reading something about making certain things happen ONLY when a certain condition is met, like the amount of health or items in inventory).
It is best to get some info on how to use that trigger (perhaps some scripting is also required) or if other types of triggers are needed in conjunction with the parameter/condition trigger. ;)

* EDIT*
Raymond seems to know more about this already then I do. :D

ReeceMix
12-12-08, 18:55
RE #1:
Monkeyswing to overhead ladder by SSJ6Wolf
http://www.trsearch.org/Items/2303

Excellent! A great move and I have a few more in mind to make myself.

btw is anyone working on a chimney jump animation ?

I don't know if it also works with Lara's joints.
Yes I should have mentioned 'Full' meaning Inc Joints (as we can meshswap her skinslot with the original trle)

I think it might not work yet, as Laras_Skin is in one slot and the joints are in another , technically it would require a symultanious double meshswap for both slots (and then there is the joint re-mapping issues)

I hope Raymond is right, I shall now begin learning and testing out experiments Ive wanted to make for a very long time (since back in July 2002 when I asked if we could make a mermaid lara and they told me I was dreaming hehe), if all goes well it should be some quite groundbreaking stuff

Raymond
12-12-08, 20:22
I havenīt experimented with this meshswap stuff. So you have to experiment yourself and see what works for real an what doesnīt.

badboy70
12-12-08, 21:10
@Raymond : Thanks, I don't know why but NG Scripter makes tomb4.exe (NG) crash when I've compiled the script, the old script seems to work tho.
But If I use the old script LevelFarView and FMV don't work.
If I use NG Scripter I add the lines, compile the script and run tomb4.exe. IN the menu I select the level, it loads and crashes =/

Btw, how do I trigger the fmv in the editor ?

Raymond
12-12-08, 22:31
Please read my posts carefully. There is a flipeffect trigger for it. So look there.
You have to use the NG_Center for scripting.
Be sure to have all the files in the right places and also the files from one update (best from the last). Really check this and it`ll work.

badboy70
13-12-08, 19:54
Please read my posts carefully. There is a flipeffect trigger for it. So look there.
You have to use the NG_Center for scripting.
Be sure to have all the files in the right places and also the files from one update (best from the last). Really check this and it`ll work.If I run NG_center it creates the script but the game crashes :)

If I use the old method I add the line
FMV=1,0

I make a folder called"store" and place "fmv1.wmv" in it
Then in NGLE I place a FMV trigger, I select FMV001 and in the Timer I leave the "1" be since I don't know what it's supposed to do. I place it and when I run the game ( old way script ) I run over the trigger and nothing happens.

Same goes for the draw distance, it has no effect in the script at all.
However, I can trigger sounds in NGLE perfectly :confused:

sapper
13-12-08, 23:41
Yes I should have mentioned 'Full' meaning Inc Joints (as we can meshswap her skinslot with the original trle)

I think it might not work yet, as Laras_Skin is in one slot and the joints are in another , technically it would require a symultanious double meshswap for both slots (and then there is the joint re-mapping issues)

Did a quick test and the skin + joints can be swapped at once. Have to have them in consecutive slots.

Note used the exact same Lara skin+joints for the swap to avoid remap issues.

The joints didn't stretch but some were not connected properly.
Had lots of joint stretching when tried to turn standard Lara into MR's Classic Croft.

Note only placed one meshswap flippeffect trigger. First time you trigger it the joints+skin got swapped. Next time you trigger it the skin & joints get swapped back to original.

Hateshinai
13-12-08, 23:48
Is the skin & joints swapping possible in the TREP compatible version of NGLE ?
In which slots do you put the skin & joints you'll swap ?

sapper
14-12-08, 00:05
Is the skin & joints swapping possible in the TREP compatible version of NGLE ?
In which slots do you put the skin & joints you'll swap ?

I don't know if joint & mesh swapping is possible with TREP. Maybe check the TREP thread (patches). Note mesh swapping is possible with normal TRLE anyway using meshswap3. Titak did it in HM.

As for which slots, TRNG NGLE presents you with a long list. I used smash object1 and smash object2.

ReeceMix
14-12-08, 00:06
Is the skin & joints swapping possible in the TREP compatible version of NGLE ?
In which slots do you put the skin & joints you'll swap ?

The joint swapping doesnt work at all .. for now (thnx sapper for testing that out) you can swap the skin but you dont need TREP or the old NGLE to get it to work , you just need wadmerger, you could combine TREPs play anim# feature to trigger the animation whenever you want, wadmerger has an animation command to trigger the meshswap on laras or even a baddys desired animation frame. I think i might start making some youtube tutorials explaining these things.

ReeceMix
14-12-08, 00:12
I just found this post by titak she ( is she a she?) anyway , she explains the finer points of meshswapping and how its done but what i didnt know was that the amount of verticles and faces needs to be the same in the original and swapped mesh .. perhaps this is what caused problems in your test sapper

(edit: oh maybe not theres more info at the end of the post)

http://www.tombraiderforums.com/showthread.php?t=103430&highlight=meshswap

sapper
14-12-08, 00:38
.. perhaps this is what caused problems in your test sapper


I hope not. This would be a big limitation on meshswaps. I hope you only need to have joints remapped the same. The original games seem to swap to meshes with more verts.

Here's a screen of what you can swap with TRNG. Note there is also a flipeffect to swap only a single mesh.

http://i214.photobucket.com/albums/cc94/nnn59/11/setrig.jpg


Original

http://i214.photobucket.com/albums/cc94/nnn59/11/screen1.jpg

Skin swap

http://i214.photobucket.com/albums/cc94/nnn59/11/screen2.jpg

Skin+joint swap

http://i214.photobucket.com/albums/cc94/nnn59/11/screen3.jpg

Note the hands don't seem to swap. If you draw weapons then undraw weapons they then swap.

ReeceMix
14-12-08, 00:50
I hope not. This would be a big limitation on meshswaps. I hope you only need to have joints remapped the same. The original games seem to swap to meshes with more verts.

I'd guess that the vertex/face count wouldnt matter and that it is the joint-maps that have to be identical, but what i dont get is;

If the joint+skin are an identical copy to the meshswap version (apart from the textures) , why would there be any problems with the joints when the full meshswap is triggered?

I mean that pic looks ok whats wrong with the joints there?

(the hands probabally have their own meshswap buffer, as they constantly meshswap when lara triggers her guns, I guess it just doesnt update itself untill guns are drawn and holstered, you could probabally get around this by telling TRNG to show empty hands at the exact time the meshswap is triggerd)

sapper
14-12-08, 01:02
If the joint+skin are an identical copy to the meshswap version (apart from the textures) , why would there be any problems with the joints when the full meshswap is triggered?
I don't get it either. Now I've got to try and find out why!
I have yet to double check the verts in strpix yet just to make sure they're the same.


I mean that pic looks ok whats wrong with the joints there?
There are some holes in the knees and the right elbow isn't correct.

ReeceMix
14-12-08, 01:14
Now I've got to try and find out why!

You are the dude sapps! , I'd do it myself , but im just too lazy. Plus ive only just started trying to figure out how TRNG works lol

KurtisandLara
14-12-08, 10:04
How do i install an outfit i downloaded for lara? I downloaded the archaelogist outfit from Here (http://www.skribblerz.com/Objects/Lara.htm). If theres a tutorial can someone post a link to the tutorial :).

sapper
15-12-08, 01:26
^^ I think there's a tute on trsearch. Open the wad you are using for your game on the left of wadmerger. Open the wad with the downloaded outfit on the right of wadmerger. Select Lara_Skin in the right and copy. Repeat for Lara_joints, lara_scream, hair, and weapons or double click on the wad name on the right and copy the lot across in one go.

I got the meshswap working properly using MrNiceGuy's New Era Lara, i.e. the 10 vert knee & elbow joints and not the 15 vert joints in the standard trle Lara.

Note the meshswap flipeffect can be buggy. I used a wad I was previously experimenting with to meshswap Lara normally so had meshswap1 and meshswap3 slots in it. I had a baddy in meshswap1 and triggered the meshswap multiple times and sometimes Lara swapped with the baddy meshes.

Note for a permanent meshswap, NGLE has a "Copy Lara's meshes from slot" flipeffect.

KurtisandLara
15-12-08, 05:29
OK thank you very much :)

Wayne_Scales
15-12-08, 20:18
I can't get the new projects to work for ngle, i built the scripts, coverted the levels and added the objects.h to the trle folder when played the levels crash. Have no idea why?

Any help on how to get this to work appreciated:)

Wayne

Raymond
15-12-08, 20:47
Just check really, if you have updated everything and then it works! Canīt say anything else or you must give an absolutely exact description, what you have done.

Wayne_Scales
15-12-08, 21:55
Hi Raymond, just a quick question

Did you use your root trle folder to set it up or did you create you own folder with all the depending files?

badboy70
17-12-08, 19:18
If I run NG_center it creates the script but the game crashes :)

If I use the old method I add the line
FMV=1,0

I make a folder called"store" and place "fmv1.wmv" in it
Then in NGLE I place a FMV trigger, I select FMV001 and in the Timer I leave the "1" be since I don't know what it's supposed to do. I place it and when I run the game ( old way script ) I run over the trigger and nothing happens.

Same goes for the draw distance, it has no effect in the script at all.
However, I can trigger sounds in NGLE perfectly :confused:
^Sorry, but I really need this fixed

I have the latest NG Center and Scripter. I add the line Fmv = 1,0 to the script ( in the catacombs section, since that's the slot I'm using), press save and then build. A black box shows and some white text scrolls by and then it goes away with a "thud" sound. I run NGTomb4.exe and select the catacombs level, then the screen turns black and it crashes.

Here's the Last_crash report.

Version=1.1.9.7
CRS=Disabled
Last diagnostic mexage:ERROR : %s
Last directX error: One or more of the parameters passed to the method are incorrect.
DIRECTX_STACK:
ESP=0x20FFE18
STACK_TRACE:
0x1005AA10
0x48F8AE
0x471D79
0x471EDB
0x45E80A
0x451836
0x451B16
0x100312B1
0x10031320
0x45126D
0x45EC82
0x475155
0x49E67C
0x49DF08
0x49E61D
END_STACK_TRACE

START_P1:100145A7
END_P1:1003DB6A
START_P2:10048107
END_P2:1005ED41
START_P3:10064877
END_P3:1008E1E1
START_P4:100055A7
END_P4:1000D16B
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 0x45CB
RECOVERABLE : YES
CRASH OFFSET: 0x44EDA4
REGISTERS:
EAX=753CA0
EBX=8
ECX=5B2D31CC
EDX=83B812
ESI=2151740
EDI=45CB
EBP=20FFEB8
EIP=44EDA4
ESP=20FFE78
DYNAMIC POINTER LIST:
------------------------------------------
00000000:Camera_Room
00000028:Camera_TargetRoom
0012FF4C:BaseSalvaStack1
060CFFB4:BaseSalvaStack2
01FFFFB0: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 <EMPTY: never used>
ZonaSceneMemory memory is full at 9.93 (Used 0x2A3D4 bytes)
VetEditObjects memory is full at 22.02 (Used 0x5C8 bytes)
Mex_savegame_Argd memory is full at 3.13 (Used 0x8 bytes)
ZonaParticelle memory <EMPTY: never used>
ZonaGameStruttureMesh memory is full at 12.64 (Used 0x795D4 bytes)
ZonaPuntatoriGameStruttureMesh memory is full at 2.08 (Used 0x1FF4 bytes)
ZonaFogBulbs memory <EMPTY: never used>
VetByteFlyCamera memory <EMPTY: never used>
VetFlyCameraByteAltro memory <EMPTY: never used>
Zona5Corde memory <EMPTY: never used>
ZonaDebris memory <EMPTY: never used>
ZonaItemInStanza memory <EMPTY: never used>
WARNING: [ZonaUsataPerFireSpark] memory is full at 99.50(Used 0x74 bytes)
ZonaUsataPerFireSpark memory is full at 99.50 (Used 0x31C 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>
ZonaTextureAnimate memory <EMPTY: never used>
VettoreAttivaFlipMaps memory <EMPTY: never used>
VettoreFlagFlipMaps memory <EMPTY: never used>
SpritePerFuoco memory <EMPTY: never used>
SaveGame_220_DatiMoveables memory <EMPTY: never used>
ZonaFlyCameras memory is full at 0.35 (Used 0x48 bytes)
Ptr_MemBufferLivello memory is full at 48.55 (Used 0x9429A0 bytes)


------------------------------------------
Lara: x=84246 y=-533 z=78233 StateId=2 NextId=2 AnimNow=11 Room=0

Stack=0x20FFE78 pContesto=0x20FFBAC pInfoEccezione=0x20FFB90
PRIMARY_STACK:
ESP=0x20FFE78
STACK_TRACE:
0x450993
0x10031214
0x1005688F
0x4A6FCC
0x47E6B1
0x451CAE
0x100312B1
0x10031320
0x45126D
0x45EC82
0x475155
0x49E67C
0x49DF08
0x49E61D
END_STACK_TRACE

SECONDARY_STACK:
ESP=0x12B12C
STACK_TRACE:
0x450042
0x450048
0x450044
0x43004F
0x450042
0x450044
0x45004D
0x410050
0x480054
0x470384
0x470384
0x470384
0x470384
0x470384
0x470384
0x470384
0x470384
0x470384
0x470384
0x4A6FE0
0x48D323
0x470384
0x4A6FE0
0x470384
0x4A6FE0
0x4A6FE0
0x4A6FE0
0x4A6FE0
0x470384
0x4A6FE0
0x470384
0x4A6FE0
0x4A6FE0
0x470384
0x470384
0x48CC6B
0x470384
0x48CACE
0x49F26B
END_STACK_TRACE

OTHER_STACK:
ESP=0x60CB194
STACK_TRACE:
<CRASH DURING STACK TRACE>
END_STACK_TRACE



Edit : If I run the game using the normal script, it all works fine.

Raymond
17-12-08, 21:28
The fmv file name must have following syntax:

"FMV" + [Number] + [Extension]
For example, following names are correct for fmv files:

fmv4.wmv
fmv1.mpg
fmv43.avi

Differently it should be wrong to use following names:
fmv04.wmv (there is a not meaningful "0" in front of "4")
fmv0.avi (number start from "1")
fmv41 (Missing extension)
fmv5.bik (".Bik" extension is not more supported
)


In script command "Fmv=" first number (NumberFmv) is number within the fmv file name.
For example working with file name "fmv3.wmv" you should write in script a command like: Fmv=3,0

Remarks:

(1) Remember to set the wished extension with command "FMV=" used in [PCExtensions] section. (This "Fmv=" command has same name but don't confuse you, it is a different script command)

(2) Really Fmv= command is not a new next generation command, it was present also in standard script.exe. Anyway only using TRNG engine you can really show FMVs in game.

(3) TRNG engine will look for fmv file in following sub-folders:
- Current folder (pratically the folder where is stored also trng engine, usually named "TRLE")
- Further folder named "FMVs" in current (trle) folder "trle\FMVs\... fmv files"
- Further folder named "Store" in current (trle) folder "trle\store\... fmv files

Have you done all of this? See also (2) as explanation, why it "works" (apparently) with the normal game.

Raymond
17-12-08, 22:12
Tested it myself with an wmv-file and get a black screen with the sound for the video. There are also others with problems. So there may be some bugs ore some special demands on the video!?

edit: A test with a avi was successful. So avi-format may be the solution!

Angelina Jolie
18-12-08, 03:00
The only thing I am waiting for in order to switch to NGLE is the diagonal walls of Dxtre3D. Will that be released? I know you can get statics and stuff. But the real diagonal walls of dxtre3D, are they gonna be available on NGLE. Cause I use them in each room xD...

badboy70
18-12-08, 15:56
The fmv file name must have following syntax:

"FMV" + [Number] + [Extension]
For example, following names are correct for fmv files:

fmv4.wmv
fmv1.mpg
fmv43.avi

Differently it should be wrong to use following names:
fmv04.wmv (there is a not meaningful "0" in front of "4")
fmv0.avi (number start from "1")
fmv41 (Missing extension)
fmv5.bik (".Bik" extension is not more supported
)


In script command "Fmv=" first number (NumberFmv) is number within the fmv file name.
For example working with file name "fmv3.wmv" you should write in script a command like: Fmv=3,0

Remarks:

(1) Remember to set the wished extension with command "FMV=" used in [PCExtensions] section. (This "Fmv=" command has same name but don't confuse you, it is a different script command)

(2) Really Fmv= command is not a new next generation command, it was present also in standard script.exe. Anyway only using TRNG engine you can really show FMVs in game.

(3) TRNG engine will look for fmv file in following sub-folders:
- Current folder (pratically the folder where is stored also trng engine, usually named "TRLE")
- Further folder named "FMVs" in current (trle) folder "trle\FMVs\... fmv files"
- Further folder named "Store" in current (trle) folder "trle\store\... fmv files

Have you done all of this? See also (2) as explanation, why it "works" (apparently) with the normal game.Yes, I've done it all.
I have a video filedd called fmv1
So in the Level section of the script I add
FMV=1,0

Then I put an FMV trigger for
FMV001
Timer : 1 ( I don't know what the timer field does :) )
But since NG_scripter makes the game crash I can't use the commands.
I have the latest version and latest NG roomeditor, and dll.

Tested it myself with an wmv-file and get a black screen with the sound for the video. There are also others with problems. So there may be some bugs ore some special demands on the video!?

edit: A test with a avi was successful. So avi-format may be the solution!The problem is, each time I convert with NG scripter the game crashes, so I can't use the NG commands.
This really sucks because I only need to have 2 FMV's and a script line to make the DD unlimited or as big as possible.

Raymond
18-12-08, 17:27
No idea about it! Would have to see your installation files, if really everything is in the right place. When exactly does the game crash?

Angelina Jolie
19-12-08, 00:53
Hi guys, its me again. i need a favor:). Can someone send me the update, it was one of the previews update that was still compatible with TREP? Please I really need it. Kisses :) Bye.

badboy70
19-12-08, 09:49
No idea about it! Would have to see your installation files, if really everything is in the right place. When exactly does the game crash?After I select the level. I go to new game, select catacombs and the screen turns black and the game crashes. But if I choose the tutorial level ( still the original one that came withthe LE ) it doesn't crash =/

Raymond
19-12-08, 16:00
Itīs just about experimenting a lot to try to find the error. For instance: Does your level immediatly start with the fmv then remove it to another place/ try different video formats etc. etc. etc..
Then present your detailed experimentation results, especially where Paolone visits sometimes (skribblers, trle.net), if nothing helps!

Angelina Jolie
19-12-08, 21:03
I was using the previews TR4 and NGLE update. And TREP of course xD. Then I update the TR4 and NGLE stuff with the new ones, and CRASH. From that day, I cant play anymore, crash every startup:( ...

Angelina Jolie
19-12-08, 22:34
Sorry for doble post, but I stopped by 1 day and a half.
Where can I find the previews updates? Like two updates ago, or one i guess. :(

Raymond
19-12-08, 23:15
The latest NGLE prior to TRNG is this one:
http://www.skribblerz.net/ngle1.0.9.13.zip

Angelina Jolie
20-12-08, 00:01
yes, but its not compatible with TREP. There's was a previews version that was. i guess Its gone...:( Is it???

Titak
20-12-08, 00:03
The version Raymond linked to is compatible with TREP because it does not have it's own tomb4.exe.
I used it together with TREP to make my HM levels. ;)

(This may be old news, but make sure you have an XP-patched version of the tomb4.exe.)

Angelina Jolie
20-12-08, 00:07
yes :(:(. That's the problem. The tomb4 I have crash the game on startup, I download the one that says XP patched from Draco's page, and its compatible with trep, but it crash even at startup. :(:( And thanks for your help guys, I know its not your problem, but I really appreciate your help. :)

Angelina Jolie
20-12-08, 00:26
OK I download the XP patched from TR Chronicles, and now i am able to see the main menu, after click the level it crash, but that must be because its not have been patched to support more static objects...
But after i patched this version with TREP to allow those things. It crash before the main menu. There's something wrong.

Raymond
20-12-08, 08:26
Your are wrong here. Ask the TREP users or itīs a question for the main area. Itīs nothing TRNG related.

sapper
20-12-08, 12:04
The problem is, each time I convert with NG scripter the game crashes, so I can't use the NG commands.


Maybe post your script.

Maybe delete all previous script.dat in TRLE folder and script folder before building a new one with NG Center.

Have you tried only adding lines for fmv and building script?

Have you tried only adding line for DD and building script?

I had no problem triggering two small .wmv movies from trle folder or store folder or fmvs folder.


@Reecemix. I tried again with meshswap this time with Horus-Goddess' blue & red comic outfits. Even though joints as per MrNiceGuy, the swapped left elbow doesn't join properly. Remapped the same as original outfit.

Also if you trigger the meshswap while holding a flare the non flare hand swaps as soon as you trigger.

Tomb_Builder
20-12-08, 12:48
The NG scripter is only for use with the new NG game engine ( round TR4 icon). that is why your having problems. If you use the original NGLE version 1.0.9.13 with or without TREP or the original/xp patched TR4.exe you must convert the script files the old fashioned way.

badboy70
20-12-08, 16:46
Maybe post your script.

Maybe delete all previous script.dat in TRLE folder and script folder before building a new one with NG Center.

Have you tried only adding lines for fmv and building script?

Have you tried only adding line for DD and building script?

I had no problem triggering two small .wmv movies from trle folder or store folder or fmvs folder.


@Reecemix. I tried again with meshswap this time with Horus-Goddess' blue & red comic outfits. Even though joints as per MrNiceGuy, the swapped left elbow doesn't join properly. Remapped the same as original outfit.

Also if you trigger the meshswap while holding a flare the non flare hand swaps as soon as you trigger.
I tried using the original script and converted that too with NG_scripter. same thing happened again, Catacombs crashes but the rest doesn't.

I deleted both Script.dat 's and converted the original scipt using NG_scripter, same thing happened again :(

Raymond
20-12-08, 17:03
Do you really have the right tomb.exe and dll?
Mess around with your catacomb.tr4. Take the original one and try and then add the trigger and try etc. etc. etc.
Be systematic and careful when solving a problem. May be start everything from scratch.

badboy70
20-12-08, 17:06
Do you really have the right tomb.exe and dll?
Mess around with your catacomb.tr4. Take the original one and try and then add the trigger and try etc. etc. etc.
Be systematic and careful when solving a problem. May be start everything from scratch.Yep. I'll try using a new folder and copying all necessary files to it.
I haven't added the triggers yet, Lara starts on a spot without any triggers :)

Angelina Jolie
20-12-08, 17:13
If I clear all objects in my level(not in the wad or TR4) just in the editor, it loads fine. Otherwise, it crash... What could be the reason?

badboy70
20-12-08, 17:30
it still does the same, I made a new folder, copied all the necessary files and converted the tom and script. It does exactly the same when running NG_scripter.

Could someone convert a script with unlimited distance and an option for two wmv files called
fmv1.wmv
fmv2.wmv

and the player can't skip. To see if it all works. If that works and the level has no more bugs I can release it :)

Angelina Jolie
20-12-08, 17:35
Solved! :) Good luck badboy70!

badboy70
20-12-08, 17:44
Solved! :) Good luck badboy70!I was just reading your thread, congrats :p

Thanks :)

TR-Freak
21-12-08, 13:12
Hello folks!
I want to create a beginning sequence for a level.

I have a Flyby and the Flyby should trigger teh Animation 445 of Lara.
How Do I do that?

badboy70
22-12-08, 12:36
Me again :)
The loading bar stops each time at 1/4th. Then it crashes.
I tried using a very old prj of my an it did exactly the same while it used to work fine.
Here's a tomb4_logger file :

41359: WinRunCheck
41406: LoadFile
41469: File - SCRIPT.DAT
41516: FileOpen - SCRIPT.DAT
41531: Read - 1590 FileSize - 1590
41531: FileClose
41547: LoadFile
41578: File - ENGLISH.DAT
41609: FileOpen - ENGLISH.DAT
41625: Read - 6906 FileSize - 6906
41641: FileClose
41656: WinProcessCommandLine
41672: CLSetup
41688: CLNoFMV
41703: WM_CREATE
41719: DXInitialise
41734: Enumerating DirectDraw Devices
41734: DXEnumDirectDraw
41750: Obtaining Information For Primair beeldschermstuurprogramma
41766: DXDDCreate
41781: Released DirectDraw @ 14d2d8 - RefCnt = 0
41875: DXDDCreate Successful
41906: Found - VIA/S3G UniChrome Pro IGP
41953: Driver vtdisp.dll Version 0.0.0.0
41969: Getting Device Capabilities
42000: Enumerating Display Modes
42016: DXSetCooperativeLevel - allowmodex fullscreen normal nowindowchanges
42031: DXEnumDisplayModes
42063: 640 x 480 - 8 Bit - Palette
42094: 800 x 480 - 8 Bit - Palette
42125: 800 x 600 - 8 Bit - Palette
42141: 1024 x 768 - 8 Bit - Palette
42156: 1280 x 768 - 8 Bit - Palette
42188: 1280 x 1024 - 8 Bit - Palette
42203: 1600 x 1200 - 8 Bit - Palette
42219: 1920 x 1440 - 8 Bit - Palette
42250: 640 x 480 - 16 Bit - 565
42281: 800 x 480 - 16 Bit - 565
42313: 800 x 600 - 16 Bit - 565
42328: 1024 x 768 - 16 Bit - 565
42359: 1280 x 768 - 16 Bit - 565
42375: 1280 x 1024 - 16 Bit - 565
42406: 1600 x 1200 - 16 Bit - 565
42422: 1920 x 1440 - 16 Bit - 565
42438: 640 x 480 - 32 Bit - 888
42469: 800 x 480 - 32 Bit - 888
42484: 800 x 600 - 32 Bit - 888
42516: 1024 x 768 - 32 Bit - 888
42531: 1280 x 768 - 32 Bit - 888
42547: 1280 x 1024 - 32 Bit - 888
42563: 1600 x 1200 - 32 Bit - 888
42578: 1920 x 1440 - 32 Bit - 888
42594: DXD3DCreate
42609: DXD3DCreate Successful
42625: DXEnumDirect3D
42641: Found - Microsoft Direct3D RGB Software Emulation
42656: Finding Compatible Display Modes
42688: 640 x 480 - 8 Bit - Palette
42703: 800 x 480 - 8 Bit - Palette
42719: 800 x 600 - 8 Bit - Palette
42734: 1024 x 768 - 8 Bit - Palette
42766: 1280 x 768 - 8 Bit - Palette
42781: 1280 x 1024 - 8 Bit - Palette
42797: 1600 x 1200 - 8 Bit - Palette
42813: 1920 x 1440 - 8 Bit - Palette
42828: 640 x 480 - 16 Bit - 565
42844: 800 x 480 - 16 Bit - 565
42859: 800 x 600 - 16 Bit - 565
42891: 1024 x 768 - 16 Bit - 565
42922: 1280 x 768 - 16 Bit - 565
42953: 1280 x 1024 - 16 Bit - 565
43000: 1600 x 1200 - 16 Bit - 565
43016: 1920 x 1440 - 16 Bit - 565
43063: 640 x 480 - 32 Bit - 888
43094: 800 x 480 - 32 Bit - 888
43125: 800 x 600 - 32 Bit - 888
43188: 1024 x 768 - 32 Bit - 888
43234: 1280 x 768 - 32 Bit - 888
43250: 1280 x 1024 - 32 Bit - 888
43281: 1600 x 1200 - 32 Bit - 888
43313: 1920 x 1440 - 32 Bit - 888
43359: Enumerate Texture Formats
43391: DXSetCooperativeLevel - exclusive fullscreen nowindowchanges
43422: WM_ACTIVATE
43453: WM_ACTIVE
43469: DXCreateSurface
43500: DXCreateD3DDevice
43516: DXCreateD3DDevice Successful
43547: DXEnumTextureFormats
43578: 32 Bit 8888 RGBA
43609: 16 Bit 5551 RGBA
43656: 16 Bit 4444 RGBA
43750: Released D3DDevice @ 1c884c - RefCnt = 0
43781: Released DirectDrawSurface @ 1b3ec8 - RefCnt = 0
43813: DXSetCooperativeLevel - normal
43844: Enumerating ZBuffer Formats
43875: DXEnumZBufferFormats
43891: 16 Bit
43922: 32 Bit
43938: Found - Microsoft Direct3D Hardware acceleration through Direct3D HAL
43953: Finding Compatible Display Modes
43969: 640 x 480 - 16 Bit - 565
43984: 800 x 480 - 16 Bit - 565
44000: 800 x 600 - 16 Bit - 565
44016: 1024 x 768 - 16 Bit - 565
44031: 1280 x 768 - 16 Bit - 565
44047: 1280 x 1024 - 16 Bit - 565
44063: 1600 x 1200 - 16 Bit - 565
44078: 1920 x 1440 - 16 Bit - 565
44094: 640 x 480 - 32 Bit - 888
44109: 800 x 480 - 32 Bit - 888
44125: 800 x 600 - 32 Bit - 888
44141: 1024 x 768 - 32 Bit - 888
44156: 1280 x 768 - 32 Bit - 888
44188: 1280 x 1024 - 32 Bit - 888
44219: 1600 x 1200 - 32 Bit - 888
44234: 1920 x 1440 - 32 Bit - 888
44250: Enumerate Texture Formats
44266: DXSetCooperativeLevel - exclusive fullscreen nowindowchanges
44281: DXCreateSurface
44297: DXCreateD3DDevice
44313: DXCreateD3DDevice Successful
44328: DXEnumTextureFormats
44344: 16 Bit 5551 RGBA
44359: 32 Bit 8888 RGBA
44375: 16 Bit 4444 RGBA
44391: Released D3DDevice @ 1c884c - RefCnt = 0
44422: Released DirectDrawSurface @ 1b3ee8 - RefCnt = 0
44438: DXSetCooperativeLevel - normal
44453: Enumerating ZBuffer Formats
44469: DXEnumZBufferFormats
44484: 16 Bit
44500: 32 Bit
44516: Released Direct3D @ 1b2a28 - RefCnt = 1
44531: DXSetCooperativeLevel - normal
44547: Released DirectDraw @ 14d2f8 - RefCnt = 0
44563: DXEnumDirectSound
44578: Found - Primair geluidsstuurprogramma
44594: DXEnumDirectSound
44609: Found - Realtek AC97 Audio ALCXWDM.SYS
44625: WM_MOVE
44641: DXMove : x 3 y 29
44656: DXCreate
44672: CloseDirectX
44688: Viewport Attempt To Release NULL Ptr
44703: Direct3DDevice Attempt To Release NULL Ptr
44719: Z Buffer Attempt To Release NULL Ptr
44750: Back Buffer Attempt To Release NULL Ptr
44781: Primary Buffer Attempt To Release NULL Ptr
44797: DirectDraw Attempt To Release NULL Ptr
44813: Direct3D Attempt To Release NULL Ptr
44828: DXDDCreate
44859: Released DirectDraw @ 1c30f0 - RefCnt = 0
44891: DXDDCreate Successful
44922: DXD3DCreate
44953: DXD3DCreate Successful
44984: DXSetCooperativeLevel - allowreboot exclusive fpusetup fullscreen
45016: WM_MOVE
45063: DXMove : x 3 y 29
45094: DXSetVideoMode
45125: SetDisplayMode - 800x600x32
45156: Create Primary Surface
45203: DXCreateSurface
45234: Get Attached Back Buffer
45250: Creating ZBuffer
45281: ZBuffer Created 1c3390
45328: DXCreateD3DDevice
45359: DXCreateD3DDevice Successful
45391: DXCreateViewport
45422: Released DirectInput @ 169d04 - RefCnt = 1
45453: Released Keyboard @ 1b740c - RefCnt = 1
45484: DXDSCreate
45516: DXSetOutputFormat
45547: ACM Version 5.00
45578: Set notifies for position 89584
45594: Set notifies for positions 179168
45625: Set notifies for positions 268752
45656: Set notifies for positions 358336
45688: Setup Notifications OK
45703: LoadFile
45719: File - data\cutseq.pak
45750: FileOpen - data\cutseq.pak
45781: Unable To Open data\cutseq.pak
45813: WinProcMsg
45844: GameMain
45875: GameInitialise
45906: HWIntialise
45922: TIME_Init
45938: do_boot_screen
45953: S_LoadLevelFile
45984: LoadLevel
46016: FreeLevel
46031: Free Textures
46047: Free Lights
46078: Global Material Attempt To Release NULL Ptr
46094: FileOpen - DATA\TITLE.TR4
46125: Process Level Data
46141: LoadTextures
46172: Decompress
46188: Error Decompressing Data
46203: RTPages 7
46234: DXCreateSurface
46250: OTPages 8
46266: DXCreateSurface
46281: BTPages 0
46297: Decompress
46313: Decompression OK
46328: LoadFile
46344: File - data\uklogo.pak
46359: FileOpen - data\uklogo.pak
46391: Read - 32257 FileSize - 32257
46406: FileClose
46422: Decompress
46438: Decompression OK
46469: DXCreateSurface
46484: Decompress
46500: Decompression OK
46516: LoadRooms
46531: Number Of Rooms 42
46547: Floor Data Size 963 @ 216ba9c
46563: LoadObjects
46578: ProcessMeshData 498
46594: End ProcessMeshData
46609: LoadSprites
46625: LoadCameras
46641: LoadSoundEffects
46656: Number of SFX 0
46688: LoadBoxes
46703: LoadTextureInfos
46719: Texture Infos : 1792
46766: AdjustUV
46781: Created 19 Texture Pages
46797: LoadItems
46813: LoadSamples
46828: Number Of Sample Infos 7
46844: Number Of Samples 7
46859: CreateSample 0 of 7
46875: CreateSample 1 of 7
46891: CreateSample 2 of 7
46906: CreateSample 3 of 7
46922: CreateSample 4 of 7
46938: CreateSample 5 of 7
46953: CreateSample 6 of 7
46969: ERROR: cann't locate ng frame range for texture of 0th anim range of tr4 file
47000: CreateD3DLights
47016: MEDIA azzerata
47031: FileClose
47047: Missing FONT_GRAPHICS in current level
47063: BassError after operation "audio\104.wav": Error Code = 2
47094: S_LoadLevelFile
47125: LoadLevel
47156: FreeLevel
47172: Released Mesh VB @ 238c00 - RefCnt = 0
47188: Released Mesh VB @ 239120 - RefCnt = 0
47203: Released Mesh VB @ 239620 - RefCnt = 0
47234: Released Mesh VB @ 239b20 - RefCnt = 0
47250: Released Mesh VB @ 23a020 - RefCnt = 0
47266: Released Mesh VB @ 23a460 - RefCnt = 0
47281: Released Mesh VB @ 23a8e0 - RefCnt = 0
47297: Released Mesh VB @ 23aac0 - RefCnt = 0
47313: Released Mesh VB @ 23aee0 - RefCnt = 0
47328: Released Mesh VB @ 23b360 - RefCnt = 0
47344: Released Mesh VB @ 23b780 - RefCnt = 0
47375: Released Mesh VB @ 23c1c0 - RefCnt = 0
47391: Released Mesh VB @ 23c3a0 - RefCnt = 0
47406: Released Mesh VB @ 23c580 - RefCnt = 0
47422: Released Mesh VB @ 23c760 - RefCnt = 0
47438: Released Mesh VB @ 23cac0 - RefCnt = 0
47469: Released Mesh VB @ 23cca0 - RefCnt = 0
47484: Released Mesh VB @ 23cfc0 - RefCnt = 0
47500: Released Mesh VB @ 23d920 - RefCnt = 0
47516: Released Mesh VB @ 23db00 - RefCnt = 0
47531: Released Mesh VB @ 23dce0 - RefCnt = 0
47563: Released Mesh VB @ 23dec0 - RefCnt = 0
47578: Released Mesh VB @ 23e160 - RefCnt = 0
47594: Released Mesh VB @ 23e400 - RefCnt = 0
47609: Released Mesh VB @ 23e900 - RefCnt = 0
47641: Released Mesh VB @ 23ee20 - RefCnt = 0
47656: Released Mesh VB @ 23f320 - RefCnt = 0
47672: Released Mesh VB @ 23f820 - RefCnt = 0
47688: Released Mesh VB @ 23fd20 - RefCnt = 0
47719: Released Mesh VB @ 23ff00 - RefCnt = 0
47734: Released Mesh VB @ 23ff80 - RefCnt = 0
47750: Released Mesh VB @ a868c00 - RefCnt = 0
47781: Released Mesh VB @ a869100 - RefCnt = 0
47797: Released Mesh VB @ a8692e0 - RefCnt = 0
47828: Released Mesh VB @ a8694c0 - RefCnt = 0
47844: Released Mesh VB @ a869860 - RefCnt = 0
47859: Released Mesh VB @ a869b20 - RefCnt = 0
47891: Released Mesh VB @ a869dc0 - RefCnt = 0
47906: Released Mesh VB @ a86a060 - RefCnt = 0
47938: Released Mesh VB @ a86a300 - RefCnt = 0
47953: Released Mesh VB @ a86a5c0 - RefCnt = 0
47969: Released Mesh VB @ a86a860 - RefCnt = 0
48000: Released Mesh VB @ a86ab00 - RefCnt = 0
48016: Released Mesh VB @ a86ada0 - RefCnt = 0
48047: Released Mesh VB @ a86b4c0 - RefCnt = 0
48063: Released Mesh VB @ a86bbc0 - RefCnt = 0
48078: Released Mesh VB @ a86be60 - RefCnt = 0
48109: Released Mesh VB @ a86c100 - RefCnt = 0
48125: Released Mesh VB @ a86c3c0 - RefCnt = 0
48141: Released Mesh VB @ a86c660 - RefCnt = 0
48172: Released Mesh VB @ a86c900 - RefCnt = 0
48188: Released Mesh VB @ a86cba0 - RefCnt = 0
48234: Released Mesh VB @ a86ce60 - RefCnt = 0
48266: Released Mesh VB @ a86d100 - RefCnt = 0
48281: Released Mesh VB @ a86d3a0 - RefCnt = 0
48297: Released Mesh VB @ a86d640 - RefCnt = 0
48328: Released Mesh VB @ a86d900 - RefCnt = 0
48344: Released Mesh VB @ a86dba0 - RefCnt = 0
48375: Released Mesh VB @ a86de40 - RefCnt = 0
48391: Released Mesh VB @ a86e0e0 - RefCnt = 0
48406: Released Mesh VB @ a86e3a0 - RefCnt = 0
48438: Released Mesh VB @ a86e640 - RefCnt = 0
48453: Released Mesh VB @ a86f6e0 - RefCnt = 0
48484: Released Mesh VB @ a870420 - RefCnt = 0
48500: Released Mesh VB @ a871060 - RefCnt = 0
48531: Released Mesh VB @ a871b40 - RefCnt = 0
48563: Released Mesh VB @ a871dc0 - RefCnt = 0
48578: Released Mesh VB @ a8729e0 - RefCnt = 0
48609: Released Mesh VB @ a8734c0 - RefCnt = 0
48625: Released Mesh VB @ a874240 - RefCnt = 0
48656: Released Mesh VB @ a874e40 - RefCnt = 0
48672: Released Mesh VB @ a875500 - RefCnt = 0
48703: Released Mesh VB @ a8761a0 - RefCnt = 0
48719: Released Mesh VB @ a877120 - RefCnt = 0
48734: Released Mesh VB @ a877d00 - RefCnt = 0
48766: Released Mesh VB @ a878440 - RefCnt = 0
48781: Released Mesh VB @ a878ae0 - RefCnt = 0
48797: Released Mesh VB @ a879160 - RefCnt = 0
48828: Released Mesh VB @ a8795e0 - RefCnt = 0
48844: Released Mesh VB @ a879840 - RefCnt = 0
48859: Released Mesh VB @ a879ac0 - RefCnt = 0
48891: Released Mesh VB @ a87a7a0 - RefCnt = 0
48906: Released Mesh VB @ a87b420 - RefCnt = 0
48922: Released Mesh VB @ a87b680 - RefCnt = 0
48953: Released Mesh VB @ a87bb20 - RefCnt = 0
48969: Released Mesh VB @ a87bfa0 - RefCnt = 0
48984: Released Mesh VB @ a87c9a0 - RefCnt = 0
49016: Released Mesh VB @ a87dac0 - RefCnt = 0
49031: Released Mesh VB @ a87e820 - RefCnt = 0
49063: Released Mesh VB @ a87ed20 - RefCnt = 0
49078: Released Mesh VB @ a87f1a0 - RefCnt = 0
49094: Released Mesh VB @ a87f6a0 - RefCnt = 0
49125: Released Mesh VB @ a87f880 - RefCnt = 0
49141: Released Mesh VB @ a87fc20 - RefCnt = 0
49156: Released Mesh VB @ a87fe00 - RefCnt = 0
49188: Released Mesh VB @ a33d340 - RefCnt = 0
49219: Released Mesh VB @ a33d520 - RefCnt = 0
49250: Released Mesh VB @ a33dd20 - RefCnt = 0
49266: Released Mesh VB @ a33e200 - RefCnt = 0
49297: Released Mesh VB @ a33e480 - RefCnt = 0
49313: Released Mesh VB @ a33e700 - RefCnt = 0
49328: Released Mesh VB @ a33e980 - RefCnt = 0
49359: Released Mesh VB @ a33ec20 - RefCnt = 0
49375: Released Mesh VB @ a33efa0 - RefCnt = 0
49406: Released Mesh VB @ a33f2a0 - RefCnt = 0
49422: Released Mesh VB @ a33f480 - RefCnt = 0
49438: Released Mesh VB @ a33f900 - RefCnt = 0
49469: Released Mesh VB @ a33fc20 - RefCnt = 0
49484: Released Mesh VB @ a3402c0 - RefCnt = 0
49500: Released Mesh VB @ a340de0 - RefCnt = 0
49516: Released Mesh VB @ a3418a0 - RefCnt = 0
49547: Released Mesh VB @ a342380 - RefCnt = 0
49563: Released Mesh VB @ a342e40 - RefCnt = 0
49594: Released Mesh VB @ a343900 - RefCnt = 0
49609: Released Mesh VB @ a344720 - RefCnt = 0
49625: Released Mesh VB @ a344a40 - RefCnt = 0
49656: Released Mesh VB @ a344d00 - RefCnt = 0
49672: Released Mesh VB @ a345060 - RefCnt = 0
49688: Released Mesh VB @ a345320 - RefCnt = 0
49703: Released Mesh VB @ a3456a0 - RefCnt = 0
49734: Released Mesh VB @ a345b40 - RefCnt = 0
49750: Released Mesh VB @ a345e00 - RefCnt = 0
49766: Released Mesh VB @ a3461a0 - RefCnt = 0
49797: Released Mesh VB @ a346480 - RefCnt = 0
49813: Released Mesh VB @ a346800 - RefCnt = 0
49828: Released Mesh VB @ a347620 - RefCnt = 0
49859: Released Mesh VB @ a348020 - RefCnt = 0
49875: Released Mesh VB @ a3482a0 - RefCnt = 0
49906: Released Mesh VB @ a348720 - RefCnt = 0
49922: Released Mesh VB @ a348ba0 - RefCnt = 0
49938: Released Mesh VB @ a3497a0 - RefCnt = 0
49969: Released Mesh VB @ a34a4e0 - RefCnt = 0
49984: Released Mesh VB @ a34b1e0 - RefCnt = 0
50016: Released Mesh VB @ a34b3c0 - RefCnt = 0
50031: Released Mesh VB @ a34b800 - RefCnt = 0
50047: Released Mesh VB @ a34bc40 - RefCnt = 0
50063: Released Mesh VB @ a34c380 - RefCnt = 0
50078: Released Mesh VB @ a34cf00 - RefCnt = 0
50094: Released Mesh VB @ a34dc00 - RefCnt = 0
50094: Released Mesh VB @ a34e040 - RefCnt = 0
50406: Released Mesh VB @ a34e480 - RefCnt = 0
50422: Released Mesh VB @ a34e900 - RefCnt = 0
50453: Released Mesh VB @ a34f060 - RefCnt = 0
50500: Released Mesh VB @ a34fc20 - RefCnt = 0
50547: Released Mesh VB @ a34ff80 - RefCnt = 0
50578: Released Mesh VB @ a3502c0 - RefCnt = 0
50594: Released Mesh VB @ a350600 - RefCnt = 0
50625: Released Mesh VB @ a350940 - RefCnt = 0
50641: Released Mesh VB @ a350ca0 - RefCnt = 0
50656: Released Mesh VB @ a350fe0 - RefCnt = 0
50672: Released Mesh VB @ a351320 - RefCnt = 0
50688: Released Mesh VB @ a351660 - RefCnt = 0
50703: Released Mesh VB @ a3519c0 - RefCnt = 0
50719: Released Mesh VB @ a351d00 - RefCnt = 0
50734: Released Mesh VB @ a352040 - RefCnt = 0
50766: Released Mesh VB @ a352380 - RefCnt = 0
50781: Released Mesh VB @ a3526e0 - RefCnt = 0
50797: Released Mesh VB @ a352a20 - RefCnt = 0
50813: Released Mesh VB @ a352d60 - RefCnt = 0
50828: Released Mesh VB @ a3530a0 - RefCnt = 0
50844: Released Mesh VB @ a353400 - RefCnt = 0
50859: Released Mesh VB @ a353740 - RefCnt = 0
50875: Released Mesh VB @ a3545c0 - RefCnt = 0
50891: Released Mesh VB @ a354e80 - RefCnt = 0
50906: Released Mesh VB @ a3564e0 - RefCnt = 0
50922: Released Mesh VB @ a3572e0 - RefCnt = 0
50938: Released Mesh VB @ a3580a0 - RefCnt = 0
50953: Released Mesh VB @ a359160 - RefCnt = 0
50969: Released Mesh VB @ a3598c0 - RefCnt = 0
50984: Released Mesh VB @ a35a120 - RefCnt = 0
51000: Released Mesh VB @ a35ab80 - RefCnt = 0
51016: Released Mesh VB @ a35b920 - RefCnt = 0
51031: Released Mesh VB @ a35c080 - RefCnt = 0
51047: Released Mesh VB @ a35ce80 - RefCnt = 0
51063: Released Mesh VB @ a35dc40 - RefCnt = 0
51078: Released Mesh VB @ a35e5a0 - RefCnt = 0
51094: Released Mesh VB @ a35f020 - RefCnt = 0
51109: Released Mesh VB @ a35ff20 - RefCnt = 0
51125: Released Mesh VB @ a360ca0 - RefCnt = 0
51141: Released Mesh VB @ a361920 - RefCnt = 0
51156: Released Mesh VB @ a362560 - RefCnt = 0
51156: Released Mesh VB @ a363620 - RefCnt = 0
51172: Released Mesh VB @ a3646a0 - RefCnt = 0
51188: Released Mesh VB @ a364ea0 - RefCnt = 0
51203: Released Source VB @ 1ab640 - RefCnt = 0
51219: Released Source VB @ 155380 - RefCnt = 0
51234: Released Source VB @ 14cb40 - RefCnt = 0
51250: Released Source VB @ 14a4e0 - RefCnt = 0
51266: Released Source VB @ 1b8fa0 - RefCnt = 0
51281: Released Source VB @ 1b9e20 - RefCnt = 0
51281: Released Source VB @ 16a680 - RefCnt = 0
51297: Released Source VB @ 15a7e0 - RefCnt = 0
51328: Released Source VB @ 1af980 - RefCnt = 0
51328: Released Source VB @ 168640 - RefCnt = 0
51344: Released Source VB @ 162520 - RefCnt = 0
51359: Released Source VB @ 1622a0 - RefCnt = 0
51375: Released Source VB @ 1b7180 - RefCnt = 0
51391: Released Source VB @ 1bb460 - RefCnt = 0
51406: Released Source VB @ 179300 - RefCnt = 0
51422: Released Source VB @ 16a3e0 - RefCnt = 0
51438: Released Source VB @ 1699c0 - RefCnt = 0
51453: Released Source VB @ 169a40 - RefCnt = 0
51469: Released Source VB @ 1680e0 - RefCnt = 0
51469: Released Source VB @ 168160 - RefCnt = 0
51484: Released Source VB @ 1669e0 - RefCnt = 0
51500: Released Source VB @ 166a60 - RefCnt = 0
51516: Released Source VB @ 1671a0 - RefCnt = 0
51531: Released Source VB @ 167220 - RefCnt = 0
51547: Released Source VB @ 1639c0 - RefCnt = 0
51563: Released Source VB @ 15d6c0 - RefCnt = 0
51578: Released Source VB @ 15d8a0 - RefCnt = 0
51594: Released Source VB @ 15d920 - RefCnt = 0
51609: Released Source VB @ 179f60 - RefCnt = 0
51625: Released Source VB @ a33cc40 - RefCnt = 0
51625: Released Source VB @ a33ce20 - RefCnt = 0
51641: Released Source VB @ a867a80 - RefCnt = 0
51656: Released Source VB @ a867c60 - RefCnt = 0
51672: Released Source VB @ a867e40 - RefCnt = 0
51688: Released Source VB @ a867ec0 - RefCnt = 0
51703: Released Source VB @ a867f40 - RefCnt = 0
51719: Released Source VB @ 231520 - RefCnt = 0
51734: Released Source VB @ 231ba0 - RefCnt = 0
51750: Released Source VB @ 233ba0 - RefCnt = 0
51766: Released Source VB @ 2362c0 - RefCnt = 0
51781: Released Source VB @ 236ac0 - RefCnt = 0
51781: Released Source VB @ 238300 - RefCnt = 0
51797: Free Textures
51813: Texture Attempt To Release NULL Ptr
51828: Surface Attempt To Release NULL Ptr
51844: Released Texture @ 1bad64 - RefCnt = 1
51859: Released Surface @ 1c3fe0 - RefCnt = 0
51875: Released Texture @ 143324 - RefCnt = 1
51891: Released Surface @ 1c4000 - RefCnt = 0
51906: Released Texture @ 160aa4 - RefCnt = 1
51922: Released Surface @ 1c4068 - RefCnt = 0
51922: Released Texture @ 16bb04 - RefCnt = 1
51953: Released Surface @ 1c4260 - RefCnt = 0
51953: Released Texture @ 1c4124 - RefCnt = 1
51969: Released Surface @ 1c4280 - RefCnt = 0
51984: Released Texture @ 1c48a4 - RefCnt = 1
52000: Released Surface @ 1c42e8 - RefCnt = 0
52016: Released Texture @ 1c4b24 - RefCnt = 1
52031: Released Surface @ 1c44a0 - RefCnt = 0
52047: Released Texture @ 1c4da4 - RefCnt = 1
52063: Released Surface @ 1c44d8 - RefCnt = 0
52078: Released Texture @ 1c4fe4 - RefCnt = 1
52094: Released Surface @ 1c44f8 - RefCnt = 0
52109: Released Texture @ 1c3744 - RefCnt = 1
52109: Released Surface @ 1c4560 - RefCnt = 0
52125: Released Texture @ 1b5164 - RefCnt = 1
52141: Released Surface @ 1c4760 - RefCnt = 0
52156: Released Texture @ 1b9324 - RefCnt = 1
52172: Released Surface @ 1c4780 - RefCnt = 0
52188: Released Texture @ 1c2fc4 - RefCnt = 1
52203: Released Surface @ 1c47e8 - RefCnt = 0
52219: Released Texture @ 1c3244 - RefCnt = 1
52234: Released Surface @ 1c49e0 - RefCnt = 0
52234: Released Texture @ 1c34c4 - RefCnt = 1
52250: Released Surface @ 1c4a00 - RefCnt = 0
52266: Released Texture @ 1b2084 - RefCnt = 1
52281: Released Surface @ 1c4a68 - RefCnt = 0
52297: Released Texture @ 1b3744 - RefCnt = 1
52313: Released Surface @ 1c4c60 - RefCnt = 0
52328: Released Texture @ 1b4f24 - RefCnt = 1
52344: Released Surface @ 1c4c80 - RefCnt = 0
52359: Released Texture @ 1ab564 - RefCnt = 1
52375: Released Surface @ 1c4ce8 - RefCnt = 0
52391: Free Lights
52406: Released Room Light @ 15f380 - RefCnt = 0
52406: Released Room Light @ a365da0 - RefCnt = 0
52422: Released Room Light @ a365800 - RefCnt = 0
52438: Released Room Light @ a365940 - RefCnt = 0
52453: Released Room Light @ a365aa0 - RefCnt = 0
52469: Released Room Light @ a365ee0 - RefCnt = 0
52484: Released Room Light @ a366040 - RefCnt = 0
52500: Released Room Light @ a366180 - RefCnt = 0
52516: Released Room Light @ a3662e0 - RefCnt = 0
52531: Released Room Light @ a366420 - RefCnt = 0
52547: Released Room Light @ a366580 - RefCnt = 0
52547: Released Room Light @ a3666c0 - RefCnt = 0
52563: Released Room Light @ a366820 - RefCnt = 0
52578: Released Room Light @ a366960 - RefCnt = 0
52594: Released Room Light @ a366ac0 - RefCnt = 0
52609: Released Room Light @ a366c00 - RefCnt = 0
52625: Released Room Light @ a366d60 - RefCnt = 0
52641: Released Room Light @ a366ea0 - RefCnt = 0
52656: Released Room Light @ a367000 - RefCnt = 0
52672: Released Room Light @ a367140 - RefCnt = 0
52688: Released Room Light @ a3672a0 - RefCnt = 0
52703: Released Room Light @ a3673e0 - RefCnt = 0
52703: Released Room Light @ a367540 - RefCnt = 0
52719: Released Room Light @ a367680 - RefCnt = 0
52734: Released Room Light @ a3677e0 - RefCnt = 0
52750: Released Room Light @ a367920 - RefCnt = 0
52766: Released Room Light @ a367a80 - RefCnt = 0
52781: Released Room Light @ a367bc0 - RefCnt = 0
52797: Released Room Light @ a367d20 - RefCnt = 0
52813: Released Room Light @ a367e60 - RefCnt = 0
52828: Released Room Light @ a367fc0 - RefCnt = 0
52844: Released Room Light @ a368100 - RefCnt = 0
52859: Released Room Light @ a368260 - RefCnt = 0
52859: Released Room Light @ a3683a0 - RefCnt = 0
52875: Released Room Light @ a368500 - RefCnt = 0
52891: Released Room Light @ a368640 - RefCnt = 0
52906: Released Room Light @ a3687a0 - RefCnt = 0
52922: Released Room Light @ a3688e0 - RefCnt = 0
52938: Released Room Light @ a368a40 - RefCnt = 0
52953: Released Room Light @ a368b80 - RefCnt = 0
52969: Released Room Light @ a368ce0 - RefCnt = 0
52984: Released Room Light @ a368e20 - RefCnt = 0
53000: Released Room Light @ a368f80 - RefCnt = 0
53000: Released Room Light @ a3690c0 - RefCnt = 0
53016: Released Room Light @ a369220 - RefCnt = 0
53031: Released Room Light @ a369360 - RefCnt = 0
53047: Released Room Light @ a3694c0 - RefCnt = 0
53063: Released Room Light @ a369600 - RefCnt = 0
53078: Released Room Light @ a369760 - RefCnt = 0
53094: Released Room Light @ a3698a0 - RefCnt = 0
53109: Released Room Light @ a369a00 - RefCnt = 0
53125: Released Room Light @ a369b40 - RefCnt = 0
53141: Released Room Light @ a369ca0 - RefCnt = 0
53156: Released Room Light @ a369de0 - RefCnt = 0
53156: Released Room Light @ a369f40 - RefCnt = 0
53172: Released Room Light @ a36a080 - RefCnt = 0
53188: Released Room Light @ a36a1e0 - RefCnt = 0
53203: Released Room Light @ a36a320 - RefCnt = 0
53219: Released Room Light @ a36a480 - RefCnt = 0
53234: Released Room Light @ a36a5c0 - RefCnt = 0
53250: Released Room Light @ a36a720 - RefCnt = 0
53266: Released Room Light @ a36a860 - RefCnt = 0
53281: Released Dynamic Light @ a36a9c0 - RefCnt = 0
53297: Released Dynamic Light @ a36ab00 - RefCnt = 0
53297: Released Dynamic Light @ a36ac60 - RefCnt = 0
53328: Released Dynamic Light @ a36ada0 - RefCnt = 0
53344: Released Dynamic Light @ a36af00 - RefCnt = 0
53344: Released Dynamic Light @ a36b040 - RefCnt = 0
53359: Released Dynamic Light @ a36b1a0 - RefCnt = 0
53375: Released Dynamic Light @ a36b2e0 - RefCnt = 0
53391: Released Dynamic Light @ a36b440 - RefCnt = 0
53406: Released Dynamic Light @ a36b580 - RefCnt = 0
53422: Released Dynamic Light @ a36b6e0 - RefCnt = 0
53438: Released Dynamic Light @ a36b820 - RefCnt = 0
53453: Released Dynamic Light @ a36b980 - RefCnt = 0
53469: Released Dynamic Light @ a36bac0 - RefCnt = 0
53484: Released Dynamic Light @ a36bc20 - RefCnt = 0
53484: Released Dynamic Light @ a36bd60 - RefCnt = 0
53500: Released Dynamic Light @ a36bec0 - RefCnt = 0
53516: Released Dynamic Light @ a36c000 - RefCnt = 0
53531: Released Dynamic Light @ a36c160 - RefCnt = 0
53547: Released Dynamic Light @ a36c2a0 - RefCnt = 0
53563: Released Dynamic Light @ a36c400 - RefCnt = 0
53578: Released Dynamic Light @ a36c540 - RefCnt = 0
53594: Released Dynamic Light @ a36c6a0 - RefCnt = 0
53609: Released Dynamic Light @ a36c7e0 - RefCnt = 0
53625: Released Dynamic Light @ a36c940 - RefCnt = 0
53625: Released Dynamic Light @ a36ca80 - RefCnt = 0
53641: Released Dynamic Light @ a36cbe0 - RefCnt = 0
53656: Released Dynamic Light @ a36cd20 - RefCnt = 0
53672: Released Dynamic Light @ a36ce80 - RefCnt = 0
53688: Released Dynamic Light @ a36cfc0 - RefCnt = 0
53703: Released Dynamic Light @ a36d120 - RefCnt = 0
53719: Released Dynamic Light @ a36d260 - RefCnt = 0
53734: Released Dynamic Light @ a36d3c0 - RefCnt = 0
53750: Released Dynamic Light @ a36d500 - RefCnt = 0
53750: Released Dynamic Light @ a36d660 - RefCnt = 0
53766: Released Dynamic Light @ a36d7a0 - RefCnt = 0
53781: Released Dynamic Light @ a36d900 - RefCnt = 0
53797: Released Dynamic Light @ a36da40 - RefCnt = 0
53813: Released Dynamic Light @ a36dba0 - RefCnt = 0
53828: Released Dynamic Light @ a36dce0 - RefCnt = 0
53844: Released Dynamic Light @ a36de40 - RefCnt = 0
53859: Released Dynamic Light @ a36df80 - RefCnt = 0
53875: Released Dynamic Light @ a36e0e0 - RefCnt = 0
53875: Released Dynamic Light @ a36e220 - RefCnt = 0
53891: Released Dynamic Light @ a36e380 - RefCnt = 0
53906: Released Dynamic Light @ a36e4c0 - RefCnt = 0
53922: Released Dynamic Light @ a36e620 - RefCnt = 0
53938: Released Dynamic Light @ a36e760 - RefCnt = 0
53953: Released Dynamic Light @ a36e8c0 - RefCnt = 0
53969: Released Dynamic Light @ a36ea00 - RefCnt = 0
53984: Released Dynamic Light @ a36eb60 - RefCnt = 0
54000: Released Dynamic Light @ a36eca0 - RefCnt = 0
54016: Released Dynamic Light @ a36ee00 - RefCnt = 0
54031: Released Dynamic Light @ a36ef40 - RefCnt = 0
54047: Released Dynamic Light @ a36f0a0 - RefCnt = 0
54063: Released Dynamic Light @ a36f1e0 - RefCnt = 0
54078: Released Dynamic Light @ a36f340 - RefCnt = 0
54094: Released Dynamic Light @ a36f480 - RefCnt = 0
54094: Released Dynamic Light @ a36f5e0 - RefCnt = 0
54109: Released Dynamic Light @ a36f720 - RefCnt = 0
54125: Released Dynamic Light @ a36f880 - RefCnt = 0
54141: Released Dynamic Light @ a36f9c0 - RefCnt = 0
54156: Released Dynamic Light @ a36fb20 - RefCnt = 0
54172: Released Dynamic Light @ a36fc60 - RefCnt = 0
54188: Released Dynamic Light @ a36fdc0 - RefCnt = 0
54203: Released Dynamic Light @ a36ff00 - RefCnt = 0
54219: Released Dynamic Light @ a370060 - RefCnt = 0
54234: Released Dynamic Light @ a3701a0 - RefCnt = 0
54250: Released Dynamic Light @ a370300 - RefCnt = 0
54266: Released Dynamic Light @ a370440 - RefCnt = 0
54281: Released Dynamic Light @ a3705a0 - RefCnt = 0
54281: Released Dynamic Light @ a3706e0 - RefCnt = 0
54297: Released Dynamic Light @ a370840 - RefCnt = 0
54313: Released Dynamic Light @ a370980 - RefCnt = 0
54328: Released Dynamic Light @ a370ae0 - RefCnt = 0
54344: Released Dynamic Light @ a370c20 - RefCnt = 0
54359: Released Dynamic Light @ a370d80 - RefCnt = 0
54375: Released Dynamic Light @ a370ec0 - RefCnt = 0
54391: Released Dynamic Light @ a371020 - RefCnt = 0
54406: Released Dynamic Light @ a371160 - RefCnt = 0
54422: Released Dynamic Light @ a3712c0 - RefCnt = 0
54422: Released Dynamic Light @ a371400 - RefCnt = 0
54438: Released Dynamic Light @ a371560 - RefCnt = 0
54453: Released Dynamic Light @ a3716a0 - RefCnt = 0
54469: Released Dynamic Light @ a371800 - RefCnt = 0
54484: Released Dynamic Light @ a371940 - RefCnt = 0
54500: Released Dynamic Light @ a371aa0 - RefCnt = 0
54516: Released Dynamic Light @ a371be0 - RefCnt = 0
54531: Released Dynamic Light @ a371d40 - RefCnt = 0
54547: Released Dynamic Light @ a371e80 - RefCnt = 0
54547: Released Dynamic Light @ a371fe0 - RefCnt = 0
54563: Released Dynamic Light @ a372120 - RefCnt = 0
54578: Released Dynamic Light @ a372280 - RefCnt = 0
54594: Released Dynamic Light @ a3723c0 - RefCnt = 0
54609: Released Dynamic Light @ a372520 - RefCnt = 0
54625: Released Dynamic Light @ a372660 - RefCnt = 0
54641: Released Dynamic Light @ a3727c0 - RefCnt = 0
54656: Released Dynamic Light @ a372900 - RefCnt = 0
54672: Released Dynamic Light @ a372a60 - RefCnt = 0
54672: Released Dynamic Light @ a372ba0 - RefCnt = 0
54688: Released Dynamic Light @ a372d00 - RefCnt = 0
54703: Released Dynamic Light @ a372e40 - RefCnt = 0
54719: Released Dynamic Light @ a372fa0 - RefCnt = 0
54734: Released Dynamic Light @ a3730e0 - RefCnt = 0
54750: Released Dynamic Light @ a373240 - RefCnt = 0
54766: Released Dynamic Light @ a373380 - RefCnt = 0
54781: Released Dynamic Light @ a3734e0 - RefCnt = 0
54797: Released Dynamic Light @ a373620 - RefCnt = 0
54813: Released Dynamic Light @ a373780 - RefCnt = 0
54813: Released Dynamic Light @ a3738c0 - RefCnt = 0
54828: Released Dynamic Light @ a373a20 - RefCnt = 0
54844: Released Dynamic Light @ a373b60 - RefCnt = 0
54859: Released Dynamic Light @ a373cc0 - RefCnt = 0
54875: Released Dynamic Light @ a373e00 - RefCnt = 0
54891: Released Dynamic Light @ a373f60 - RefCnt = 0
54906: Released Dynamic Light @ a3740a0 - RefCnt = 0
54922: Released Dynamic Light @ a374200 - RefCnt = 0
54953: Released Dynamic Light @ a374340 - RefCnt = 0
54953: Released Dynamic Light @ a3744a0 - RefCnt = 0
54969: Released Dynamic Light @ a3745e0 - RefCnt = 0
54984: Released Dynamic Light @ a374740 - RefCnt = 0
55000: Released Dynamic Light @ a374880 - RefCnt = 0
55016: Released Dynamic Light @ a3749e0 - RefCnt = 0
55031: Released Dynamic Light @ a374b20 - RefCnt = 0
55047: Released Dynamic Light @ a374c80 - RefCnt = 0
55063: Released Dynamic Light @ a374dc0 - RefCnt = 0
55063: Released Dynamic Light @ a374f20 - RefCnt = 0
55078: Released Dynamic Light @ a375060 - RefCnt = 0
55094: Released Global Material @ 15f688 - RefCnt = 0
55109: Released SoundBuffer @ cfc6d0 - RefCnt = 0
55125: Released SoundBuffer @ cfcb38 - RefCnt = 0
55141: Released SoundBuffer @ cfcfa0 - RefCnt = 0
55156: Released SoundBuffer @ 185b5c8 - RefCnt = 0
55172: Released SoundBuffer @ 185f548 - RefCnt = 0
55188: Released SoundBuffer @ cfdcc8 - RefCnt = 0
55203: Released SoundBuffer @ 1863c28 - RefCnt = 0
55203: FileOpen - DATA\CATACOMB.TR4
55219: Process Level Data
55234: LoadTextures
55250: Decompress
55266: Error Decompressing Data
55297: RTPages 24
55313: DXCreateSurface
55328: OTPages 30
55344: DXCreateSurface
55359: BTPages 0
55375: Decompress
55391: Decompression OK
55391: DXCreateSurface
55406: Decompress
55422: Decompression OK
55438: LoadRooms
55453: Number Of Rooms 10759
55469: Incorrect Number Of Rooms
55484: LoadObjects

It always says Incorrect Number of Rooms and stops with LoadObjects.

Raymond
22-12-08, 15:34
Hello folks!
I want to create a beginning sequence for a level.

I have a Flyby and the Flyby should trigger teh Animation 445 of Lara.
How Do I do that?

There is a Lara-flippeffect trigger for this.

Angelina Jolie
23-12-08, 01:11
Hi everyone:)!
I created an animation in wadmerger, it has 40 frames. Is there a botton or way to make the same distance between each frame. All the frames are in the same position, now is there a way to separe each frame Z 0.05 between each other; for example. Or do I manually have to do it myself?

TR-Freak
23-12-08, 10:50
Click on MOVE and then click on the button "Rel"...
Then type next to Z 0.05.
Click on Okay and the use this with the next frame,but click 2 times on the OK Button..
I hope that's it what you meant.

aktrekker
23-12-08, 11:05
It always says Incorrect Number of Rooms and stops with LoadObjects.

Looks like the TR4 is corrupted. Do you have any objects with more than 255 vertices in a mesh? Objects with exactly 256, 512, 768, 1024 vertices will cause problems.

Raymond
23-12-08, 13:16
Hi Angelina,
please post only trng related stuff here! Thanks!

badboy70
23-12-08, 13:42
Looks like the TR4 is corrupted. Do you have any objects with more than 255 vertices in a mesh? Objects with exactly 256, 512, 768, 1024 vertices will cause problems.I haven't changed the objects in about a month and it seemed to work just fine. I'll try using an older versionof my wad ( I back them up each time I make a change ;) )

Hateshinai
23-12-08, 21:41
I don't know what I did but hence, if I create a room, then the level will crash at start, but if I delete this room, everything is fine .
I tried it on another level and the same happens ...

Angelina Jolie
23-12-08, 22:39
Room #?

Place on the 2D MAP?

Its Y coordinate?

Hateshinai
23-12-08, 22:51
Room #?

Place on the 2D MAP?

Its Y coordinate?
Room 8 in my Ghana Project

and room 6 in my Croft Manor.

They were both in the middle top of the 2D map

I can't give you the Y coordinates since I deleted the rooms to have my project back working ...

nowid50
24-12-08, 18:12
I'm testing NGLE :)

I'm still stuck at ANIMATION command.

How can I check if Lara is facing a wall ?
Isn't there somekind of ENV_WALL_IN_FRONT ?

I tried :Animation= 465,IGNORE,IGNORE,IGNORE,ENV_NO_BLOCK_IN_FRONT + ENV_NON_TRUE,IGNORE,IGNORE,-95 But nothing happen :s

Titak
24-12-08, 18:40
Doesn't look like it...
I suppose ENV_CLIMB_WALL_IN_FRONT will be any good to you in this case, is it?

nowid50
24-12-08, 18:50
Doesn't work :(...

First contact, the bad one -_-'...

Going back to my old patches XD

Titak
24-12-08, 19:14
I'm having a hard time getting the TREP water-to-ladder move to work... :(

nowid50
25-12-08, 15:01
So finally, NGLE is a really nice thing. My patches got fully compatible with it ^^ So I'm staying with it and customzing it because it's much more powerfull :p

Angelina Jolie
25-12-08, 15:40
OK I started NGLE today, with the latest updates and stuff, the EXIT and PLAy button, everything.

I loaded my texture set from Dxtre3D, and it says texture page is too big, loading possible textures. Or something like that, and it loads like the half of my texture page, is my texture page too big for NGLE, or is there something wrong, cause in dxtre3D, my textures load OK, it never says about any limit.

nowid50
25-12-08, 16:32
Use TBuilder or others texture page editor. I think DxTre3D loads the textures differently than WinRoomEdit ;)

Raymond
26-12-08, 18:59
Hi nowid,
I hope, you have discovered the tutorial animations project by paolone and the fantastic diagnosis tool. So you can easily check, if and when an environmental condition works!

Titak
26-12-08, 19:14
Looks like I've missed something...
Where is that tutorial project and the diagnosis tool? :confused:

Tomb_Builder
26-12-08, 19:23
http://www.trlevelmanager.net/download/AnimationTestPosition.zip

nowid50
26-12-08, 19:29
Im gonna try it.Thanks you!:hug:

badboy70
27-12-08, 13:46
I haven't changed the objects in about a month and it seemed to work just fine. I'll try using an older versionof my wad ( I back them up each time I make a change ;) )So, I used two older versions of my WAD and it still crashes at about 1/4th of the loading bar. Other levels load fine tho.
Btw, it says I removed CRS, how do I enable it ?

laralives
27-12-08, 19:35
So, I used two older versions of my WAD and it still crashes at about 1/4th of the loading bar. Other levels load fine tho.
Btw, it says I removed CRS, how do I enable it ?

In the script...

CRS=Enabled :)

:wve:

Hateshinai
27-12-08, 21:04
Hello,

My levels keep crashing as I add a new room and I've got this line in my Last_Crash_1.txt file :

Last diagnostic mexage:Missing FONT_GRAPHICS in current level

What does it mean ?

God Horus
27-12-08, 21:06
Try adding the Font_Graphics file to your wad ;)

nowid50
27-12-08, 21:51
NGLE is just wonderfull ! :)

Everything is working perfectly with my exe ! I'm gonna work tomorrow to see if I can adapt the TREP's widescreen patch for NGLE ! :D

Raymond
27-12-08, 22:48
Could you help Paolone with the developement of the engine? Would be nice to see some more patches adapted to TRNG, like the use of load screen images and other interesting things!

Hateshinai
27-12-08, 22:50
Try adding the Font_Graphics file to your wad ;)
Okay, now it says :

Last diagnostic mexage:FileClose

:confused:

God Horus
28-12-08, 16:35
Sorry, I'm not sure what to do! :o

Is it possible with TRNG to make a timed fast shimmy? Like Lara shimmies on ledges normally, but when you hit the sprint key she shimmies faster for a short period of time? :confused:

Hateshinai
28-12-08, 16:50
I think you could script those animations ?

igor32
28-12-08, 18:30
Yes I done this, but there's no sprint bar in the screen ŽŽ

Animation= 448, KEY1_ACTION+ KEY1_LEFT, KEY2_DASH, IGNORE, IGNORE, IGNORE, IGNORE, 30, -136 ;shimmy left
Animation= 449, KEY1_ACTION+ KEY1_RIGHT, KEY2_DASH, IGNORE, IGNORE, IGNORE, IGNORE, 31, -137 ;shimmy right

Okay, my fast shimmy is working, but how do I make to them be timed? Like to force the sprint bar apear in the screen? :(

nowid50
28-12-08, 22:08
Yes I done this, but there's no sprint bar in the screen ŽŽI think it's not possible with NGLE scripting. You should take a look at Tomb4 Assembly code for advanced purposes ;)

Hateshinai
29-12-08, 00:15
My level keeps crashing at start and it's very frustrating ! :hea: :hea:

Here's the entire Last_crash file :

Version=1.1.9.8
CRS=Enabled
Last diagnostic mexage:FileClose
Last directX error:
START_P1:10014767
END_P1:1003FABC
START_P2:1004AC8D
END_P2:100627C6
START_P3:100687F7
END_P3:100921EB
START_P4:10005747
END_P4:1000D320
CRASH REASON: EXCEPTION_ACCESS_VIOLATION
The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
EXTRA_INFO: VIOLATION ON WRITE AT OFFSET 0x76362AA6
RECOVERABLE : YES
CRASH OFFSET: 0x1005A9A0
REGISTERS:
EAX=76362A66
EBX=0
ECX=C1008DA4
EDX=0
ESI=56EFEDE
EDI=591C4CC
EBP=56EFF00
EIP=1005A9A0
ESP=56EFE84
DYNAMIC POINTER LIST:
------------------------------------------
00000000:Camera_Room
00000000:Camera_TargetRoom
0012FF2C:BaseSalvaStack1
04D4FFA0:BaseSalvaStack2
055EFF9C:BaseSalvaStack3
------------------------------------------
MEMORY USAGE
------------------------------------------
VetNemiciPunta memory <EMPTY: never used>
StructEnemyArray memory <EMPTY: never used>
ZonaFXBulbNemici memory <EMPTY: never used>
VettorePerFogBulb memory is full at 5.00 (Used 0x4 bytes)
ZonaDynamicLights memory is full at 6.12 (Used 0xBC bytes)
ZonaSceneMemory memory is full at 24.21 (Used 0x66E8C bytes)
VetEditObjects memory is full at 28.93 (Used 0x798 bytes)
Mex_savegame_Argd memory is full at 3.13 (Used 0x8 bytes)
ZonaParticelle memory <EMPTY: never used>
ZonaGameStruttureMesh memory is full at 1.10 (Used 0xA880 bytes)
ZonaPuntatoriGameStruttureMesh memory is full at 0.18 (Used 0x2B8 bytes)
ZonaFogBulbs memory is full at 4.49 (Used 0x13C bytes)
VetByteFlyCamera memory <EMPTY: never used>
VetFlyCameraByteAltro 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>
ZonaTextureAnimate memory <EMPTY: never used>
VettoreAttivaFlipMaps memory <EMPTY: never used>
VettoreFlagFlipMaps memory <EMPTY: never used>
SpritePerFuoco memory is full at 6.05 (Used 0x7C bytes)
SaveGame_220_DatiMoveables memory <EMPTY: never used>
ZonaFlyCameras memory is full at 7.40 (Used 0x5EC bytes)
Ptr_MemBufferLivello memory is full at 41.18 (Used 0x7DAD3C bytes)


------------------------------------------
Lara: x=14848 y=-3328 z=10752 StateId=24 NextId=24 AnimNow=70 Room=0

Stack=0x56EFE84 pContesto=0x56EFBB8 pInfoEccezione=0x56EFB9C
PRIMARY_STACK:
ESP=0x56EFE84
STACK_TRACE:
0x491BE7
0x491BED
0x44E2B0
0x1005A6B2
0x451F95
0x451F85
0x451166
0x45EC81
0x475155
0x49E67C
0x49DF08
0x49E61D
END_STACK_TRACE

SECONDARY_STACK:
ESP=0x12B10C
STACK_TRACE:
0x490050
0x450050
0x49005C
0x46004E
0x460050
0x460049
0x490046
0x45004C
0x430041
0x450054
0x410040
0x430042
0x450044
0x470046
0x490048
0x410060
0x430042
0x450044
0x470046
0x490048
0x46002D
0x490055
0x490055
0x490055
0x490055
0x490055
0x48D323
0x4A6FE0
0x48D323
0x4A6FE0
0x4A6FE0
0x48D323
0x4A6FE0
0x4A6FE0
0x48CC6B
0x48CACE
0x49F26B
END_STACK_TRACE

OTHER_STACK:
ESP=0x4D4B180
STACK_TRACE:
<CRASH DURING STACK TRACE>
END_STACK_TRACE



Please can anyone help ??
I can test my level and it doesn't allow me to continue building . :hea:

igor32
29-12-08, 00:31
I think is something releated to the flyby cams .-.

not sure if is that or not :S

Hateshinai
29-12-08, 00:59
I have no flyby cam in this level :confused:

nowid50
29-12-08, 09:27
Whoa :o...
It's a DirectX Internal error ! Try reinstalling DirectX, you could have corrupted DLLs.;)

Titak
29-12-08, 10:43
Animation= 448, KEY1_ACTION+ KEY1_LEFT, KEY2_DASH, IGNORE, IGNORE, IGNORE, IGNORE, 30, -136 ;shimmy left
Animation= 449, KEY1_ACTION+ KEY1_RIGHT, KEY2_DASH, IGNORE, IGNORE, IGNORE, IGNORE, 31, -137 ;shimmy right
Looks like none of the fast shimmey animations check for walls or the end of walls.
What happens if Lara gets to a wall or a corner? Does she keep going or does the engine automatically check for walls or corners and makes her stop, like in the regular shimey animations?

igor32
29-12-08, 13:38
Looks like none of the fast shimmey animations check for walls or the end of walls.
What happens if Lara gets to a wall or a corner? Does she keep going or does the engine automatically check for walls or corners and makes her stop, like in the regular shimey animations?

She acts normal, don't worry everything is setup in the wadmerger, so she stops if there's no place to go, and she perform the corner movement normal ;)

All of this is possible because the stateid and wadmerger ;)

Titak
29-12-08, 16:52
Great! :tmb:

Dustie
29-12-08, 16:57
I got a question too...

Can I use NGLE for the sake of room shaping and trigger placing improvements (new landscape generators, more detailed windows and such) without loosing to support of the old, original TR4 executable?

Thing is NGLE has few improvements I would love to use (2D vertical map for example), but I don't want to use the modified TR4 exe. I'd prefer to keep Mac compatibility and don't need to push the engine for more texture memory or visual enhancements.

Titak
29-12-08, 17:02
I just replied to your question in the other thread. ;)

Hateshinai
29-12-08, 19:29
Whoa :o...
It's a DirectX Internal error ! Try reinstalling DirectX, you could have corrupted DLLs.;)
How can I reinstall it ?
I downloaded the latest version but it says that it has already found a newer or same version of the software on the computer ...

nowid50
29-12-08, 21:05
Well, I can say that there is some more things.

There is the wad which could be corrupted, bad placed textures, missing geometry data and so on...

Check your wad and your project.;)

Hateshinai
29-12-08, 21:26
It could be the last two ... How can I solve those ?
My wad is okay as it used to work before and I didn't change anything ...
What do you mean by bad placed textures ?

It's a bit odd because I can hear Lara sliding for a second then it crashes . ( LARA object is on a slope ;) )
And even if you check the last crash file it says that Lara is in anim 70 (sliding, i think) which means the level actually started before crashing ...

God Horus
30-12-08, 00:57
Is it possible for me to slow down the speed of my waterfall object using some script command or something? :confused:

Wayne_Scales
30-12-08, 01:48
Are you just using scrolling textures or an object?

Hateshinai
30-12-08, 04:13
Well, I can say that there is some more things.

There is the wad which could be corrupted, bad placed textures, missing geometry data and so on...

Check your wad and your project.;)
My problem is solved :)
I deleted the rooms I created before the crash and then recreated them :)
But I still can't tell why it was crashing :(

nowid50
30-12-08, 08:24
My problem is solved :)
I deleted the rooms I created before the crash and then recreated them :)
But I still can't tell why it was crashing :(If deleting rooms solved the problem. It means that NGLE got crazy and wrote wrong data for these rooms :D

Hateshinai
30-12-08, 15:03
Perhaps ...

:D Anyway, thanks for all :) :hug:

igor32
30-12-08, 15:05
I think it's not possible with NGLE scripting. You should take a look at Tomb4 Assembly code for advanced purposes ;)

Err... What? *Luddick version*

Want to marry with me?[:vlol:] You rock with your knowledge about TR4 exe *u*

God Horus
30-12-08, 15:29
Are you just using scrolling textures or an object?

It's an object I modified to look like snow. It comes down way to fast and I only have about 2 snowflakes on each snow texture and it's still too fast. I would use the normal weather effect but this snow is supposed to be coming in a small area only, not the entire room.

Edit - Is it also possible to make credits with TRNG? I read somewhere that it could...

Raymond
30-12-08, 17:34
Two possibilities for credits:
1. Set a credits level as your last level
The credit level should be the last level of your adventure.
In The Last Revelation the number was 39.
The target to reach is to have scrolling text with credits at end of your level.
You should also substitute the credit texts with your custom texts.
You find this text in [PSXString] of any language text file. The first text is "Programmers" (index =246)and the credit list continues until the end of [PSXString] section.
Syntax: Customize=CUST_SET_CREDITS_LEVEL, NumberOfEndLevel

2. See the flipeffects for scrolling text. So you can add scrolling text wherever you want. See also Paolones tutorial project on this.

nowid50
30-12-08, 18:48
Err... What? *Luddick version*

Want to marry with me?[:vlol:] You rock with your knowledge about TR4 exe *u*Well, I'm not "rocking" so much. All thanks goes to Aktrekker and Puyamch.;)
They helped me quite lot the both of them :D

I'm trying to get on a DLL for this stupid mouse patch XD... It drives me so crazy x_x...

Titak
31-12-08, 00:41
Here's a non-patch solution to get credits:
For my Himalayan Mysteries I made a pretty large flat object, textured with credits text. The object moved upwards while the camera stayed still. :D

Hateshinai
01-01-09, 03:36
If deleting rooms solved the problem. It means that NGLE got crazy and wrote wrong data for these rooms :D
I recenlty discovered that my water textures were causing the level to crash ..
How can I solve it ?

Wayne_Scales
02-01-09, 22:54
Hello all

If someone would be kind enough to expand ob this info i would be so grateful.
It's the ADD_MIST line. I just don't understand what to type in the extra fields? Here is the info on it and if someone could clear this up for then i would understand the other scripts too.:) Cheers.

Add mist to current object. Mist are sprays of water. You see the mist in waterfall.
When you use ADD_MIST there are four additional fields in AddEffect command and the new syntax of AddEffect command becomes the following:

Syntax: AddEffect=Id, EffectType (ADD_), FlagsEffect (FADD_), JointType (JOINT_), DispX, DispY, DispZ, DurateEmit, DuratePause, Extra1 SizeMistBall, Extra2 NumberOfMistBalls, Extra3 ColorMist, Extra4 PersistenceOfMist

These are the descriptions of extra parameters:

Extra1 = Size of mist ball. Default value is 12
Extra2 = Number of mist balls. Default is 1. You can set a max of 4 mist balls, they will be placer over an ideal line. The mist line will be oriented following facing of current moveable,anyway you can rotate the facing of mist line using rotate flags.
Extra3 = Color of mist. You can set a MIST_COL_ value. You find all colors in reference panel of NG_Center program
Extra4 = Persistence time of mist. Default value = 6. You should use this field only if the moveable is moving fastling and you want let a wake. Bigger values, longer wakes.

Raymond
02-01-09, 23:27
here one example for a blue mistball, which I aded to a pushblock at some distance from the block:
AddEffect= 1,ADD_MIST,FADD_NONE,JOINT_SINGLE_MESH,-3072,-3584,1024,1,1,40,1,MIST_COL_BLUE,6
As you see from the last four fields: Itīs 40 big, thatīs a bit bigger than the pushblock, one ball with blue colour and a persistence of 6 (which is relatively unimportant here, because the block moves slowly).
Itīs relatively clearly described, I think. Just experiment.
By the way, Laraīs breath in cold rooms is nothing else than a special kind of mist ball.

Wayne_Scales
03-01-09, 02:13
Hi Raymond and thank you very much for that, is clears it up.:)
This may be a stupid question, but how did you add that effect to your pushblock, was it an ocb or did you script it as well:o

Thanks again for the help!

sapper
03-01-09, 06:46
In Paolone's No keypad elevator example project there is a rollingball that has the mist effect added and the flame effect is added to Lara.

If you want to experiment with the settings of the mist effect maybe set up a globaltrigger in the script to a key.

The following will set F7 to a globaltrigger. This is the first GlobalTrigger of GT_KEYBOARD_CODE in the script, so 1 at the start of line.

GlobalTrigger= 1,IGNORE,GT_KEYBOARD_CODE,65,1

The last number 1 in the line is the TriggerGroup that will be performed when you hit F7 key.

In NGLE roomeditor export (Export Script Trigger) the Action trigger "Effect:Add to <#> Enemy the (E) AddEffect from script.txt" with the object you want selected and the AddEffect number selected.

Put the three values that are exported in a TriggerGroup command in the script such as

TriggerGroup= 1,$5000,0,$130

The middle number is the ID of the object.

This is TriggerGroup 1, so this will be triggered when we hit F7 and when TriggerGroup 1 is triggered, AddEffect 1 will be executed on our object.

All you do now is put your AddEffect= 1,... line in the script according to the syntax in the reference panel of NG center.

Build the script with NG center and run TRNG tomb4.exe.

To see the effect on your object hit F7.

Now if you want to experiment with the settings just change the parameters in the AddEffect=1,... line and rebuild the script. No need to open NGLE and output room wad and run NGTom2pc to see your changes, but must start TRNG tomb4.exe again so the new script is loaded.

Note Paolone uses a flipeffect AnimCommand trigger for the rollingball mist in the no keypad elevator example.

Raymond
03-01-09, 09:16
Very good explanation of the use of global triggers and trigger groups, which is such an extremely important and useful part of the TRNG!
Wayne, you could also simply use the flipeffect trigger Effect:Add to <#> Enemy the (E) AddEffect from script.txt as normal trigger in the level.

Wayne_Scales
03-01-09, 16:45
Hi sapper, thank you very much for that. It is very useful information to have and i will experiment with that.:)

For the moment i just wanna test Raymonds suggestion to test the effect and what i need to change on the effect but it does not work. I want to add it to this flame stand circled black. Heres the trigger i have use. Can you guy's see anything wrong with this. Cheers.:) Oh and i'm using the script line that Raymond was using on page 21.
http://i44.tinypic.com/ofvwok.jpg

Raymond
03-01-09, 17:34
Oh take better this line, because my effect is in the x,y-coordinates more than 3 sectors away from the object. In the following line itīs at the center of the mesh:
AddEffect= 1,ADD_MIST,FADD_NONE,JOINT_SINGLE_MESH,0,0,0,1,1,4 0,1,MIST_COL_BLUE,6

Wayne_Scales
03-01-09, 17:56
Hi Raymond, It works now thank you very much, and sapper. Cheers guy's.
Just one more thing, how do i get the AMMO_PUSH_LARA line to work, i know the extra field is for how far she is pushed back. I tryed a
Customize=AMMO_PUSH_LARA = 256 but it didn't work. What line is used in conjuntion with this.

Cheers

Wayne

Raymond
03-01-09, 19:12
You must do the right syntax for Costumize:
Customize=CUST_AMMO, SlotOfAmmo, Ammo flags (AMMO_....), Damage, ShotsForBox, ShotsWithWeapon, Extra, IdTriggerGroupWhenHitEnemy, DamageForExplosion, Speed, Gravity, IdAddEffectToAmmo, IdTriggerGroupAtEnd
So for the third value you use AMMO_PUSH_LARA and for the Extra-value (7th value) you use 256. Then you have to specify which ammo slot it should for (second value). If you donīt want to change the rest use IGNORE.
Look also in the reference for CUST_AMMO.

Wayne_Scales
03-01-09, 22:14
Thanks very much Raymond, i'm getting the hang of scripting now and understand it alot better. Thanks.

Heres the line i made:
Customize= CUST_AMMO,SHOTGUN_AMMO1_ITEM,AMMO_PUSH_LARA,7,0,IG NORE,256,IGNORE,IGNORE,IGNORE,IGNORE,IGNORE,IGNORE

It would be cool if there was an animation when lara is pushed back a sector, it looks kinda unrealistic the way it is now. Still, very cool stuff here and i will have lots of fun experimenting. Thanks again.

Raymond
03-01-09, 22:28
Good! But why do you use 0 for ShotsforBox. So you would have no ammo in your ammo pickups, which would be quite strange.

Wayne_Scales
03-01-09, 23:17
Oh it's meant to be the other way round, i was meant to give the shotswithweapon a 0 and with box 7! My mistake!

sapper
04-01-09, 12:58
I applied the invulnerable flipeffect trigger to Lara via script trigger and save.

When the save game is loaded Lara is on fire (but still invulnerable).

Exit and play again from the start not the saved game.
Play to the finish trigger .
Lara is on fire when the new level starts. Invulnerability not applied in this level.

Is this a known problem?

Tested on latest update 1.1.9.9 and previous.

Raymond
04-01-09, 13:18
No. Iīll post this on Skribblerz for Paolone!

Raymond
06-01-09, 09:18
Great update news! :jmp: I hope, Titia will do her full update news soon.
Paolone has done a Full Installer which installs every necessary file, you should have for TRNG installation.
http://www.skribblerz.net/ngle/TRNGFullInstall.exe
Do this Full Installation first. Then download the Update 1.1.9.9 here and install it too (works automatically):
http://www.skribblerz.net/ngle/trng1199.exe
So you get an Automatic Installer Tool included in the NG_Center, which checks for, downloads, installs the latest Updates!
In the Update 1.1.9.9 you find also for instance a new condition trigger, which allows to trigger things by chance and you have possibilities to costumize the Lara cams via scripting and flipeffect triggers (Effect cams can be already costumized via flipeffects!).

Matie
06-01-09, 19:47
I made a water room and pushed the cold button too. But i can shimmey on the pool's edges and when i jump into the water Lara first falling bit (about 3-4 clicks) and then she splashes. (I'm using the 1.1.9.7. TRNG dll but later i'll change it with the newest one.)

Does anybody know why it it happens and how to fix it?:confused:

Hateshinai
06-01-09, 19:58
^^Maybe update it and tell us if it solved the problem... Could be a known bug ...

Hello ! I downloaded the latest update and I see that Paolone fixed many things including the draw pistols while swinging around swingpole and the ledge jumping glitch, however during this one, Lara jumps normally ( no more 1 half click high vault ) but doesn't recognize any ledge on her way up ... and can't catch back the ledge she jumped from ( Titia told me that it is because she fell from too high to catch a ledge ) .
And she sometimes doesn't even recognize a ledge/ladder even when standing and then jumping ...

So my questions are :
Is the ledge jump glitch fixable ?
How can I make Lara jump lower so that she can catch back the ledge she jumped from if she doesn't catch the one above her/if there is no ledge above her ? Like 4-5 clicks high... Just like she does in TREP .

Thanks

Raymond
06-01-09, 21:05
@Matie
Sounds like nothing TRNG-related! Check all other error sources. Have you assigned water rightly?
@Hateshinai
No probs here with the ledge jump. Itīs fully functional. So there should be another source for your problem!

Titak
07-01-09, 10:29
Haven't tried the latest update, but I will soon.
Then I'll also update the updates thread. :D

sapper
07-01-09, 11:35
As part of learning NGLE script commands I added some mods (increased pistol power, mist effects, text) to Cain's Bear Hunting Level. All the mods were made by just editing the script, no editing of the prj which Cain includes with the TR4.

The script.dat and english.dat and text files are here SCRIPT.zip (http://www.4shared.com/file/79407205/bb0f94f1/SCRIPT.html) (16 kB)

Rename Cain's tut1.TR4 as cain.TR4 and place in your TRNG/NGLE installation's data folder.

Backup your current script.dat and english.dat files and copy the dats from the zip.

If you want to examine the script in NG Center backup your script.txt and english.txt files in the script folder and copy the text files from the zip.

Link to Cain's level in this post. (http://www.tombraiderforums.com/showpost.php?p=3353585&postcount=19)

Titak
07-01-09, 12:40
Thanks Sapper!
That sounds very usefull! :tmb:

Titak
07-01-09, 16:59
Btw, do I need a fresh copy of the original TRLE installed before running the installer?
Just wondering, before I mess something up totally... I'm so used to install the files manually now that I'm afraid to use an autoinstaller! :vlol:

Sigh, I'm such a 'muts' sometimes. :whi:

EDIT
Never mind. Got it.

Great installing system!

Matie
07-01-09, 19:00
Hateshinai and Raymond: thank you! And yes, i assigned it correctly.
But i can't install the TRNG update, because it says: select WadMerger.exe. And everytime i'm doing this i get an error message: Run-time error '76': Path not found :hea:

Raymond
08-01-09, 09:52
So do you give the right path for your wadmerger.exe? If you haven`t installed wadmerger then better do it first!

Hateshinai
08-01-09, 22:49
Can I add extra meshes to Lara ?
If yes, how and how many ?

Angelina Jolie
09-01-09, 01:29
I am afraid you cant. Only edit the ones that she has... I hope someone tell I'm wrong, cause it would be awesome...!
And in case it was possible, you will have to edit the 450 something lara's animations to make it work perfect in all animations.

aktrekker
09-01-09, 08:09
No. Tomb4 is hard-coded for 14 meshes. It even expects the meshes in a certain order, so for Lara the mesh heirarchy is ignored.

Hateshinai
09-01-09, 15:45
Gotta love Core and their fine coding abilities :hug: :p

Matie
10-01-09, 13:01
So do you give the right path for your wadmerger.exe? If you haven`t installed wadmerger then better do it first!

Yes, and i installed it. I installed runtimes 5 and 6 too...

Can I add extra meshes to Lara ?

I wonder, i could. I added a headset but it was VERY large. I can't remember, it was Lara object or Lara Skin...
Nowadays i tried to make ponytail for the old TR3 Lara (copied to animating slot) but i couldn't add extra meshes to it :(

aktrekker
10-01-09, 14:34
Gotta love Core and their fine coding abilities :hug: :p

It was the easiest way for them to swap out her meshes for weapons, torch, crowbar, etc. They have to know which meshes to swap. And there is certain fine-tuning of animations, like when she isn't exactly centered to use a switch, she does the little shuffle. And to mix animations like drawing her gun when she is rolling, they have to know which mesh animations to override.

igor32
11-01-09, 01:48
HELP

I'm trying to active the roll from crawlspace [anim 421], but isn't working .-.

check the scripts:

Animation= 421, KEY1_JUMP, IGNORE, FAN_ALIGN_TO_ENV_POS, ENV_MULT_CONDITION, 5, IGNORE, 80, -263 ;roll out from crwalspace
MultEnvCondition= 5, ENV_NO_BLOCK_IN_FRONT, -128, IGNORE, ENV_HOLE_FLOOR_IN_FRONT +ENV_POS_HORTOGONAL, 1024, IGNORE ;roll out from crwalspace*

After you roll from the crawlspace, Lara ins't able to be in the standing on four animation ŽŽ I don't know why .-.

EDIT:

FIXED! Feel free for use, but don't forget to remove the 80 [state-id] from the animation tag ;) see you using it guys :D

EDIT2:

Still not working if is from a crawspace, nut works normally if the celling is higher than 2 clicks ŽŽ

Titak
11-01-09, 14:56
Try this:
Animation= 421, KEY1_JUMP, IGNORE, FAN_SET_NEUTRAL_STATE_ID, ENV_POS_HORTOGONAL + ENV_HOLE_FLOOR_IN_FRONT + ENV_POS_STRIP_1, IGNORE, IGNORE, 80
Works for me. It is what Paolone came up with when I was having the same issues as you, igor32. ;)

Also make sure you have the latest .DLL, because in earlier versions (well ancinet versions by now... :p) this might not work because there was an issue with it at some time.

I've updated my TRNG - Animation scripting (http://www.tombraiderforums.com/showthread.php?t=126740) tutorial.

Hateshinai
11-01-09, 15:23
Oh good ! I could finally use it back in my levels :)
At this point, TRNG is seriously getting over TREP :p
Just the Diary Feature is missing, but not for too long, we hope ;)

igor32
11-01-09, 16:00
Try this:
Animation= 421, KEY1_JUMP, IGNORE, FAN_SET_NEUTRAL_STATE_ID, ENV_POS_HORTOGONAL + ENV_HOLE_FLOOR_IN_FRONT + ENV_POS_STRIP_1, IGNORE, IGNORE, 80
Works for me. It is what Paolone came up with when I was having the same issues as you, igor32. ;)

Also make sure you have the latest .DLL, because in earlier versions (well ancinet versions by now... :p) this might not work because there was an issue with it at some time.

I've updated my TRNG - Animation scripting (http://www.tombraiderforums.com/showthread.php?t=126740) tutorial.

Thank youThank youThank youThank youThank youThank youThank youThank youThank youThank youThank youThank youThank you

:hug::hug::hug::hug::hug::hug::hug::hug::hug::hug:

You always saving life, and paolo creating awesome things :hug::hug::hug:

Hateshinai
11-01-09, 16:10
Titak is sure fantastic :hug:
We all like her :D

Angelina Jolie
11-01-09, 17:03
Thanks Titak, we all appreciate your awesome work and effort!

Wayne_Scales
12-01-09, 23:24
Here's a non-patch solution to get credits:
For my Himalayan Mysteries I made a pretty large flat object, textured with credits text. The object moved upwards while the camera stayed still. :D

Oh so like an animating object, slowly moving upwards. That's a very useful little trick, i may just do that for my game!:jmp:

Titak
13-01-09, 16:46
Oh so like an animating object, slowly moving upwards. That's a very useful little trick, i may just do that for my game!:jmp:Exactly. :D
I had to use pretty large textures though to make sure the text looked decent, and not too pixely (is that a word?).

kaufi-lc
13-01-09, 16:55
Hi guys! :wve:

I tried the NG yesterday for the second time and I have a problem wich I couldn't solve so far :(
I start the new tomb4.exe and after loading one of Paolone's Example-Levels the game crashes to desktop. I have tried almost everything but it won't work. Maybe someone can help me with this...:)

Wayne_Scales
13-01-09, 18:13
Exactly. :D
I had to use pretty large textures though to make sure the text looked decent, and not too pixely (is that a word?).

Cool, definately gonna do something around that concept for my mission:)
Oh and pixely? Not sure? Maybe the word you were looking for was pixalated!:D

Thanks.:)

Raymond
13-01-09, 18:38
@wayne
Using scrolling text for credits etc. is easier, more flexible and nicer! You can use scrolling text also with flybyīs.
@kaufi
To help you, we need much more information. Have you done the full installer+ last update?
Is it only one of the example projects and which? etc. Tell as much as you can!

Wayne_Scales
13-01-09, 18:53
Hey Raymond, do you mean like animated textures or flipeffects for scrolling texts? Probably to do with scripts for the text? Right? I'll look into it. Thanks