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Uvavoo
08-01-07, 16:16
http://www.trlevelmanager.net/ng.htm

Next Generation Room Editor. Author Paolone, can be downloaded directly from this site.

VERSION 1.06 AVAILABLE

Last removed bugs and improvments
v.1.0.2
Crash in tom2pc using [Exit & Play] button
Texture map flipped vertically in Animation Range window. It happened only with tga maps created with TBuilder
v.1.03
Reduced delay on start-up
Restored "autosave.prj" when you quit using [x] control
v.1.0.4
Changed in [Exit & Play] feature: now the project will be saved keeping original name
Removed bug of freezing on output wad under Windows98/me
Added a crash report system to get information about crash.
Remark: you can post your bug reports, questions or other topics about NGLE, in this specific forum : Forum: Bug Reports about NGLE
v.1.0.5
Added new crash resume system. (It removes about 90 % causes of crash.)
Removed bug about sound & Bump Map textures in v50 projects
Removed bug about [Move Lara Here] (On some computers caused a crash)
Changed ALT + Function keys shortcuts with ALT + (numbers 0 - 9). (In some computer the ALT + F# key was used by graphic adapter software causing a conflict)
Removed bug in crash report system. (That bug created multiple crash_reports or ngle froze)
Attempt to reduce the slow down problem in spinning rooms.
v.1.0.6
Removed bug in vertical 2d map. When you moved rooms with flipmap there were trouble.
Removed bug for overlap buttons to new windows. When you clicked on [ok] or [cancel] button in select object window, sometimes you can get another button clicked below the window.
Removed bug of output wad with flipped enabled. This was an old buf of original level editor, when you performed an output wad while you were in flipped mode the objects of main room were removed in autosave.prj.
Removed bug for change name of tr4 file with [Exit & Play] button. If your level had a name longer than 8 characters (excluding extension) the name was change with short ms-dos format like "mylev~1.tr4"
Added Settings Window. Now you can customize many aspetcs of ngle wherey Settings window. (See below for some new features you can control with settings window)
Added full screen preview. Now you can set in Settings Window the size for preview zone. You can set little screen to enahnce speed, or a bigger size like full-screen preview.
Added launching extern programs list. You can set a list of you favourites level editor tools to launch them directly by NGLE. In some circustance you can also to get that these programs open some current project file, like .tga map, wad file, or tr4 file. (See help file to learn how solve some troubles in passing-file phase)
Added New Stand-by System. Original level editor had a worse management of cpu time. It get 99 % cpu usage also when it was not used, causing leak performances in other programs running in same moment. Now with New Stand-by System (NSS) you can use other programs in same moment without any problem.
Added customizable spinning speed. Now you can choose you favourites parameters to spin and zoom rooms.
Added some warning mexages when you try to perform dangeorus operations could give old bugs about EVIL messages.
Added new commands to clear textures. In original level editor the only command to remove textures was command menu [Textures->Clear Room] but in that way you cleared textures from all room. Now with new commands you can clear textures only from selected zone.
Removed bug from MapConverter. Is some circustances mapconverter refused to convert project with mexage "Abnormal number of tail infos".

Detected bugs but NOT yet fixed

Abnormal slow down in room spinning when the room contains objects.

tlr online
08-01-07, 16:19
Thanks Uvavoo. Look forward to giving it a test run. :tmb:

dox online
08-01-07, 16:29
thanks

raiderfun
08-01-07, 20:05
WOW !! Thanks Uvavoo ! I'll dowload it now ! :D

Uvavoo
09-01-07, 10:44
New dll file available for download. dll version 1.03. (see link above)

Fixes a couple of problems.

Last removed bugs and improvments
- Crash in tom2pc using [Exit & Play] button
- Texture map flipped vertically in Animation Range window. It happened only with tga maps created with TBuilder
- Too slow rotation also with little rooms. (Changed synchornization input)
- Reduced delay on start-up
- Restored "autosave.prj" when you quit using [x] control
- Changed in [Exit & Play] feature: now the project will be saved keeping original name
- Removed bug of freezing on output wad under Windows98/me
- Attempt to reduce slow down in face edit mode

Tomb Raider Master
09-01-07, 21:04
Thanks for the link. :wve: I'm glad the rotation is slow. :p

2kool4u
12-01-07, 01:55
cool. imm back!

rika2
14-01-07, 14:13
seems good...

2kool4u
15-01-07, 19:19
i cant load my wads.

Titak
15-01-07, 21:23
Please make a seperate thread for your question, 2kool4u.
This thread is for updates on the new Editor, not for questions like yours. ;)

Uvavoo
17-01-07, 09:07
VERSION 1.05 AVAILABLE
v.1.0.5
-Added new crash resume system. (It removes about 90 % causes of crash.)
-Removed bug about sound & Bump Map textures in v50 projects
-Removed bug about [Move Lara Here] (On some computers caused a crash)
-Changed ALT + Function keys shortcuts with ALT + (numbers 0 - 9). (In some computer the ALT + F# key was used by -graphic adapter software causing a conflict)
-Removed bug in crash report system. (That bug created multiple crash_reports or ngle froze)
-Attempt to reduce the slow down problem in spinning rooms.


SEE LINK IN FIRST POST

dox online
17-01-07, 15:52
just need the next gen tomb4.exe now

MelikeLara
17-01-07, 17:59
sorry to sound stupid but what does this le do?

Titak
17-01-07, 18:17
This NEW LE is based on the 'old' official LE which allows you to create custom levels based on the TR4 engine.

The new LE has a lot of new features, such as the ability to use high-res textures instead of the standard 64x64 ones. :jmp:

Diego_z
18-01-07, 00:48
mmmm..... interesting, now i can use 128x128 resolution textures

MelikeLara
19-01-07, 18:20
thanks for clearing that up titak! :hug:

Barry Matharoo
12-02-07, 06:45
new version available: 1.7
for those who have less ram Paolone has create a new feature:

Removed *really* bug from MapConverter. On computer with extended character set, like asian, arabic, russian, the program failed to get correct number of tail infos. Now you can set an option to signal your computer uses above character sets
Removed bug about hang of program. Ngle in some circustance froze with no crash reports or error mexages.
Added commands in texture menu: now you can free many tail infos currently wasted. (see help file before using this command, please)
Moved some specific texture commands, from Shape menu to Texture menu.
Added option to set number of UV ranges in Animation Ranges window. UV ranges are relative to scrolling texture like that of waterfall objects. Read help file for more infos.
Added function to stop continuos and in too frequent time interval error or warning messages. You can accept or refuse the stop of mexages.
Added new method to save advanced features of animated textures. Now these infos will be saved in a NG extra header at bottom of tom file to avoid conflicts.

Disable Memory Extender Patch

By default, NGLE uses an internal memory to host vertices four times bigger than originale LE. Thanks to this memory expansion you can work with bigger levels with no crash.
The only reason to disable memory extender patch is if you have a computer with few ram memory. In this cirucstance NGLE could run very slowly because Windows will have to swap ram memory to disk (virtual memory) to give all memory required by NGLE. If you are in this situation you can try to disable memory extender to see if speed has an improvement.
Note: when you change this option, it's necessary to close the program and the re-start it too see applyed the change.

Barry Matharoo
26-02-07, 07:24
Update:

Removed bug in v2d map: when you tried to move up/down a single room using +/- room buttons the room didn't move.
Added Dome shape. Now you can create progressive hemispheres on floor, or ceilig, direct or inverse.
Enhanced Bend shape command: now you can choose between (old) fixed bending and new progressive bending based on sphere formula or parabola formula.
Added new buttons to create easily stacked (upstairs/downstairs) rooms, the new rooms will be linked with current room whereby automatic vertical portals, whereby those you can create easily footbridges.
Added new button to create tunnel rooms. Like [Add New/Down] buttons, but with this command you can create rooms with any size and any position, immediatly linked with doors to source room. Read help file for tips & tricks about tunnels.
Removed bug in edit object window: in original level editor the Edit Object window disappeared after you selected another floor type.
Removed crash in preview: when you used a project with animated textures created with previous versions of ngle and you load it with 1.0.7 version, you got a crash.
Removed bug in flipped room: when you used shape commands in flipped room (black background) the room was swapped to normal room after each command.
Removed bug in Exit & Play button: in some circustances the project was saved with wrong name, more excactly with last loaded project name, ignoring further saving with changing name.
Added new feature to Launch of external programs: now you can set also the opening of folders. Pratically you can set the folders you use more often and then open them from ngle using [go] button or keyboard shortcut. Read "folder" option in help file for more infos.
Removed bug in settings window: the option "Disable Smooth filter" remained always enabled at next start of ngle.

Uvavoo
26-02-07, 10:23
Cheers Barry.

dox online
11-03-07, 15:45
i cant get it to load the objects

BlackGrey
11-03-07, 16:34
i cant get it to load the objects

Diddums.

Ne-nodachi
25-03-07, 18:14
Is a big update coming?:jmp: Hope it's NG engine. Can't wait!

HeinzFritz
05-04-07, 16:45
There is an interesting text on Paolone's NGLE page, which I suggest as reeading stuff durig the Easter hollydays.
The link is:
http://www.trlevelmanager.net/trng_engine.htm

Heinz

tweetygwee
05-04-07, 17:19
Nice link Heinz :tmb:, but I don't get it. Is Paolone working on TRNG or Fexengine? :confused:

Zig
05-04-07, 20:44
TRNG engine is what he's working in:it is the engine that will support NGLE.Fexengine is what 'Magplus' is working, and is another engine,completely different than Tomb4 or so people says.

Betal
09-04-07, 18:00
Can't he fix this bug:hea:

[quote]Abnormal slow down in room spinning when the room contains objects.[quote]

That's the only thing I don't like with NGLE

nowid50
09-04-07, 18:37
@ Zig : That's "Turbo Pascal" who's working on FexEngine...:D ;)

Zig
14-04-07, 09:55
@ Zig : That's "Turbo Pascal" who's working on FexEngine...:D ;)

Oops, sorry about that Turbo and you too nowid50. :o :D

dox online
14-04-07, 11:23
Latest version


v.1.0.9
Added new Sound Effect Window: new window to choose sound effect permits also to hear a preview of sounds.
Removed bug about mouse wheele: when it was showed a sub window (by old room editor) and you moved the mouse wheel the screen was damaged by gray rows.
Enhanced new rooms features: now when you create a new linked room with [New Down/Up] and [New Tunnel Room] buttons, the new room will inherit the ambience light color of source room
Added command CTRL + J to swap informations to show in title bar of NGLE: project infos or room infos
Removed bug in output wad operation: performing an outptut wad with big level and more than 2000 generic items you risked to damage project because an array was only 2000 items instead of new 6000 items.
Added an auto-repair function to correct damages performed by bug explained in above row
Enhanced texture selection with right mouse button in texture panel with [Big Textures] button enabled.
Removed bug in [Exit & Play] button: when you use [Exit & Play] button (where there is a saving operation at start) and current room is flipped ,some object in saved project could be removed or moved from flipped to main room.
Added input text box to change name of room.
Added command to set number of room slots (CTRL+ALT+SHIFT)
Enhanced CRS (Crash Resume System) to catch other crash kinds.
Removed bug in swapping room: in some circustances when you changed room you get a crash recovered by CRS but with some alteration if internal data that could effect another crash.
Added auto-backup feature: now you can set the number of changes (in editing phase) after that the project will be saved in silent way with progressive backups.
Enahnced pyramid shape: now you can have peaked pyramids setting a specific option in setting window. Note: unfortunately this new opportunity is only for floor pyramids and not for ceiling pyramids.
Fixed bug in [Go old room] feature: in some circustances the number of previous edited room was used also when current project, with same name but less rooms of project where you edited the room, had no room with that index, causing a crash.
Added in Info Room panel other iformations: now you can see the number of used Boxes and Overlaps. Note: these values will be updated only after an output wad operation.
Fixed bug about Dome Shape: when you selected more than 9x9 sectors and used a diagonal arrows selection to create partial dome it happened crashes or bad messes.
Fixed bug about selection in 2d panel: when you selected a single square in 2d panel, external at current room ngle had a crash.
Added keyboard shortcut to centre room pivot: now you can use shortcut SHIFT C to center spinning pivot at center of room, as with menu command [Room->Centre]
Removed bug in output wad phase: when you chose for .tom file a folder different than source folder where there was source .wad file of your project, the extra ng header was be not saved in correct .tom file you selected, but in that of same folder of source wad file. (Note: extra ng header contains infos for animation range textures)
Corrected the URL used to check updating with [Help->Check for updates] menu: the URL was of other website trlevelmanager.it where the next generation page was not updated.
Removed bug in object big textures: old room editor was not able to show correctly the textures of objects when the side size of texture was greather than 64 pixels. (My best thanks to Horus to have helped me in this important fixing)
Added in help menu the command "Object IDs for TREP". If you are TREP users you can get important information about index to identify an item in tr4 file using this command after an output wad operation. Read NG help file for more informations.
http://www.trlevelmanager.net/download/ngle_1_0_9_11.zip

jeffrey van oort
30-04-07, 11:34
http://www.trlevelmanager.net/ng.htm

Next Generation Room Editor. Author Paolone, can be downloaded directly from this site.

VERSION 1.06 AVAILABLE


Untill now I did not know that finally snow is available :D
Thank you for this Uvavoo :D
I have decided to start making TombRaider levels again.
:D Thank you a lot!!

Titak
30-04-07, 13:39
I'm not sure if it is already working since Paolone has not released his tomb4.exe yet. ;)

But right now rain and snow is possible with Tomo's weather patch. :D

Active Man
30-04-07, 13:50
But right now rain and snow is possible with Tomo's weather patch

Which you can download from here (http://trep.croftmanor.de/patches/TRGE-v1.3R2Custom.rar) ;) (it is fully compatible with the newest TREP)

jeffrey van oort
30-04-07, 18:56
Which you can download from here (http://trep.croftmanor.de/patches/TRGE-v1.3R2Custom.rar) ;) (it is fully compatible with the newest TREP)

oehhh :eek:
Thank you.
Is it possible to start creating levels with the next generation winroomedit?
I understand that we couldn't play it.. but.. could we?

Active Man
30-04-07, 19:03
You can create levels with NGLE, of course you can :D
Just download it from the above link ;)
The most important improvements are: useage of 128 x 128 and 256 x 256 textures :cln:

jeffrey van oort
30-04-07, 19:31
can NGLE be used to compile and play the levels?

Active Man
30-04-07, 19:32
Of course it can, it also has a new Exit & Play function which compiles the level and launches the game ;)

jeffrey van oort
30-04-07, 21:49
Of course it can, it also has a new Exit & Play function which compiles the level and launches the game ;)

Yay I figured out how it works.
It's not that much different from the original. just way better :D

TRSMART
18-06-07, 22:36
Simple question,


If I turn on the "Raining" button in the NGLE and convert it properly will TR4 then let it rain in my level, without changing a script file?:confused::confused:

Izzie404
18-06-07, 22:54
I don't believe that the Tomb4 engine can handle rain... That will be possible with FexEngine..

tr_rocks
12-07-07, 03:03
i downloaded it :Dbut i cant figure out how it works cuz wen i open it it says arg list too big and sum other stuff then it closes out can sum1 help:o:confused:

Kamrusepas
12-07-07, 03:09
"Arg list too big" (usually) means that the wad/tga has been moved from its previous location.

2kool4u
02-08-07, 21:46
i dloaded it and i put viruis scan on and it found a viruis in the ngle files. wtf

MillenniumMan12
18-08-07, 18:37
I'm gonna download it, but I saw someone mention that I need a next-gen tomb4. Where can I get this?

tweetygwee
18-08-07, 18:41
I'm gonna download it, but I saw someone mention that I need a next-gen tomb4. Where can I get this?

Don't worry, you don't need it. In fact, no-one has it yet.

Wikipedia:

Next Generation Tomb Raider (NGLE/NG Tomb4)
Currently, all that is known is that the engine will have new features including quicksand (from Tomb Raider III), rain and snow (from Tomb Raider Chronicles), cold rooms (in normal rooms, Lara's breath will be visible and in water rooms, an additional freezing meter will appear, as in Tomb Raider III) and rooms which will damage Lara. There is also the possibility of low-level FMV support.

MillenniumMan12
18-08-07, 18:42
okay, so my levels will work on current-gen tomb4?

tweetygwee
18-08-07, 18:56
Yes, definately. Although if you want you can modify colours, draw distance, enemy health and other things by using TREP (Tomb Raider Engine Patcher).

Veronica Ma
26-08-07, 16:25
Yes, definately. Although if you want you can modify colours, draw distance, enemy health and other things by using TREP (Tomb Raider Engine Patcher). But just so you know, MAC players will be excluded from playing your level if your level only works using the patched tomb4.exe file. :)

ggctuk
28-08-07, 10:03
Pretty much like with TRL and TRA now then.

stranger1992
28-08-07, 10:25
Ah but not if you code it directly into tomb4 and not use TREP. ;)

Compass
20-09-07, 15:24
Next gen is way much easyer :D

ReeceMix
20-09-07, 18:56
Firstly a Huge THANK YOU NGLE! (Paolone x)

I began work on a tutorial for an inspirational campaign;
' No More Squares '
To inspire people to think about using objects rather than the boxy world of TR, with the increase of useable statics and mesh limits, incredible detail is now possible in TR.
http://img456.imageshack.us/img456/108/nmszn0.th.jpg (http://img456.imageshack.us/my.php?image=nmszn0.jpg)
This is just the start of a highly detailed room im working on for my resident evil game, its made up of just 6 objects with a poly mass of 864 meshes each, but tonight as i was adding the objects to the original Room Editor, when I tried to place the 5th object winroomedit crashed. I've been very hesitant of using NGLE so far, but this was the prompt for me to give it a go, and as you can see It Worked !

I have a few questions to ask but the first and most obvious question I wanted to ask is, is it possible for future versions of NGLE to include new shapes, I know turbo's DXTRLE supports angled walls, why cant NGLE?

And why stop there, heres a few examples of what would be cool for NGLE
http://img456.imageshack.us/img456/9185/boxeslv7.th.jpg (http://img456.imageshack.us/my.php?image=boxeslv7.jpg)
for me it wouldnt matter if lara couldnt climb, stand or hang off any of these objects, but if it created ingame collision it would help rather than having to add lots of invisable static meshes with collision (to work in conjunction with the above project)

Rviwer has a feature to export rooms into dxf format and even import them, but it doesnt change the room collision, if ngle could import rooms as dxf objects with working collision that would be a step away from having an Angel of Darkness editor lol

If new exe's and new editors are being created everything should be possible lol

GodOfLight
20-09-07, 20:00
what you mention reece is great, and it is something i've been working on for a long time now with my levels. currently, the rooms in my levels consist only of objects... only the floor is still tga textured... and this is all thanks to NGLE and TREP... which have transformed everything. (please ensi and paolone: do not let work and updates on these tools die.. there are still builders out there who are actuallt taking it very seriously :tmb:)

of course, one must remember that using statics alone for this is not so good. since statics wont pick up any light from laras guns, flares, etc. so movables are best. but yes, creating an organic environment with objects, and using the actual room edit geometry as no more then things for lara to interact with and climb and jump on (with intricate objects placed over everything) is really where all level building should move to now adays and we should rise to a new standard.

LaraCablara
20-09-07, 20:08
I honestly wish to create rooms filled with different statics and animating objects, but the problem is with the wad. There aren't enough static slots in them, it would be nice if anyone would create a patch for the wads (unless one already exists).

Plus lets not forget that objects don't fit well on slopes.

ReeceMix
20-09-07, 20:13
I honestly wish to create rooms filled with different statics and animating objects, but the problem is with the wad. There aren't enough static slots in them, it would be nice if anyone would create a patch for the wads (unless one already exists).

Plus lets not forget that objects don't fit well on slopes.


TREP combined with the latest wadmerger you can have 100 static slots :D ) i think its 100 lol)

I will post the begining of a tutorial for this kind of geometry editing in a seperate post tonight

LaraCablara
20-09-07, 20:14
TREP combined with the latest wadmerger you can have 100 static slots :D ) i think its 100 lol)

....exactly how and when did that happen :eek:.

ReeceMix
20-09-07, 20:18
....exactly how and when did that happen :eek:.

From TREP User Guide

5.5.: INCREASE STATICS LIMIT

When you're enabling this option, amount of maximum static mesh slots will be increased from 60 to 240. This way you can create levels with far more details, furniture, different types of trees, etc. etc.! It is not known how TRLE will handle extended static mesh slots (above 60), but dxtre3d can handle it pretty well.

Wadmerger has a button 'Add Static' Its been possible for months x

GodOfLight
20-09-07, 20:34
From TREP User Guide

5.5.: INCREASE STATICS LIMIT

When you're enabling this option, amount of maximum static mesh slots will be increased from 60 to 240. This way you can create levels with far more details, furniture, different types of trees, etc. etc.! It is not known how TRLE will handle extended static mesh slots (above 60), but dxtre3d can handle it pretty well.

Wadmerger has a button 'Add Static' Its been possible for months x

yes, TREP allows for 240 static lots... i dont quite see why the latest wadmerger only extended the limit to 100?? :confused: why not extend it to what TREP extends it to? 240 slots is a breathtaking amount... its not entirely neccesary, but the possibilities it opens are amazing... id be happier though with more animating object slots... this way, more objects that react to lighting could be used.

stranger1992
20-09-07, 20:44
ah; but here's a secret ;).

With a trep patched EXE; import the DXF into stripix as a moveable in the static slot and it gets that animated lighting ;)

ReeceMix
20-09-07, 20:46
ah; but here's a secret ;).
import the DXF into stripix as a moveable in the static slot and it gets that animated lighting ;)

Yeah I thought that was the whole point of the moveable/static option, ive never tested lighting in trle yet lol

stranger1992
20-09-07, 20:48
well technically speaking itws not the reaosn but thats what u get for experimenting with things. BTW: shining on static objects does not work; i tried.

GodOfLight
21-09-07, 00:13
ah; but here's a secret ;).

With a trep patched EXE; import the DXF into stripix as a moveable in the static slot and it gets that animated lighting ;)

actually thats not a secret. first of all it's known to many, and second of all, its looks terrible and cannot even be compared :tea:

try it out yourself mister knower-of-all-mysteries-of-LE and take the same mesh, import it into strpix, as an animating static and a real animating... texture both and place both in the same WELL LIT level... and look how it cannot even be compared ;)

stranger1992
21-09-07, 14:22
actually thats not a secret. first of all it's known to many, and second of all, its looks terrible and cannot even be compared :tea:

try it out yourself mister knower-of-all-mysteries-of-LE and take the same mesh, import it into strpix, as an animating static and a real animating... texture both and place both in the same WELL LIT level... and look how it cannot even be compared ;)

huh? why be sarcastic like that for?There's no need for it and anyway, i was only helping and i know its a known fact, but not to Reecemix so i was only helping.
:smk::smk:

GodOfLight
21-09-07, 16:07
i am sarcastic in almost everything i post stranger. no need to take it personal or be offended, because my statement is not meant as a harmful one. and there's no need to spank me either ;)

stranger1992
21-09-07, 18:42
well sarcasm is like impossible as text (i know) so its probably best you stop for your own sake or people will misunderstand you ;):D

GodOfLight
21-09-07, 20:22
well sarcasm is like impossible as text (i know) so its probably best you stop for your own sake or people will misunderstand you ;):D

i need to stop for my own sake, do i now? why, what terrible disaster will befall me if i don't stop? people on trfs misunderstanding me... oh my... i don't think i'll be able to sleep at night.

stranger1992
21-09-07, 20:24
well good i hope you dont sleep at night then

<GodOfLight quotes post>

well good i hope you dont sleep at night then"Blah blah blah I guess i need to work on my sleep <poor sarcasm> blah blah blah

give me a break.:hea:

ReeceMix
21-09-07, 20:26
guys your getting a little off topic

stranger1992
21-09-07, 20:27
true; sorry. Carry on about the no squares pledge, looks cool :tmb:

Ne-nodachi
28-10-07, 11:27
Uvavoo care to let us now how's your progress with NGLE? ( crosses fingers next update deals with that horrid slowdown )

ThomasCarter
02-11-07, 18:22
I cant load wads.. why is this ?

Boris S.
14-11-07, 14:48
I've got an idea of rebuilding my Tomb Raider: Lara Croft Returns project using offical editor. But first problem I had - it's Tr2prj. It doesn't create correct prj files from my Dxtre3d-built levels: I load prj - than it has some errors about map - than editor shows me a room - but I can't do anything inside of the editor window! I can move window editor, I can easily minimize/maximize/close window. But I can't push any button in the editor, can't select anything. Is it a problem of the editor or tr2prj? Does anybody have an idea, how this problem can be solved? I have so many ideas of the TR:LCR version-2!

stranger1992
16-11-07, 18:24
Aboute release date of TRNG engine remains the date of january 2008.
Really I hoped to may propose a pre-release just in october but some technical problems and some personal problems have forced me to delay pre-relase at (about) 1 december 2007
NOTE: My email dolce_paolo@tiscali.it is not more working, the spam killed it, not just I've another valid email I'll write it here

TRNG Update :cln::cln:

Donnie901
16-11-07, 19:01
So Cool :D I cant wait!

Titak
16-11-07, 19:51
I've got an idea of rebuilding my Tomb Raider: Lara Croft Returns project using offical editor. But first problem I had - it's Tr2prj. It doesn't create correct prj files from my Dxtre3d-built levels: I load prj - than it has some errors about map - than editor shows me a room - but I can't do anything inside of the editor window! I can move window editor, I can easily minimize/maximize/close window. But I can't push any button in the editor, can't select anything. Is it a problem of the editor or tr2prj? Does anybody have an idea, how this problem can be solved? I have so many ideas of the TR:LCR version-2! It's a problem with TR2PRJ. ;)
It can't be solved as far as I know. But I have only used that program once or so adn that was a long time ago.
So there might be a fix now. ;)

Boris S.
18-11-07, 06:05
I'll wait. There were no problems with offical levels...But dxtred3d-built levels maybe are very difficult :)

stranger1992
03-01-08, 00:10
Any news on the NG TOmb4? NGLE is 1 years old today :P:D (wow, this thread was created on my birthday haha)

Black Thorn
03-01-08, 10:18
"Good news soon". A friend of mine told me the author of NGLE is "working on something right now".
I guess the DaVinci Code is a bit less enigmatic than the NGLE guys... :D

nowid50
23-01-08, 13:30
I posted a review on my blog (http://trar.hostarea.org/ptch2/). Hoping it'll be usefull for somebody to make their choices between NGTomb4 and TREP !

I'll post another things about this tools when I'll have the time !;)

stranger1992
23-02-08, 15:26
For all those who are not using TRNG here is the older version of it. Extract all files into the main trle folder.

http://cid-45a31c0a472aaf62.skydrive.live.com/self.aspx/TRLE/Old%20NGLE.zip

Could someone host this on here so i dont have everyone going through my webspace?:D

nowid50
23-02-08, 15:53
Here it is :

http://trar.hostarea.org/public/OldNGLE.zip

(The link is unlimited in download)

clint999
05-06-08, 12:43
thanks

matrix54
07-09-08, 14:05
the quicksand works:eek:

Titak
07-09-08, 14:05
Sure does! :D

matrix54
07-09-08, 15:21
still waitin for that kayak and UPV...

TR cheatfinder
30-11-08, 11:58
how do you put lara in it?

nowid50
30-11-08, 11:59
Well the first way is to read the manual (http://www.tombraiderchronicles.com/tr5/editor/manuals.html) ;)

TR cheatfinder
30-11-08, 12:57
how do you get to play in the room you create

nowid50
30-11-08, 13:13
Well the first way is to read the manual (http://www.tombraiderchronicles.com/tr5/editor/manuals.html) ;)
^^^^^^^^^^^^^^^^^^

Can a mod delete these posts ?

TR cheatfinder
30-11-08, 13:27
alright i got a problem, when I put my room on Level Converter and try to add it in. It comes up with error and it says the program has stopped working and the choices are check for solution and close program or close program. Help please!

Dustie
29-12-08, 15:52
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.

EDIT:
i think I'll repost it in Modding/NGLE forums, sorry ;)

Titak
29-12-08, 16:02
Trigger placement (well, the new type of triggers) can't be used without the new tomb4.exe.

But if you want to be able to use higherresolution textures and some other building features while keeping the original tomb4.exe, you'll need to download version 1.0.9.13 of the editor (http://www.skribblerz.com/editortools.htm).
Below the first image (AOD Lara with some robotic elements) there's a line saying 'The last version of the NGLE prior to the new game engine being released can be downloaded here: 1.0.9.13'
Click on 1.0.9.13 to download the previous version of NGLE. :)

You can use the current version, but then you'll have to keep in mind not to use any of the new stuff in it. So it is best to use this older version, to avoid mistakes and problems. ;)

Dustie
29-12-08, 16:29
So I should rather use the old one, since the newer versions come with new scripters that require new tr4, right?

Well I should work it out somehow. Thanks :)

Titak
29-12-08, 16:53
Right.
You should however be able to use the NG Scripter, since that's only used to compile the scripts.
(but you will have to make sure you only use the old script entries, otherwise the original tomb4.exe won't recognise them and the game might not even work.)

Mona Sax
24-06-09, 16:41
Moving to TRLE tutorials section...