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megabug7
14-05-07, 17:05
Is it possible to add music to the games - the tutorial mentions nothing and I can't see anywhere in the editor to add music

ie. when you start the level i want some ambience (like TR1 caves)

Kikiloco
14-05-07, 20:15
For what game engine you are building a level? (tr1, tr2, tr3, tr4, trc) ?

megabug7
14-05-07, 20:53
I am following pascal's tutorials...

TRC demo - base file = Demo.trc

Trying to incorporate techniques he explains

Got a door to open with key
Got to make a climbable wall
Got an enemy to attack me

Now I want to trigger a secret item - can't for my life figure out how - and I also want music/ambience to play...


Can I only use TRC to build levels with dxtre3d?

How would I go about building for TR4 or 3 :confused:

It's a good program - but not many tutorials for things like burning torches and how to make blocks pushable and stuff like that.

Kikiloco
15-05-07, 15:54
Is it possible to add music to the games - the tutorial mentions nothing and I can't see anywhere in the editor to add music


There are two kind music in TR games, the one that sound looped as background ambient when the level start; and those ones that sound when a event happen.

For event music, you just put any kind trigger you want and include the command "play_soundtrack", which will ask for a soundtrack number to play.

For Tr1 and TRII games those soundtracks are played from the CD, so you are umable to use your own custum music.

For TRIII game the soundtrack is played from a huge file called cdaudio.wad located at folder \audio; you can inject custum music to this file using a tool called TR CDAUDIO PLAYER.

For TR4 (full game or Level editor game version) and TRC game the soundtrack is played from wav files located at folder \audio you can just overwrite those file to include your own custom music but you have to be sure you are using the same Wav sound format.

The background ambient sound that plays when the level start is not defined in the level so there is not option in the editor for that; for tr1 you cant change teh ambient sound; for trII and trIII you have to edit a file called tombpc.dat using a tool called Tombpc editor Version 1.1, there you define all level descript, items labels, ambient sound, order to play levels etc.
For tr4 and TRc game you have to change a file called SCRIPT.DAT, this is done using a tool called script.exe, script.txt and english.txt; you can found those files from the oficial level editor package; for TRC you can get it script.txt and english.txt from this link http://www.dxtre3d.com/programs/trcscript.zip

How to edit those things is somthing i am not going to explain, please check the oficial level editor manual to learn how to change script.dat or check/ask in the tr4 oficial level editor forums.


Now I want to trigger a secret item - can't for my life figure out how -


Just put any trigger with the command "secret_found" included.


Can I only use TRC to build levels with dxtre3d?
How would I go about building for TR4 or 3


The easy way to play custom levels for tr1-trc is using trplaycenter tool,

http://www.trlcsoft.com/TRTOOLS/TRPLAYCENTRE/trplaycentre.htm

Or if you want to setup this manually then read this:

http://tribune.laraslevelbase.org/index.asp?nr=4&lang=e


It's a good program - but not many tutorials for things like burning torches and how to make blocks pushable and stuff like that.


Currently there are just few people building unoficial levels, i suggest two things:

1- Read old post from the unoficil level editor forums, same questions are answered again and again in the past; for example check this forum:
http://www.larashome.com/forums/index.php?showforum=154
Turbo Pascal answered a lot question there long time ago, some those questions could be the same you have righ now.

2.- Please, be especific when you ask somthing and give relevant info about what you want to do and what you did tring to make the things works; I dont answer general question like "it dosent work!", "my level crash!" "how to use cameras?", etc; but if you say "i want to put a camera, i select this and that then i click a sector and i get a message error saying...." then that is somthing I can understand why you have a problem.


Finally i also sugest when you have time to read this interesting lecture about level buliding methods from a guy who used dxtre3d for build a tr3 level:

http://www.larashome.com/forums/index.php?showtopic=23599


best luck

megabug7
16-05-07, 01:41
Hey

Thanks for all this information :)


For tr4 and TRc game you have to change a file called SCRIPT.DAT, this is done using a tool called script.exe, script.txt and english.txt; you can found those files from the oficial level editor package; for TRC you can get it script.txt and english.txt from this link http://www.dxtre3d.com/programs/trcscript.zip

OK, I gave this a whirl:

Took the Script and followed the instructions, however the game kept crashing :(

So I tried the following

I took my full version of Chronicles and transferred all the music to an Audio folder in my TRC demo folder.

As my level is running off the Demo.trc, I was able to get the title music and various other ingame music.

Now in order for me to get the specific music for a particular event
I used the original 'Lara Speaking' clips.

Not knowing what number they are assigned to, I managed to find out that 'Play_Soundtrack #0' is xa1_TL_10b.

So I got a TR1.mp3 I wanted to use, and with Adobe Audition converted it to Microsoft ADPCM. I renamed it according the the original wavfile and copied it to the Audio folder.

I now triggered an event with my new TR1 Music :)

I'm not able to read the # assignments of the original tracks like you can with the Cdaudio.wad in TR3 - but this works :)

2.- Please, be especific when you ask somthing and give relevant info about what you want to do and what you did tring to make the things works; I dont answer general question like "it dosent work!", "my level crash!" "how to use cameras?", etc; but if you say "i want to put a camera, i select this and that then i click a sector and i get a message error saying...." then that is somthing I can understand why you have a problem.

Ok, I'm trying to make a torch burn. You know to give a subtle ambience in room lighting?

I have the necessary static - Static Mesh #4 - that looks like a torch holder
I have the necassary object - Torch Flame - I assume that would go on the torch holder.

http://i5.photobucket.com/albums/y153/Bitebug2003/torch.jpg

I don't know how to do it so it produces a flame.
When I launch the game - the cones are gone but the holders are still there.

Once again thank you for all your advice, I will read those pages you posted. I have installed TRPlayCentre ... Great piece of software :)


:)

Kikiloco
16-05-07, 15:10
So I got a TR1.mp3 I wanted to use, and with Adobe Audition converted it to Microsoft ADPCM. I renamed it according the the original wavfile and copied it to the Audio folder.

I now triggered an event with my new TR1 Music


Great!, that is what I expect from users :D, pointing to the right direction and then they will found their way. :D


I don't know how to do it so it produces a flame.
When I launch the game - the cones are gone but the holders are still there.


Almost all those kind stuf must have to be triggered as any normal item; when the level start the flame is Off; put a trigger and active the cone item to turn it ON, just like you do with any enemy;

Those kind items accept to be turned OFF, (do with deactivate, lara on ground do with deactivate, etc) so you have to shut down those items when Lara is away; it is not a good idea to have turned ON ALL flames in your level; turn ON just the one in the area where Lara is and then turn them off when lara leaves.

There are several kind flames cones in trc game, i think that one used for tourchs is labeled "flame emiter", i suggest to make a test project with a test room and put different flame cones types and trigger them all and then take note in game how each one looks.

Some of those cones also accept to modify his behavior puting different values in the OCB field; some are the same from the tr4 game. One more tool you should get: "Fexinspect", it allow you to open any TR level from original CD and inspect how items are placed, how they are triggered, what OCBs and flags where used, etc.

best regards

Skateboard Kid
17-05-07, 08:35
Also..My TRC level Skate or Die..
http://larasmansion.larashome.com/

Have example of using sounds/ect for TRC..However I did use the play secret sound for a custom audio file so you might not want to use that. Project file is included so all you have to do is to look into project to find the #s that I used to trigger the audio. Ithink it may be easier to hunt this down in my level than by triggering an audio and trying to determine wich one is playing.

Also..Ther are torches/tightrope/ect in the level so you dont have to figure out what the Id # are for those.

One thing about using pushbuttons and switches in TRC...They usually take an OCB code. So if Lara does funny things while using a switch/lever/pushbutton/ect then an OCB code is required. Fexinspect can find them..

megabug7
17-05-07, 13:28
You two are excellent :)

I have learnt so much since I posted this thread.

I got the torches to burn now :)

Thank you for providing me with your level Skateboard Kid. It will certainly help me with a few idea's I have in mind. :)

I just have one more question.
I placed a pushable block in a room - 1,2,3,4,5 - off C,I - on. OCB #0
This way it becomes pushable, however I cannot hoist myself up on to it.

I recall that in TR you can hoist yourself up on to a block you pulled.
Is there a method to make a pushable block 'walkable'.

Many thanks for your advice :)

mathew9r
17-05-07, 13:52
You two are excellent :)

I have learnt so much since I posted this thread.

I got the torches to burn now :)

Thank you for providing me with your level Skateboard Kid. It will certainly help me with a few idea's I have in mind. :)

I just have one more question.
I placed a pushable block in a room - 1,2,3,4,5 - off C,I - on. OCB #0
This way it becomes pushable, however I cannot hoist myself up on to it.

I recall that in TR you can hoist yourself up on to a block you pulled.
Is there a method to make a pushable block 'walkable'.

Many thanks for your advice :)
you can't walk on block's off tomb raider 4/5 but you can walk on them on tomb raider 1/2/3.

megabug7
17-05-07, 15:55
Oh :(

Thanks for that - I was trying everything yesterday lol :D

Would it be better to build with a TR3 base?
I have noticed that TR4 contains Jump Switches and Lever Switches
Perhaps I should merge some objects from TR5 levels which contain them also.
Not sure if they will work though. I've tried several merges and they didn't do what they were supposed to do.

I'll figure it out I hope..

:)

mathew9r
17-05-07, 16:00
Oh :(

Thanks for that - I was trying everything yesterday lol :D

Would it be better to build with a TR3 base?
I have noticed that TR4 contains Jump Switches and Lever Switches
Perhaps I should merge some objects from TR5 levels which contain them also.
Not sure if they will work though. I've tried several merges and they didn't do what they were supposed to do.

I'll figure it out I hope..

:)
you can't merge stuff not in tr1/2/3 from tr4/5.
you can only merge stuff like door's exc.

megabug7
21-05-07, 05:43
Couple of questions

1:
I'm trying to make a rope swing....
I have the right object 'Rope' but when Lara jumps to it - the screen goes funny.
Tried it with different Lara's no difference.
Tried different 'ropes' same thing happened or I got a pull rope (used in TR4 & TR5 I think)

I also checked some custom levels that used it.

Seems the object is set to: OCB: 0 Act: 00000 C:0 I:0, yet when I do that you can't see the rope, however setting a trigger to the 'rope' you can see it, but that is when the screen goes funny. :confused:

2:
When I try to align a flame against the edge of a sector it sit's in the middle of the sector.
Putting it on the outside of the sector (in my case it's on the other side of the room wall) the flame doesn't burn. (I take it this is normal behaviour?)
But how can I align the flame object (I've set it to OCB: -3 Act: 11111 C:0 I:0 / -3 making it go off and on) against the edge of a sector?

:)

Kikiloco
21-05-07, 14:40
1:
I'm trying to make a rope swing....
I have the right object 'Rope' but when Lara jumps to it - the screen goes funny.
Tried it with different Lara's no difference.
Tried different 'ropes' same thing happened or I got a pull rope (used in TR4 & TR5 I think)


You are using a Lara object which dosent have the swing rope animations; several original TRC level lack some animation when in that original level it was not needed.

Download a "all TRC lara's animation" object from here:
http://www.dxtre3d.com/programs/Lara_all_anims.zip

and extract the lara object for your base file using fexmerger.



2:
When I try to align a flame against the edge of a sector it sit's in the middle of the sector.
Putting it on the outside of the sector (in my case it's on the other side of the room wall) the flame doesn't burn. (I take it this is normal behaviour?)
But how can I align the flame object (I've set it to OCB: -3 Act: 11111 C:0 I:0 / -3 making it go off and on) against the edge of a sector?


Have you tried using Dxtre3d's fine adjust option?, after placing a object in the sector, use shift+cursor keys for fine adjut the object into the sector.

megabug7
22-05-07, 12:22
Yay :)

They both worked :) Thanks :)

I read in the manual regarding Flyby sequences.
But for some reason it crashes when I load the level.

- Place of trigger - First sector [in front of entrance] of new area - Do activate - Command Flyby [1]
- Camera facing opposite wall
- bit 0 on
- SEQ: 1, Number: 1
- Timer: 0, Speed: 1
- Roll: 0, FOV: 80

I tried it with multiple camera's first, but that crashed.
Then tried it with just the one - same thing happens.

I must be doing something wrong, unfortunately the manual doesn't really go in depth as to how to place them even if they work like standard camera's.

Kikiloco
22-05-07, 14:34
- Place of trigger - First sector [in front of entrance] of new area - Do activate - Command Flyby [1]
- Camera facing opposite wall
- bit 0 on
- SEQ: 1, Number: 1
- Timer: 0, Speed: 1
- Roll: 0, FOV: 80


I dont know what to tell you, except that the first "Number" start at value "0", so if you only have one camera in your flyby sequence then your data should be:

- SEQ: 1, Number: 0

megabug7
22-05-07, 18:02
Ok, I found out why it kept crashing

The problem lies in the DXtre3D 2.0 Rev 2k updated exe.

I tried DXtre3D 2.0 Rev 2i updated exe and it works :)

Probably has something to do when it builds the level.

Is there any way of letting Turbo_Pascal know?


Edit....

How do you stop the sequence?
Seems to be on infinite loop

SEQ: 1 Number: 0 (& 1) (Two Camera's)
Timer: 10 (doesn't work (?)) Speed: 1 (0 stops Camera in it's tracks)
Roll: 0 POV: 80

Bits for Camera 1: 9 ON - 10 - ON
Bits for Camera 2: 11 ON

Trigger:
Do_Activate (sector)
Command:
Soundtrack: (29)
Flyby: (1)

Very confused :confused:

megabug7
24-05-07, 05:46
Ok here's a question.

Are there room/object/sector limitations?
I have 75 rooms so far. 200 odd boxes. 900 overlapped boxes (?)
50 objects in total.

I can't seem to re-edit the the area I'm doing. I can remove/replace bits but can't add anything :confused:

mathew9r
24-05-07, 12:06
Ok, I found out why it kept crashing

The problem lies in the DXtre3D 2.0 Rev 2k updated exe.

I tried DXtre3D 2.0 Rev 2i updated exe and it works :)

Probably has something to do when it builds the level.

Is there any way of letting Turbo_Pascal know?


Edit....

How do you stop the sequence?
Seems to be on infinite loop

SEQ: 1 Number: 0 (& 1) (Two Camera's)
Timer: 10 (doesn't work (?)) Speed: 1 (0 stops Camera in it's tracks)
Roll: 0 POV: 80

Bits for Camera 1: 9 ON - 10 - ON
Bits for Camera 2: 11 ON

Trigger:
Do_Activate (sector)
Command:
Soundtrack: (29)
Flyby: (1)

Very confused :confused:
when did you start doing dxtre3d ???

try my level out for tr3 then see how it's done.

look at "lara's new home"

Kikiloco
24-05-07, 22:18
How do you stop the sequence?
Seems to be on infinite loop

enable the "only once" option in the trigger, if still dosent work then try adding flyby(0) command:

Do_Activate (sector)
Command:
Soundtrack: (29)
Flyby: (1)
Flyby: (0)

megabug7
25-05-07, 20:47
when did you start doing dxtre3d ???

try my level out for tr3 then see how it's done.

look at "lara's new home"

About 3 weeks ago - I've learnt a lot since :)

I will have a go at your level - Thanks for offering :)

Kikiloco, Flyby (0) zero worked :) thanks :)

megabug7
05-06-07, 12:43
Trying to use the Alternate commands but have just found out that Revisions below J don't work (currently using I).

I have used Revision K and that crashes when you execute a flyby camera.

Does anyone have a link to Revision J - all existing links are broken :(

Really want to do alternate room and a working flyby.

Thank In Advance :)

Kikiloco
05-06-07, 15:52
I dont have have revision 2J, however i just tried revision 2k with a test room placing one flyby camere sequence with 4 cameras using TR4 and TrC demo and it works fine in both games engines; so maybe is somthing else;

Could you please try a flyby in a dumy test project?; or please upload the crashing project somewhere so i can take a look?,

megabug7
05-06-07, 17:01
Hmm this is strange... it appears to work now. :confused:

I re-downloaded the Rev. K 'exe' from dxtre3d's site before retrying.

The other version of Rev. K I had, came from Aspidetr's.

Both alternate and flyby's work now :)

Coolbeans! :D

megabug7
06-06-07, 13:12
I'm a bit stuck in getting a particular room shape

In most tomb raider levels the shape of a room is occassionally rounded on the sides

Like in this picture:
http://i5.photobucket.com/albums/y153/Bitebug2003/shapedroom.jpg

I've been trying to do this - something similar
As you can see the there is no square room visible - instead it looks quite rounded.

How I'm doing it:

Step 1: Create a room - any size I guess
Step 2: Use slanting geometry around the sides of the floor and adjusting them to make it look like a skateboard ramp thing

My problem is that the outside of where I slanted the floor up towards the wall is still square.

I hope I explained it correctly.

Here's a sneak preview of my Level.

http://i5.photobucket.com/albums/y153/Bitebug2003/TRscreen1.jpg

:)

Edit: Forgot to ask

When I build the level it says I have 112 items
But as I'm building it's up to 600+ items, objects ect.
Why does it keep counting upwards if I delete an item? Is this a design behaviour?
Should I have used replace instead?

Kikiloco
06-06-07, 14:57
I am not sure what you mean about your shape, but i can asure you that every shape than can be done with LE it can be done with dxtre3d; just get used to the "select mode" and convert triangles to sectors.


When I build the level it says I have 112 items
But as I'm building it's up to 600+ items, objects ect.


Not sure where you got those number, but i suspect you mean the item Id correlative seen for example in the command trigger: "Item(600)"; dont worry about, the only important count is the one seen when the level us compiled "Total items added:xxx".

The big difference in your item correlative id and your real amount items just mean you have tried a lot puting and then deleting items later; that is not a problem except for your behavior of trying or testing things in your formal project; you should always test new stuf in dumy test projects.

Skateboard Kid
07-06-07, 04:54
Megabug7:
I think what you mean in your first question is that you want to able to slant the walls panels so that the textures on the walls are slanted to match the slant of the ramp. If that is the case then that is something that trle can do but DXtre3d doesnt. It is possible to do it by exporting the rooms visible mesh with Pixstr but I dont think its worth the trouble.
The good news is...Someday I will get to that. Im learning to use Tpascals source files right now. I know what to do to make such a thing possible but it will take me some time. Most likely more than a year away yet.

megabug7
08-06-07, 14:14
Ah Ok - Well I had a suspicion it was not possible - as I tried to recreate that room as a test...

I only managed to get the wall room into a diamond shape and fiddled with the general layout to end up with something like this:

http://i5.photobucket.com/albums/y153/Bitebug2003/NewPicture3.jpg

http://i5.photobucket.com/albums/y153/Bitebug2003/NewPicture2.jpg


You see the slanted walls? - I guess that will do for my project.

And I now can also 45 degree walls which I'm sure will be enough for my project.

I might be a newbie at editing - but I am pretty pleased with what I've achieved :)

megabug7
13-06-07, 14:28
Ok I'm stuck again.

I'm trying to get an item_on_sector to trigger 2 doors independently to open.

To clarify.

Step one: Place pushable block randomly on a sector - Act. Bits 1,2 ON 3,4,5 OFF

Step two: Select 'item_on_sector' trigger - Act. Bits 1,2 OFF 3,4,5 ON then highlight triggable sector then click add.

Step three: Select 'item' command and click 'pushable block' and click add, then
click 'door' and click add.

I want to do this twice so that when both pushable blocks are on their independent sectors the door will open.

Obviously I'm doing something wrong because it doesn't work :(

Please advise.

Kikiloco
13-06-07, 19:11
I'm trying to get an item_on_sector to trigger 2 doors independently to open.


You have to clarify what you want to do in game.

Do you want Lara puts ONE pushable object at sector and then Two Doors gets opened at the same time?, if so then you dont have to change activation flags, you just put ONE item_on_sector trigger with two Item() command, one for ech door.

If you want Lara puts ONE pushable object in a sector to open one door, and then move the SAME pushable object in another sector to open another door then you put TWO item_on_sector trigger in diferent sectors with ONE Item() command, one for each door. no need to change activations flags.

If you Want to use TWO pushable objects for open two doors at the same time but ONLY when both pushables object gets placed at desired sectors then you have to put TWO item_on_sector trigger at diferent sectors with two item() command for each door in both triggers and combine the trigger activation flags with the DOORs object activations flags;

The pushable objects activation flag ARE NEVER changed and the object is NEVER included in any item() commands;

megabug7
13-06-07, 19:50
If you Want to use TWO pushable objects for open two doors at the same time but ONLY when both pushables object gets placed at desired sectors then you have to put TWO item_on_sector trigger at diferent sectors with two item() command for each door in both triggers and combine the trigger activation flags with the DOORs object activations flags;


That's what I want to do.

So if I understand correctly

Place 2 boxes randomly
Place 2 item_on_sector triggers - click on the sectors where the block is moved to
then Command Item(Door) x 2

Not sure I understand '...combine the trigger activation flags with the DOORs object activations flags...'

I leave the 5 Act. Bits OFF for the Pushable Blocks?
Set the doors 5 Act. Bits ON together with the 'item_on_sector' Act. Bits aswell?

Could you please clarify?

Thanks

Bustus
13-06-07, 20:01
You want to open two doors at the same time by moving two blocks onto two specific spots? This is just a theory, but:

- Place the boxes as normal.
- Make an item_at_sector trigger that is activated in spot 1 by box 1. Make sure only activation flag 1 is on.
- Add the activation of both doors to the command list.
- Make another item_at_sector trigger for box 2 on spot 2. Activation flag 1 off while all the others are on.
- Add both doors to this trigger's command list too.

If I'm not entirely mistaken, both doors should open now as soon as both boxes are where they're supposed to be. However, there's always the chance that I am entirely mistaken, so... Try it.

About the activation flags, basically, just leave them as normal (off) for the boxes, and the doors too. The only thing important is that the activation flags of the two triggers "add up" and you get a total of all five activation flags on, which triggers the doors to open.

Be warned that I might also suck at explaining things.

megabug7
13-06-07, 21:10
YES!!! :D

It worked! :)

And you don't suck at explaining things - EXCELLENT!! Many thanks :D

megabug7
14-06-07, 19:27
I'm looking for the OCB's for Dart/Fast Dart Emitter - Doesn't seem to hurt Lara

I checked various sites but no listing for it

Kikiloco
14-06-07, 22:31
hmm, ask the question in the regular TRLE forum; those guy have more experience setuping tr4 objects.

megabug7
15-06-07, 23:47
Few more questions

I have started on an outside area and the horizon I'm using is sunny ie. Blue sky
Why when I launch the level is it cloudy.
I read somewhere that Col Horizon=Disabled removes it but I checked the script and it has only got Horizon=Enabled. :confused:

For the next question I have to go a little in depth with what I've been wanting to achieve.

Rooms in question. 88, 89, 91.
Room 88 is the starting room which leads to Room 89.
Room 91 is a clone of Room 89
I have triggered Room 89 to change to Room 91. I have no problems doing that.

Now the reason why I put an alternate room there is because Room 89 is a one way area and in order to get back in to room 88 the geography needs to change.
Everything is fine - after doing various things to get back up to Room 88 - I then noticed a problem.

In Room 88 is a climbable wall section and when you first enter the room it's climbable.
Now when you enter Room 88 from Room 91 (Alternate Room) The wall is no longer climbable in Room 88. I also found that objects I placed in Room 88 vanished aswell, ie. I tried placing a medipak in Room 88 which is only accessible via Room 91. Yet it's not there when I enter the room.

:confused:

megabug7
23-06-07, 02:01
Back again.

I'm trying to get a Sink to work

http://i5.photobucket.com/albums/y153/Bitebug2003/sink.jpg

This picture is done according how it describes in the manual

I want the flow to go in the north eastern direction (according to the position of the corrider).

Doesn't do anything though :confused:

What I've tried:

- Trigger sectors BEFORE the Sink object.
- Trigger sectors AFTER the Sink object.
- The Manual says not to put a trigger on the sector with the Sink or else Lara will get stuck so I didn't do that.
- I've set the STRONG to 31 to ensure it works when it works.

But it doesn't :(

Kikiloco
23-06-07, 15:51
Hi,

I dont know how i missed your prior post about alternates rooms;
did you found a solution?; it is a very weird problem, you say room 88 dosent have alternate rooms (you should check that in room properties), so anything you do there will not change at all after fliping. Static mesh disappear from normal rooms after fliping, but Items like medipack remains; so i suspect that what you thnik is room 88 in fact is another room.


- Trigger sectors BEFORE the Sink object.
- Trigger sectors AFTER the Sink object.


Maybe you are misunderstanding the mechanic about sink, Lara will be pushed to the sink postion ONLY ONE SECTOR when she swim on one sector with the underwater flow trigger applied, that will push Lara to the next sector where it wil also have the same triger applied soit willalso push lara to the next sector...and so On.

So if you want lara be pushed from "A" position to "B" position then you put the sink object at "B" position and then you apply the underwater flow trigger in all sectors from A to the last sector before the "B" position; only when she swing on top those triggered sector she will be pushed.

Also remember that sink and cameras are in the same ID object list, so if you have placed cameras in your map be sure you are triggering the correct object.

megabug7
24-06-07, 21:46
Excellent :)

it worked... :)
Might have to lengthen the corridors - as it went quite fast and I want it to go on for a while at quite a fast speed.

[Alternate Rooms]

I had to redesign Room 88 for it to work properly. I'm not happy with it being like it is now as I preferred the original design. :(
I did check to see if it was alternated - but it wasn't :confused:

megabug7
29-06-07, 12:13
Quicksand.

Does this feature work with the TRC engine?
I can't seem to get it too work.

I tried it like doing a pool - put one room underneath the top room and set that room to quicksand.

Lara just drops down into the lower room as if it were a normal room :confused: Am I missing something? Or is it not possible to do with the TRC engine? I hope it is :(

Also what is the Monkey Swing Trigger for?
I created a monkey swing with the climb+ceiling feature which seems to work.

nowid50
29-06-07, 13:12
TRC can't handle quicksand rooms ;)

Monkey_Swing Trigger will be activated if lara is "monkeying" :D

megabug7
29-06-07, 14:36
aww :(

Next time I'll do a level I'll use TR4. TRC is VERY limited - no underwater enemy's, like sharks and crocs which makes the swimming area's less intense :(

Thanks anyway :)

megabug7
01-07-07, 23:48
I've been painstakingly putting various objects into a *.TRC Level to find out what each empty space is with somewhat mixed results

I'm coming up with a load of Movable ID's #?? What are these? And how does one know what it's supposed to be when more often than not they are cones?

Kikiloco
02-07-07, 14:59
The only way is inspecting those items in the original levels using fexinspect tool.

megabug7
02-07-07, 18:49
Hi

Yes I did try that

Some do show their original names.
Like Movable ID#283 in the ANDREA1.TRC shows up as Kind Switch in dxtre3d.
I mimicked the way it was done in my own level, but it didn't do anything.

Also there are strange objects like the Flat Window in ANDREA3.TRC which when I place a trigger on to it ie. Do_activate the screen flashes and some kind of twirly colored balls appear.

I find it strange as the object in the game does not represent the activated object.
:confused:

megabug7
26-07-07, 16:59
Having a minor problem with a flyby

Trying to get it to circle around a room '360 degrees horizontal', but when it reaches halfway around a circle (180 degrees); having rotated smoothly, it rolls the camera breaking the fluid sequence

Help appreciated. :)