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Old 16-02-18, 17:47   #17541
THOR2010
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so i tried placing it in an enemy slot but it still gets cut off when the room isnt visible, so i guess enemies are no exception,

^AkyV - the problem isn't that its moving into other rooms, its just super bug to where it overlaps into them
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Old 16-02-18, 18:01   #17542
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If I understand you correctly, the problem is not that the object moves, but that it is so big that it reaches into several rooms, and then disappears from view at certain camera angles.

In that case, the solution is easy.
Just place several objects, one in each room where it should be seen. It’s important that each object overlaps 100% with all of the others (i. e. all need to have the same x, y, z coordinates), but if you manage to do that, there will be no flickering from texture overlap. Also, the lighting in the various rooms should be reasonably similar.

I’ve done this several times, first with one of those waterfalls from the Catacomb wad, and later with custom objects. Works like a charm.
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Old 16-02-18, 21:21   #17543
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Would anyone happen to remember the maximum wall sectors (or lines) for both TR2 & TR3?
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Old 17-02-18, 15:58   #17544
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Is it possible to reset a twoblock platform after it moved up once?
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Old 17-02-18, 17:21   #17545
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With TRNG you can move any moveable, and even statics, so you could use that I suppose.
Not sure if it'll automatically do it's moving up thing again though.
You may need a workaround with more Action>Move triggers, including one for Lara.

So instead of using the platforms own behaviour, you override it with Action>Move triggers.
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Old 17-02-18, 17:34   #17546
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Quote:
Originally Posted by Titak View Post
With TRNG you can move any moveable, and even statics, so you could use that I suppose.
Not sure if it'll automatically do it's moving up thing again though.
You may need a workaround with more Action>Move triggers, including one for Lara.

So instead of using the platforms own behaviour, you override it with Action>Move triggers.
I hoped there was a workaround without trng features but I figured out that en elevator script was the easiest solution.. so it's working now
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Old 17-02-18, 18:11   #17547
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Ah, yes ofcourse.
Forgot about the elevator script.
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Old 17-02-18, 19:06   #17548
Danath
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Quote:
Originally Posted by larafan25 View Post
Would anyone happen to remember the maximum wall sectors (or lines) for both TR2 & TR3?
I use Dxtre3D, and the maximum wall sectors you can have is 5 ( 5 blocks of height ).
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Old 18-02-18, 01:48   #17549
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Could anyone recommend the most stable release of a TR1 Lara outfit? (Not the remake one used in Revised) I'm hoping to be able to use the Magnum in the Revolver slot, TR1 Pistols, TR1 Shotgun and TR1 Uzis being in their respective slots also. Many thanks!
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Old 18-02-18, 09:42   #17550
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You mean TR1 Lara outfit remade on a TR4 Lara? Or just the original Lara object carried over with tweaks and fixes?
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