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Old 24-08-17, 13:58   #111
Dustie
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I might very well be trying to reverse-engineer the wheel (since everyone else seems to know how things work, while I'm starting from scratch), but I just wanted to say I'm currently investigating sapper's TR42PRJ tool code because I want to learn the TR file format so that maybe I can convert TR2/3 levels to PRJ one day

Currently I'm trying to wrap my head around FloorData, because I lack much knowledge and fluency in binary and hexadecimal systems, so it all appear cyphered to me. But because it's so fascinating I can't help trying to figure it all out! It's too addictive!
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Old 29-08-17, 15:22   #112
TempleOfHorus
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I found what is entity 144 in TR1. It's scion piece which has Pierre in Tomb of Tihocan level.
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Old 30-08-17, 11:16   #113
Dustie
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Never stop learning, I guess
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Old 09-05-18, 01:39   #114
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One thing that needs checking.

Quote:
struct tr_face4 // 12 bytes
{
uint16_t Vertices[4];
uint16_t Texture;
};

Texture field can have the bit 15 set: when it is, the face is double-sided (i.e. visible from both sides).
Room#17 in andy3.trc has some water surface faces that have bit 14 set.

Using
Code:
texture and 0x7fff
gives invalid texture index. Need to use
Code:
texture and 0x3fff
Can be seen with fexinspect where invalid texture leads to incorrect texturing of water surface.
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