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Old 19-06-12, 10:01   #1
sapper
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Default Using TRWad Reorganizer to change position of gunflash

Here's a tutorial to download which shows how to change an enemy's meshtree to get the gunflash at the correct position.

Here I use Cowboy's cowboy which is in the Baddy1 slot.

TR Wad Reorganizer is used so that the animations are still OK.

Note that TRWad Reorganizer requires that all animations have at least one frame and I didn't check the animations before and after in this tutorial.

Unzip the download and open the html file in your browser.

trwadreorganizer.zip


I didn't post in tutorial forum since it is only a download but if Titak wants to move to tutorial section, OK by me.

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EDIT: Download from LarasBoyfr dropbox link since 4shared needs registration to download.

h t t p s://dl.dropbox.com/u/62482708/trwadreorganizer.zip

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EDIT: Get it at TRSearch since LarasBoyfr link is dead.

https://www.trsearch.org/tools

.

Last edited by sapper; 09-12-19 at 03:20. Reason: Update download link
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Old 19-06-12, 10:36   #2
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You have to login to download that file?


You read my mind.
Good addition to our tutorials section because with all the enemy customization that can be done with TRNG nowadays (and also with TREP if I remember correctly) it is nice to be able to get the gunflash in the right position.
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Old 19-06-12, 10:40   #3
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Good stuff

For all those who don't have a 4shared account, I uploaded it here to download for you

https://dl.dropbox.com/u/62482708/trwadreorganizer.zip
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Old 19-06-12, 13:10   #4
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Thanks.
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Old 19-06-12, 13:20   #5
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I haven't already downloaded the tutorial, I hope it won't be hard for me.
But I have a question: does this mean we can, for istance, decide which mesh a certain firing enemy will shot from?
For example, a completely new enemy with a new mesh tree/animations, in, example, the sas slot?
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Old 19-06-12, 19:21   #6
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This program sounds interesting!

Could it be possible to adjust the gunflash from the Lara weapon animations too?
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Old 19-06-12, 23:02   #7
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Sorry about having to login to download. I didn't realise 4shared had changed this.
I will start using another file sharing site.



Quote:
Originally Posted by psiko View Post
I haven't already downloaded the tutorial, I hope it won't be hard for me.
But I have a question: does this mean we can, for istance, decide which mesh a certain firing enemy will shot from?
For example, a completely new enemy with a new mesh tree/animations, in, example, the sas slot?
Well the gunflash is hardcoded to a certain mesh number for a slot. But you can decide where to put that mesh with TRWad Reorganizer.
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Old 24-06-12, 05:07   #8
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LGG wanted one of cowboy's SAS enemies http://www.trsearch.org/Items/811
fixed so that the gunflash didn't appear between the enemy's legs.

1. Make a wad that contains only cowboy's enemy.

2. Examine the meshtree and compare it to the SAS meshtree.
The SAS gunflash is linked to mesh 7.



3. Examine the anims of the enemy in wadmerger and check that they all have at least one frame.

4. Open the enemy wad in TR Wad Reorganizer (right click) and open the Mesh modification tool (right click).

5. Move the meshes up or down and change the opcodes to get the following structure.
Select a mesh and use ctrl+up or ctrl+down to move meshes.

(Right click to change opcode pop and push. Pop =1, Push = 2, Pop and Push =3)



6. Update the wad (right click Mesh Modification window) and save (right click main window).

7. I open the wad in my Meshtree program to check that there are no errors
with the new meshtree. Errors appear in red text on the left.



8. Transfer the enemy to the game wad using wadmerger.

Fixing the gunflash seems to give the enemy better aiming too!

Last edited by sapper; 24-06-12 at 05:13.
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Old 09-05-13, 20:33   #9
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I used the tutorial on the baddy in the above screenshot.
He has two guns so now his left gun has the gunflash in the correct spot.

Any chance of adding a gunflash to the second gun?
I guess it is hardcoded...
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Old 10-05-13, 07:14   #10
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Yes for two gunflashes you will need to ask Lwmte to add a patch to FLEP or hopefully it will be possible with Paolone's TRNG sdk.
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