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Old 04-06-10, 22:13   #21
H4RR7H
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Quote:
Originally Posted by Dusan View Post
Yes, but I still doubt that TRLMeshConv is going to work with TRA levels - I think the data format is very different...
Doh
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Old 04-06-10, 22:44   #22
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Can anyone see if this Statue is somewhere in the TRL Files please.

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Old 04-06-10, 22:50   #23
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^ It shouldn't be in the program files - it's from the beta build and there's no test level as such accessible using the SCU. Also, one would have to open many many models via this method to find it :/

Dead end imo
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Old 04-06-10, 23:04   #24
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Thank you Dusan!!!!!!!!! I LOVE YOU!!!
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Old 04-06-10, 23:08   #25
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Dusan, is this info now obsolete on the creation of this tutorial?
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Old 04-06-10, 23:35   #26
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Talking First try!

Quote:
Originally Posted by H4RR7H View Post
^ It shouldn't be in the program files - it's from the beta build and there's no test level as such accessible using the SCU. Also, one would have to open many many models via this method to find it :/

Dead end imo
Is there a quick way to figure out which file is which part of the level?
I guess there isn't...

Oh well, here is something to cheer you up Daventry, as you requested:

[IMG]http://i50.************/qr0mk4.jpg[/IMG]

[IMG]http://i49.************/2q2mmb4.jpg[/IMG]

Thanks to Dusan and the other geniuses for making it possible, and Crystal Dynamics/Eidos for creating it.

I will release it soon, it's huuuuuge though! I can't even view it properly with my laptop (which is not very powerful )!


By the way, how about objects? There are objects in the .drm list that don't have a .trlmesh file, but a .tlrmodel one. How do I work with those? The TRLMeshConv does nothing with them.

Last edited by Love2Raid; 04-06-10 at 23:37.
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Old 05-06-10, 00:35   #27
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Too bad about the Statue though, but thanks for that Love2Raid
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Old 05-06-10, 06:17   #28
Dusan
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Originally Posted by H4RR7H View Post
Dusan, is this info now obsolete on the creation of this tutorial?
The tutorial in this thread is more exhaustive and I also updated TRLMeshConv with the purpose of this thread specifically in mind.
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Old 05-06-10, 06:26   #29
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@Dusan "How did you obtain that OBJ file? Just by converting it directly by GraberRobber?

I'd guess that the OBJ format produced by GraberRobber simply isn't compatible with XNALara. XNALara expects a very particular format of the input OBJ files.
The OBJ format specification in it's entirety is very broad and very loose and XNALara certainly doesn't support all the possible variations and combinations of it...

If you want you can upload that OBJ file and I can take a look at it.[/QUOTE]"

yes i've obtain it directely from Graverobber! why is the wrong way? how can i obtain it in other way? sorry for a lots of answers, but i'm new in those things!!
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Old 05-06-10, 06:35   #30
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Quote:
Originally Posted by Lara_maniac View Post
yes i've obtain it directely from Graverobber! why is the wrong way? how can i obtain it in other way? sorry for a lots of answers, but i'm new in those things!!
Well, the tutorial in this thread is about extracting levels from TRL, not any other models so it should not be surprising when it doesn't work for those other models.

If you want to make OBJ files compatible with XNALara you can try to import the OBJ file into Blender and then export it from there using the ExportObjX.py script which should produce OBJ format compatible with XNALara.

As I said, you can upload your OBJ file (and the MTL file and textures) so that I can check what the problem might be.
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