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Old 11-10-17, 15:23   #16901
Dustie
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if "pink" areas in textures show up as black in the texture panel, then they have the right color value... but that should become completely transparent when applied to a face.
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Old 11-10-17, 15:48   #16902
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Really weird idk,i dowloaded these textures on tr search.
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Old 11-10-17, 15:58   #16903
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but these look flawless..
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Old 11-10-17, 16:13   #16904
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So there's no way to fix this? Sad
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Old 11-10-17, 16:22   #16905
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You have to connect the whole part of the room and then use Toggle Opacity on the connection you did, on both sides
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Old 11-10-17, 19:26   #16906
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I need a suggestion about humanoid enemy with melee attack as a primary. The secondary is magic (optional, scriptable). The enemy is mortal but can restore his hp. Which slot could be suitable? Better if the enemy can perform as many different animations ingame as possible. The links to some good humanoid custom enemies are welcome, meshes do not matter as they can be altered

Edit: and also need help about creative using of centry_gun
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Last edited by A_De; 11-10-17 at 19:37.
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Old 12-10-17, 21:49   #16907
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I have nowhere else to express this so here goes.

My current project is falling into the junk zone (as I call it now). Meaning there are a lot of negatives about it and no idea what to do anymore. I love what I have built, I really do. But 102 rooms and 7 minutes of gameplay shoots it down greatly.

Am I trying too hard to please all TR custom level fans out there?

EDIT: The editor is a very addictive piece of software and I can't stay away. Not even for a single day. That may be another reason.

Last edited by Opaque79; 12-10-17 at 21:55.
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Old 12-10-17, 22:06   #16908
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@Opaque:
My opinion: build whatever you want to build. It's your project after all. Think about what you would like to see on the level and make it the way you like. And think how can you use the objects/enemies/traps, etc. to make something that appeals to you.

Watching videos made about my levelset, i saw a lot of moaning about pushblocks and the water "maze" ( which isn't ), but i'm not going to change what i want to do based on opinion. I like those elements and so i included them, we can debate about how they are used, sure.
Also, sorry for the offtopic, but i don't get why people insist on not using harpoons for underwater enemies. You can use the roll button underwater....
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Old 12-10-17, 22:13   #16909
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When I run into the problem you're facing, I make a copy of my project and start to make changes. Say I have a room that I'm really pleased with that turned out really nicely, but I'm unhappy with the gameplay. I don't want to lose the good work I've done, so I take the copy project and start to edit that instead. Adding new platforming sequences, putting in different objects, changing doors, etc. I find playing other games gives me a lot of inspiration. I'm replaying Primal for PS2 and getting some good ideas. For example, there's this sequence where you need to pick up several heavy objects and place them on a deteriorating section of floor to break it and fall through to the room below it. A simple little puzzle, and I thought "neat, I could adapt that into the TRLE." Next I would take that idea, review the rooms I've built and decide where the best place to put that kind of puzzle would be. How can I adapt it to fit with the existing gamplay? Pick a room, try it out, and see if it works. Sometimes it won't, and it'll feel like you're tacking on extra things that just don't fit. So you tweak it, try another room, experiment. If something sticks, I keep it, if not, I still have my original project.

EDIT: With 107 rooms, you must have a lot of environment built. I'm sure there's plenty of places to add new gameplay. Classic TR gameplay often uses doors as road blocks. The player typically has to pull some kind of switch or collect and insert a key/puzzle object into a hole in order to progress. Take that idea and see if you can adapt it into your environment.

Also, TR is all about platforming. It can be easy to make a lot of rooms that Lara just ends up running through. When I end up doing that, I'll break those rooms apart in the middle, raise one section by 20 clicks or so, and add a vertical shaft in between them. Fill the vertical shaft with some platforming and viola, your empty, gameplay lacking corridor is no more.

Last edited by Kapu; 12-10-17 at 22:21.
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Old 12-10-17, 22:18   #16910
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Quote:
Originally Posted by Danath View Post
@Opaque:
My opinion: build whatever you want to build. It's your project after all. Think about what you would like to see on the level and make it the way you like. And think how can you use the objects/enemies/traps, etc. to make something that appeals to you.
You're right. Even if I try to build what I want, previous comment on my previous levels always make me think twice about it and therefore ending up in this situation.

Quote:
Originally Posted by Danath View Post
Watching videos made about my levelset, i saw a lot of moaning about pushblocks and the water "maze" ( which isn't ), but i'm not going to change what i want to do based on opinion. I like those elements and so i included them, we can debate about how they are used, sure.
I'm the opposite when it comes to that. I'm not a huge fan of pushblocks but if they're in a level, I just accept that it is what the builder wanted. But for some reason when building levels, I always want to please everyone. It's strange ,I know.

Quote:
Originally Posted by Danath View Post
Also, sorry for the offtopic, but i don't get why people insist on not using harpoons for underwater enemies. You can use the roll button underwater....
I can explain that. It's probably the slow rate of fire and reload time (that's my opinion anyway).
Regardless, I use the harpoon gun occasionally.
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