Tomb Raider Forums  

Go Back   Tomb Raider Forums > Tomb Raider Level Editor and Modding > Tomb Raider Level Editor > Software Development

Reply
 
Thread Tools
Old 29-07-17, 18:47   #311
Joey79100
Member
 
Joey79100's Avatar
 
Joined: Mar 2012
Posts: 3,741
Default

Quote:
Originally Posted by sapper View Post
I think it means the shine bit is set for the face but its shine value is set to zero.
Oh, indeed that seems to fit, if the pistol gun in this quote was referring to the sixshooter item:
Quote:
I’ve found some objects, like the pistol gun or the laser accessory, which show up in the game’s menu, with attributes = $02. This makes the shine effect turned on, but the intensity is set to zero! Why is the shine effect flag on if there is no intensity?
From the bottom of page 51 of TR Wad File Format document.


Quote:
Originally Posted by sapper View Post
If you mean outline the faces, already possible I think. See Faces menu.
Oops, I feel dumb, I did not know the meaning of "outline" and I didn't even try, should have. The worst part is I think I've already used this in the past, but did not remember. Thanks!

Quote:
Originally Posted by sapper View Post
Yes possible, I do it for vertices for ponytail but it may slow down rendering or be too crowded with lots of vertices.

The point index is shown in status bar when it is clicked on.
I see. Well, as long as it is just an option I guess it's good. I mean, as the last revision includes a shortcut for swapping vertices, it makes sense to me to have the points number displayed, so you can do it even faster.
Joey79100 is offline   Reply With Quote
Old 29-07-17, 20:40   #312
Dustie
Member
 
Dustie's Avatar
 
Joined: Apr 2005
Posts: 9,208
Default

I too missed the update... No idea how
Dustie is offline   Reply With Quote
Old 03-09-17, 16:20   #313
Caesum
Member
 
Caesum's Avatar
 
Joined: Aug 2008
Posts: 12,070
Default

Still testing newest STRPIX and I just can't stress it enough how great it is to have so many imp/exp options. Simply amazing.

Also, it seems the FBX imp/exp is the best so far when it comes to 3ds max support. There's just one tiny problem. It seems the materials are messed up a bit (rotated and flipped I think) when you use FBX import. Not sure when this occurs exactly, but it would be absolutely amazing if it was somewhat fixed or if there was a button to automatically flip textures(like with MQO in the older versions). Not a big deal though.
Caesum is offline   Reply With Quote
Old 05-01-18, 05:50   #314
LeelooBastet
Member
 
LeelooBastet's Avatar
 
Joined: Apr 2003
Posts: 562
Default

Hi again

Ive got a problem when importing my object (.obj)
I know it has been imported cause textures appear, but i cant see my object as if it were way too small/big.
Even with camera center i cant find it
What should I do ?
LeelooBastet is offline   Reply With Quote
Old 06-01-18, 01:14   #315
sapper
Member
 
sapper's Avatar
 
Joined: Sep 2007
Posts: 1,684
Default

I think your model is too small.

Under the 3D view the size is reported. If it is 0, 0 , 0 then the object is small.

If the size is big numbers (millions) then the object is too big.

StrPix imports as one to one so maybe you have to scale your object first to TR coordinates.
sapper is offline   Reply With Quote
Old 06-01-18, 04:19   #316
LeelooBastet
Member
 
LeelooBastet's Avatar
 
Joined: Apr 2003
Posts: 562
Default

In fact my object was 780 vertices... i guess it was the problem
LeelooBastet is offline   Reply With Quote
Old 06-01-18, 14:02   #317
Titak
Moderator
 
Titak's Avatar
 
Joined: Jul 2003
Posts: 33,359
Default

STRpix can handle 780 vertices. No problem.
So my guess would also be the size.
Titak is offline   Reply With Quote
Old 06-01-18, 19:04   #318
LeelooBastet
Member
 
LeelooBastet's Avatar
 
Joined: Apr 2003
Posts: 562
Default

Ok ill see that.

1.Btw when importing with 'import other 3D format", no problem to get textures indeed. (I could import some .obj files)

2. But why not make textures load with the object when choosing "Import MQO" ?
Cause all objects I made are saved in MQO format as I don't have the registered version of Metasequoia. (same for many builders i guess)
And Misfit3D doesnt load MQO, so I cant convert them

Could strpix handle MQO + Textures ?
LeelooBastet is offline   Reply With Quote
Old 06-01-18, 19:50   #319
Titak
Moderator
 
Titak's Avatar
 
Joined: Jul 2003
Posts: 33,359
Default

Yes, Strpix has an import MQO function.
As well as an export MQO function.

I always use MQO because when making small changes or combining objects, the texturing stays intact.
Titak is offline   Reply With Quote
Old 06-01-18, 22:01   #320
LeelooBastet
Member
 
LeelooBastet's Avatar
 
Joined: Apr 2003
Posts: 562
Default

No, what i mean is when importing an MQO object for the first time, its texture wont import, i will have to separately import a texture then manually apply it to the obect...

I wanted to know if it were possible to import the UVMapped MQO object

(i know it is possible with the other formats, but with the MQO import, texture is left away :/ )
LeelooBastet is offline   Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT. The time now is 23:55.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Tomb Raider Forums is not owned or operated by CDE Entertainment Ltd.
Lara Croft and Tomb Raider are trademarks of CDE Entertainment Ltd.