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#21 |
Historian
Join Date: Apr 2008
Posts: 368
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Titak did encrypt the MoA levels.
Paolone's kayak.tr4 would be a good test. It is not encrypted so you will not have ZIP errors. It is a TRNG level, so it has the NG header at the end. The Wad in this level was edited in Wadmerger, this results in two changes to the format: 1) it has an extended sound map 2) animations were added, and which causes the problem with FrameEnd=-1 |
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#22 | |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 30,421
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If it walks like a duck and if it quacks like a duck, it is a duck. |
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#23 |
Archaeologist
Join Date: Sep 2007
Posts: 1,559
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No.
I think meta2tr converted it to v130 for testing purposes to see how the soundmap was changed. |
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#24 |
Historian
Join Date: Apr 2008
Posts: 368
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#25 |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 30,421
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Ah, v130.
Never use it. ![]() I always try, and so far succeed, to put all sounds in the default TR4 sound list.
__________________
If it walks like a duck and if it quacks like a duck, it is a duck. |
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#26 |
Student
Join Date: Jan 2013
Posts: 193
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I fix kayak.tr4 loading. Level works! But I did not use extended data. In l_tr1.cpp I use this stick (alligator looks like a baggage
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if ((moveable.mesh_tree_index % 4) != 0) { moveable.mesh_tree_index += 4 - moveable.mesh_tree_index % 4; //Sys_Error("read_tr_moveable: mesh_tree_index"); } |
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#27 |
Archaeologist
Join Date: Sep 2007
Posts: 1,559
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This is another thing wadmerger does.
Puts garbage values between the meshtrees. |
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#28 |
Student
Join Date: Jan 2013
Posts: 193
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How to calculate real mesh tree index? Is real mesh tree data in extended data?
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#29 |
Historian
Join Date: Apr 2008
Posts: 368
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#30 | |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 30,421
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![]() Or at least sort of clean it up so this does not happen anymore? Sounds to me like things would become easier if those garbage values weren't there.
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If it walks like a duck and if it quacks like a duck, it is a duck. |
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