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Old 29-04-13, 19:44   #21
meta2tr
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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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Old 29-04-13, 21:56   #22
Titak
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Quote:
Originally Posted by meta2tr View Post
The Wad in this level was edited in Wadmerger, this results in two changes to the format:
1) it has an extended sound map
Does WADMerger automatically extend the soundmap?
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Old 30-04-13, 02:16   #23
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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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Old 30-04-13, 05:32   #24
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Originally Posted by sapper View Post
No.

I think meta2tr converted it to v130 for testing purposes to see how the soundmap was changed.
Actually no, it was Paolone that converted it to v130, I suppose he did this to be able to include all of the kayak sounds.
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Old 30-04-13, 09:15   #25
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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.
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Old 30-04-13, 18:57   #26
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Default Challenge complete (FY)

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 ):
Code:
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");
}
In tree mesh matrix calculation I fix stack using (make it safely). I will upload new version to SF with a hour.
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Old 01-05-13, 02:51   #27
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This is another thing wadmerger does.

Puts garbage values between the meshtrees.
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Old 01-05-13, 08:10   #28
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Default mesh tree index

How to calculate real mesh tree index? Is real mesh tree data in extended data?
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Old 02-05-13, 17:04   #29
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Quote:
Originally Posted by TeslaRus View Post
How to calculate real mesh tree index? Is real mesh tree data in extended data?
As far as I know, there are no references to the mesh tree in the NG header, but to be sure, you would need to contact Paolone.
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Old 02-05-13, 17:12   #30
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Quote:
Originally Posted by sapper View Post
This is another thing wadmerger does.

Puts garbage values between the meshtrees.
Would that be fixable if someone like you would be able to rewrite WADMerger?
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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