31-10-17, 18:18 | #101 |
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Joined: Apr 2005
Posts: 2,144
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^ That is cool! But i think it's for TRLE, i have tried it in Dxtre3D and you can see the horizon, yes, but you still collide with the wall.
I have finished the entire layout of the level. And i'm impressed at the editor because i had to surpass the 200 rooms mark, and it's still working! I was very worried about having more than 200 but it seems you can have that much even in TR2 just fine! There are 225 rooms in total. I'm crazy, i know. Aaand...now to add all objects and triggers and pray it doesn't fall apart with so much data. |
31-10-17, 19:26 | #102 |
Golden
Joined: Aug 2017
Posts: 646
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Wow, 200 rooms, impressiv. I'm now at 70 and reached the texture limit again
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03-11-17, 21:19 | #103 |
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Joined: Apr 2005
Posts: 2,144
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Something minor, but i changed the standard, boring grey button switch to be more fitting to the "oriental" setting. Viewed from TRViewer:
And in-game while pressed: I'm pretty close to finishing the gameplay now and it's still working fine. Fingers crossed. The trapdoors make Lara's grunt noises when opening now, so i will probably need to remerge them to fix it. |
04-11-17, 17:30 | #104 |
Golden
Joined: Aug 2017
Posts: 646
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These white textures are your own right?
The black bars are wider. |
04-11-17, 18:01 | #105 |
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Joined: Apr 2005
Posts: 2,144
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Yeah, i made that texture. Just a white square with a wide black border.
It's for quick texturing so i can see how i like the geometry of the rooms. And later i suppose it can make easier to see untextured surfaces. Update: Just as i have finished with the gameplay a nasty new bug has arisen. There is an enclosed space at the end that i wanted to put a "trap" so you have to fight 2 tough enemies at once. But when the enemies activate they remain in the same sector and cannot get out of it, even if there aren't any obstacles in the way. I have tried remerging them in Fexmerger and also using a different enemy, but no matter which enemy i choose, it cannot move out of the sector i place it in. And i think they get bugged because i placed them in a room # higher than 200 ( 213 exactly ). It's a shame but i will probably have to scrap that final encounter. Triggers work correctly on rooms higher than 200 but it seems enemies don't. I cannot figure out another reason for them to not work, as they work perfectly in the rest of the level... Last edited by Danath; 05-11-17 at 01:03. Reason: update |
05-11-17, 02:00 | #106 |
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Joined: Jul 2017
Posts: 413
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Enemy behavior in TR2 is very erratic. Sometimes they run in circles instead of just attack you. I found out it mostly happens when they have to go through a door, they refuse to do it (but when they are in the same room as you, they will look for you even if you hide). It also happens when there is a sloped floor of 2 steps deep, they usually can't climb/descent them. Is one of this situations the case in that part?
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05-11-17, 09:17 | #107 |
Golden
Joined: Aug 2017
Posts: 646
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Have you tried zones for the enemies?
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05-11-17, 19:30 | #108 | |
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Joined: Apr 2005
Posts: 2,144
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Yay, i have solved it! What i did was exchange that room #213 with another that has a number less than 200, then the enemies work correctly.
Quote:
Even when i tried that, the enemies couldn't leave their sector, it is indeed because of the high room #, seems the pathfinding gets screwed there. Gameplay is finished now. Did a test run of the map, it's not very long but well, at least all works! I have some tweaks to do though. I will finish a couple places where geometry isn't done and i will post those pics i said earlier. |
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07-11-17, 00:33 | #109 |
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Joined: Apr 2005
Posts: 2,144
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Now i'm satisfied with the geometry and i will post some screenshots as i want to share this, even if it isn't properly textured.
Here you can see the island above where you need to go and use 2 keys, almost at the end of the level, from the beginning part: This is the central part of the level, which was causing my headaches with the crashes : Excuse the glitchy horizon. And this is a cool view of all parts of the level, it has to be seen from below because otherwise you would only see magenta portals: The beginning part is to the right. It's funny how you can see the black zipline. I have also created new secret sprites for the level: And that's it, i don't want to spoil it too much. Sorry about the lack of texturing and lighting, i focused on trying to finish the gameplay first before putting all the detail in, as i didn't know if i would be able to complete it, errors and all. Luckily i have succeeded. I also included an awesome effect that makes geometry appear using fliprooms at the end part. And now i only need to do the texturing+lighting and this will be another finished project. Hopefully it won't take too much time. Last edited by Danath; 07-11-17 at 00:35. |
07-11-17, 15:24 | #110 |
Golden
Joined: Aug 2017
Posts: 646
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Looks awesome . Reminds me a little bit of my own level I'm looking forward to see how your level will be in comparison to mine
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