12-05-17, 18:19 | #151 | |
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12-05-17, 19:10 | #152 |
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13-05-17, 07:54 | #153 |
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What would happen if you added water above you and killed the fish like you just did? Would it stop floating up when touching water?
I'm really curious now. Cos if it did stop, that'd mean they stop floating when they touch a different surface (flooded vs unflooded, in any order), but it could just as well carry on through the water until it touches air again? EDIT: My post is an unproductive waste of time for lols only, and THAT'S WHY I LOVE IT. |
13-05-17, 08:40 | #154 | |
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So they will float up into water, but when they reach the top of that room (provided there is no water-filled room above it) will stop at the top of that room. Last edited by b122251; 13-05-17 at 09:07. |
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13-05-17, 12:21 | #155 |
The Inscrutable One
Joined: Apr 2006
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On a side issue about....
AIR/WATER INTERFACE RULES Example.... 'X' on drawing.... means you cannot get through from water to air. it is like a window. For those wanting to add or remove water in an existing level using existing TR tools, and see how Lara is affected by Air/water interface rules, here is my old thread on the subject. Please do not post in it, thanks http://www.tombraiderforums.com/show...ght=underwater Last edited by The Great Chi; 13-05-17 at 12:27. |
13-05-17, 12:56 | #156 |
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The rules you just posted are almost correct, but it's slightly more complicated. The problem is that the rules change from game to game. In TR1, Lara can exit and enter water from any angle. Enemies that are supposed to be above water don't react any differently under water. In TR2, Lara can not exit water horizontally, and if enemies that are supposed to be above water come in contact with water, they die instantly. However, the same does not apply to enemies that are supposed to be underwater, when they exit water. Also in the games where Lara is prevented from exiting water at some angles, it can sometimes be done anyway if there is a current.
Last edited by b122251; 13-05-17 at 12:58. |
14-05-17, 13:09 | #157 |
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Are there any new beta releases lurking around anytime in the near future?
On a sidenote. I didn't really have any issues with using the tool in its command line mode. Sure, it does need external tools, like Fexinspect, to help with room IDs and sectors, but other than that, didn't have problems. But, yeah, an actual GUI in the (far) future would be something nice. |
14-05-17, 13:37 | #158 |
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20-03-18, 19:27 | #159 |
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Any more updates on this?
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21-03-18, 00:39 | #160 |
The Inscrutable One
Joined: Apr 2006
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Good Idea for a Graphical User Interface might make it easier to understand.
Unfortunately, I found this all too 'non - user friendly', and could not make head or tail of the programs, to get anything working right. Normally i am good at figuring out TR related programs, but had to give up with this, pity as it all looked good, to be able to create and remove bits of corridors and rooms and more importantly change the collision detection to suit. |
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