06-02-15, 20:00 | #1 |
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TR1 - Need help with underwater currents
Hi,
I'm modding TR1 levels and I need some help. When placing a new "sink" as it's called, it consists of 16 bytes. The first 14 are understandable: first 12 bytes are the location on the X, Y, and Z Axis, and the next 2 bytes are the strength of the current. What do the last two bytes mean? In other levels the values of this have been anywhere from 2 to 673, but I can't spot any pattern. Could anybody who knows what these 2 bytes do please tell me? EDIT: I figured it out. It is the number of the zone/box of that sector. Last edited by b122251; 01-05-15 at 23:12. |
06-02-15, 20:25 | #2 |
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The tutorials section is for tutorials only.
Moved to the general TRLE section. What are you using for modding the TR1 levels? Are you using DXtre3d? |
06-02-15, 20:34 | #3 | |
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I am using several tools. DXtre3D for making rooms, and several other tools like TRSCP and Fexinspect, but mostly a Hex Editor. But I don't see how that matters. |
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06-02-15, 20:51 | #4 |
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Since you are modding TR1 shouldn't this go in the TR modding section?
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06-02-15, 22:56 | #5 | |
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But remember that "sinks" data structure (which you say is 16 bytes long) is also used for place fixed camera objects, so in that array some items are sink objetcs and some items are fixed camera objects. If you check each item in that array one by one, i think there is not way to know if that item is a sink or is a camera; the game engine will use 2 different triggers "switch_camera" & "underwater_flow" which will point to camera items or sink items. When the item is used as CAMERA then the structure is interpreted as: x,y,z = camera position coordinate Room = room numeber where camera is placed unknow = unused?, some kind of flag? When the item is used as SINK then the structure is interpreted as: x,y,z = Sink position coordinate Strong = strength of the current. room = room number where sink is placed That is how i remember but i could be wrong, i suggest to ask this in this thread: http://www.tombraiderforums.com/showthread.php?t=197508 Those guys have revised recently the tr format and might have more info about this. good luck. |
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06-02-15, 23:19 | #6 | |
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This TRLE section turns out not to be the right section after all. Seems to me it sounds like it is closest to DXtre3D then, or indeed the general modding section. Well, decided to move it to the modding section now. We'll see if that is more accurate. Last edited by Titak; 06-02-15 at 23:21. |
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06-02-15, 23:29 | #7 |
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I'm sorry to make it so difficult for you.
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06-02-15, 23:31 | #8 |
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I thought so at first too, but the room number where the sink is placed can't be right, because that still doesn't explain the strange values these bytes have in the original levels, and also adding new sinks to existing levels using the room number in that place just doesn't work.
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07-02-15, 00:18 | #9 | ||
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Have you tested if dxtre3d or trscp is adding a functional current flow effect? Last edited by Turbo Pascal; 07-02-15 at 00:20. |
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07-02-15, 00:39 | #10 | ||
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