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Old 20-07-18, 14:19   #1
jackraider
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Default Questions related to Level editing and Meta2TR/ Metasequoia

What is the latest version of Meta2TR and is it compatible with the newly released TombEditor? Or do I need to stick w/ NGLE if I want to use in conjunction with Meta2TR?

Also, what is the version of Metasequoia that is compatible w/ Meta2TR? Version 4 or 3.1?

Lastly, in case I don't want to use Metasequoia, is there a mqo export/import plugin for Maya Student Edition or Blender? I know there is one for 3DS Max, but I have not used that program.

Cheers!
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Old 20-07-18, 15:51   #2
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Meta2TR thread: http://www.tombraiderforums.com/showthread.php?t=135733
You can get the latest version there.


I use Meta version 3.1.1 when I use Meta2TR on my levels.
Version 4 should work. I seem to remember people talking about using it...

No idea about an MQO plugin.
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Old 20-07-18, 16:37   #3
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Unfortunately meta2tr is not compatible with TombEditor, however the plan is for it to have the same functionality eventually.
If your project is gonna be finished relatively soon in the near future and you want to "meta2tr" it, I would suggest sticking with NGLE for now.

I was using Meta 4 successfully with meta2tr. There is a Blender plugin for MQO files here: https://github.com/50thomatoes50/blender.io_mqo
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Old 01-08-18, 17:14   #4
jackraider
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Cool, so I can just use Blender instead of Meta4 for building levels w/ that exporter?

Also, what is the poly limit for NGLE /strpix? I assume I use strpix to get my objects into the engine ??
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Old 01-08-18, 17:44   #5
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You don't need to use STRPix when using Meta2TR on your level.

But if you want to make custom objects for your levelwad, then you do indeed use STRPix.
Vertice/face limit is around 1000 per mesh for STRPix.
The engine itself can handle more vertices/faces per mesh: 8192 per mesh.
But this isn't recommended due to the engine not being optimized and the game will start lagging very soon.

When using Meta2TR it will already give you a warning when a (room)mesh has over 4000 vertices.
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Old 01-08-18, 17:56   #6
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Okay so technically I can just build/ place my objects using meta2TR without needing strpix?
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Old 01-08-18, 18:05   #7
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Just keep in mind that objects made in Meta2TR don't have collision.
So you have to place a placeholder object with collision in the map using the editor.

Check out the offline version of the Meta2TR website: http://www.tombraiderforums.com/showthread.php?t=135733
It describes a lot of stuff regarding Meta2TR.
Meta2TR is generally used after a level has been built.
Only a few people use it during the building of the level in the editor.

Last edited by Titak; 01-08-18 at 18:07.
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Old 06-08-18, 17:34   #8
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Thanks for the links. So TRNGLE is better at the moment than TOMBEditor. More flexibility, options, and freedom on creating levels?
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Old 06-08-18, 18:44   #9
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Less unfinished things if you want (there are a few things that don't work correctly yet in TE but almost everything NGLE can do can be done in TE), but more flexibility, more options, more freedom with NGLE? Hum... no. It's clunky, old, laggy, it takes ages to make natural landscapes... when TE has its few missing things done, it will be waaaaay over NGLE. It already is actually.
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Old 06-08-18, 19:42   #10
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Quote:
Originally Posted by jackraider View Post
Thanks for the links. So TRNGLE is better at the moment than TOMBEditor. More flexibility, options, and freedom on creating levels?
Oh my god...
No, of course not. It is completely opposite. Moreover, you don't need meta2tr at all if you work in Tomb Editor, because it has integrated geometry import/export functionality. The problem is, it's still being worked on, but hopefully it will be finished in next version 1.2. Monty works on it right now.
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