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#3461 |
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Professor
Join Date: Apr 2009
Posts: 4,447
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^ Thanks for the help guys, I've solved the flipeffect for room type. All I did was select 'one shot' and it worked. The wonders of TRNG.
![]() As for the fog, I decided not to use it with the water, It didn't really have a good effect because the room was one click high. Thanks for the help though! Last edited by Peanut; 13-11-11 at 22:54. |
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#3462 |
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Student
Join Date: Mar 2011
Location: Amman - Jordan.
Posts: 211
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I'm facing a problem in the editor itself for TRNG (NGLE)
Every time I try to "Exit & Play" the level does not output or convert. I get an error message that I tried everything to solve! the error message says "Not Enough texinfos saved! (1 range)" Does anyone knows how to resolve this issue? I've honestly tried everything I could think of related to texinfos. EDIT: Never mind! The level is so large I missed an error in the unique textures hidden in one of the large rooms. The problem is now fixed, sorry everyone.
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Dépose une couronne de diamants sur la tête de ma Mère Last edited by Bashar; 15-11-11 at 18:56. |
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#3463 |
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Tomb Raider
Join Date: Jun 2007
Location: Germany
Posts: 15,376
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Okay, well, now in the correct section:
I'm trying to add distance fog to my level but it's always just black and not the colour I've specified in the script. This is what I've added to the script: [Options] WorldFarView= 127 [Level] Horizon= ENABLED Layer1= 178,206,241,0 FOG= 178,206,241 Fogrange= 0, 12 There are a horizon, as well, as sky graphics in the WAD.
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Wozu zuhören, wenn man reden kann? |
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#3464 |
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Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 22,474
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I'm not sure if it makes any difference but I also always use LevelFarView= in the [Level] sections.
Your Layer1= line suggests that you are using a moving sky in your level? If so, then make sure that you have a TR4/TRC open cilinder style horizon object. Because moving clouds don't work with closed TR2/TR3 type horizons.
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If it walks like a duck and if it quacks like a duck, it is a duck. |
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#3465 |
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Professor
Join Date: Apr 2009
Posts: 4,447
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I'm not sure which thread to put this in the regular LE thread or this one so I'm going to take a risk. I know I'm starting to get annoying with all my questions but I would like to ask if it's possible for Lara to start a level while she's crouched and if I can combine 2 objects to create a large medipack?
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#3466 |
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Tomb Raider
Join Date: Jun 2007
Location: Germany
Posts: 15,376
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@Titak: I'm using an open horizon, however, I've only added the horizon because I wasn't sure whether it's needed for the fog or not (I've textured it in the same colour as the fog) and I only added the Layer1= line because I wasn't sure whether it was required with an open horizon. I've also tried it without that line, though, and the fog stayed black. I'll try the LevelFarView= thing.
EDIT: I've tried it out. The fog stays black.
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Wozu zuhören, wenn man reden kann? Last edited by Zebra; 18-11-11 at 16:00. |
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#3467 |
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Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 22,474
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@ Peanut:
Crouch at start Lara can't start directly in that position since she is programmed to start with the animation that is used for the position she was placed in (anim 11 and then immediately to 103, floating under water when placed in water, sliding down when placed on a slope, falling down when placed in the air, etc) You could however place a "force animation" flipeffecttrigger on the starting tile. She will then go into crouching position. But if she is in a space that is high enough to stand up in, she will stand up after the animation has played, I think. If this does indeed happen and you want her to stay crouched you could also use a flipeffect to simulate pressing the crouch button for some time or some other trick. Combine items to form medipack Check the CombineItems= script command. It should be possible with that as far as I know. ![]() @ Zebra: Ehm... ![]() Get rid of Layer1= and use a closed TR3 style horizon which is textured the same colour as the fog. Also use the black transparancy texture from the colour palette on the ceiling/walls where you want to see the horizon through. In large open areas which are made of connecting rooms, also use that same black texture on the portals between those rooms.
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If it walks like a duck and if it quacks like a duck, it is a duck. Last edited by Titak; 18-11-11 at 16:40. |
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#3468 |
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Tomb Raider
Join Date: Jun 2007
Location: Germany
Posts: 15,376
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Actually, the horizon isn't visible in any of the rooms
(that's why I didn't bother to use a closed horizon). But I didn't texture the portals of my stacked rooms, so maybe that's the problem. Thanks.
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Wozu zuhören, wenn man reden kann? |
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#3469 |
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Professor
Join Date: Apr 2009
Posts: 4,447
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Thank you so much for the help.
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#3470 |
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Tomb Raider
Join Date: Jun 2007
Location: Germany
Posts: 15,376
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Nope, it's not working. I mean, the fog works correctly. It just doesn't seem to recognise the colour values I put in the script (they're normal RGB values, though).
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