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-   -   TRNG - Bugs & Limitations Thread (https://www.tombraiderforums.com/showthread.php?t=165980)

l.m. 29-11-10 17:10

ups, i missunderstand torch / flare.

yes, you are right the problem with the bar is only for the load bar.

Laras Boyfr. 13-01-11 17:19

It would be nice to fix the Lara swap joints mesh bug.
Until now only joints could be swapped that have the original LARA_JOINTS meshes. Only the textures could be changed.

also it would be nice to have a script entry for preserving Global Variables after a Resethub like the PreserveInventory=Enabled command does.

It would also be nice to disable some weapon ammos like for the shotgun ,grenadegun and crossbow (just for harpoon possible)

Seilion 16-01-11 13:47

[QUOTE]The flipeffect Lara. (Animation) Force <&>Animation (0-255) of (E)slot for Lara is buggy.[/QUOTE]
Titak wrote that in the new bug list thread. Why is that buggy? What happens?

Titak 16-01-11 14:04

I don't know to be honest since I'm not using version 1.2.2.3.
It's the information Raymond posted in the Updates Test thread.

Raymond 16-01-11 15:09

Just test and see. I tested it only for the shotgun, so more tests are welcomed!

sapper 24-01-11 11:27

In the (E)xtra dropdown box for the floor collision flipeffects, the number of clicks appears twice.

Decrease floor collision by 1 clicks
Decrease floor collision by 1 clicks
Decrease floor collision by 2 clicks
Decrease floor collision by 2 clicks
etc

Pressing the Hide Constants button shows a different number for each selection of the same number of clicks.

BTW if you set collision this way the box data is not changed so if you create a 4 click high collision above the floor, Mummies, for instance, ascend the block.
You need to mark the sector as a grey (box) sector to prevent this.

Laras Boyfr. 24-01-11 11:42

[QUOTE=sapper;5172197]
You need to mark the sector as a grey (box) sector to prevent this.[/QUOTE]

Thats a pity because other enemies wont be useable in the same area f.e. Having baddies and mummies in the same area.

AgentFalkan 24-01-11 18:22

[QUOTE=sapper;5172197]In the (E)xtra dropdown box for the floor collision flipeffects, the number of clicks appears twice.

Decrease floor collision by 1 clicks
Decrease floor collision by 1 clicks
Decrease floor collision by 2 clicks
Decrease floor collision by 2 clicks
etc
(...)[/QUOTE]
I saw this when I was using the collision flipeffects. As I remember, the first line is in fact Increase. So it would be:
Increase floor collision by 1 clicks
Decrease floor collision by 1 clicks
Increase floor collision by 2 clicks
Decrease floor collision by 2 clicks
etc

Titak 24-01-11 18:31

I remember there first being a whole bunch of Increase values and then a whole bunch of Decrease value (or visa versa but I can't remember).

But now it is indeed as Sapper says:
[I]Decrease floor collision by 1 clicks
Decrease floor collision by 1 clicks
Decrease floor collision by 2 clicks
Decrease floor collision by 2 clicks
etc[/I]

AgentFalkan 24-01-11 18:49

I used the next FlipEffect trigger in my level:

[URL=http://img268.imageshack.us/i/image4ps.jpg/][IMG]http://img268.imageshack.us/img268/2903/image4ps.th.jpg[/IMG][/URL]

Then I tested it in the game and Lara actually walks on it. So she's staying on an invisible step, one click above the floor :)
Here you can see that I'm very close to the square with the collision trigger, so her shadow is on it:

[URL=http://img121.imageshack.us/i/image5nl.jpg/][IMG]http://img121.imageshack.us/img121/8166/image5nl.th.jpg[/IMG][/URL]


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