![]() |
Quote:
|
then you cant use meta2tr, in fact its not recommended. use imported geometry instead
|
This message has been driving me nuts today. :hea:
All portals seem to be correct in the editor, because I'm not getting any errormessages when converting the project. And I am not touching any of the portals in the RoomsAndFloor.mqo. I even tested with a freshly unpacked RoomsAndFloor.mqo which I did not edit it at all. Only saved it. Quote:
It sometimes works to reduce the size of the portal object a tiny bit, but then, with later saves of the RoomsAndFloor.mqo, the error surfaces again even though I haven't touched the portal again. Any ideas what this could be? :ponder: |
Quote:
I keep getting this error, no matter what I do. :hea::hea: Changed the prj, rearranged the portals, deleted them and recreated them. And still these errors. If it skips this particular portal it'll moan about another one. When that seems fixed (?) it moans about a missing ceiling collision in that room 82. When that is "fixed" it moans about the portal again. :( I'm at a loss here. I even tried using an older version of Meta2TR, version 6 which I also used for MoA part1, but then I keep having messed up texturing ingame. Files look fine in Meta though. :cry: (I'd prefer using version 8 ofcourse since you can also edit floor and ceiling collision with it, for diagonal walls. But at least vs6 does not moan about portals as long as they are not visible in the roomall.mqo) |
woudl you mind sending me the files to check them? I am quite sure it is fixable.
I need anything to re-build the tr4 file (sounds included if necessary, wads, prj, tga) and the meta2tr files. Don't worry, I'll respect your privacy and have a look only at the necessary things. :hug: |
Problem with textures
Hi, I have a problem and I need help. I made a level in the new Tomb Editor and at the same time I worked with Metasequoia. The processed that I made a few rooms in Tomb Editor and then edited them in Metasequoia. I saved the level in Tomb Editor, then converted it and released in the game. I took the level from Data folder and coverted it via Meta2TR. I opened the level in Metasequoia, I modified a part of the level and then coverted it via Meta2TR back.
I got Newlevel.tr4, which I renamed it to my current level. I also saved the edited file (mqo) together with the Tile files (textures) in a separate folder. I worked this way until I finished the whole level in Tomb Editor. Now, that I have created the whole level, I would like to merge all the modified parts from all mqo files into the whole level. So after dropping the level.tr4 to Meta2TR, I marked all the mqo files and put them through Meta2TR. When I started the game, some of the textures will repleace with another textures. How should I proceed if I want all the textures as I have them originally made? :hea: :hea: Thank you for your help |
^ Tomb editor is not compartible with Metatr2,and even it's impossible do a version of it since there's no source code of it,althrough you can do a similar trick with geometry imported,you can edit room there and apply textures,export. better use blender instead.... you decide. :D
hope it helps... |
Quote:
If you have for instance, tile345.bmp and then texture345.jpg, it is much probable meta2tr will read them as the same file number and use the first one he finds as texture material. No need to do this for all the textures, just the textures (and materials) that have the same 3 final number. I am supposing, though, because I never used meta2tr with TEN. |
^ It probably won't work, Pedro is right. From the TE - Frequently Asked Questions thread:
Quote:
|
Quote:
I can send you the files when I get back home on Monday. :D |
All times are GMT. The time now is 22:32. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2022, vBulletin Solutions Inc.