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-   -   Meta2tr update. (https://www.tombraiderforums.com/showthread.php?t=135733)

meta2tr 18-07-10 20:02

Quote:

Originally Posted by TR-Freak (Post 4755402)
Thx for the help!
But...
But I can't change the Pivot! The whole Mesh will move,too!

Untick "Shape" in the small "Local axis" panel.

Po Yu 18-07-10 20:45

This is amazing!
I couldnt use this progarm when it just came out, so I didnt follow this for a long time.
the new version works for me now! just tried v4 for modifiying level! that's really awesome!
Meta2tr you're so talented!

matrix54 18-07-10 21:39

po yu's gonna make levels now :D

Shauni 19-07-10 02:42

Just played the new demo and I'm quite impressed! :tmb: I played the edited version first, then went to look at the original. The original looks pretty rough after the wonderful smoothness of the new one lol :D I'm really amazed with Lara and the animating earring - crazy!

Po Yu 19-07-10 03:02

Quote:

Originally Posted by matrix54 (Post 4756315)
po yu's gonna make levels now :D

lol nope, I just get impressed how the Meta2tr works on TRLE!
look at the modified level, it's a whole new graph for TRLE!:cln:

And it means the final editing would take alot of time if we use Meta2tr to give TRLE new graph. I could never make it.:o

Shauni 19-07-10 03:14

When you make the ground looks nicer (using mesh smoothing) what number did you guys use? I tried to smooth the ground on my beach level with segment 4 and it was extremely laggy. Would just a 2 be better for the engine? :)

matrix54 19-07-10 03:15

you can, and you will :mis:

Po Yu 19-07-10 03:53

I think 3 should be good enough. I wish there is a way to add more squares without using smoothing on Meta. Now I use Knife for that. because sometime i was those squares keep straight.

To Matrix54, I'm suck with gameplay.:p

sapper 19-07-10 04:15

Neat trick to stop twisting joints.



Quote:

Originally Posted by Barry Matharoo (Post 4754916)
one question though
how did u imported google sketchup file in meta

It's in the pdf manual.

TR-Freak 19-07-10 08:42

Importing the new Moveall still doesn't work.
http://npshare.de/files/3d6599c6/Unbenannt.jpg

the whole report:
Code:

META2TR Version 5
For all features, use with Metasequoia 2.5 beta 16 or later.

Opening level D:\Spiele\TRLE\Tools\Meta2tr\data\karnak.tr4...
Allocating meshes...
Animated Texture ranges in memory.
Allocating texture list...
Textures in memory.
Writing all rooms and portals to RoomAll.mqo...
Exporting animated texture ranges to AnimTexRanges.mqo...
Exporting movable meshes to MoveAll.mqo...
 - exporting LARA(1/15). This mesh is externally lit.
 - exporting PISTOLS_ANIM(5/15). This mesh is externally lit.
 - exporting PISTOLS_ANIM(11/15). This mesh is externally lit.
 - exporting PISTOLS_ANIM(14/15). This mesh is externally lit.
 - exporting UZI_ANIM(2/15). This mesh is externally lit.
 - exporting UZI_ANIM(5/15). This mesh is externally lit.
 - exporting UZI_ANIM(11/15). This mesh is externally lit.
 - exporting UZI_ANIM(14/15). This mesh is externally lit.
 - exporting UZI_ANIM(15/15). This mesh is externally lit.
 - SHOTGUN_ANIM(11/15) has faceless vertices. They will be lost.
 - exporting SHOTGUN_ANIM(11/15). This mesh is externally lit.
 - SHOTGUN_ANIM(15/15) has faceless vertices. They will be lost.
 - exporting SHOTGUN_ANIM(15/15). This mesh is externally lit.
 - exporting CROSSBOW_ANIM(11/15). This mesh is externally lit.
 - exporting CROSSBOW_ANIM(15/15). This mesh is externally lit.
 - exporting GRENADE_GUN_ANIM(11/15). This mesh is externally lit.
 - exporting GRENADE_GUN_ANIM(15/15). This mesh is externally lit.
 - exporting SIXSHOOTER_ANIM(11/15). This mesh is externally lit.
 - exporting FLARE_ANIM(14/15). This mesh is externally lit.
 - exporting LARA_SKIN(1/15). This mesh is externally lit.
 - exporting LARA_SKIN(2/15). This mesh is externally lit.
 - exporting LARA_SKIN(3/15). This mesh is externally lit.
 - exporting LARA_SKIN(4/15). This mesh is externally lit.
 - exporting LARA_SKIN(5/15). This mesh is externally lit.
 - exporting LARA_SKIN(6/15). This mesh is externally lit.
 - exporting LARA_SKIN(7/15). This mesh is externally lit.
 - exporting LARA_SKIN(8/15). This mesh is externally lit.
 - exporting LARA_SKIN(9/15). This mesh is externally lit.
 - exporting LARA_SKIN(10/15). This mesh is externally lit.
 - exporting LARA_SKIN(11/15). This mesh is externally lit.
 - exporting LARA_SKIN(12/15). This mesh is externally lit.
 - exporting LARA_SKIN(13/15). This mesh is externally lit.
 - exporting LARA_SKIN(14/15). This mesh is externally lit.
 - exporting LARA_SKIN(15/15). This mesh is externally lit.
 - exporting LARA_SKIN_JOINTS(1/15). This mesh is externally lit.
 - exporting LARA_SKIN_JOINTS(2/15). This mesh is externally lit.
 - exporting LARA_SKIN_JOINTS(3/15). This mesh is externally lit.
 - exporting LARA_SKIN_JOINTS(4/15). This mesh is externally lit.
 - exporting LARA_SKIN_JOINTS(5/15). This mesh is externally lit.
 - exporting LARA_SKIN_JOINTS(6/15). This mesh is externally lit.
 - exporting LARA_SKIN_JOINTS(7/15). This mesh is externally lit.
 - exporting LARA_SKIN_JOINTS(8/15). This mesh is externally lit.
 - exporting LARA_SKIN_JOINTS(9/15). This mesh is externally lit.
 - exporting LARA_SKIN_JOINTS(10/15). This mesh is externally lit.
 - exporting LARA_SKIN_JOINTS(11/15). This mesh is externally lit.
 - exporting LARA_SKIN_JOINTS(12/15). This mesh is externally lit.
 - exporting LARA_SKIN_JOINTS(13/15). This mesh is externally lit.
 - exporting LARA_SKIN_JOINTS(14/15). This mesh is externally lit.
 - exporting LARA_SKIN_JOINTS(15/15). This mesh is externally lit.
 - exporting LARA_SCREAM(15/15). This mesh is externally lit.
 - exporting LARA_CROSSBOW_LASER(11/15). This mesh is externally lit.
 - exporting LARA_REVOLVER_LASER(11/15). This mesh is externally lit.
 - exporting LARA_HOLSTERS(5/17). This mesh is externally lit.
 - exporting LARA_HOLSTERS(9/17). This mesh is externally lit.
 - exporting LARA_HOLSTERS_PISTOLS(5/17). This mesh is externally lit.
 - exporting LARA_HOLSTERS_PISTOLS(9/17). This mesh is externally lit.
 - exporting LARA_HOLSTERS_UZIS(5/17). This mesh is externally lit.
 - exporting LARA_HOLSTERS_UZIS(9/17). This mesh is externally lit.
 - exporting LARA_HOLSTERS_SIXSHOOTER(9/17). This mesh is externally lit.
 - exporting HAIR(1/6). This mesh is externally lit.
 - exporting HAIR(2/6). This mesh is externally lit.
 - exporting HAIR(3/6). This mesh is externally lit.
 - exporting HAIR(4/6). This mesh is externally lit.
 - exporting HAIR(5/6). This mesh is externally lit.
 - exporting HAIR(6/6). This mesh is externally lit.
 - exporting BADDY_2(1/27). This mesh is externally lit.
 - exporting BADDY_2(2/27). This mesh is externally lit.
 - exporting BADDY_2(3/27). This mesh is externally lit.
 - exporting BADDY_2(4/27). This mesh is externally lit.
 - exporting BADDY_2(5/27). This mesh is externally lit.
 - exporting BADDY_2(6/27). This mesh is externally lit.
 - exporting BADDY_2(7/27). This mesh is externally lit.
 - exporting BADDY_2(8/27). This mesh is externally lit.
 - exporting BADDY_2(9/27). This mesh is externally lit.
 - exporting BADDY_2(10/27). This mesh is externally lit.
 - exporting BADDY_2(11/27). This mesh is externally lit.
 - exporting BADDY_2(12/27). This mesh is externally lit.
 - exporting BADDY_2(13/27). This mesh is externally lit.
 - exporting BADDY_2(14/27). This mesh is externally lit.
 - exporting BADDY_2(15/27). This mesh is externally lit.
 - exporting BADDY_2(16/27). This mesh is externally lit.
 - exporting BADDY_2(17/27). This mesh is externally lit.
 - exporting BADDY_2(18/27). This mesh is externally lit.
 - exporting BADDY_2(19/27). This mesh is externally lit.
 - exporting BADDY_2(20/27). This mesh is externally lit.
 - exporting BADDY_2(21/27). This mesh is externally lit.
 - exporting BADDY_2(22/27). This mesh is externally lit.
 - exporting BADDY_2(23/27). This mesh is externally lit.
 - exporting BADDY_2(24/27). This mesh is externally lit.
 - exporting BADDY_2(25/27). This mesh is externally lit.
 - exporting BADDY_2(26/27). This mesh is externally lit.
 - exporting BADDY_2(27/27). This mesh is externally lit.
 - exporting CROCODILE(1/21). This mesh is externally lit.
 - exporting CROCODILE(2/21). This mesh is externally lit.
 - exporting CROCODILE(3/21). This mesh is externally lit.
 - exporting CROCODILE(4/21). This mesh is externally lit.
 - exporting CROCODILE(5/21). This mesh is externally lit.
 - exporting CROCODILE(6/21). This mesh is externally lit.
 - exporting CROCODILE(7/21). This mesh is externally lit.
 - exporting CROCODILE(8/21). This mesh is externally lit.
 - exporting CROCODILE(9/21). This mesh is externally lit.
 - exporting CROCODILE(10/21). This mesh is externally lit.
 - exporting CROCODILE(11/21). This mesh is externally lit.
 - exporting CROCODILE(12/21). This mesh is externally lit.
 - exporting CROCODILE(13/21). This mesh is externally lit.
 - exporting CROCODILE(14/21). This mesh is externally lit.
 - exporting CROCODILE(15/21). This mesh is externally lit.
 - exporting CROCODILE(16/21). This mesh is externally lit.
 - exporting CROCODILE(17/21). This mesh is externally lit.
 - exporting CROCODILE(18/21). This mesh is externally lit.
 - exporting CROCODILE(19/21). This mesh is externally lit.
 - exporting CROCODILE(20/21). This mesh is externally lit.
 - exporting CROCODILE(21/21). This mesh is externally lit.
 - exporting SMALL_SCORPION(1/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(2/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(3/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(4/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(5/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(6/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(7/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(8/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(9/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(10/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(11/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(13/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(15/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(16/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(17/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(19/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(21/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(22/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(23/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(24/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(25/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(26/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(27/27). This mesh is externally lit.
 - exporting DARTS. This mesh is externally lit.
 - DART_EMITTER already exported as DARTS (points to the same mesh).
 - HOMING_DART_EMITTER already exported as DARTS (points to the same mesh).
 - FLAME already exported as DARTS (points to the same mesh).
 - FLAME_EMITTER already exported as DARTS (points to the same mesh).
 - FLAME_EMITTER2 already exported as DARTS (points to the same mesh).
 - FLAME_EMITTER3 already exported as DARTS (points to the same mesh).
 - ROPE already exported as DARTS (points to the same mesh).
 - FIREROPE already exported as DARTS (points to the same mesh).
 - exporting RAISING_BLOCK2. This mesh is externally lit.
 - exporting BIRD_BLADE(1/3). This mesh is externally lit.
 - exporting BIRD_BLADE(2/3). This mesh is externally lit.
 - exporting BIRD_BLADE(3/3). This mesh is externally lit.
 - exporting PUZZLE_ITEM1. This mesh is externally lit.
 - exporting PUZZLE_ITEM2. This mesh is externally lit.
 - exporting PUZZLE_ITEM3. This mesh is externally lit.
 - exporting PUZZLE_ITEM5. This mesh is externally lit.
 - PUZZLE_ITEM7 has faceless vertices. They will be lost.
 - exporting PUZZLE_ITEM7. This mesh is externally lit.
 - exporting KEY_ITEM2. This mesh is externally lit.
 - exporting QUEST_ITEM1. This mesh is externally lit.
 - exporting PUZZLE_HOLE1. This mesh is externally lit.
 - exporting PUZZLE_HOLE2. This mesh is externally lit.
 - exporting PUZZLE_HOLE3. This mesh is externally lit.
 - exporting PUZZLE_HOLE5. This mesh is externally lit.
 - exporting PUZZLE_HOLE7. This mesh is externally lit.
 - exporting PUZZLE_DONE1. This mesh is externally lit.
 - exporting PUZZLE_DONE2. This mesh is externally lit.
 - exporting PUZZLE_DONE3. This mesh is externally lit.
 - exporting PUZZLE_DONE5. This mesh is externally lit.
 - exporting PUZZLE_DONE7. This mesh is externally lit.
 - exporting SWITCH_TYPE1. This mesh is externally lit.
 - exporting SWITCH_TYPE2. This mesh is externally lit.
 - exporting DOOR_TYPE1. This mesh is externally lit.
 - exporting DOOR_TYPE2. This mesh is externally lit.
 - exporting DOOR_TYPE3. This mesh is externally lit.
 - exporting UNDERWATER_DOOR. This mesh is externally lit.
 - exporting BRIDGE_FLAT. This mesh is externally lit.
 - exporting PISTOLS_ITEM. This mesh is externally lit.
 - exporting PISTOLS_AMMO_ITEM. This mesh is externally lit.
 - exporting UZI_ITEM. This mesh is externally lit.
 - exporting UZI_AMMO_ITEM. This mesh is externally lit.
 - exporting SHOTGUN_ITEM. This mesh is externally lit.
 - exporting SHOTGUN_AMMO1_ITEM. This mesh is externally lit.
 - exporting SHOTGUN_AMMO2_ITEM. This mesh is externally lit.
 - exporting CROSSBOW_ITEM(1/2). This mesh is externally lit.
 - exporting CROSSBOW_ITEM(2/2). This mesh is externally lit.
 - exporting CROSSBOW_AMMO1_ITEM. This mesh is externally lit.
 - exporting CROSSBOW_AMMO2_ITEM. This mesh is externally lit.
 - exporting CROSSBOW_AMMO3_ITEM. This mesh is externally lit.
 - exporting CROSSBOW_BOLT. This mesh is externally lit.
 - exporting GRENADE_GUN_ITEM. This mesh is externally lit.
 - exporting GRENADE_GUN_AMMO1_ITEM. This mesh is externally lit.
 - exporting GRENADE_GUN_AMMO2_ITEM. This mesh is externally lit.
 - exporting GRENADE_GUN_AMMO3_ITEM. This mesh is externally lit.
 - exporting GRENADE. This mesh is externally lit.
 - exporting SIXSHOOTER_ITEM(1/4). This mesh is externally lit.
 - exporting SIXSHOOTER_ITEM(2/4). This mesh is externally lit.
 - exporting SIXSHOOTER_ITEM(3/4). This mesh is externally lit.
 - exporting SIXSHOOTER_ITEM(4/4). This mesh is externally lit.
 - exporting SIXSHOOTER_AMMO_ITEM. This mesh is externally lit.
 - exporting BIGMEDI_ITEM. This mesh is externally lit.
 - exporting SMALLMEDI_ITEM. This mesh is externally lit.
 - exporting LASERSIGHT_ITEM. This mesh is externally lit.
 - exporting BINOCULARS_ITEM. This mesh is externally lit.
 - exporting FLARE_ITEM. This mesh is externally lit.
 - exporting FLARE_INV_ITEM. This mesh is externally lit.
 - exporting COMPASS_ITEM(1/2). This mesh is externally lit.
 - exporting COMPASS_ITEM(2/2). This mesh is externally lit.
 - exporting MEMCARD_LOAD_INV_ITEM. This mesh is externally lit.
 - exporting MEMCARD_SAVE_INV_ITEM. This mesh is externally lit.
 - SMOKE_EMITTER_WHITE already exported as DARTS (points to the same mesh).
 - SMOKE_EMITTER_BLACK already exported as DARTS (points to the same mesh).
 - STEAM_EMITTER already exported as DARTS (points to the same mesh).
 - EARTHQUAKE already exported as DARTS (points to the same mesh).
 - WATERFALLMIST already exported as DARTS (points to the same mesh).
 - exporting GUNSHELL. This mesh is externally lit.
 - exporting SHOTGUNSHELL. This mesh is externally lit.
 - exporting GUN_FLASH. This mesh is externally lit.
 - AI_GUARD already exported as DARTS (points to the same mesh).
 - AI_AMBUSH already exported as DARTS (points to the same mesh).
 - AI_PATROL1 already exported as DARTS (points to the same mesh).
 - AI_MODIFY already exported as DARTS (points to the same mesh).
 - AI_FOLLOW already exported as DARTS (points to the same mesh).
 - AI_PATROL2 already exported as DARTS (points to the same mesh).
 - AI_X1 already exported as DARTS (points to the same mesh).
 - AI_X2 already exported as DARTS (points to the same mesh).
 - LARA_START_POS already exported as DARTS (points to the same mesh).
 - KILL_ALL_TRIGGERS already exported as DARTS (points to the same mesh).
 - TRIGGER_TRIGGERER already exported as DARTS (points to the same mesh).
 - exporting MESHSWAP2(2/28). This mesh is externally lit.
 - exporting MESHSWAP2(5/28). This mesh is externally lit.
 - MESHSWAP2(8/28) has faceless vertices. They will be lost.
 - exporting MESHSWAP2(8/28). This mesh is externally lit.
 - exporting MESHSWAP2(9/28). This mesh is externally lit.
 - exporting MESHSWAP2(10/28). This mesh is externally lit.
 - exporting MESHSWAP2(11/28). This mesh is externally lit.
 - exporting MESHSWAP2(12/28). This mesh is externally lit.
 - exporting MESHSWAP2(13/28). This mesh is externally lit.
 - exporting MESHSWAP2(14/28). This mesh is externally lit.
 - exporting MESHSWAP2(15/28). This mesh is externally lit.
 - exporting MESHSWAP2(16/28). This mesh is externally lit.
 - exporting MESHSWAP2(17/28). This mesh is externally lit.
 - exporting MESHSWAP2(18/28). This mesh is externally lit.
 - exporting MESHSWAP2(19/28). This mesh is externally lit.
 - exporting MESHSWAP2(20/28). This mesh is externally lit.
 - exporting MESHSWAP2(21/28). This mesh is externally lit.
 - exporting MESHSWAP2(22/28). This mesh is externally lit.
 - exporting MESHSWAP2(23/28). This mesh is externally lit.
 - exporting MESHSWAP2(24/28). This mesh is externally lit.
 - exporting MESHSWAP2(28/28). This mesh is externally lit.
 - CAMERA_TARGET already exported as DARTS (points to the same mesh).
 - exporting WATERFALL1. This mesh is externally lit.
 - exporting ANIMATING1(1/3). This mesh is externally lit.
 - exporting ANIMATING1(2/3). This mesh is externally lit.
 - exporting ANIMATING1(3/3). This mesh is externally lit.
 - exporting ANIMATING2(1/4). This mesh is externally lit.
 - exporting ANIMATING2(2/4). This mesh is externally lit.
 - exporting ANIMATING2(3/4). This mesh is externally lit.
 - exporting ANIMATING2(4/4). This mesh is externally lit.
 - exporting ANIMATING3(1/3). This mesh is externally lit.
 - exporting ANIMATING3(2/3). This mesh is externally lit.
 - exporting ANIMATING3(3/3). This mesh is externally lit.
 - exporting ANIMATING4(1/3). This mesh is externally lit.
 - exporting ANIMATING4(2/3). This mesh is externally lit.
 - exporting ANIMATING4(3/3). This mesh is externally lit.
 - exporting ANIMATING5. This mesh is externally lit.
 - exporting HORIZON. This mesh is externally lit.
 - exporting BINOCULAR_GRAPHICS. This mesh is externally lit.
 - exporting TARGET_GRAPHICS. This mesh is externally lit.
 - exporting PLANT0. This mesh is internally lit.
 - exporting FURNITURE1. This mesh is internally lit.
 - exporting FURNITURE2. This mesh is internally lit.
 - exporting FURNITURE3. This mesh is internally lit.
 - exporting FURNITURE4. This mesh is internally lit.
 - exporting FURNITURE5. This mesh is internally lit.
 - exporting FURNITURE6. This mesh is internally lit.
 - exporting FURNITURE7. This mesh is internally lit.
 - exporting ROCK0. This mesh is internally lit.
 - exporting ROCK1. This mesh is internally lit.
 - exporting ROCK2. This mesh is internally lit.
 - exporting ROCK3. This mesh is internally lit.
 - exporting ROCK4. This mesh is internally lit.
 - exporting ROCK5. This mesh is internally lit.
 - exporting ROCK6. This mesh is internally lit.
 - exporting ROCK9. This mesh is internally lit.
 - exporting ARCHITECTURE0. This mesh is internally lit.
 - exporting ARCHITECTURE1. This mesh is internally lit.
 - exporting ARCHITECTURE7. This mesh is internally lit.
 - exporting ARCHITECTURE8. This mesh is internally lit.
 - exporting ARCHITECTURE9. This mesh is internally lit.
 - exporting SHATTER0. This mesh is internally lit.

Creating bmp tile files from 32 bit textures in level...
Writing file do_not_delete ...

The names of the objects in the MQO files follow a structure that should be
kept otherwise META2TR will not recognize the object when importing.

Finished. Press any key to exit. Press [D] to delete report.txt

META2TR Version 5
For all features, use with Metasequoia 2.5 beta 16 or later.

Opening level D:\Spiele\TRLE\Tools\Meta2tr\data\do_not_delete...
Allocating meshes...
Animated Texture ranges in memory.
Allocating texture list...
Textures in memory.
Building file D:\Spiele\TRLE\Tools\Meta2tr\data\MoveAll.mqo into level...
You can use the visibility flag in Metasequoia to select
which rooms or objects are built into the level file.

BADDY_2(1/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(2/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(3/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(4/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(5/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(6/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(7/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(9/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(10/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(11/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(12/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(13/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(14/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(15/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(16/27) ..........  6 verts  Externally lit  2709 level tex
BADDY_2(17/27) ..........  4 verts  Externally lit  2709 level tex
BADDY_2(18/27) ..........  6 verts  Externally lit  2709 level tex
BADDY_2(19/27) ..........  4 verts  Externally lit  2709 level tex
BADDY_2(20/27) ..........  7 verts  Externally lit  2709 level tex
BADDY_2(21/27) ..........  5 verts  Externally lit  2709 level tex
BADDY_2(22/27) ..........  7 verts  Externally lit  2709 level tex
BADDY_2(23/27) ..........  5 verts  Externally lit  2709 level tex
BADDY_2(24/27) ..........  32 verts  Externally lit  2709 level tex
BADDY_2(25/27) ..........  4 verts  Externally lit  2709 level tex
BADDY_2(26/27) ..........  4 verts  Externally lit  2709 level tex
BADDY_2(27/27) ..........  4 verts  Externally lit  2709 level tex

Compressing geometry data ...
Writing file do_not_delete ...
Writing file newlevel.tr4 ...
Finished. Press any key to exit. Press [D] to delete report.txt

META2TR Version 5
For all features, use with Metasequoia 2.5 beta 16 or later.

Opening level D:\Spiele\TRLE\Tools\Meta2tr\data\do_not_delete...
Allocating meshes...
Animated Texture ranges in memory.
Allocating texture list...
Textures in memory.
Building file D:\Spiele\TRLE\Tools\Meta2tr\data\MoveAll.mqo into level...
You can use the visibility flag in Metasequoia to select
which rooms or objects are built into the level file.

BADDY_2 ... importing mesh tree offsets.
BADDY_2(1/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(2/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(3/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(4/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(5/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(6/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(7/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(8/27) ..........  20 verts  Externally lit  2709 level tex
BADDY_2(9/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(10/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(11/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(12/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(13/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(14/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(15/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(16/27) ..........  6 verts  Externally lit  2709 level tex
BADDY_2(17/27) ..........  4 verts  Externally lit  2709 level tex
BADDY_2(18/27) ..........  6 verts  Externally lit  2709 level tex
BADDY_2(19/27) ..........  4 verts  Externally lit  2709 level tex
BADDY_2(20/27) ..........  7 verts  Externally lit  2709 level tex
BADDY_2(21/27) ..........  5 verts  Externally lit  2709 level tex
BADDY_2(22/27) ..........  7 verts  Externally lit  2709 level tex
BADDY_2(23/27) ..........  5 verts  Externally lit  2709 level tex
BADDY_2(24/27) ..........  32 verts  Externally lit  2709 level tex
BADDY_2(25/27) ..........  4 verts  Externally lit  2709 level tex
BADDY_2(26/27) ..........  4 verts  Externally lit  2709 level tex
BADDY_2(27/27) ..........  4 verts  Externally lit  2709 level tex

Compressing geometry data ...
Writing file do_not_delete ...
Writing file newlevel.tr4 ...
Finished. Press any key to exit. Press [D] to delete report.txt

META2TR Version 5
For all features, use with Metasequoia 2.5 beta 16 or later.

Opening level D:\Spiele\TRLE\Tools\Meta2tr\data\do_not_delete...
Allocating meshes...
Animated Texture ranges in memory.
Allocating texture list...
Textures in memory.
Building file D:\Spiele\TRLE\Tools\Meta2tr\data\MoveAll.mqo into level...
You can use the visibility flag in Metasequoia to select
which rooms or objects are built into the level file.

BADDY_2 ... importing mesh tree offsets.
BADDY_2(1/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(2/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(3/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(4/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(5/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(6/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(7/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(8/27) ..........  20 verts  Externally lit  2709 level tex
BADDY_2(9/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(10/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(11/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(12/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(13/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(14/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(15/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(16/27) ..........  6 verts  Externally lit  2709 level tex
BADDY_2(17/27) ..........  4 verts  Externally lit  2709 level tex
BADDY_2(18/27) ..........  6 verts  Externally lit  2709 level tex
BADDY_2(19/27) ..........  4 verts  Externally lit  2709 level tex
BADDY_2(20/27) ..........  7 verts  Externally lit  2709 level tex
BADDY_2(21/27) ..........  5 verts  Externally lit  2709 level tex
BADDY_2(22/27) ..........  7 verts  Externally lit  2709 level tex
BADDY_2(23/27) ..........  5 verts  Externally lit  2709 level tex
BADDY_2(24/27) ..........  32 verts  Externally lit  2709 level tex
BADDY_2(25/27) ..........  4 verts  Externally lit  2709 level tex
BADDY_2(26/27) ..........  4 verts  Externally lit  2709 level tex
BADDY_2(27/27) ..........  4 verts  Externally lit  2709 level tex

Compressing geometry data ...
Writing file do_not_delete ...
Writing file newlevel.tr4 ...
Finished. Press any key to exit. Press [D] to delete report.txt

META2TR Version 5
For all features, use with Metasequoia 2.5 beta 16 or later.

Opening level D:\Spiele\TRLE\Tools\Meta2tr\data\do_not_delete...
Allocating meshes...
Animated Texture ranges in memory.
Allocating texture list...
Textures in memory.
Building file D:\Spiele\TRLE\Tools\Meta2tr\data\MoveAll.mqo into level...
You can use the visibility flag in Metasequoia to select
which rooms or objects are built into the level file.

BADDY_2 ... importing mesh tree offsets.
BADDY_2(1/27) ..........  37 verts  Externally lit  2773 level tex
BADDY_2(2/27) ..........  42 verts  Externally lit  2852 level tex
BADDY_2(3/27) ..........  38 verts  Externally lit  2892 level tex
BADDY_2(4/27) ..........  50 verts  Externally lit  2892 level tex
BADDY_2(5/27) ..........  48 verts  Externally lit  2969 level tex
BADDY_2(6/27) ..........  38 verts  Externally lit  3008 level tex
BADDY_2(7/27) ..........  50 verts  Externally lit  3008 level tex
BADDY_2(8/27) ..........  20 verts  Externally lit  3008 level tex
BADDY_2(9/27) has faces with no material assigned. Will not be imported.


BADDY_2(10/27) ....
  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.
......  53 verts  Externally lit  3103 level tex
BADDY_2(11/27) ..........  26 verts  Externally lit  3147 level texError parsing presence of vertex colors.
META2TR Version 5
For all features, use with Metasequoia 2.5 beta 16 or later.

Opening level D:\Spiele\TRLE\Tools\Meta2tr\data\do_not_delete...
Allocating meshes...
Animated Texture ranges in memory.
Allocating texture list...
Textures in memory.
Building file D:\Spiele\TRLE\Tools\Meta2tr\data\MoveAll.mqo into level...
You can use the visibility flag in Metasequoia to select
which rooms or objects are built into the level file.

BADDY_2 ... importing mesh tree offsets.
BADDY_2(1/27) ..........  37 verts  Externally lit  2773 level tex
BADDY_2(2/27) ..........  42 verts  Externally lit  2852 level tex
BADDY_2(3/27) ..........  38 verts  Externally lit  2892 level tex
BADDY_2(4/27) ..........  50 verts  Externally lit  2892 level tex
BADDY_2(5/27) ..........  48 verts  Externally lit  2969 level tex
BADDY_2(6/27) ..........  38 verts  Externally lit  3008 level tex
BADDY_2(7/27) ..........  50 verts  Externally lit  3008 level tex
BADDY_2(8/27) ..........  20 verts  Externally lit  3008 level tex
BADDY_2(9/27) has faces with no material assigned. Will not be imported.


BADDY_2(10/27) ....
  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.
......  53 verts  Externally lit  3103 level tex
BADDY_2(11/27) ..........  26 verts  Externally lit  3147 level texError parsing presence of vertex colors.
META2TR Version 5
For all features, use with Metasequoia 2.5 beta 16 or later.

Opening level D:\Spiele\TRLE\Tools\Meta2tr\data\do_not_delete...
Allocating meshes...
Animated Texture ranges in memory.
Allocating texture list...
Textures in memory.
Building file D:\Spiele\TRLE\Tools\Meta2tr\data\MoveAll.mqo into level...
You can use the visibility flag in Metasequoia to select
which rooms or objects are built into the level file.

BADDY_2 ... importing mesh tree offsets.
BADDY_2(1/27) ..........  37 verts  Externally lit  2773 level tex
BADDY_2(2/27) ..........  42 verts  Externally lit  2852 level tex
BADDY_2(3/27) ..........  38 verts  Externally lit  2892 level tex
BADDY_2(4/27) ..........  50 verts  Externally lit  2892 level tex
BADDY_2(5/27) ..........  48 verts  Externally lit  2969 level tex
BADDY_2(6/27) ..........  38 verts  Externally lit  3008 level tex
BADDY_2(7/27) ..........  50 verts  Externally lit  3008 level tex
BADDY_2(8/27) ..........  20 verts  Externally lit  3008 level tex
BADDY_2(9/27) has faces with no material assigned. Will not be imported.


BADDY_2(10/27) ....
  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.
......  53 verts  Externally lit  3103 level tex
BADDY_2(11/27) ..........  26 verts  Externally lit  3147 level texError parsing presence of vertex colors.
META2TR Version 5
For all features, use with Metasequoia 2.5 beta 16 or later.

Opening level D:\Spiele\TRLE\Tools\Meta2tr\data\do_not_delete...
Allocating meshes...
Animated Texture ranges in memory.
Allocating texture list...
Textures in memory.
Building file D:\Spiele\TRLE\Tools\Meta2tr\data\MoveAll.mqo into level...
You can use the visibility flag in Metasequoia to select
which rooms or objects are built into the level file.

BADDY_2 ... importing mesh tree offsets.
BADDY_2(1/27) ..........  37 verts  Externally lit  2773 level tex
BADDY_2(2/27) ..........  42 verts  Externally lit  2852 level tex
BADDY_2(3/27) ..........  38 verts  Externally lit  2892 level tex
BADDY_2(4/27) ..........  50 verts  Externally lit  2892 level tex
BADDY_2(5/27) ..........  48 verts  Externally lit  2969 level tex
BADDY_2(6/27) ..........  38 verts  Externally lit  3008 level tex
BADDY_2(7/27) ..........  50 verts  Externally lit  3008 level tex
BADDY_2(8/27) ..........  20 verts  Externally lit  3008 level tex
BADDY_2(9/27) has faces with no material assigned. Will not be imported.


BADDY_2(10/27) ....
  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.
......  53 verts  Externally lit  3103 level tex
BADDY_2(11/27) ..........  26 verts  Externally lit  3147 level texError parsing presence of vertex colors.
META2TR Version 5
For all features, use with Metasequoia 2.5 beta 16 or later.

Opening level D:\Spiele\TRLE\Tools\Meta2tr\data\do_not_delete...
Allocating meshes...
Animated Texture ranges in memory.
Allocating texture list...
Textures in memory.
Building file D:\Spiele\TRLE\Tools\Meta2tr\data\MoveAll.mqo into level...
You can use the visibility flag in Metasequoia to select
which rooms or objects are built into the level file.

BADDY_2 ... importing mesh tree offsets.
BADDY_2(1/27) ..........  37 verts  Externally lit  2773 level tex
BADDY_2(2/27) ..........  42 verts  Externally lit  2852 level tex
BADDY_2(3/27) ..........  38 verts  Externally lit  2892 level tex
BADDY_2(4/27) ..........  50 verts  Externally lit  2892 level tex
BADDY_2(5/27) ..........  48 verts  Externally lit  2969 level tex
BADDY_2(6/27) ..........  38 verts  Externally lit  3008 level tex
BADDY_2(7/27) ..........  50 verts  Externally lit  3008 level tex
BADDY_2(8/27) ..........  20 verts  Externally lit  3008 level tex
BADDY_2(9/27) has faces with no material assigned. Will not be imported.


BADDY_2(10/27) ....
  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.
......  53 verts  Externally lit  3103 level tex
BADDY_2(11/27) ..........  26 verts  Externally lit  3147 level texError parsing presence of vertex colors.


psiko 19-07-10 12:37

there are two different type of errors, one is automatically corrected by meta2tr, the first one.
For the first one, check the meshes you are importing: they should NOT have the UV infos outside a specific 256x256 area: check the meta2tr's website for more info. The uv infos must belong to a specific area, for different areas are recognized as a special property of the material applied itself.

this is the image explaining the uv zones for rooms:
http://img269.imageshack.us/img269/9035/uvzones.jpg

and this is the one you should check, it is for objects:
http://img269.imageshack.us/img269/7...forobjects.jpg

All the singular uv infos relative to a specific polygon (triangle or quadrilater) should belong ony to ONE uv zone: so check the uv infos of your objects and be careful that some vertex is not outside of one of those squared zones.

For the second problem, it seems you applied some vertex coloration to a moveable object, and this can be done on objects only with colors in grey scale and must be done with THOSE RULES:
http://meta2tr.netii.net/objectlighting.html

So the second problem seems it is caused by a vertex coloration using a material which has not been set as in that tutorial :)
BTW, for moveable objects it is not necessary, even if possible, to vertex-color, as they use the lights of the surroundings :)

TR-Freak 19-07-10 13:09

I think everything is fine.
http://npshare.de/files/649461d6/Unbenannt.jpg
And the Pink texture is like that:
http://npshare.de/files/0e1e2261/Unbenannt.png
So everything's right?

psiko 19-07-10 13:43

as your report, the problem is on the 11th mesh of this buddy. The uv info of this mesh you show me is right, but the problem on the buddy is the second one I am talking about into my previous post... it is regarding the material, which is tile106.bmp (edit2: and tile003.bmp)
can you show me the properties for those materials?

edit: then, have you painted with vertex color any of his meshes?

Shauni 19-07-10 17:52

I have an object which I UV mapped and then saved as an MQO file. I dragged the MQO file over the Meta2tr icon and it said my file does not have the right name and that it should match the name of something else. What should I rename it?

Also I'm a little lost how to get the textured object into the level once I've opened it. Just drag and drop the file into meta's screen, or import it in?

psiko 19-07-10 18:10

Quote:

Originally Posted by Shauni (Post 4757932)
I have an object which I UV mapped and then saved as an MQO file. I dragged the MQO file over the Meta2tr icon and it said my file does not have the right name and that it should match the name of something else. What should I rename it?

Also I'm a little lost how to get the textured object into the level once I've opened it. Just drag and drop the file into meta's screen, or import it in?

the object should be already inside your tr4 file, so it could be extracted by meta2tr into the mqo files. Once extracted, your object must keep the name of the meshes you are going to substitute :) to import it back, simply drag and drop your mqo file onto the meta2tr.exe, but keep "visible" only the meshes you want to substitute.. the visibility is given by the little eye icon next to the name of the meshes in metasequoia :)

Shauni 19-07-10 18:14

Quote:

Originally Posted by psiko (Post 4757981)
the object should be already inside your tr4 file, so it could be extracted by meta2tr into the mqo files. Once extracted, your object must keep the name of the meshes you are going to substitute :) to import it back, simply drag and drop your mqo file onto the meta2tr.exe, but keep "visible" only the meshes you want to substitute.. the visibility is given by the little eye icon next to the name of the meshes in metasequoia :)

Oh but I made a new object and want to add it. Is this not possible? Should I replace it over an already existing object? :)

meta2tr 19-07-10 18:24

Hi TR-Freak

I've done some tests, I think I know what the problem is. Could you open the mqo file in Notepad, find the line
Code:

Object "BADDY_2(10/27)" {
Then select all the text from this line, to the line
Code:

Object "BADDY_2(13/27)" {
and post it on the forum. Thanks!

meta2tr 19-07-10 18:36

Quote:

Originally Posted by Shauni (Post 4757984)
Oh but I made a new object and want to add it. Is this not possible? Should I replace it over an already existing object? :)

Yes, you are right. For example, if your object will be PLANT1 in the level, you need PLANT1 to be present in the Wad.

How many materials does your object have? And is the bmp file 256x256?

meta2tr 19-07-10 18:38

Quote:

Originally Posted by Shauni (Post 4757932)
Also I'm a little lost how to get the textured object into the level once I've opened it. Just drag and drop the file into meta's screen, or import it in?

No, you drag it over the icon.

TR-Freak 19-07-10 18:43

Quote:

Originally Posted by meta2tr (Post 4757996)
Hi TR-Freak

I've done some tests, I think I know what the problem is. Could you open the mqo file in Notepad, find the line
Code:

Object "BADDY_2(10/27)" {
Then select all the text from this line, to the line
Code:

Object "BADDY_2(13/27)" {
and post it on the forum. Thanks!


Code:

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    rotation 0.000000 -0.000000 0.000000
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    visible 15
    locking 0
    shading 1
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        3 V(44 61 60) M(4) UV(0.82450 0.62848 0.81481 0.64314 0.80071 0.65277)
        3 V(60 45 44) M(4) UV(0.80071 0.65277 0.81087 0.63695 0.82450 0.62848)
        3 V(59 64 47) M(4) UV(0.78855 0.66078 0.77635 0.65767 0.78361 0.65387)
        3 V(64 48 47) M(4) UV(0.77635 0.65767 0.77491 0.65131 0.78361 0.65387)
        3 V(64 49 48) M(4) UV(0.77635 0.65767 0.77065 0.64418 0.77491 0.65131)
        3 V(64 50 49) M(4) UV(0.93659 0.37712 0.93758 0.38432 0.92947 0.38486)
        3 V(64 59 50) M(4) UV(0.93659 0.37712 0.94324 0.37792 0.93758 0.38432)
        3 V(61 57 60) M(4) UV(0.94389 0.40936 0.93856 0.40813 0.94419 0.39281)
        3 V(61 56 57) M(4) UV(0.94389 0.40936 0.93776 0.42521 0.93856 0.40813)
        3 V(61 44 62) M(4) UV(0.81481 0.64314 0.82450 0.62848 0.82958 0.63448)
        3 V(62 56 61) M(4) UV(0.94330 0.42636 0.93776 0.42521 0.94389 0.40936)
        3 V(62 55 56) M(4) UV(0.94330 0.42636 0.93925 0.45481 0.93776 0.42521)
        3 V(62 63 55) M(4) UV(0.94330 0.42636 0.94455 0.45457 0.93925 0.45481)
        3 V(62 43 63) M(4) UV(0.82958 0.63448 0.85951 0.61655 0.85844 0.62335)
        3 V(62 44 43) M(4) UV(0.82958 0.63448 0.82450 0.62848 0.85951 0.61655)
        3 V(76 65 75) M(4) UV(0.87273 0.64256 0.88067 0.64811 0.85724 0.65696)
        3 V(65 66 75) M(4) UV(0.88067 0.64811 0.86861 0.65988 0.85724 0.65696)
        3 V(66 74 75) M(4) UV(0.86861 0.65988 0.84906 0.66379 0.85724 0.65696)
        3 V(66 67 74) M(4) UV(0.86861 0.65988 0.85459 0.66941 0.84906 0.66379)
        3 V(68 73 74) M(4) UV(0.84328 0.67642 0.83791 0.67166 0.84906 0.66379)
        3 V(74 67 68) M(4) UV(0.84906 0.66379 0.85459 0.66941 0.84328 0.67642)
        3 V(72 73 71) M(4) UV(0.98815 0.39567 0.97628 0.40985 0.97548 0.39132)
        3 V(70 68 69) M(4) UV(0.83138 0.67897 0.84328 0.67642 0.83432 0.68431)
        3 V(73 68 70) M(4) UV(0.83791 0.67166 0.84328 0.67642 0.83138 0.67897)
        3 V(70 71 73) M(4) UV(0.83138 0.67897 0.82296 0.68211 0.83791 0.67166)
        3 V(75 77 76) M(4) UV(0.97725 0.43490 0.98882 0.45961 0.97640 0.45884)
        3 V(75 78 77) M(4) UV(0.97725 0.43490 0.98776 0.43471 0.98882 0.45961)
        3 V(74 79 78) M(4) UV(0.97674 0.42231 0.98739 0.42146 0.98776 0.43471)
        3 V(75 74 78) M(4) UV(0.97725 0.43490 0.97674 0.42231 0.98776 0.43471)
        3 V(73 80 79) M(4) UV(0.97628 0.40985 0.98728 0.40860 0.98739 0.42146)
        3 V(74 73 79) M(4) UV(0.97674 0.42231 0.97628 0.40985 0.98739 0.42146)
        3 V(73 72 80) M(4) UV(0.97628 0.40985 0.98815 0.39567 0.98728 0.40860)
        3 V(72 81 80) M(4) UV(0.98815 0.39567 0.99032 0.39708 0.98728 0.40860)
        3 V(81 69 68) M(4) UV(0.83577 0.69519 0.83432 0.68431 0.84328 0.67642)
        3 V(68 82 81) M(4) UV(0.84328 0.67642 0.84661 0.68776 0.83577 0.69519)
        3 V(82 80 81) M(4) UV(0.99064 0.40902 0.98728 0.40860 0.99032 0.39708)
        3 V(82 79 80) M(4) UV(0.99064 0.40902 0.98739 0.42146 0.98728 0.40860)
        3 V(68 67 82) M(4) UV(0.84328 0.67642 0.85459 0.66941 0.84661 0.68776)
        3 V(66 83 82) M(4) UV(0.86861 0.65988 0.85970 0.67841 0.84661 0.68776)
        3 V(82 67 66) M(4) UV(0.84661 0.68776 0.85459 0.66941 0.86861 0.65988)
        3 V(81 86 69) M(4) UV(0.83577 0.69519 0.82273 0.68706 0.83432 0.68431)
        3 V(86 70 69) M(4) UV(0.82273 0.68706 0.83138 0.67897 0.83432 0.68431)
        3 V(86 71 70) M(4) UV(0.82273 0.68706 0.82296 0.68211 0.83138 0.67897)
        3 V(86 72 71) M(4) UV(0.98717 0.39193 0.98815 0.39567 0.97548 0.39132)
        3 V(86 81 72) M(4) UV(0.98717 0.39193 0.99032 0.39708 0.98815 0.39567)
        3 V(83 79 82) M(4) UV(0.99068 0.42258 0.98739 0.42146 0.99064 0.40902)
        3 V(83 78 79) M(4) UV(0.99068 0.42258 0.98776 0.43471 0.98739 0.42146)
        3 V(83 66 84) M(4) UV(0.85970 0.67841 0.86861 0.65988 0.86936 0.67047)
        3 V(84 78 83) M(4) UV(0.99070 0.43623 0.98776 0.43471 0.99068 0.42258)
        3 V(84 77 78) M(4) UV(0.99070 0.43623 0.98882 0.45961 0.98776 0.43471)
        3 V(84 85 77) M(4) UV(0.99070 0.43623 0.99181 0.45970 0.98882 0.45961)
        3 V(84 65 85) M(4) UV(0.86936 0.67047 0.88067 0.64811 0.88700 0.65801)
        3 V(84 66 65) M(4) UV(0.86936 0.67047 0.86861 0.65988 0.88067 0.64811)
        3 V(33 87 32) M(4) UV(0.91717 0.45277 0.92877 0.49308 0.89939 0.49260)
        3 V(32 17 33) M(4) UV(0.89939 0.49260 0.91166 0.45412 0.91717 0.45277)
        3 V(88 89 87) M(4) UV(0.93577 0.47050 0.94355 0.49304 0.92877 0.49308)
        2 V(32 94) M(4)
        2 V(94 24) M(4)
        3 V(32 87 94) M(4) UV(0.89939 0.49260 0.92877 0.49308 0.93110 0.50950)
        3 V(94 24 32) M(4) UV(0.93110 0.50950 0.89700 0.50788 0.89939 0.49260)
        3 V(92 93 94) M(4) UV(0.94192 0.51115 0.94654 0.54018 0.93110 0.50950)
        3 V(94 87 92) M(4) UV(0.93110 0.50950 0.92877 0.49308 0.94192 0.51115)
        3 V(87 89 92) M(4) UV(0.92877 0.49308 0.94355 0.49304 0.94192 0.51115)
        3 V(92 90 93) M(4) UV(0.94192 0.51115 0.94607 0.50814 0.94654 0.54018)
        3 V(91 93 90) M(4) UV(0.95172 0.52910 0.94654 0.54018 0.94607 0.50814)
        3 V(92 89 90) M(4) UV(0.94192 0.51115 0.94355 0.49304 0.94607 0.50814)
        2 V(24 95) M(4)
        3 V(24 94 95) M(4) UV(0.89700 0.50788 0.93110 0.50950 0.91957 0.52907)
        3 V(95 94 93) M(4) UV(0.91957 0.52907 0.93110 0.50950 0.94654 0.54018)
        3 V(24 0 25) M(4) UV(0.89700 0.50788 0.92998 0.55653 0.90157 0.53714)
        3 V(95 0 24) M(4) UV(0.91957 0.52907 0.92998 0.55653 0.89700 0.50788)
        3 V(107 96 106) M(4) UV(0.86134 0.62984 0.86891 0.63096 0.83903 0.64305)
        3 V(96 97 106) M(4) UV(0.86891 0.63096 0.84490 0.64939 0.83903 0.64305)
        3 V(97 105 106) M(4) UV(0.84490 0.64939 0.82576 0.64947 0.83903 0.64305)
        3 V(97 98 105) M(4) UV(0.84490 0.64939 0.83200 0.65740 0.82576 0.64947)
        3 V(99 104 105) M(4) UV(0.81838 0.66587 0.81342 0.65716 0.82576 0.64947)
        3 V(105 98 99) M(4) UV(0.82576 0.64947 0.83200 0.65740 0.81838 0.66587)
        3 V(103 104 102) M(4) UV(0.96281 0.38320 0.95522 0.39902 0.95436 0.37748)
        3 V(101 99 100) M(4) UV(0.79774 0.67069 0.81838 0.66587 0.80620 0.67343)
        3 V(104 99 101) M(4) UV(0.81342 0.65716 0.81838 0.66587 0.79774 0.67069)
        3 V(101 102 104) M(4) UV(0.79774 0.67069 0.79505 0.66864 0.81342 0.65716)
        3 V(106 108 107) M(4) UV(0.95703 0.42810 0.96282 0.45677 0.95456 0.45638)
        3 V(106 109 108) M(4) UV(0.95703 0.42810 0.96317 0.42811 0.96282 0.45677)
        3 V(105 110 109) M(4) UV(0.95572 0.41351 0.96289 0.41218 0.96317 0.42811)
        3 V(106 105 109) M(4) UV(0.95703 0.42810 0.95572 0.41351 0.96317 0.42811)
        3 V(104 111 110) M(4) UV(0.95522 0.39902 0.96117 0.39836 0.96289 0.41218)
        3 V(105 104 110) M(4) UV(0.95572 0.41351 0.95522 0.39902 0.96289 0.41218)
        3 V(104 103 111) M(4) UV(0.95522 0.39902 0.96281 0.38320 0.96117 0.39836)
        3 V(103 112 111) M(4) UV(0.96281 0.38320 0.97269 0.38440 0.96117 0.39836)
        3 V(112 100 99) M(4) UV(0.81108 0.68035 0.80620 0.67343 0.81838 0.66587)
        3 V(99 113 112) M(4) UV(0.81838 0.66587 0.82257 0.67274 0.81108 0.68035)
        3 V(113 111 112) M(4) UV(0.97265 0.39810 0.96117 0.39836 0.97269 0.38440)
        3 V(113 110 111) M(4) UV(0.97265 0.39810 0.96289 0.41218 0.96117 0.39836)
        3 V(99 98 113) M(4) UV(0.81838 0.66587 0.83200 0.65740 0.82257 0.67274)
        3 V(97 114 113) M(4) UV(0.84490 0.64939 0.83590 0.66359 0.82257 0.67274)
        3 V(113 98 97) M(4) UV(0.82257 0.67274 0.83200 0.65740 0.84490 0.64939)
        3 V(112 117 100) M(4) UV(0.81108 0.68035 0.79927 0.67698 0.80620 0.67343)
        3 V(117 101 100) M(4) UV(0.79927 0.67698 0.79774 0.67069 0.80620 0.67343)
        3 V(117 102 101) M(4) UV(0.79927 0.67698 0.79505 0.66864 0.79774 0.67069)
        3 V(117 103 102) M(4) UV(0.96342 0.37644 0.96281 0.38320 0.95436 0.37748)
        3 V(117 112 103) M(4) UV(0.96342 0.37644 0.97269 0.38440 0.96281 0.38320)
        3 V(114 110 113) M(4) UV(0.97233 0.41416 0.96289 0.41218 0.97265 0.39810)
        3 V(114 109 110) M(4) UV(0.97233 0.41416 0.96317 0.42811 0.96289 0.41218)
        3 V(114 97 115) M(4) UV(0.83590 0.66359 0.84490 0.64939 0.84937 0.65533)
        3 V(115 109 114) M(4) UV(0.97282 0.42986 0.96317 0.42811 0.97233 0.41416)
        3 V(115 108 109) M(4) UV(0.97282 0.42986 0.96282 0.45677 0.96317 0.42811)
        3 V(115 116 108) M(4) UV(0.97282 0.42986 0.97444 0.45696 0.96282 0.45677)
        3 V(115 96 116) M(4) UV(0.84937 0.65533 0.86891 0.63096 0.87273 0.64256)
        3 V(115 97 96) M(4) UV(0.84937 0.65533 0.84490 0.64939 0.86891 0.63096)
        3 V(33 88 87) M(4) UV(0.91717 0.45277 0.93577 0.47050 0.92877 0.49308)
        3 V(88 54 55) M(4) UV(0.93577 0.47050 0.93224 0.45451 0.93925 0.45481)
        3 V(55 118 88) M(4) UV(0.93925 0.45481 0.94576 0.46414 0.93577 0.47050)
        3 V(118 89 88) M(4) UV(0.94576 0.46414 0.94355 0.49304 0.93577 0.47050)
        3 V(33 54 88) M(4) UV(0.91717 0.45277 0.93224 0.45451 0.93577 0.47050)
        3 V(54 33 41) M(4) UV(0.93224 0.45451 0.91717 0.45277 0.92208 0.45175)
        3 V(41 119 54) M(4) UV(0.92208 0.45175 0.93611 0.45331 0.93224 0.45451)
        3 V(119 53 54) M(4) UV(0.93611 0.45331 0.93157 0.42481 0.93224 0.45451)
        3 V(120 55 63) M(4) UV(0.86134 0.62984 0.82958 0.63448 0.85844 0.62335)
        3 V(96 107 120) M(4) UV(0.96575 0.45993 0.95456 0.45638 0.95809 0.45415)
        3 V(107 55 120) M(4) UV(0.95456 0.45638 0.93925 0.45481 0.95809 0.45415)
        3 V(119 43 54) M(4) UV(0.93611 0.45331 0.93302 0.44547 0.93224 0.45451)
        3 V(96 121 43) M(4) UV(0.86891 0.63096 0.86171 0.62591 0.85951 0.61655)
        3 V(121 120 63) M(4) UV(0.86171 0.62591 0.86134 0.62984 0.85844 0.62335)
        3 V(43 121 63) M(4) UV(0.85951 0.61655 0.86171 0.62591 0.85844 0.62335)
        3 V(96 120 121) M(4) UV(0.86891 0.63096 0.86134 0.62984 0.86171 0.62591)
        3 V(119 122 43) M(4) UV(0.84662 0.60969 0.85548 0.60992 0.85951 0.61655)
        3 V(41 122 119) M(4) UV(0.84599 0.60597 0.85548 0.60992 0.84662 0.60969)
        3 V(41 5 122) M(4) UV(0.84599 0.60597 0.85844 0.60348 0.85548 0.60992)
        3 V(107 123 118) M(4) UV(0.95456 0.45638 0.96039 0.47082 0.94576 0.46414)
        3 V(118 55 107) M(4) UV(0.94576 0.46414 0.93925 0.45481 0.95456 0.45638)
        3 V(124 89 118) M(4) UV(0.95223 0.49316 0.94355 0.49304 0.94576 0.46414)
        3 V(118 123 124) M(4) UV(0.94576 0.46414 0.96039 0.47082 0.95223 0.49316)
        3 V(125 90 89) M(4) UV(0.96126 0.51156 0.94607 0.50814 0.94355 0.49304)
        3 V(89 124 125) M(4) UV(0.94355 0.49304 0.95223 0.49316 0.96126 0.51156)
        3 V(125 91 90) M(4) UV(0.96126 0.51156 0.95172 0.52910 0.94607 0.50814)
        3 V(116 76 108) M(4) UV(0.97444 0.45696 0.97640 0.45884 0.96282 0.45677)
        3 V(116 65 76) M(4) UV(0.97444 0.45696 0.98335 0.45967 0.97640 0.45884)
        3 V(116 96 65) M(4) UV(0.87273 0.64256 0.86891 0.63096 0.88067 0.64811)
        3 V(3 136 5) M(4) UV(0.87573 0.57868 0.88112 0.59513 0.85844 0.60348)
        3 V(5 136 133) M(4) UV(0.85844 0.60348 0.88112 0.59513 0.86634 0.61158)
        3 V(136 134 133) M(4) UV(0.88112 0.59513 0.88456 0.61466 0.86634 0.61158)
        3 V(134 96 133) M(4) UV(0.88456 0.61466 0.86891 0.63096 0.86634 0.61158)
        3 V(134 132 96) M(4) UV(0.88456 0.61466 0.88197 0.63442 0.86891 0.63096)
        3 V(133 43 122) M(4) UV(0.86634 0.61158 0.85951 0.61655 0.85548 0.60992)
        3 V(122 5 133) M(4) UV(0.85548 0.60992 0.85844 0.60348 0.86634 0.61158)
        3 V(96 43 133) M(4) UV(0.86891 0.63096 0.85951 0.61655 0.86634 0.61158)
        3 V(96 132 65) M(4) UV(0.86891 0.63096 0.88197 0.63442 0.88067 0.64811)
        3 V(132 135 65) M(4) UV(0.88197 0.63442 0.90069 0.64412 0.88067 0.64811)
        3 V(85 65 135) M(4) UV(0.88700 0.65801 0.88067 0.64811 0.90069 0.64412)
        3 V(126 85 135) M(4) UV(0.92425 0.63903 0.88700 0.65801 0.90069 0.64412)
        3 V(135 129 126) M(4) UV(0.90069 0.64412 0.91700 0.62949 0.92425 0.63903)
        3 V(138 130 129) M(4) UV(0.91923 0.60302 0.92975 0.60466 0.91700 0.62949)
        3 V(135 137 129) M(4) UV(0.90069 0.64412 0.90491 0.61777 0.91700 0.62949)
        3 V(137 138 129) M(4) UV(0.90491 0.61777 0.91923 0.60302 0.91700 0.62949)
        3 V(135 134 137) M(4) UV(0.90069 0.64412 0.88456 0.61466 0.90491 0.61777)
        3 V(135 132 134) M(4) UV(0.90069 0.64412 0.88197 0.63442 0.88456 0.61466)
        3 V(130 126 129) M(4) UV(0.92975 0.60466 0.92425 0.63903 0.91700 0.62949)
        3 V(130 127 126) M(4) UV(0.92975 0.60466 0.93754 0.61367 0.92425 0.63903)
        3 V(131 128 127) M(4) UV(0.96535 0.55576 0.98012 0.54864 0.93754 0.61367)
        3 V(134 139 137) M(4) UV(0.88456 0.61466 0.90335 0.59631 0.90491 0.61777)
        3 V(134 136 139) M(4) UV(0.88456 0.61466 0.88112 0.59513 0.90335 0.59631)
        3 V(3 140 139) M(4) UV(0.87573 0.57868 0.89511 0.58110 0.90335 0.59631)
        3 V(139 136 3) M(4) UV(0.90335 0.59631 0.88112 0.59513 0.87573 0.57868)
        3 V(3 2 140) M(4) UV(0.87573 0.57868 0.89656 0.56572 0.89511 0.58110)
        3 V(139 138 137) M(4) UV(0.90335 0.59631 0.91923 0.60302 0.90491 0.61777)
        3 V(131 127 130) M(4) UV(0.96535 0.55576 0.93754 0.61367 0.92975 0.60466)
        3 V(138 141 130) M(4) UV(0.91923 0.60302 0.91753 0.59135 0.92975 0.60466)
        3 V(138 139 141) M(4) UV(0.91923 0.60302 0.90335 0.59631 0.91753 0.59135)
        3 V(139 140 141) M(4) UV(0.90335 0.59631 0.89511 0.58110 0.91753 0.59135)
        3 V(140 2 141) M(4) UV(0.89511 0.58110 0.89656 0.56572 0.91753 0.59135)
        3 V(2 142 141) M(4) UV(0.89656 0.56572 0.92008 0.57117 0.91753 0.59135)
        3 V(2 1 142) M(4) UV(0.89656 0.56572 0.92998 0.55653 0.92008 0.57117)
        3 V(142 131 141) M(4) UV(0.92008 0.57117 0.96535 0.55576 0.91753 0.59135)
        3 V(131 130 141) M(4) UV(0.96535 0.55576 0.92975 0.60466 0.91753 0.59135)
        3 V(142 1 131) M(4) UV(0.92008 0.57117 0.92998 0.55653 0.96535 0.55576)
        3 V(125 143 91) M(4) UV(0.96126 0.51156 0.97921 0.53117 0.95172 0.52910)
        3 V(143 144 93) M(4) UV(0.97921 0.53117 0.98012 0.54864 0.94654 0.54018)
        3 V(93 91 143) M(4) UV(0.94654 0.54018 0.95172 0.52910 0.97921 0.53117)
        3 V(85 126 77) M(4) UV(0.99181 0.45970 1.00011 0.50094 0.98882 0.45961)
        3 V(126 145 77) M(4) UV(0.92425 0.63903 0.90794 0.65167 0.88700 0.65801)
        3 V(145 76 77) M(4) UV(0.99573 0.46922 0.97640 0.45884 0.98882 0.45961)
        3 V(107 108 123) M(4) UV(0.95456 0.45638 0.96282 0.45677 0.96039 0.47082)
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-Roli- 19-07-10 18:59

http://npshare.de/files/50d9fcd9/Unbenannt.jpg

How did you make those panels on left?

(I mean the paint, uv, etc.) :)

TR-Freak 19-07-10 19:01

File > Basic Mode unticked

Shauni 19-07-10 19:02

Quote:

Originally Posted by meta2tr (Post 4758019)
Yes, you are right. For example, if your object will be PLANT1 in the level, you need PLANT1 to be present in the Wad.

How many materials does your object have? And is the bmp file 256x256?

Okay I replaced my new object over plant1 (a palm tree that had been placed in the level), UV mapped it and saved it. It still says it doesn't have the right name even though it has the exact name the palm tree object previously had ("PLANT1.mqo"). :confused:

I only have one texture file, it's a bmp and in 256x256.

-Roli- 19-07-10 19:04

Quote:

Originally Posted by TR-Freak (Post 4758066)
File > Basic Mode unticked

Thank you :D :hug:

TR-Freak 19-07-10 19:05

Quote:

Originally Posted by Shauni (Post 4758070)
Okay I replaced my new object over plant1 (a palm tree that had been placed in the level), UV mapped it and saved it. It still says it doesn't have the right name even though it has the exact name the palm tree object previously had ("PLANT1.mqo"). :confused:

I only have one texture file, it's a bmp and in 256x256.

Remember to replace the texture with "TileXYZ.bmp"

-Roli- 19-07-10 19:08

Well its not clear for me at the moment, but how I can make shadows? With the paint option? I'm used that, but one texture panel opened. :confused::)

psiko 19-07-10 19:20

the names must be like the wads ones INSIDE the mqo file, I mean for the objects themselves, the meshes. The name of the FILE.mqo could be everything you wish :)

for the shadows, you have to vertex-color the exported rooms (V-clr button) :)

-Roli- 19-07-10 19:24

Thank you, working :gki:

meta2tr 19-07-10 19:31

Quote:

Originally Posted by Shauni (Post 4758070)
Okay I replaced my new object over plant1 (a palm tree that had been placed in the level), UV mapped it and saved it. It still says it doesn't have the right name even though it has the exact name the palm tree object previously had ("PLANT1.mqo"). :confused:

I only have one texture file, it's a bmp and in 256x256.

The name of the file doesn't matter. It's the name of the object that counts:
http://img826.imageshack.us/img826/5743/plant1.gif

If this doesn't work, could you post the last few lines in report.txt, where the error is given? Thanks.

meta2tr 19-07-10 20:37

TR-Freak, here's the fix for the "parsing vertex colors" error. Seems like you may have created some lines when fixing the faces.

The other hand might have the same problem too.

Next post will be the fix for the uv warning.

http://img826.imageshack.us/img826/9703/handfix1.gif

meta2tr 19-07-10 21:07

Now for the uv zone error. In fact, some of the shoulder faces have no uv points. To map them, select the object in the list, select the tile in the list, hit UV, and use "project" or "atlas".

Good luck.

http://img838.imageshack.us/img838/5922/shoulderfix.gif

TR-Freak 19-07-10 21:12

Thx.
But what do I have to do with the Lines in the new object?

meta2tr 19-07-10 21:21

You can delete the new object. You don't need those lines.

TR-Freak 19-07-10 21:35

thx! works fine now.
But...
http://npshare.de/files/1fac7565/Unbenannt.png
Can I import them somehow with correct textures?:o Because I want to add them to my Wad and animate them correct.

meta2tr 19-07-10 21:54

Only the TR4 format can hold real uv maps. The wad format cannot. If you import your TR4 into Wadmerger, then the uv shapes are changed to fit into perfect rectangles. That is why the textures are approximate.

You could still animate this movable, then build a new TR4, then use meta2tr to reimport Baddy_2 into the new TR4 file.

TR-Freak 19-07-10 21:59

too bad...
why not writing a programm that imports into the Wad?

meta2tr 19-07-10 22:23

Well the Wad file format holds uv information in a different way. The tr4 file holds 4 coordinates x1,y2 x2,y2 x3,y3 x4,y4 so we can have any shape, but the wad format holds x1,y1 then the width and the height, it expects a rectangle. It's unfortunate, I know. But if you have the mqo file of the baddy, you can always put it back into a tr4 file.

meta2tr 19-07-10 22:27

It may be possible to change animations with TRViewer, by opening the TR4, then exporting the animation to 3ds max, but I don't know.

TR-Freak 19-07-10 22:32

maybe you can convert the TR4 Textures into quads with a self written program?

psiko 20-07-10 00:03

I wanted to say this before, but I waited until someone did some experiements on this.. with the method I invented which is explained in the guide, we can say a sort of "goodbye" to the wad format and the exchange of new objects in the form of a wad.
We can exchange now new objects in the form of mqo files and bmp's.
It is simple: to have, for example, a post edited baddy into two different levels, all what you need is the mqo file, the textures (for example tile010, tile035, tile045) and the presence of the same basic object in the tr4 file, any tr4 file you wish. You simply have to have in the tr4 file some free space for the new textures the object requires. Let's say you have as free tile the numbers 056, 057, 058. Well, rename the tile 010, 035 and 045 you downloaded as 056, 057, 058 and apply in the downloaded mqo file of the object those three materials that are in synch with the new tr4 file you want to update... then as usual drag and drop the object.mqo (downloaded but updated with the new materials applied on) into meta2tr, and you'll have it into your new tr4 file :)

for new animations I use the combination of trviewer and wadmerger. I use a tr4 file as a base (normally an official one, as it works perfectly for this) I export into 3ds format the object I am interested to, and change the animations with 3dsmax. I put the new animations into the tr4 file, I open it with wadmerger and with the animation editor I export the new animations. Then I open my wad and I import the new animations into my object :)


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