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#31 |
Historian
Join Date: Apr 2008
Posts: 368
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Please note that v2 produced MQO files are not compatible with v3 produced MQO files.
To convert existing individual v2 Room files to a v3 MQO file, inject them into your level with META2TR v2 and re-extract them with META2TR v3. |
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#32 |
Historian
Join Date: Apr 2008
Posts: 368
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Meta2tr Version 4 is now available.
You can now export and import movables and statics. Happy editing ![]() Last edited by meta2tr; 29-12-11 at 09:57. |
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#33 |
Tomb Raider
Join Date: Jun 2005
Posts: 11,868
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![]() ![]() Amazing! OMG! Now I can edit the positioning of objects WITHOUT having to make multiple objects! whooo!!! *dances* |
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#34 |
Tomb Raider
Join Date: May 2007
Location: N/A
Posts: 20,421
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does this mean what I think it means...
we can... UV MAP MESHES!! OMG!!! maybe we can export these, rather than use it ingame. I'm gonna try meta2tr with watery grave and see what I get from using it ![]()
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#35 |
Historian
Join Date: Apr 2008
Posts: 368
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Actually you can't. Objects are exported as meshes, in a separate file. When you update an object, you are replacing the mesh, just like in StrPix.
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#36 | |
Archaeologist
Join Date: May 2005
Location: Sicily, Italy
Posts: 1,227
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![]() Quote:
![]() for sure this method with Meta2tr is more stable than that one though (i personally hate tr viewer xD) |
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#37 |
Archaeologist
Join Date: Apr 2001
Posts: 1,622
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some of the many things that can be done with this tool
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#38 | |
Relic Hunter
Join Date: Nov 2007
Location: London
Posts: 8,474
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![]() Quote:
![]() I wonder if one day, we will be able to UV map Lara? ![]() |
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#39 |
Archaeologist
Join Date: May 2005
Location: Sicily, Italy
Posts: 1,227
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no words can describe that 2 pics, psiko
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#40 |
Tomb Raider
Join Date: May 2007
Location: N/A
Posts: 20,421
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it's like one step closer to not having to cut textures
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