10-10-17, 19:20 | #151 |
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Joined: Apr 2005
Posts: 2,145
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Thank you DJ for investigating this, i will be sure to keep those files just in case.
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11-10-17, 03:15 | #152 |
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Joined: Jul 2007
Posts: 4,183
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Credit goes to MichaelP for finding this, out of all PCs the error appeared on his.
It's precisely good when my double checking failed, his third check did not. Last edited by DJ Full; 11-10-17 at 03:16. |
02-11-17, 04:09 | #153 |
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Joined: Jul 2007
Posts: 4,183
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I remember you said it is not possible to change the TR2 sprite dimensions.
However I played "Temple of the Jaguar" and this one has all secrets resized. E.g. you pick up a tr1 mummy, which is much larger than the default dragon. So there must be a forgotten tool able to handle size change... only which one. |
02-11-17, 17:39 | #154 |
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Joined: Apr 2005
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Wow that is crazy!
I don't know how that is done, when replacing a secret sprite image with TRViewer it throws an error telling you the size it must be, and i don't know how to add a new sprite manually as the only options are import from .trspr and export as .trspr, there's no "add new". And Fexmerger cannot handle sprites. |
03-11-17, 01:52 | #155 |
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Joined: Jul 2007
Posts: 4,183
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Well, if the tool is lost we could extract sprites from games like this one.
So we get extra size and then replace with whatever image we want The sprites seem not to up/downscale in the stat screen so it could work. |
03-11-17, 21:03 | #156 |
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Joined: Apr 2005
Posts: 2,145
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I have tried exporting the secret sprites used in that level with TRViewer and then trying to import in another level and it seems to work! At least TRViewer overwrites the standard secrets with the bigger ones without throwing any error messages.
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04-11-17, 03:16 | #157 |
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Joined: Jul 2007
Posts: 4,183
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Thanks for confirming
hehe, creative we go |
05-12-17, 20:02 | #158 | |
Golden
Joined: Aug 2017
Posts: 646
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Quote:
I have downloaded this tool , but I don't know what to do I can't do anything with this......... And something else I have noticed about enemy AI behavior in TR2: If your room has differences in height or your neighbor room , the AI might get screwed up. For Example you build one room 12x12x5 and let's say this is room number 2 . Now build an stairway from south to north. Let Lara start from south and a baddie on north. The baddie will go towards Lara and move the whole stairway down. Yeah this is what he should do, but if you move with Lara on top of the stairway now the baddie won't follow her all the way. He will stop as soon as he reaches a height of 1-2 blocks . Very strange Last edited by thewolf; 05-12-17 at 21:34. |
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05-12-17, 22:50 | #159 | |
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Joined: Apr 2005
Posts: 2,145
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Quote:
1- Copy the title.pcx from the data folder of your level to the correct binary folder of the software. In my case for Windows 7 x64 it's: "Tomb Raider Image Converter\Binaries\Windows\win64". 2- Open a DOS command prompt ( cmd.exe ). 3- Inside cmd, navigate to that binaries folder above. 4- To convert the .pcx to .bmp, type: "tric tr2pc title.pcx title.bmp", without quotes. 5- To convert the .bmp to .pcx when you edited it, the command is the inverse: "tric tr2pc title.bmp title.pcx". Keep in mind the bmp has to be exactly 640x480 resolution if not it won't work. If you need further help with that above send me a PM. Yeah, unfortunately the AI is erratic at best. There's no fix for that. |
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06-12-17, 09:17 | #160 |
Golden
Joined: Aug 2017
Posts: 646
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Omg this one doesn't look so easy.
I will try it later once I'm home. Thanks for your help Last edited by tlr online; 12-04-19 at 19:55. Reason: Image removed. See FAQ on posting images. |
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