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Old 23-10-19, 11:46   #1
MontyTRC
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Default Tomb Editor 1.2.8 released

Hi
After a long development run, Tomb Editor 1.2.8 is finally here.

Updated versione 1.2.9
Download link: http://www.tombeditor.it/dist/TE129.zip

Please read carefully the README_IMPORT.txt file inside the archive.

Please make full backup of your work because this update is very big and your files will be upgraded with a one way conversion.

Version 1.2.8 - 23/10/2019
==========================
New sound system
Added SoundTool
Added TombIDE (project organizer, script editor and various tools)
Added animations and states names for Lara in TrCatalog.xml
Dozens fo bugs fixed
*** WadTool ***
Rewamped animation editor (advanced timeline, advanced controls, state names from LARA, UI ticks, Importing of animations from Collada and FBX)
Better UI
Fixed sprite editor
Fixed speed and lateral speed for animations
Fixed lot of UI bugs
Better geometry import
*** Tomb Editor ***
Added missing OCB for statics
Fixed vertex special effects
Fixed light interpolation across portals
Added custom interpolation flags
Added custom filtering of rooms by tags
Added static meshes merging in room geometry
Added new menu entries
Fixed bugs in animated textures
Fixed water movement
Fixed reflections
Fixed mist
Fixed some NG triggers
Fixed AI pathfinding bugs
Fixed some rendering bugs
Fixed portals flickering
Added ghost blocks
Better geometry import
Better NG PRJ import
Fixed some exotic collision bugs with floor triangles

README_IMPORT
Wad2 import
===========
Old Wad2 files are using the dynamic sound system, so you don't have original classic sound IDs. Now that we have added them again, old Wad2 files need to be converted.
WadTool will assist you on this, with the following procedure:
- Open a .wad2 file
- WadTool will check if the file is using the old dynamic sound system
- If yes, it will try to guess classic IDs crossing data from Wad2 and TrCatalog.xml
- WadTool will the show a popup dialog showing you all choices that it has done, asking you to select manually the few IDs that it was not able to guess. If you
didn't play a lot with sounds or if you never changed names, probably WadTool will guess all sounds for you and you just need to confirm.
If you used a custom sounds.txt, you can load it in the same dialog and WadTool will look also inside that file for helping you guessing IDs.
In the same dialog you can also choose to export sounds to the new Xml format and also to export samples. Use these two options for sounds that you know have changed manually
with old releases of WadTool. If you never changed sounds data and you worked with sounds.txt, you can leave all checkboxes unchecked.
- After confirming, WadTool will remap all animation commands for using new IDs and eventually it will save Xml and Wav files, if you have selected at least one sounds to
export.
- WadTool will at the end make a backup copy of the Wad2 and save it.

Suggestions
...........
You should export only sounds that you have changed with our tools. If Wad2 was created copying sounds from a WAD, and you still have original SFX or sounds.txt,
you can skip this task but you have to provide a valid sound catalog later in Tomb Editor. So, if you have a sounds.txt that has all the
needed sounds used by your Wad2, you just add it
to level settings inside Tomb Editor so the level compiler will take the sounds from it.
If you use classic WAD files, then there is not anything that you should do. They already contains classic IDs.
If your Wad2 files contains only animating objects, or static objects, or objects without sounds, WadTool will just update the file format without doing anything else.

Prj2 import
===========
Old Prj2 files are using the dynamic sound system, so you don't have original classic sound IDs. Now that we have added them again, old Prj2 files need to be converted.
Tomb Editor will assist you on this, with the following procedure:
- Open a prj2file
- Tomb Editor will check if the file is using the old dynamic sound system and if there are sound sources placed in level
- If yes, it will try to guess classic IDs crossing data from Prj2 and TrCatalog.xml
- Tomb Editor will the show a popup dialog showing you all choices that it has done, asking you to select manually the few IDs that it was not able to guess. If you
didn't play a lot with sounds or if you never changed names, probably Tomb Editor will guess all sounds for you and you just need to confirm.
Sounds coming from Wad2/WAD will be just remapped, because Tomb Editor expects that their metadata are loaded from a valid SFX, XML or TXT file.
If you instead used custom sound sources, then these sounds exist only in Prj2 file and then our procedure will automatically export them to XML and it will also
export samples in the same path of your level.
If you used a custom sounds.txt, you can load it in the same dialog and Tomb Editor will look also inside that file for helping you guessing IDs.
- After confirming, Tomb Editor will remap all sound sources for using new IDs and eventually it will save Xml and Wav files, if you had custom sound sources in the level.
- Tomb Editor will at the end make a backup copy of the Prj2 and save it.

Suggestions
...........
Tomb Editor will automatically add SFX or TXT files to level settings and it will automatically select sounds to compile.
If you had custom sound sources, Tomb Editor will export samples in the same path of level. After the conversion, please move them to your samples path.
Remember that now you will have also a XML file together with your Prj2 and it's like a texture or object resource. So if you move your level, don't forget it and
eventually fix the path in level settings.
If you used only sounds from WAD/Wad2, then probably you just need to confirm. Many levels just use SOFT_WIND_LOOP and FOUNTAIN_LOOP sounds,
that are well guessed by Tomb Editor.

If you have problems, please contact us on TRF or on Discord.

I want to sorry for this problem, but when you rewrite an entire toolset trying to make it better, sometimes some mistakes are made.
We tried to make the migration very easy.

YouTube tutorials by Lwmte



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Last edited by MontyTRC; 11-12-19 at 20:21.
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Old 23-10-19, 12:01   #2
Die Basis
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Yeahhhhhhh!!!!

Finally!!!
Thank you all for your hard work.

This really made my day.
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Old 23-10-19, 12:45   #3
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Also I'd like to say about two last-minute additions: Select previous room feature (similar to "Go back old room" in NGLE). Just press Ctrl+Tab or use this button in UI:


Another last-minute addition is you can adjust UI brightness in TE, WT and ST. Just navigate to settings and find an option called "UI brightness" (for TE it's in "User interface" tab.
Also, there's now a set of UI color presets in TE, so you can easily switch to something less screaming than default TRLE color scheme
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Old 23-10-19, 13:28   #4
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Thumbs up

Congratulations Monty.
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Old 23-10-19, 13:34   #5
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Nice work
this wadtool will help me for my plugin (since rework the entire lara footstep is too long with wadmerger :x)
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Old 23-10-19, 13:37   #6
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Just downloaded and looking forward to getting into it. One question, the issue I had with the line between rooms with reflections is still there. This was not fixed in this update?


Last edited by rufierto; 23-10-19 at 13:45.
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Old 23-10-19, 13:58   #7
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Its lovely to get a new update!
Sadly I think water/room effects might be a bit broken at the moment?
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Old 23-10-19, 14:03   #8
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Great job Monty and all the team!
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Old 23-10-19, 14:19   #9
rufierto
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Quote:
Originally Posted by jhons0529 View Post
Its lovely to get a new update!
Sadly I think water/room effects might be a bit broken at the moment?
There is a way around the reflection issue, with the merge room horizontally feature, when the rooms are built , merge them into a larger room, where all rooms are treated as one room and it fixes the problem. Unfortunately, one of the levels I am working on is Venice, with multiple water connecting rooms strung together, and much too big to merge into one room. So for now, that level will have to stay with the original editor, unless another solution is found.
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Old 23-10-19, 15:22   #10
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Had to rename Assimp64.dll to Assimp.dll, otherwise imported geometry wouldn't load.
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