09-12-19, 22:24 | #741 | |
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Joined: Apr 2012
Posts: 651
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Quote:
Only every time I shot the mesh of the head disappeared. Try to check the "Lara Pistol Anim" well .. |
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10-12-19, 00:36 | #742 | |
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Joined: Apr 2005
Posts: 2,145
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Quote:
This problem happens when i load my last map, then exit to the main menu, and start a new game. If you start the first map normally from the main menu, nothing is wrong. I also checked the pistol animations as you say, but i cannot find anything wrong there. It's always problems, isn't it... Now how the heck do i fix this. I was laughing a lot, but not anymore :\ |
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10-12-19, 03:20 | #743 |
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Joined: Apr 2012
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Have you checked doing the same in the official tr2 game? Or even in a customized levelset?
I mean, for example, download Feder's Hidden Dagger, make the same procedure, load the last map, exit to the game menu and start a new game.. You have to start to deduce.. |
10-12-19, 17:52 | #744 | |
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Joined: Apr 2005
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Quote:
It only happens in my game, where there are 3 different outfits. :\ And it also happens if i load the Syberian or Underwater levels first then exit to the menu and select the first map. Right now i want to focus on finishing the game, i can always worry about this later. You are experienced in TR data files, if you could check my base files for errors i would be grateful. I could send you a copy of the ones i'm using. |
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10-12-19, 20:44 | #745 |
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Joined: Aug 2012
Posts: 544
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Something like that happens (or happened before the final version) in thewolf's Untold Adventure, he even warns about it in the readme; nothing is wrong while playing for the first time, but if you load a save from the first level lara's head disappears when shooting;
I have no idea how this could happen, he mentions wrong head meshes for saving texture space but if the mesh is wrong it should show even on the first playthrought... |
10-12-19, 22:42 | #746 |
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Joined: Apr 2012
Posts: 651
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Danath, try to do the following: change the outfit (Lara Anim, Lara Pistol Anim, etc.) in each of your levels and replace it with those of Feder or with the original outfit to see if that error comes out. But it most likely has to do with the changes you have made to your own custom outfit ..
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11-12-19, 02:55 | #747 | ||
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Joined: Apr 2005
Posts: 2,145
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Quote:
I have checked in TRViewer all the meshes and animations for the weapons, there's no missing mesh and the animations display properly. Quote:
But it keeps happening. The reason i had edited the head mesh previously was to replace the texture on her cheeks, because i saw a seam in it: I know, insignificant, but i still wanted to correct it |
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11-12-19, 05:39 | #748 |
Golden
Joined: Aug 2017
Posts: 646
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Hello Danath,
I've heard that you have problems with Lara's head. The problem you have happens when you play for example level 4 and right after you want to load level 2? I had similar problems with my Untold Adventure level set. The reason this happens is because you deleted weapons and their animations. Let's say in level 2 you only have pistols and shotgun. In level 4 you have auto pistols and uzis added to the base file. The game somehow remembers the weapons you have and had. When you play the last level and reload the first level you will get the same effect. There might be a different way to fix this but the only solution I could find was to not delete the weapons and their animations. You can delete weapons and animations as long as you don't use them for your whole level set. Don't add new weapons to your basefile with each new level. Let all weapons you want to use in your basefile, don't delete them (same for their animations)even if you don't place them in the lower levels If you don't use the harpoon gun for example in your whole level set , make sure to delete the harpoon gun and it's animation from all basefiles. If you want to use it don't delete it from your basefiles. Core always had all weapons and animations in their basefiles for reasons. For new game+ , weapon cheats or in case a player wants to go back to previous level to hunt secrets....... The best solution would be to not delete any weapons and animations but this would require a lot of texture space. Another solution: Texture your level with RView to avoid the texture limit. Texture as much as you want without hitting the limit anymore. You can put as many objects in your basefile till you reach 2046 textures and you will still be able to texture your whole level. Only downgrade is that you can't change geometry after you started to place textures Good luck |
11-12-19, 19:11 | #749 | ||
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Joined: Apr 2005
Posts: 2,145
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Quote:
Why didn't i think of this before? It makes perfect sense, even if it's kind of stupid at the same time. The game is designed to have the player encounter new weapons, you find the last one in level 5. So yes, i deleted those weapon animations that are unused in the levels to avoid hitting the cursed texture limit as much as possible, so you guys could test level 1 and 2 back then. Quote:
The betatest process would be miserable with this texturing method. Imagine, the testers discover something that needs room/geometry altering, and having to redo all the texturing. I have some questions about this method, if you could answer them i would be very grateful: - When you do the texturing in RView, does this prevent you from altering non-texture things in Dxtre, like lighting, objects, triggers or anything else? - What about animated textures? Can you create and apply those with RView? Let's hope i don't have to end up using this. 😬 |
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11-12-19, 22:32 | #750 | |
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Joined: Apr 2012
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Quote:
Last edited by tlr online; 12-12-19 at 06:06. Reason: Images removed. See FAQ on posting images. |
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