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#481 |
Tomb Raider
Join Date: May 2007
Location: N/A
Posts: 20,441
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After checking each outfit, the link has been updated to contain them all.
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#482 |
Tomb Raider
Join Date: May 2007
Location: N/A
Posts: 20,441
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Hey all.
![]() Since this is going to take a whiiiile, I thought I'd share a WIP version of the tutorial I'm making for y'all. Is has the important bits in it for having multiple weapons (more than 6) in a project, but it needs pictures, more text, and some sample objects to get everyone going. I'm posting it because I'm a little winded from writing all of this and I wanted to share, so enjoy. ![]() ------------------------- ** Stress-Free Package At The Bottom Of The Page** **If You Can Little For Learning And Just Want Guns!** ![]() This is an advanced tutorial, and assume the user knows how to script, look for/create script entries in the NGLE and use WadMerger. Things will be explained when needed. To start, let's create a list of required and suggested tools: Required: -TRNG (Next Gen Level Editor & NGCenter) -WadMerger -Additional desired weapons & animations Suggested: -Flep Here, we have a list of the weapons that we have available to us: Code:
-Pistols -Uzis -Revolver -Revolver+Lasersight -Shotgun -Crossbow -Crossbow+Lasersight -Grenade Gun Code:
-Pistols -Uzis -Revolver -Revolver+Lasersight -Shotgun -MP5 -Crossbow -Grappling Gun -Grenade Gun -Rocket Launcher Code:
-Pistol Ammo (Hitscan) -Uzi Ammo (Hitscan) -Revolver Ammo (Hitscan) -Shotgun Normal Ammo (1-6 Hitscans, Narrow) -Shotgun Wideshot Ammo (1-6 Hitscans, Wide) -Crossbow Normal Ammo (Weightless Projectile) -Crossbow Poison Ammo (Weightless Projectile, Poisons Living Things) -Crossbow Explosive Ammo (Weightless Projectile, Explosive Target Upon Death) -Grenade Gun Normal Ammo (Weighted Projectile, Explosive Target Upon Death) -Grenade Gun Super Ammo (Weighted Projectile, Clusters, Explosive Target Upon Death) -Grenade Gun Flash Ammo (Weighted Projectile, Blinds Humans) Code:
-Pistol Ammo -Uzi Ammo -Revolver Ammo -[Unused] -Shotgun Ammo -Crossbow Ammo -Grapple Gun Ammo -Rockets -Grenade Gun Ammo -[Unused] -MP5 Ammo Let's be clear absolutely clear about the new weapon changes we're going to make: All Weapons: Code:
-To mask our modified data, we will hide all available ammo types available in the inventory. -This will require an ammo counter in game. Code:
-The Shotgun will use only one ammo type: Wideshot. Code:
-The MP5 will use modified version of the shotgun and its Normal Ammo. -The MP5 will require grenade gun flash ammo, and deplete grenade gun flash ammo when used. It can also use uzi ammo, if desired (since the two are submachine guns). -The shotgun's normal ammo will be set to either 1 or 0 if the desire ammo is present. This will cause the shotgun to fire one bullet at a time. -It is possible to have the MP5 fire ammo from a global variable if desired, but it will not carry forward after using ResetHub. -The MP5 can fire from the hip while running, or from the shoulder while standing still. Code:
-The crossbow will only use on ammo type. -The crossbow can also be a harpoon gun if desired. -The crossbow will not use a lasersight. Code:
-The Grapple Gun will used a modified version of Crossbow Poison Ammo. -The grapple gun will always use a lasersight. -The grapple gun does not require a grapple point to fire. -The grapple gun can differentiate between what is and is not a grapple point to launch a rope. -The grapple require a special grapple point object to launch a rope. -The crossbow bolt will be changed respectively. Code:
-The Rocket Launcher will use a modified version of crossbow explosive ammo. -The Rocket Launcher will not use a lasersight. -The crossbow bolt will be changed respectively. ![]() Weapon variable are stored in the weapon's save game memory, and they each use code bits, which are essentially true or false statements. All weapons have the following 8 flags: Code:
-1: In the inventory. -2: Flashlight is used [Unused]. -4: Lasersight is used (Crossbow). -8: Ammo 1 is used (Shotgun, Crossbow, Grenade Gun). -16: Ammo 2 is used (Shotgun, Crossbow, Grenade Gun). -32: Ammo 3 is used (Crossbow, Grenade Gun). -64: Ammo 4 is used (Grenade Gun)[Unused]. -128: Ammo 5 is used (Grenade Gun)[Unused]. This is what the final version of our flags will resemble for each of our weapons: Shotgun: Code:
-1: In the inventory. -2: [Unused]. -4: [Unused]. -8: This is an MP5. -16: This is a shotgun. -32: [Unused]. -64: The MP5 mesh has been swapped. -128: [Unused]. Code:
-1: In the inventory. -2: [Unused]. -4: Lasersight is used. -8: This is a crossbow. -16: This is a grappling gun. -32: This is a rocket launcher. -64: The grappling meshes has been swapped. -128: The rocket meshes has been swapped. For this to work, we must add additional weapons to our weapon slots. Each of these animations from the classic guns must be properly connected with state IDs of that slot and transitions to each animation, beyond the starting animation for each sub set. First, you must diagnose which weapons you want to have what properties. Since the MP5 is a hitscan weapon, we attach those animations to the shotgun. The grappling gun is a projectile weapon that doesn't explode, so we'll make that a crossbow. The Rocket Launcher is a weightless projectile that explodes, so we'll attach the animations to the crossbow as well. If you're taking animations from TR1-5, you must change the state-ID's and the next animations. Here are a list of state IDs for the weapons: Shotgun: Code:
0: Transition - Equipped > Firing 1: Transition - Unequipped > Equipped 2: Firing 3: Transition - Equipped > Unequipped 4: Transition - Firing > Equipped Code:
0: Transition - Equipped > Firing 1: Transition - Unequipped > Equipped 2: Firing 3: Transition - Equipped > Unequipped 7: Transition - Firing > Equipped Code:
0: Transition - Equipped > Firing 1: Transition - Unequipped > Equipped 2: Firing 3: Transition - Equipped > Unequipped 4: Transition - Firing > Equipped 5: Reloading You'll also be required to set up a few flip effects for the animations... Step 2. Scripting First, we need to give our weapons new properties. These properties give our weapons new characteristics to make them behave more what they're supposed to (like removing damage from grapple ammo, manipulating projectile speed, etc.). Code:
Customize= CUST_AMMO, SHOTGUN_AMMO1_ITEM, IGNORE, 5, IGNORE, 0, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE Customize= CUST_AMMO, SHOTGUN_AMMO2_ITEM, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE Customize= CUST_AMMO, GRENADE_GUN_AMMO1_ITEM, IGNORE, IGNORE, 2, IGNORE, IGNORE, IGNORE, IGNORE, 256, IGNORE, IGNORE, IGNORE Customize= CUST_AMMO, GRENADE_GUN_AMMO2_ITEM, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE Customize= CUST_AMMO, GRENADE_GUN_AMMO3_ITEM, IGNORE, IGNORE, 60, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE Customize= CUST_AMMO, CROSSBOW_AMMO1_ITEM, IGNORE, 5, 3, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE Customize= CUST_AMMO, CROSSBOW_AMMO2_ITEM, IGNORE, 0, 1, 100, IGNORE, IGNORE, 0, IGNORE, IGNORE, IGNORE, IGNORE Customize= CUST_AMMO, CROSSBOW_AMMO3_ITEM, IGNORE, 100, 1, 1, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE Shotgun to MP5: Code:
TriggerGroup= 20, > $2000, 244, $1BFF, > Copy Shotgun from Save Game Memory to Current Value $2000, 272, $42, > Current Value to Local Byte Alpha 3 $8000, 255, $32C, > If Bit 3 is Set... $2000, 272, $FF, > Fake Item Weapon Index to Current Value $2000, 245, $2FF, > Current Value to Selected Item Memory 1+$5000, 32, $60F ; Play animation 6 Code:
TriggerGroup= 30, > $2000, 244, $1BFF, > Copy Shotgun from Save Game Memory to Current Value $2000, 272, $42, > Current Value to Local Byte Alpha 3 $8000, 255, $32C, > If Bit 3 is Set... $2000, 272, $FF, > Fake Item Weapon Index to Current Value $2000, 245, $2FF, > Current Value to Selected Item Memory 1+$5000, 32, $60F ; Play animation 6 Since the grappling gun from TRC shares the same animations as the crossbow, we don't need to do any fancy magic tricks. Outside of the draw animations, some weapons require select properties. The MP5 isn't supposed to fire different ways depending on how Lara's moving... Code:
;MP5 - Aiming Fire TriggerGroup= 23, > $8000, 11, $5, > If Lara is Stopping... $2000, 272, $FF, > Fake Item Weapon Index to Current Value $2000, 245, $2FF, > Current Value to Selected Item Memory 1+$5000, 32, $B0F ; Play animation 11 + FOUND ITEM INDEX ;MP5 - Force Hip Fire While Aiming TriggerGroup= 24, > $8000, 11, $105, > If Lara is NOT Stopping... $2000, 272, $FF, > Fake Item Weapon Index to Current Value $2000, 245, $2FF, > Current Value to Selected Item Memory 1+$5000, 32, $C0F ; Play animation 12 + FOUND ITEM INDEX ;MP5 - Force Aim Fire While Hip Firing TriggerGroup= 25, > $8000, 11, $5, > Lara is Stopping... $2000, 272, $FF, > Fake Item Weapon Index to Current Value $2000, 245, $2FF, > Current Value to Selected Item Memory 1+$5000, 32, $90F ; Play animation 9 + FOUND ITEM INDEX Now, we attached the scripts to our animations with SetPosition commands. For our weapons default draw animation, we attach these to our animations: Code:
-24321 | 372 | 20 to be continued...
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#483 |
Tomb Raider
Join Date: May 2007
Location: N/A
Posts: 20,441
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Just making a million textures & animations at once.
![]() ![]() ![]() You should see all of the terrain I have.... ![]()
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#484 |
Relic Hunter
Join Date: Apr 2005
Location: Poland
Posts: 9,208
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It's like a river of milk
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#485 |
Tomb Raider
Join Date: May 2007
Location: N/A
Posts: 20,441
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Making seamless rapids is hard.
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#486 |
Professor
Join Date: Jul 2012
Posts: 4,268
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Did the TR3 ones have a direction? Churned water doesn't need to flow any way in particular. Then a transition to waterfall texture, and a waterfall.
It looks like milk at the moment because it looks calm. Like a smooth flow. Rather than water chaotically crashing together. |
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#487 |
Tomb Raider
Join Date: May 2007
Location: N/A
Posts: 20,441
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Yeah, it did have a bit of a flow direction. It was used to let the player know what direction the current was traveling in. Since TRNG no longer has support for quarter tile textures (for some reason...), they have to look like waterfalls to also have waterfalls.
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#488 |
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 4,787
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#489 |
Tomb Raider
Join Date: May 2007
Location: N/A
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I thought they knew, since it was a tutorial somewhere.
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#490 | |
Relic Hunter
Join Date: Apr 2005
Location: Poland
Posts: 9,208
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From what I understand it's about animated textures. Judging by this tutorial http://www.tombraiderforums.com/showthread.php?t=211836 you can't have quarter tile textures animate anymore: "Forget the old technique of applying all the textures in a small hidden room, that no longer works with the TRNG MK4 installer and possibly some previous dll versions as well."
What's interesting is that I did use quarter textures as animated ones with TRNG 1.3.0.0 I believe, and they did work fine. They stopped working at some point after I added objects to my level. I reverted the change (removed all statics) and they worked again. I have since updated to TRNG 1.3.0.7 and I haven't checked the project yet, but I'm planning to keep tracking any object additions and always check if they affect animated textures. Quote:
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