07-09-17, 05:50 | #21 |
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I discovered a thing:
If you put an object without animations (raising blocks, pushables, statics) in JEAN_IVES slot, it becomes an object that can be pushed with the motorbike p.s. You must use TRNG, because in TRNG the vehicles can't cross the objects. |
07-09-17, 09:56 | #22 | |
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The reverb feature, that is not working yet, but all the necessary information is stored in the levels, so we can prepare our levels for it already.
Quote:
Oh, and I think this is what AkyV meant: the fact that you can colour objects and all lighting bulbs (including shadows) by right clicking on a colour in the palette. Last edited by Joey79100; 07-09-17 at 09:57. |
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07-09-17, 13:02 | #23 |
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07-09-17, 13:34 | #24 |
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^ It also quickly sets ambient color
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07-09-17, 21:00 | #25 | |||||
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Quote:
These are my old experiences about funny collisions: Quote:
Quote:
Quote:
Some more. Quote:
Last edited by AkyV; 07-09-17 at 21:10. |
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09-09-17, 10:15 | #26 |
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Some tricks about making TRNG NGLE work
- You can minimize NGLE on the tray even only with a key shortcut (CTRL+M). (If that remains the active window, then the same keys are still useable to open up NGLE window again.)
- Several NGLE settings can be customized if you click on Settings button, above Flip Palette. (SHIFT+F2 or DropDown Menu/Shapes/Set Random Smooth Parameters will do the same.) - After you launch NGLE, ALT+ENTER makes the window bigger, and then you can make it smaller again with the same keys - as you definitely already know. But if you tick Maximize NGLE window at start on Settings panel, then this will be reversed, NGLE just launched will have the bigger window. - Have you already noticed the Last Projects button? You should, because it is not the usual grey, but yellow. However, click on that (or hit CTRL+L) to open the list of the latest 19 projects have been opened here since the installation of this NGLE. Click on any project there to open it. - Tick Reload last project at start on Settings panel. So if you open NGLE again any time after that, then the project you edited here latest will open automatically. - You should notice the temporary and short infos in the left bottom corner of Info Box. They will show up sometimes if you perform some operation in NGLE. Last edited by AkyV; 09-09-17 at 10:21. |
09-09-17, 12:30 | #27 |
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09-09-17, 15:11 | #28 |
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I'm not sure if this is even worth mentioning but if you put the TRNG frogmen divers in a non water room, they float around like they were in the water but they can't use their weapons so they would have to injure Lara by collision. They could make interesting ghostly enemies if remeshed and retextured.
Last edited by Cowboy; 09-09-17 at 15:13. |
10-09-17, 10:30 | #29 |
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^No, nice find, this is what this thread was made for.
---------------------------- TRNG NGLE tool types Moving/rotating the view in the Editor Window: If you are a beginner then you perhaps don't know that you can make the fast spinning of the view in the Editor Window slower, hitting SHIFT together with the arrows or with PAGE UP/DOWN. (If the spinning continues after stopping hitting the arrows/PAGE UP/DOWN, then a standalone SHIFT is also useable to stop it.) Moreover, you can customize this spinning - see Settings for Spinning and Zoom on the Settings panel, see Time and Step parameters there. Buttons: You can make your own buttons (for existing features!) - see a complete tutorial about that here. Preview: The preview mode is not a really popular tool of NGLE, however, you can customize the preview screen size on the Settings panel (see Preview Screen). (Note: one of the reasons for the automatical creation of autosave.prj is when the editor crashes using the preview screen. However, autosave.prj will be removed automatically if you quit NGLE the next time with the Quit function of the DropDown Menu or with ALT+Q. If you quit NGLE with clicking on "X", then autosave.prj will be kept - except if you tick Remove autosave.prj with normal exit on the Settings panel.) Screenshots: I don't think it is a popular feature so you probably are not aware that you can take screenshots of different parts of the actual NGLE layout - see DropDown Menu/Screenshots. Vertical 2D view: The old TRLE wasn't able to do that, but NGLE is able to show vertical 2D views - see V2d Map button. The North/South/East/West button next to that will set the direction wherefrom this view is rendered. (NGLE and game cardinal points are not the same!) Lara's position: Do you still use the classic TRLE method for Lara's position? Deleting her and then placing her again? It is unnecessary. Select a room sector then click on Move Lara here button (or hit CTRL+H). Selected room: NGLE is able to memorize the last 10 rooms edited in the actual project, so you can go back to any of them easily. Click on Go back old room button (or hit Key G) to select the latest room of the list before the actual room. (If you reach the end of the list, then the first room of the list will be selected.) Hit CTRL+G to move in the list in the inverse direction. Hit Key M to put a room in the list without editing it. Hit Key U to remove the actual room from the list manually. Last edited by AkyV; 10-09-17 at 17:07. |
16-09-17, 11:11 | #30 |
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Converting the level in TRNG
Perhaps you still convert your level in the clasic way (save PRJ - output WAD - conversion, all of this manually), when using TRNG - except: naturally TRLE and TRNG converters are not the same.
Then you probably avoided that there is a faster way for that, using Exit&Play or Play buttons of NGLE. - This is what will happen now: 1. You need an existing PRJ file for your actual project. 2. Click on Exit&Play or Play button. 3. The actual PRJ file will be saved automatically. 4. Output WAD will happen automatically, saving the TOM file with the same name. 5. TRNG converter (NG_Tom2Pc.exe) will open automatically. 6. TRNG converter will build TR4 file with the same name automatically. 7. TRNG converter will close automatically. 8. NGLE will be closed (using Exit&Play button previously) or minimized on the tray (using Play button previously), automatically. 9. The game starts automatically. Note: Tick On (Exit & Play) to save project with new filename on Settings panel, to create a backup PRJ saved each time in the actual project subfolder of maps folder, when using Exit&Play or Play buttons. ------------------- Tick Save image of map after output WAD command on Settings panel. Now each output WAD operation generates/overwrites a BMP file with Last_2DMap... name, in the editor main folder, which is the horizontal map of the level. (Note: the vertical map should be off before these operations.) ------------------ Rarely used but useful buttons in the converter: - Statistics: opens a TXT with some statistics. (Saved in the editor main folder.) - Clear Output: clear the contents of the right side window. - Build Selected: if you selected more than one TOM files in the converter at the same time with the Add button, then you don't need to convert all of them with Build All, choose Build Selected instead, to convert only the required one. Last edited by AkyV; 16-09-17 at 11:14. |
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