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6. Moveable object slots in TEN WAD2 files
We don't really need to discuss that how you can identify Static slots for a TEN level. I told in Chapter 2 that how easy to get a proper name for a Static object.
But I also told in that chapter that how complicated to compare a Moveable object slot to a Moveable object slot of another engine. - Mostly because a TEN WAD2 file can have even more than one thousand Moveable object slots!
So in this chapter we list all the TEN Moveable object slots, so you will be able to understand TEN object slots nicely.
In advance: - See Catalogs folder in Tomb Editor main folder. Here you can find the lists that how TEN slot names are paired to legacy slot names:
- Some legacy slots are paired directly.
Eg. CROSSBOW_ITEM legacy slot is also available in TEN.
(The name can be different, though. For example, the revolver is also known as "sixshooter".)
- Some legacy slots are paired indirectly.
Eg. the vulture legacy slot is not available in TEN, as itself. But it can be used in TEN, in EAGLE TEN slot. (So, in a TEN level, you need to decide that EAGLE slot will use an eagle or a vulture.) Naturally it is possible because these objects behave more or less the same way.
I'll call the vulture and similar indirectly paired objects "fitting slots" below.
- Some legacy slots are not paired at all. They are probably not planned to be available in TEN, either temporarily or permanently. At most, you will try some workaround.
Eg. Magnum of TR1 seems one of them.
I'll call them "not paired" below.
But:
- Legacy and TEN slot ID numbers do not always match, in the case of having the same name.
- There are some objects (like the mapper) having completely different looks and tasks, in the same slot name. (A legacy feature, not caused by TEN.)
- There are some objects (like CORPSE) which have an additional task in one or more than one different setups.
I'll mention them here only if they don't have some general task as well. (Eg. an ANIMATING13 is naturally mostly used as a general ANIMATING object. It can also be a fake switch in the baboon switch setup, though.)
- Not only TEN unites different legacy objects in the same slot (see the example with the eagle and the vulture), if they behave similarly. Inside a legacy engine, sometimes it was also done. See eg. the Tiger slot of TR2, which presented not a tiger in some TR2 levels, but either a snow leopard or a white tiger. (But I won't always name all the different looks of an object. I mean only the ones are named which are also named in Catalogs files.)
Or some objects can be different inside a legacy engine, even if they are the same type. Eg. TR4 CROCODILE is presented in the game with two different looks: one on some levels, and another one on other levels.
- Some objects - like the crow - is available in more than one legacy engines. Does it mean all of the versions will work nicely in a TEN CROW slot?
I don't know. At some object slots it is probably right, but at some other slots it is probably wrong. We shall see.
- There probably will be also some TEN slot names, which are created from scratch, not presented in any legacy games before.
- We won't examine object setups in this tutorial, so perhaps the object isn't working exactly in the same way in TEN as it did in its legacy game.
- This list is based mostly only on the info from Catalogs files and browsing some legacy WAD file contents and TEN WAD2 file contents in WT. So I have not made deep tests yet to realize that how these setups work or how much the Catalogs infos are true.
This also means I have not tested yet that nullmesh objects in the list are really useable objects or just fillers.
- The undermentioned object slot IDs and names can be identified in WT, they are usually for TEN, otherwise I'll name the legacy engine.
All TR4 slots are also presented in TRNG (they are all called "TR4"), but some TRNG slots are not presented in TR4 (they are all called "TRNG").
The list:
- Lara's general and extra animations:
- (0) LARA: Lara's start position and TR4 (0) LARA animations (0-444, except: 437, 443, marked as "unused": 442), TR5 (0) LARA animations (437, 443, 445-473), new TEN animations (474-568).
- (1) LARA_EXTRA_ANIMS: TR1 (5) Lara misc animations (6, 9, 10), TR2 (12) Lara misc animations (0, 1, 2, 5, 8, 11, 15), TR3 (13) Lara misc animations (3, 4, 7, 12, 13), TR4 (0) LARA animations (14 [443], 16 [442])
- Lara's general look (work as usual):
- (12) LARA_SKIN, (13) LARA_SKIN_JOINTS
- (17) LARA_HOLSTERS
- (30) LARA_EXTRA_MESH2, (37) HAIR: the extra mesh is something new, was unknown in legacy engines for the hair. Probably you need it for some technical reason in TEN.
- Lara's weapons:
- (2) PISTOLS_ANIM, (18) LARA_HOLSTERS_PISTOLS, (950) PISTOLS_ITEM, (951) PISTOLS_AMMO_ITEM: pistols are available weapons in all the legacy games.
- (3) UZI_ANIM, (19) LARA_HOLSTERS_UZIS, (952) UZI_ITEM, (953) UZI_AMMO_ITEM: Uzis are available weapons in all the legacy games.
- (4) SHOTGUN_ANIM, (954) SHOTGUN_ITEM, (955) SHOTGUN_AMMO1_ITEM, (956) SHOTGUN_AMMO2_ITEM: shotgun is an available weapon in all the legacy games.
- (5) REVOLVER_ANIM, (20) LARA_HOLSTERS_REVOLVER, (957) REVOLVER_ITEM, (958) REVOLVER_AMMO_ITEM: revolver (also known as "sixshooter") is an available weapon in TR4 and TR5. Desert Eagle of TR3 also fits this slot.
- (6) CROSSBOW_ANIM, (959) CROSSBOW_ITEM, (960) CROSSBOW_AMMO1_ITEM, (961) CROSSBOW_AMMO2_ITEM, (962) CROSSBOW_AMMO3_ITEM, (963) CROSSBOW_BOLT: crossbow is an available weapon in TR4. Grappling gun of TR5 also fits this slot.
- (7) HK_ANIM, (964) HK_ITEM, (965) HK_AMMO_ITEM: Heckler & Koch is an available weapon in TR5. M16 of TR2 also fits this slot.
- (8) GRENADE_ANIM, (966) GRENADE_GUN_ITEM, (967) GRENADE_AMMO1_ITEM, (968) GRENADE_AMMO2_ITEM, (969) GRENADE_AMMO3_ITEM, (970) GRENADE: grenade gun is an available weapon in TR2, TR3 and TR4.
- (9) ROCKET_ANIM, (971) ROCKET_LAUNCHER_ITEM, (972) ROCKET_LAUNCHER_AMMO_ITEM, (973) ROCKET: rocket launcher is an available weapon in TR3.
- (10) HARPOON_ANIM, (974) HARPOON_ITEM, (975) HARPOON_AMMO_ITEM, (976) HARPOON: harpoon gun is an available weapon in TR2, TR3 and TRNG.
- (14) LARA_SCREAM: Lara's snarling head when shooting.
- (15) LARA_CROSSBOW_LASER, (16) LARA_REVOLVER_LASER, (980) LASERSIGHT_ITEM, (1352) TARGET_GRAPHICS: lasersight on crossbow/revolver.
- (68) LARA_BIGGUN_ANIM, (69) BIGGUN: the cannon of the airplane in TR3 Crash Site level.
- (982) SILENCER_ITEM: officially it is a TR5 item, but never was used there.
- (1027) GUNSHELL, (1028) SHOTGUNSHELL
- (1029) GUN_FLASH, (1030) GUN_FLASH2: the second one is the spiky gunflare for HK/MP5.
Magnum of TR1 and MP5 of TR3 are not paired.
- Lara's additional looks and tools:
- (11) FLARE_ANIM, (406) CHAFF, (983) FLARE_ITEM, (984) FLARE_INV_ITEM: flares are available for Lara since TR2. (The chaff is only for TR5, I don't know its task.)
- (21-24) LARA_SPEECH_HEAD1-4: used for cutscenes.
- (29, 31) LARA_EXTRA_MESH1, 3: extra meshes probably reserved for some future features of Lara.
- (32-34) LARA_WATER/PETROL/DIRT_MESH, (716-725) different WATERSKIN objects: used when Lara pours water, petrol, dirt. Pouring water should be available even for more than one setups.
- (35) LARA_CROWBAR_ANIM, (751) CROWBAR_ITEM: crowbar is available for Lara since TR3. (But since TR4, with the well-known mechanism.)
- (36) LARA_TORCH_ANIM, (752) BURNING_TORCH_ITEM: torch is available for Lara since TR4.
- (344) MAPPER, (753-755) CLOCKWORK_BEETLE and COMBOs: the mechanical scarab of TR4.
- (428) MAP, (429) SECRET_MAP: slots for maps in TR4, which were never used there.
- (750) HAMMER_ITEM: officially it is a TR5 item, but never was used there.
- (978) SMALLMEDI_ITEM, (979) BIGMEDI_ITEM: for Lara's health.
- (981) BINOCULARS_ITEM, (1351) BINOCULAR_GRAPHICS: binoculars are available for Lara since TR4.
- (985) COMPASS_ITEM: only TR4 has a useful compass.
- (986) DIARY_ITEM, (992) DIARY_OPEN: DIARY_ITEM is a TR4 item, but the diary was never used there with it. It was available only in TRNG, but with another setup. DIARY_OPEN is not a TR4 item, I can't identify it anywhere.
- (987) TIMEX_ITEM: to show statistics even in the inventory. (Oddly it is not paired to any legacy slot, it is from TR5, though.)
- (1100-1109) MESHSWAP1-10: these meshswap slots should be engaged not only for Lara. However, based on TR4 setups, she uses them for animations with a hooked stick, a dig, or a detonator. Though, only MESHSWAP1-3 exists in legacy games, only in TR4 and TR5, and I did not examine here TR5 meshswap situations.
- Lara's vehicles:
- (50) SNOWMOBILE_LARA_ANIMS, (51) SNOWMOBILE: a TR2 vehicle.
- (52) QUAD_LARA_ANIMS, (53) QUAD: a TR3 vehicle.
- (54) SPEEDBOAT_LARA_ANIMS, (55) SPEEDBOAT: a TR2/TRNG vehicle (motorboat).
- (56) KAYAK_LARA_ANIMS, (57) KAYAK: a TR3/TRNG vehicle.
- (58) UPV_LARA_ANIMS, (59) UPV: a TR3 vehicle.
- (60) MINECART_LARA_ANIMS, (61) MINECART, (832) MINECART_SWITCH: a TR3 vehicle. (With a plugin and FLEP, it is also available in TRNG.)
- (62) JEEP_LARA_ANIMS, (63) JEEP: a TR4 vehicle. (In TEN, a key item is not required to the jeep, works like other vehicles.)
- (64) MOTORBIKE_LARA_ANIMS, (65) MOTORBIKE: a TR4 vehicle. (In TEN, a nitro item is not required, still not implemented.)
- (66) RUBBERBOAT_LARA_ANIMS, (67) RUBBERBOAT: a TR3/TRNG vehicle.
- NPCs:
- (100) WOLF: a TR1 creature.
- (101) BEAR: a TR1 creature.
- (102) APE: a TR1 creature (gorilla).
- (103) SMALL_SPIDER: a TR2 creature.
- (104) BIG_SPIDER: a TR2 creature.
- (105) CROW: a TR2, TR3, TR5 creature.
- (106) TIGER: a TR2, TR3 creature. (In TR2 the slot sometimes presented snow leopard or white tiger instead.)
- (107) EAGLE: a TR2 creature. Vulture of TR3 also fits this slot.
- (108) RAPTOR: a TR1, TR3 creature.
- (109) TYRANNOSAUR: a TR1, TR2, TR3 creature.
- (110) COBRA: a TR3 creature. (In TR3 the slot sometimes presented rattlesnake instead.)
- (111) MONKEY, (1118) MESHSWAP_MONKEY_MEDIPACK, (1119) MESHSWAP_MONKEY_KEY: a TR3 creature.
- (112) WHALE: a TR3 creature.
- (113) COMPSOGNATHUS, (1086) CORPSE: a TR3 creature (the mini green dinos).
- (114) FISH_EMITTER, (1086) CORPSE: emitted TR3, TRNG creatures.
- (115) RAT: a TR2, TR3 creature.
- (116) BIG_RAT: a TR1 creature (which means both the on-land and in-water versions in TEN).
- (117) CROCODILE: a TR1, TR3, TR4 creature (in TR1 case it means both the on-land and in-water versions in TEN).
- (118) BAT: a TR1, TR4 creature.
- (119) SPHINX: a TR4 creature.
- (120) WILD_BOAR: a TR4 creature.
- (121) HARPY, (1037) ENERGY_BUBBLES: a TR4 creature.
- (122) BIG_SCORPION: a TR4 creature.
- (123) SMALL_SCORPION: a TR4 creature.
- (124) BABOON_NORMAL, (125) BABOON_INV, (126) BABOON_SILENT: three versions of a TR4 creature.
- (127) LITTLE_BEETLE: emitted TR4 creatures.
- (128) LOCUSTS, (139) LOCUSTS_EMITTER: emitted TR4 creatures.
- (129) SHARK: a TR2 creature. (Catalogs tell that HAMMERHEAD of TR4 also fits this slot. But there also is a HAMMERHEAD TEN slot...)
- (130) HUSKIE: a TR3 creature (the dog from Antarctica). Dog (not the doberman) of TR5 also fits this slot.
- (131) DOG: a TR3, TR4 creature (in TR3 case not the dog from Antarctica).
- (132) BATS_EMITTER: emitted TR5 creatures.
- (133) RATS_EMITTER: emitted TR5 creatures.
- (134) SPIDERS_EMITTER: emitted TR5 creatures.
- (135) LION, (1100) MESHSWAP1: a TR1, TR5 creature (in TR1 case it means both the male and female versions in TEN). Panther of TR1 also fits this slot.
- (136) DOBERMAN: a TR2, TR5 creature.
- (137) HAMMERHEAD: a TR4 creature.
- (138) CROCODILE_GOD, (1037) ENERGY_BUBBLES: a TR4 creature ("MUTANT").
- (150) SCUBA_HARPOON, (151) SCUBA_DIVER: a TR2, TR3, TRNG creature (the TRNG one is based on the TR3 one).
- (152) GOON_SILENCER1: a TR2 creature ("Masked goon (white mask, jacket)").
- (153) GOON_SILENCER2: a TR2 creature ("Masked goon (white mask, vest)").
- (154) GOON_SILENCER3: a TR2 creature ("Masked goon (black mask)").
- (155) BARRACUDA: a TR2 creature. (In TR2 the slot sometimes presented Whiskered Fish instead.) Yellow and black moray eels of TR2 also fit this slot.
- (156) WORKER_SHOTGUN: a TR2 creature ("Gun-wielding rig worker (khaki pants)").
- (157) WORKER_MACHINEGUN: a TR2 creature ("Gun-wielding rig worker (blue jeans)").
- (158) WORKER_DUAL_REVOLVER: a TR2 creature ("Shotgun goon").
- (159) WORKER_FLAMETHROWER: a TR2 creature ("Flamethrower-wielding goon").
- (160) MONK1: a TR2 creature ("Monk with long stick").
- (161) MONK2: a TR2 creature ("Monk with knife-end stick").
- (162) KNIFETHROWER, (163) KNIFETHROWER_KNIFE: a TR2 creature. (For some reason, the spark emitter of TR2 is also named as KNIFETHROWER_KNIFE TEN slot.)
- (164) MERCENARY_UZI: a TR2 creature ("Mercenary").
- (165) MERCENARY_AUTOPISTOLS1: a TR2 creature ("Mercenary (black ski mask, gray jacket)").
- (166) MERCENARY_AUTOPISTOLS2: a TR2 creature ("Mercenary (black ski mask, brown jacket)").
- (167) SNOWMOBILE_GUN, (168) SNOWMOBILE_DRIVER: a TR2 creature.
- (169) FLAMETHROWER_BADDY: a TR3 creature.
- (170) TRIBESMAN_WITH_AX: a TR3 creature.
- (171) TRIBESMAN_WITH_DARTS: a TR3 creature.
- (172) MP_WITH_STICK: a TR3 creature. Stick-wielding goon, "stick-wielding goon (can't climb)" of TR2 and dam guard, "damned" stick-wielding goon of TR3 also fit this slot.
- (173) MP_WITH_GUN: a TR3 creature. RX-Tech guy in red jacket, London guard of TR3 also fit this slot.
- (174) BADDY1, (1110) MESHSWAP_BADDY1 : a TR4 creature.
- (175) BADDY2, (1111) MESHSWAP_BADDY2: a TR4 creature.
- (176) SAS_CAIRO: a TR4 creature (SAS). RX-Tech guy with gun, London goon, MP with sighted gun and night sight of TR3 also fit this slot.
- (177) SAS_DYING, (178) SAS_CAPTAIN: TR4 slots obviously related to SAS_CAIRO creature, but they were not used in TR4 levels.
- (180) GUIDE, (1101) MESHSWAP2: a TR4 creature.
- (181) VON_CROY, (1100) MESHSWAP1: a TR4 creature.
- (182) TROOPS: a TR4 creature. Mercenary (Crash Site soldier) of TR3 also fits this slot.
- (183) SAS: officially a TR5 creature (Guard1), but I can't identify it in that game.
- (184) SWAT: a TR5 creature (Guard2).
- (185) SWAT_PLUS: a TR5 creature (Guard3).
- (186) GUARD1: a TR5 creature (Guard4).
- (187) GUARD_LASER: a TR5 creature (Guard laser).
- (188) LARSON: a TR1, TR5 creature.
- (189) PIERRE: a TR1, TR5 creature.
- (190) MAFIA: a TR5 creature (Armed baddy 1).
- (191) MAFIA2, (1113) MESHSWAP_MAFIA2: a TR5 creature (Armed baddy2).
- (192) GUARD2: a TR5 creature (Guard6).
- (193) GUARD3: officially a TR5 creature (Guard5), but I can't identify it in that game.
- (194) GLADIATOR: a TR5 creature.
- (195) CYBORG, (1115) MESHSWAP_HITMAN: a TR5 creature.
- (196) SNIPER: a TR5 creature (M16 guard).
- (197) CHEF: a TR5 creature.
- (219) KOLD: a TR1 creature (Mr.T).
- (220) WINGED_MUMMY, (227) PROJ_SHARD, (228) PROJ_BOMB: a TR1 creature.
- (221) CENTAUR_MUTANT, (227) PROJ_SHARD, (228) PROJ_BOMB: a TR1 creature.
- (222) DOPPELGANGER, (1085) DOPPLEGANGER_ORIGIN: a TR1 creature.
- (223) NATLA, (227) PROJ_SHARD, (228) PROJ_BOMB: a TR1 creature (winged).
- (225) GIANT_MUTANT: a TR1 creature.
- (229) YETI: a TR2 creature.
- (230) BIRDMONSTER: a TR2 creature.
- (231) MARCO_BARTOLI, (232-235) DRAGON_FRONT/BACK+DRAGON_BONE_FRONT/BACK, (236-238) SPHERE_OF_DOOM /2/3: a TR2 creature.
- (239) COWBOY: a TR1 creature.
- (240) SPEAR_GUARDIAN, (241) SPEAR_GUARDIAN_STATUE: a TR2 creature.
- (242) SWORD_GUARDIAN, (243) SWORD_GUARDIAN_STATUE: a TR2 creature.
- (244) SHIVA, (245) SHIVA_STATUE: a TR3 creature.
- (246) WILLARD: a TR3 creature (as the spider monster).
- (247) CIVVY: a TR3 creature (prisoner).
- (248) MUTANT2: I can't identify this creature anywhere. Probably a TR3 one.
- (249) LIZARD: a TR3 creature.
- (250) TONY_BOSS, (251) TONY_BOSS_FLAME: a TR3 creature. (The flame object seems logical in this setup. However, I can't identify it anywhere.)
- (252) PUNA_BOSS, (290) BOSS_SHIELD, (291) BOSS_EXPLOSION_SHOCKWAVE: a TR3 creature.
- (253) SOPHIA_LEE_BOSS, (290) BOSS_SHIELD, (291) BOSS_EXPLOSION_SHOCKWAVE, (1037) ENERGY_BUBBLES: a TR3 creature.
- (254) LASER_BOLT: I can't identify which creature uses this effect.
- (255) SKELETON: a TR4 creature.
- (256) MUMMY: a TR1, TR4 creature.
- (257) ENEMY_JEEP: a TR4 creature.
- (258) HORSE, (259) HORSEMAN: a TR4 creature.
- (260) DEMIGOD1: a TR4 creature.
- (261) DEMIGOD2, (1037) ENERGY_BUBBLES: a TR4 creature.
- (262) DEMIGOD3, (1037) ENERGY_BUBBLES: a TR4 creature.
- (263) SETHA, (1037) ENERGY_BUBBLES: a TR4 creature.
- (264) KNIGHT_TEMPLAR: a TR4 creature.
- (265) AHMET: a TR4 creature.
- (266) BIG_BEETLE: a TR4 creature.
- (267) JEAN-YVES: a TR4 creature.
- (268) WRAITH1: a TR4 creature.
- (269) WRAITH2: a TR4 creature.
- (270) WRAITH3, (1087) WRAITH_TRAP: a TR4 creature.
- (271) WRAITH4: an unused TR4 creature slot.
- (272) LARA_DOUBLE: a TR4 creature (kind of...).
- (274) HYDRA, (1025) BUBBLES: a TRNG, TR5 creature.
- (275) LASERHEAD, (1328) LASERHEAD_BASE, (1329) LASERHEAD_TENTACLE: a TRNG, TR5 creature.
- (276) SCIENTIST: a TR5 creature.
- (277) MERCENARY: I can't identify this creature anywhere. Probably a TR5 one.
- (278) WILLOWISP: I can't identify this creature anywhere. Probably a TR5 one.
- (279) INVISIBLE_GHOST: a TR5 creature.
- (280) REAPER: a TR5 creature (seems unused there, though...).
- (281) BROWN_BEAST: a TR5 creature.
- (282) ATTACK_SUB, (405) TORPEDO: a TRNG, TR5 creature.
- (283) IMP, (284) IMP_ROCK, (1025) BUBBLES, (1114) MESHSWAP_IMP: a TR5 creature.
- (285) GUNSHIP: a TR5 creature (helicopter).
- (287) ROMAN_GOD1, (1116) MESHSWAP_ROMAN_GOD1: a TR5 creature.
- (288) ROMAN_GOD2, (1025) BUBBLES, (1117) MESHSWAP_ROMAN_GOD1: a TR5 creature.
- (289) LAGOON_WITCH: a TR5 creature.
- (292) BOSS_EXPLOSION_RING: I can't identify which creature uses this effect.
- (293) CLAW_MUTANT: a TR3 creature (Tinnos monster).
- (294) WASP_MUTANT: a TR3 creature.
- (296) SKATEBOARD, (297) SKATEBOARD_KID: a TR1 creature.
- (298) WINSTON, (1120) MESHSWAP_WINSTON_ARMY_OUTFIT: a TR2, TR3 creature.
- (1039) BUTTERFLY: an unused TR4 creature.
- Pushable-pullable objects:
- (179) SAS_DRAG_BLOKE: a special one from TR4.
- (393-402) PUSHABLE_OBJECT1-10: engaged for non-cube (i.e. non-climbable) objects.
- (435-444) PUSHABLE_OBJECT_CLIMBABLE1-10: engaged for cube (i.e. climbable) objects.
- Traps:
- (286) AUTO_GUN: a TR5 trap.
- (295) TWIN_AUTO_GUN: a TR3 trap.
- (321) ROLLING_SPINDLE: a TR2, TR3 trap.
- (322) DISK_SHOOTER, (323) DISK: a TR2 trap.
- (324) WALL_MOUNTED_BLADE: a TR2 trap. Also available in TR3, even in these forms: Heavy swinging thing (remember Lud's Gate), Drill bit, Swinging brazier.
- (325) STATUE_WITH_BLADE: a TR2 trap.
- (326) COG: a TR4 trap.
- (327) SPIKEBALL: a TR4 trap. Also available in TR2, even in these forms: swinging sandbag, swinging box.
- (328) FLOOR_4BLADES: a TR4 trap.
- (329) CEILING_4BLADES: a TR4 trap.
- (330) CATWALK_BLADE: a TR4 trap.
- (331) SETH_BLADE: a TR4 trap.
- (332) PLINTH_BLADE: a TR4 trap.
- (333) SLICER_DICER: a TR4 trap.
- (334) BIRD_BLADE: a TR4 trap.
- (335) CHAIN: a TR4 trap.
- (336) PLOUGH: a TR4 trap.
- (337) STARGATE: a TR4 trap.
- (338) SPIKY_FLOOR: a TR4 trap (being useless there, anyway).
- (339) SPIKY_WALL: a TR2 trap. Also available in TR3, even in this form: tunnel borer.
- (340) SPIKY_CEILING: a TR2 trap.
- (341) TEETH_SPIKES: all the legacy engines have this trap. And also available in these forms: glass shards (TR2), barbed wire (TR3).
- (342) JOBY_SPIKES: a TR4 trap.
- (343) SENTRY_GUN: a TR4 trap.
- (344) MOVING_BLADE: a TR4 trap. Airplane propeller, Power saw of TR2 and Overhead pulley hook of TR2, TR3 also fit this slot.
- (348) HAMMER: a TR4 trap.
- (355) MINE: a TR4 trap.
- (357) ROME_HAMMER: a TR5 trap (the swinging ram).
- (366) ELECTRICAL_CABLES: a TR5 trap.
- (368) DARTS, (369) DART_EMITTER, (370) HOMING_DART_EMITTER: a TR1, TR3, TR4, TR5 trap (TR2 had the disk shooter instead). ("Homing" is available in TR4, TR5, not being really effective, though.)
- (371) FALLING_CEILING: all the legacy engines have this trap. And also available in this form: falling sandbag (TR2). Detachable icicles of TR2 also fits this slot.
- (372-373) FALLING_BLOCK, 2: a TR4, TR5 trap. Detachable stalactites of TR3 also fits this slot.
- (374) CRUMBLING_FLOOR (another version for falling blocks, anyway): a TR1, TR2, TR3, TR5 trap (at TR1-TR3 with "collapsible" name). Loose boards of TR2 also fits this slot.
- (383) ROLLINGBALL: a TR4, TR5 trap.
- (384) ROLLINGBARREL: a TR5 trap. (But I can't identify it.)
- (403) WRECKING_BALL: a TR5 trap (the robot arm).
- (407) ELECTRIC_FENCE: a TR3, TR5 trap.
- (413) GEN_SLOT1: TR5 has only an empty slot like that. Catalogs say Laser sweeper of TR3 fits this slot properly, but I doubt it would be a working trap ever.
- (416) GEN_SLOT4: this is also a doubtful laser sweeper-type trap, but this time from TR5.
- (424-425) SQUISHY_BLOCK1, 2: TR4 traps.
- (426) LASER_BEAM: Tripwire and Killer tripwire of TR3 are named that fit this slot. (TR4 also has an empty TRIPWIRE slot, anyway.)
- (433) CLASSIC_ROLLINGBALL (also known as "boulder"): a TR1, TR2, TR3 trap (and also available in TRNG, using a plugin). And also available in this form: barrel (TR3, the spiky one from Tinnos). Multiple boulders/snowballs and Rolling storage drums of TR2 also fit this slot.
- (434) BIG_ROLLINGBALL: the "giant boulder" of TR3 Puna.
- (445) TRAIN: a TR3 trap.
- (446) EXPLOSION: I can't identify this slot.
- (447) DAMOCLES_SWORD: a TR1 trap (which has two slots for it).
- (448) ELECTRIC_CLEANER: a TR3 trap.
- (449) SLAMMING_DOORS: a TR1, TR2, TR3 trap. (For some reason the TR2 one is not paired, though.) And also available in this form: spiked frame (TR3, see the one with the impaled skeleton on Madubu Gorge).
- (450) SWINGING_BLADE: a TR1 trap.
- (1051) LASER_BARRIER: a TR5 trap.
- (1052) STEAM_LASERS: a TR5 trap.
- (1053) FLOOR_LASERS: a TR5 trap.
- Platforms:
- (320) SPRINGBOARD: a TR2 object ("bounce pad").
- (387) ONEBLOCK_PLATFORM: a TR4, TR5 object. (Perhaps oneblock platform should be used in twoblock slot, as originally.)
- (388) TWOBLOCK_PLATFORM: a TR4, TR5 object. (In TRNG also used as a lift.)
- (389-392) RAISING_BLOCK1-4: a TR4, TR5 object. (They have only two slots for this, though.)
- (408) LIFT, (880-881) LIFT_DOORS1-2, (1050) LIFT_TELEPORTER: a TR2, TR5 object. (The TR2 one is only one object.)
- (1340-1345) BRIDGE_FLAT, TILT1-4, CUSTOM: all the legacy engines have flat and tilt1-2. Only TRNG has tilt3-4 and custom.
- Flames and electric arcs:
- (320) LIGHTING_CONDUCTOR: a TR4 effect (as "lightning").
- (358-361) FLAME, FLAME_EMITTER /2/3: different types of flames and electric arcs.
- (1056) EMBER_EMITTER: lava spitter. Perhaps made from scratch for TEN, because the similar legacy object isn't paired.
- Ropes and poles:
- (363) ROPE: a TR4, TR5 object.
- (365) POLEROPE: a TR4, TR5 object.
- (404) ZIPLINE_HANDLE: a TR2, TR3 object. Unused DEATH_SLIDE slot of TR4, TR5 can be also useable for this.
- (409) TIGHT_ROPE: a TRNG, TR5 object.
- (410) PARALLEL_BARS: a TRNG, TR5 object.
- Doors and trapdoors:
- (375-377) TRAPDOOR1-3: a TR2, TR3, TR4, TR5 door type, opening by triggers. (TR1 trapdoors are not paired to here. They are not to open in a manual way, though.)
- (378-379) FLOOR_TRAPDOOR1-2: a TR1, TR4, TR5 door type, opening manually.
- (380-381) CEILING_TRAPDOOR1-2: a TR4, TR5 door type, opening manually.
- (382) SCALING_TRAPDOOR: a TR4, TR5 door type (unused).
- (412) PORTAL: a TR5 door type, called there "flat window". (The door into the hydras' building.)
- (430) SETH_DOOR: a TR4 door type (unused).
- (850-879) DOOR_TYPE1-30: general door types.
- (882-885) PUSHPULL_DOOR1-4: a TR4, TR5 door type. (They have only two slots for this, though.)
- (886-889) KICK_DOOR1-4: a TR4, TR5 door type. (They have only two slots for this, though.)
- (890-893) UNDERWATER_DOOR1-4: a TR4, TR5 door type. (They have only one slot for this, though.)
- (894-897) DOUBLE_DOORS1-4: a TR4, TR5 door type. (They have only one slot for this, though.)
- (898) SEQUENCE_DOOR1, (899-901) SEQUENCE_SWITCH1-3: a TR4, TR5 door type.
- (902) STEEL_DOOR: a TR5 door type (VCI).
- Key and puzzle pickable items:
- (432) STATUE_PLINTH: a specific receptacle of TR4.
- (500-515) PUZZLE_ITEM1-16, (516-547) PUZZLE_ITEM1-16_COMBO1-2, (668-683) PUZZLE_HOLE1-16, (684-699) PUZZLE_DONE1-16
- (548-563) KEY_ITEM1-16, (564-595) KEY_ITEM1-16_COMBO1-2, (700-715) KEY_HOLE1-16
- Any other things about pickable items:
- (417-420) SEARCH_OBJECT1-4: TR5 objects (to search pickable items here).
- (421) SARCOPHAGUS: a TR4 object (to search pickable items here).
- (596-611) PICKUP_ITEM1-16, (612-643) PICKUP_ITEM1-16_COMBO1-2. QUEST_ITEM1-6 of TR4 fit PICKUP_ITEM5-10 slots.
- (644-651) EXAMINE1-8, (652-667) EXAMINE1-8_COMBO1-2
- (977) GOLDROSE_ITEM: the secret item of TR5.
- Switches:
- (800-815) SWITCH_TYPE1-16: general switch types.
- (816-819) SHOOT_SWITCH1-4: 3 and 4 are named as Shoot switch 1 and 2 in TR5. SWITCH_TYPE7-8 of TR4 are paired to SWITCH_TYPE1-2. Assault-course target of TR3 also fits SHOOT_SWITCH1, and "Raptor hung by rope (fish bait)" and Electrical switch box of TR3 also fits SHOOT_SWITCH2. (TEN also has a CORPSE object to shoot for a bait, though.)
- (820) AIRLOCK_SWITCH: a TR5 switch type. (It is the valve wheel, also available in TR2, TR3, but they are not paired to this TEN slot, for some reason.)
- (821-822) UNDERWATER_WALL_SWITCH1-2, (823-824) UNDERWATER_CEILING_SWITCH1-2: all the legacy engines have this switch type. Though, not in so many slots, and only one (wall or ceiling) type per game.
- (825) TURN_SWITCH: a TR4, TR5 switch type.
- (826) COG_SWITCH: a TR4, TR5 switch type.
- (827) LEVER_SWITCH: a TR4, TR5 switch type.
- (828) JUMP_SWITCH: a TR4, TR5 switch type.
- (829) CROWBAR_SWITCH: a TR4, TR5 switch type.
- (830) PULLEY: a TR4, TR5 switch type. (The pulley wheel of TR3 Coastal Village is paired to a general switch type slot.)
- (831) CROWDOVE_SWITCH: a TR5 switch type.
- Other interactive objects:
- (346) ELEMENT_PUZZLE: a TR4 object.
- (356) SCALES: a TR4 object.
- (362) BURNING_ROOTS: a TR5 object.
- (364) FIREROPE: a TR4, TR5 object.
- (362) BURNING_FLOOR: a TR4 object.
- (427) MINE_DETECTOR: a TR4 object. (An empty slot there. However, using a mine detector is an available setup in TEN.)
- Other effect objects:
- (412) GEN_SLOT2: a TR5 object. (Gas emitter. Due to "gen" tag I doubt it will be a working effect ever.)
- (903) GOD_HEAD: a TR4, TR5 effect.
- (1020-1022): SMOKE_EMITTER (WHITE/BLACK/-): white and black are TR4, TR5 effects. The third one is made directly for TEN.
- (1024) EARTHQUAKE: a TR1, TR3, TR4, TR5 effect.
- (1026) WATERFALLMIST: all the legacy engines have this effect.
- (1031-1035) COLOR_LIGHT, BLINKING_LIGHT, PULSE_LIGHT, STROBE_LIGHT, ELECTRICAL_LIGHT: different light effects, available in different forms in TR3, TR4, TR5. TRNG and TEN also enhanced them.
- (1036) LENSFLARE: a TR4, TR5 effect.
- (1038) PLANET_EFFECT: a TR4 effect.
- (1076-1081) WATERFALL1-6: a TR4 (three slots), TR5 (four slots) effect. Tinnos light shaft of TR3 also fits this slot.
- (1082-1083) WATERFALLS1-2: a TR5 effect. (As Waterfall 5 and 6. 6 is empty.)
- Inventory-specific items:
- (988-989) MEMCARD_LOAD/SAVE_INV_ITEM: used for TR4.
- (990-991) PC_LOAD/SAVE_INV_ITEM: used for TR5.
- (1000-1004) INVENTORY_PASSPORT/SUNGLASSES/KEYS/HEADPHONES/POLAROID: ring inventory items.
- AI objects:
- (1040-1047): AI_GUARD/AMBUSH/PATROL1/MODIFY/FOLLOW/PATROL2/X1/X2: TR3, TR4, TR5 objects.
- Other Moveable objects and nullmeshes for special purposes:
- (349) OBELISK: a TR4 object.
- (350) WHEEL_OF_FORTUNE, (351-353) GAME PIECE1-3, (422) ENEMY_PIECE: objects of a specific TR4 setup.
- (411) XRAY_CONTROLLER: a TR5 object.
- (1048) LARA_START_POS: a TR2, TR4, TR5 object.
- (1049) TELEPORTER: a TR5 object.
- (1054) KILL_ALL_TRIGGERS: a TR3, TR4, TR5 object. (I found it useless, at least in TR4 surely.)
- (1055) TRIGGER_TRIGGERER: a TR4, TR5 object.
- (1074) BODY_PART: a TR4, TR5 object (empty).
- (1075) CAMERA_TARGET: all the legacy engines have this object.
- (1084) FISHTANK: I can't identify this slot.
- (1400-1407) PANEL_BORDER/MIDDLE/CORNER/DIAGONAL/STRIP/HALF_BORDER1-2/MIDDLE_CORNER: TRNG objects.
- Animatings and similar Moveable objects:
- (144) MAPPER: a TR4 object.
- (354) RAISING_COG: a TR5 object.
- (385) PROPELLER_H: a TR5 object.
- (386) PROPELLER_V: a TR5 object.
- (415) GEN_SLOT3: a TR5 object.
- (431) HORUS_STATUE: a TR4 object.
- (1056) HIGH_OBJECT: a TR5 object (in two slots there).
- (1200-1327) ANIMATING1-128: TR3 (1-6), TR4 (1-16), TR5 (1-16) objects.
TEN also pairs some non-Animating legacy slots to specific Animating TEN slots. (Though, sometimes I don't understand why.) However, the IDs in the names of Animating slots aren't important (i.e. you can use these legacy objects in any Animating TEN slot), because all the Animating slots have the same "no specific at all" properties. So now I only list these legacy slots, not mentioning the Animating TEN ID number:
- TR1:
Lara misc animations, Lightning ball / Some kind of box?, Movable tall block, (74-76) Cogs (animated), Cutscene Object 1-4, Natla's logo, Save crystal, Direction keys, Flashlight, Scion Holder, Centaur statue, Shack suspended from wire rope, Mutant egg and holder (normal size), Motorboat.
- TR2:
Gondola (Venetian boat), Big bowl (Ice Palace), Air fan, Cutscene Object 1-14, Singing birds, Bartoli's Hideout clock, Aquatic Mine (Venice), Gong (Ice Palace), Detonator box, Helicopter (Diving Area), Shotgun animation (Home Sweet Home).
- TR3:
Crawler mutant in closet, Cutscene Object 1-9, Fire-breathing dragon statue.
- TR4:
ANIMATING1-16_MIP.
- TR5:
Gas fire, Animating 1-16_mip.
- General object swaps:
- (25-28) ACTOR1-2_SPEECH_HEAD1-2: for cutscenes.
- (1100-1109) MESHSWAP1-10
- Moveable shatters:
- (90) VEHICLE_SMASHABLE_FLOOR: a TR4 object.
- (91) VEHICLE_SMASHABLE_WALL: a TR4 object.
- (1058-1073) SMASH_OBJECT1-16: TR4 (1-8), TR5 (1-8) objects - empty slots, after all, but useable. Breakable window (can shoot out)/(must jump through) of TR2 and Destroyable boarded-up window / wall of TR3 also fit these slots.
- Unused slots in the 0-1407 interval:
38-49, 70-89, 92-99, 140-149, 198-218, 224, 226, 273, 299-319, 726-749, 756-799, 833-849, 904-949, 993-999, 1005-1019, 1023, 1088-1099, 1121-1199, 1330-1339, 1346-1349, 1353-1399
- In Catalogs files, many legacy objects are without marked as paired (for any reason). But I bet you could use some of them successfully, mostly as Animatings.
Last edited by AkyV; 08-06-24 at 15:21.
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