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Old 10-04-22, 14:33   #21
ChocolateFan
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Latest version: link in the first post.

New patches:
  • Plugin integrity check
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Old 10-04-22, 14:40   #22
Kubsy
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Quote:
Originally Posted by ChocolateFan View Post
Latest version: link in the first post.

New patches:
  • Plugin integrity check
O M G GGGGG, I CAN'T BELIEVE IT-

Thank you so much
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Old 14-04-22, 13:05   #23
Alisa97
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Unhappy particle effect

Well..., I decided to divide the levels completely into two types,
enable Distance Fog and enable Fog bulbs,
so I am no longer bothered with loading screens.

Now I'm trying my hand at my long-dreaming particle effect, but it doesn't work.
I put a Smoke_Emitter_White in the map. (OCB=0)
I follow this tutorial and put the same value except the color of this post.
But only the color has been changed.
I also check the "particle_testing_ground package".
In that test, yellow particles(You might not call them particles ) are falling down.
But in my test level, it just emits yellow smoke.
https://imgur.com/a/xGTkFmp

The first question is, there is no check box for "Extend Tomb4.exe size" in flep.exe (v.1.1.44)
Is this the matter?

Thanks in advance.

EDIT:
I'm so dumb. It's written right in Joey's tutorial:

But you can jump straight to the Smoke emitters white OCB 00 settings
and FLEP will offer you to enable those patches in one click.

I enabled each OCB settings for one field such as;

Smoke emitter white OCB 01 settings for start time,
Smoke emitter white OCB 02 settings for End color etc.

Now I get it. I finally could make the particles fall!
https://imgur.com/a/p6NocmF

But I have another problem.
Lara has a light blue shadow only in the level of ForceVolumetricFX= DISABLED.
https://imgur.com/a/4ljvGMM
Is there any way to fix it?

And...I forgot to mention, I want to say BIG thank you for this wonderful tool to Lwmte and ChocolateFan.
And thank you very much to Dermahn for a clear step-by-step procedure for using FLEP.
However... even with these easy-to-follow instructions, I still make mistakes in the order in which I copy...
so I'm likely to keep making ordinary mistakes in the future.

EDIT2
I found the culprit of the light blue shadow.
I changed Sprite(ID=14) for particle effect.
Retore it fixed the issue.

Last edited by Alisa97; 17-04-22 at 03:28.
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Old 19-04-22, 09:21   #24
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Can I ask for a small patch? In the last level of TRC, when you use the grappling gun, there's a cool effect where the rope drops down from the ceiling. Can you port that effect so that when we trigger a rope it doesn't appear out of thin air but gently drops as an added touch of realism?
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Old 23-04-22, 16:42   #25
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would a FLEP patch be possible to customize when any bar blinks given the percentage? for example I would like the air bar to start blinking at 50%
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Old 24-04-22, 22:21   #26
Nina Croft
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Quote:
Originally Posted by Gancian View Post
Can I ask for a small patch? In the last level of TRC, when you use the grappling gun, there's a cool effect where the rope drops down from the ceiling. Can you port that effect so that when we trigger a rope it doesn't appear out of thin air but gently drops as an added touch of realism?
I think that you need an animation of that rope. So, you trigger the animation, it plays, and at the end of it, you trigger the rope to appear.
The bigger question here is how to trigger the animation For instance, how to force the Grapple gun NOT to shoot a rope where it shouldn't shoot it. I have an idea, like, e.g. to make an invisible shatter object, to hit it with the Grapple gun, to heavy trigger the animation of the rope, and then to trigger the rope itself. In this case, we would be able to hit the invisible shatter with any weapons which use laser sight. But I'm sure there's a way to work around this. But in any case, you really need the animation of the rope. And you don't need FLEP for that particular animation, at the end of which you trigger the dangling rope.
PS: I could help you with creating that animation, if you cannot use the one already existing in TR5 Chronicles.


Quote:
Originally Posted by Kubsy View Post
would a FLEP patch be possible to customize when any bar blinks given the percentage? for example I would like the air bar to start blinking at 50%
It is possible to create this effect with the aid of the Script. You need CUSTOMIZE, CUST_BAR, BAR_HEALTH, BAR_Custom1 etc., DMG_Indirect_bar, DMG_Slow_disappearing, and then at the end you type "50" if you want the bar to blink when the HP drop below 50%. I know that Lima created one such effect in Dark City Part 2, where the bar blinks when the energy drops below 10%. If you don't know how to use these commands, I'll check out in Lima's Script to see exactly how the commands in Script look like. But I definitely know that you must use the commands I listed above.
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Old 01-05-22, 14:10   #27
ChocolateFan
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We tried these options, Nina Croft, but they did not work so I made the patches, they are simple anyway.

Latest version: link in the first post.

New patches:
  • Keep dead enemies
  • Change health and air bar low levels
  • Rope drop
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Old 04-05-22, 21:55   #28
Kapu
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Would it be possible to include the patch description in these posts?

Quote:
Originally Posted by ChocolateFan View Post
mizuno_suisei:

"Is there a way to port these patches from flep, back to draco TREP?"
No.

"I'm hoping this isnt a dead end anyway!"
Abandon your hope.
I did have some sucess back porting certain FLEP patches to DRACO "Fix hair while wading" and "Prevent camera position freeze" for example have worked just fine for me in TREP.
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Old 08-05-22, 07:33   #29
Gancian
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Quote:
Originally Posted by ChocolateFan View Post
Latest version: link in the first post.

New patches:
  • Keep dead enemies
  • Change health and air bar low levels
  • Rope drop
Works like a charm! Thank you very much!

I need to point out that there seems to be an old patch that doesn't work anymore. At least for me.
Fix Lara visibility bug in binocular view doesn't have any effect. I can still see Lara if I look down in binocular mode.

Last edited by Gancian; 08-05-22 at 08:23.
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Old 08-05-22, 13:48   #30
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^TRNG basically fixed that binoculars issue, so the patch does the opposite effect now
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