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Old 14-09-19, 02:18   #1
CelticGuard
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Thumbs up Discussion: Converting a Moveable to a StaticMesh (Dxtre3d )

I'm thrilled to see that the unofficial editor community is still alive! Thanks for making this tool. I'll give it a shot if I ever get back to Dxtre3D.
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Old 20-09-19, 21:08   #2
The Great Chi
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Thank you DaroRaider, this is a great little program, which saves a lot of time and effort putting all the meshes of a movable into one static mesh and also texturing it

Just wondering can you make a similar program for TR2 and TR4?

The program saves the movable in the original pose, but there are some movables that have a weird pose as the original pose, for example the monkeys in the Jungle level have their heads tucked into their bodies in the original pose, so you do not see their face when turned into a static mesh.

Its no problem to me as I can use 3D meta to rotate the face to the front.
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Old 20-09-19, 23:06   #3
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Hello Chi,
First of all thanks for using this tool, I see that the little community of classing engines is active and it motivates me to do all this.

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Originally Posted by The Great Chi View Post

Just wondering can you make a similar program for TR2 and TR4?
Not really now, I just coded the routines for read/write a tr3 file. in the case of tr4 the format is a bit complex for reading/writing. I did it once and I lose all the code

But I think that's possible to save a moveable from tr4 or tr2 into a tr3 file, and make the conversion. I guess it's the same than opening a tr2 or tr4 file.
Dind't you try??

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The program saves the movable in the original pose, but there are some movables that have a weird pose as the original pose, for example the monkeys in the Jungle level have their heads tucked into their bodies in the original pose, so you do not see their face when turned into a static mesh.
Yes, i'm aware of that. So I will try to implement something else to nake the tool still better.
What I'm planning as a next step, is to add a function to convert a moveable into a static mesh giving a certain animation and a certain frame. I guess that's a bit complicated but I guess that it will more interisting for the user. But not sure when I will be able to do it but the idea is there!


Quote:

Its no problem to me as I can use 3D meta to rotate the face to the front.

Here is an example of the Tinnos monster's that look really scary up close, it is a very easy program to use
Yep, The tool is intended to do this. To save time to the user and be complemented with a 3D program like meta to finish the work!
As I'm both, programmer and level designer, I also focus on building levels. Not sure when I decide to do one or another task, so be patient waiting for any update for any of my tools!
Good luck!
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Old 21-09-19, 09:42   #4
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Tutorial section is not for discussion.
Please keep it in your mind.

The tutorial thread is closed, your discussion there has been removed to here.
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Old 21-09-19, 12:31   #5
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You can already turn a whole moveable into a static on TR4
Last StrPix update has an option to do export the whole moveable meshes into an .mqo or .obj file
So what you have to do then is to use a static and import the previously extracted file
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Old 21-09-19, 17:56   #6
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Daro, thanks a lot for doing this tool! It could be useful for my game.

Quote:
Originally Posted by CelticGuard View Post
I'm thrilled to see that the unofficial editor community is still alive! Thanks for making this tool. I'll give it a shot if I ever get back to Dxtre3D.
It's so nice to see you back here!
I am trying to do my part to keep the classic TR flame burning.
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Old 21-09-19, 18:18   #7
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Thanks Danath, as it is in my possibilities I will try to aport to the community.
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Old 22-09-19, 00:25   #8
Danath
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Thumbs up Working between games!

I have tried to make the Cog movables from TR1 work with this tool, and it does!

First i exported the cogs from the .phd in TRViewer as .trmvb. Next i imported the cogs in a TR3 base level and put them a non-conflicting ID number. Then i used this tool to convert the cogs in that edited .tr2 level to statics. Last i changed the visibility and collision boxes in PixStr and saved the .tr2.

My idea was to use these cogs as statics in my TR2 game, and thanks to this tool i can now make that work!
Here's an in-game pic ( excuse the garbage textures ):

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Old 22-09-19, 00:38   #9
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That's excellent Danath!
And thanks for the detailled report -step to step- on how you did it!
Hope that my tool be of utility for the rest of classic engine users.
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