23-02-21, 03:53 | #14641 | |
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Joined: Feb 2006
Posts: 1,517
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Quote:
Customize= CUST_CINV_AMMO, CINV_ITEM_SHOTGUN, CINV_ITEM_SHOTGUN_AMMO1, 2, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE Customize= CUST_CINV_ITEM_QUANTITY, CINV_ITEM_SHOTGUN_AMMO1, IGNORE, IGNORE, 2, IGNORE, IGNORE, IGNORE, IGNORE Is there a limit to MB used for diary images? |
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23-02-21, 06:31 | #14642 | |
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Joined: Jan 2004
Posts: 313
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Nothing
Code:
ColorRGB= 16, 255, 200, 96 WindowsFont= 4, 255: Impact, WFF_BOLD + WFF_CENTER_ALIGN + WFF_UNDERLINE+ WFF_UTF8, 48, 16, IGNORE Parameters= PARAM_WTEXT,100, IGNORE, 4, IGNORE, 200 , 500, 1000, 1000 Diary= 1, QUEST_ITEM6, LDF_TRANSPARENT_BKG+LDF_SOUND_EFFECTS, 40, PL_FIX_WIDE_SCREEN + PL_DOUBLE_PAGE , @Journal_Content.txt, 4, 4 GlobalTrigger= 21, FGT_SINGLE_SHOT, GT_ALWAYS, IGNORE, IGNORE, 138, IGNORE TriggerGroup= 138, $2000,363,$6427 ; Print NG line 39 with the PARAM_WTEXT, 100 I see that if instead of Arial, I put other Windows font like Impact, it yes changes, so the line is in use. I also notice that in the Screen print text, there are not those symbols  but they remains at the beggining of the diary. Also I tried with and without the WFF_UTF8, (If I use the WWF_UNICODE, everything appears with asiatic characters, even if I change the value before the font, I neither see different characters with the UNICODE. With the UTF8, I tried to include a new file named: "my_scripter_constants.txt" with this content: Code:
<START_CONFIGURATION> Version=English Charset=238 PropFont=Impact FixedFont=Arial <END> Don't know what can be the issue, maybe are not compatible with Tomb Editor?. O_ò I read in the information about the command :IF_Preload of the images: Quote:
Checking some images example: 256x256 - 0,192 mb 640,480 - 0,900 mb 1920x1080 - 5,93 mb About other data, I read that you can have till 1999 images identified in the level. (If they are small and are enough memory) |
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02-03-21, 14:31 | #14643 |
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Joined: Dec 2008
Posts: 13,125
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Before I try a different method, I just wanted to check this issue hadn't been solved or if there was an easy work around available. I'm having the exact same issue as described in this thread...
https://www.tombraiderforums.com/sho...d.php?t=216461 After about 10 lines the credits will mess up and only 2 lines appearing at a time with the next 2 lines not appearing until the previous set are off the screen. |
02-03-21, 17:29 | #14644 |
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Joined: Dec 2011
Posts: 4,881
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You mean a plugin feature?
Ehh, I have not been working on it yet. My free time for TR editing means learning TE nowadays. But I am intended - later... |
02-03-21, 17:41 | #14645 |
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Joined: Dec 2008
Posts: 13,125
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No worries. I just wanted to check there wasn't an easy work around. I'll just have to make do and work something out.
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04-03-21, 21:55 | #14646 |
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Joined: Dec 2013
Posts: 310
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Hoping someone can help me with this.
I'm trying to activate a set of doors using two different pulleys. However, I want this only to happen when a certain condition is met: when a set of objects have been rotated (using the pulley) to face the North sector of the room. I've managed to get the pulleys to work, as well as the doors to trigger but it seems to be ignoring the trigger group I've set up that places a condition that it must face North. I also need Lara to pull the pulley twice in order to get the objects to face North... but the doors deactivate once she pulls them a second time. Can anyone help with this? I've placed an OCB=1 on the pulleys, just because that seems to be the only thing that gets them to work properly (without endlessly getting pulled). EDIT: I've placed a switch trigger for the pulleys, as well as a flipeffect to trigger the trigger group. Last edited by Axell; 04-03-21 at 21:56. |
04-03-21, 22:08 | #14647 |
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Joined: Dec 2011
Posts: 4,881
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I suppose the "north" is a TRNG condition.
Important, that there are two different compasses: 1. TRLE, NGLE, TRNG 2. TE, game The difference is 90 degrees between them, i.e. a quarter turn, so turn the item "in your mind" with a quarter, to understand the other compass: - Seeing north in TRLE/NGLE/TRNG, turn clockwise with 90 degrees to get TE/game north. (I.e. TRLE/NGLE/TRNG north = TE/game west.) - Seeing north in TE/game, turn anticlockwise with 90 degrees to get TRLE/NGLE/TRNG north. (I.e. TE/game north = TRLE/NGLE/TRNG east.) Last edited by AkyV; 04-03-21 at 22:21. |
04-03-21, 22:16 | #14648 | |
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Joined: Dec 2013
Posts: 310
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Interesting, so I would essentially need two different setups? One for my script, which is TRLE/NGLE/TRNG north = TE/game west and one for my game, which is TE/game north = TE/game east?
I hope I've dissected that correctly. Would this work with regular trigger groups? Or am I going to need an organiser to get this to work properly? Thanks AkyV! EDIT: Thought I'd include my script setup (I'm not even sure I've done it correctly) Quote:
Last edited by Axell; 04-03-21 at 22:23. |
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04-03-21, 22:24 | #14649 | |
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Joined: Dec 2011
Posts: 4,881
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Quote:
"I want this to happen if the object faces NORTH in the game" = "I make a TRNG setup for EAST when the object should face EAST in my NGLE editor", or "I make a TRNG setup for EAST when the object should face NORTH in my TE editor". (Anyway, you can swap for NGLE/TRNG cardinal points in Editor options of TE.) EDIT: Aren't you using my plugin#1? That has an easier Condition for that feature - not hard like that script which you seemingly cut from an old tutorial of mine. Last edited by AkyV; 04-03-21 at 22:28. |
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04-03-21, 22:30 | #14650 |
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Joined: Dec 2013
Posts: 310
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^ No, not using any plugins unfortunately! ( I did cut it from your old tutorial )
Its been a while since I've been back to TRLE and the forums, so I've missed quite a bit! |
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