21-03-18, 08:48 | #1151 | |||
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Quote:
Select a tile in the texture panel, best if size is 128x128 or larger. There is a yellow and red triangle. Drag in a circular motion on the selected texture tile. You'll see the red triangle, which indicates the part of the texture that will be applied to a triangular room sector, is opposite the cursor position. BTW, in the original room editor and NGLE you're able to click on a corner of a texture tile and it will select that corner. In TE you have to either use the ~ shortcut or drag in a circular motion. Quote:
Quote:
I've since discovered that you actually can export all rooms already, but only from the 2D screen by selecting all rooms and right clicking. I've also noticed that the vertex colours on the exported rooms are not being smoothed between rooms. Is that something that will be done now that vertex colours are supported? Last edited by JMN; 21-03-18 at 13:09. |
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23-03-18, 21:44 | #1152 |
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Alright . . . this is going to be an incredibly basic question, but forgive me. I've been absent from TRLE for nearly a decade, but Tomb Editor was too exciting not to have a go.
How do I get the water and the leaves textures to show up with the currently black part as transparent? I can't seem to find a place to check a "transparent" box. They *appear* transparent in AgentXP's HQ India tga set, but I haven't been able to figure out how to get them to be transparent in Tomb Editor or in-game. Last time I did anything like this, transparent textures were magenta! I searched the thread and didn't find the answer . . . maybe because the answer is so obvious? Last edited by Craig Michaels; 23-03-18 at 21:49. |
23-03-18, 21:50 | #1153 |
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The two last greyed buttons in the toolbar on your screenshots are respectively Additive Blending (transparency) and Double Sided. That's what you're looking for: toggle them on and texture.
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23-03-18, 23:25 | #1154 |
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24-03-18, 02:48 | #1155 |
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It's so cool to be able to create octagonal buildings! If I understood the videos correctly, these triangles between rooms, above diagonal walls, cannot be made doorways right? |
24-03-18, 10:06 | #1156 |
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Not sure if this is what you mean, but triangles on doors are handled automatically in TombEditor, unlike TRLE where you need to mark them with no-collision. If you want the opposite (for the triangles to be solid) use the Force Solid Floor (FSF) button next to the 2D map (while having the desired sector selected).
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24-03-18, 15:07 | #1157 |
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He meant triangles with diagonal walls above or below, that are solid no matter what. But if I remember correctly this is fixed in the upcoming version right?
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24-03-18, 17:40 | #1158 |
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Oh I didn't notice the diagonal walls Since you have triangulated slopes on the upper side of the sector you can try toying with the Force Solid Floor option and see if it makes a difference.
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24-03-18, 20:42 | #1159 |
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Ok, I’ll try, although what I’m hoping for is *not* for them to be solid. Ideally Lara would slide off the roof, should she make it up there, rather than get caught on the invisible triangles above the diagonal wall.
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25-03-18, 00:23 | #1160 |
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It's a toggle option, you can try toggling it on and off for the given sector and see if it makes any difference. I believe it does not at this point...
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