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Old 11-09-23, 21:40   #15531
LoreRaider
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^the plugin is inside the "custom patches" package on FLEP thread
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Old 12-09-23, 00:17   #15532
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Quote:
Originally Posted by LoreRaider View Post
^the plugin is inside the "custom patches" package on FLEP thread
Ah thanks again
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Old 12-09-23, 11:18   #15533
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Hey everyone! Is there a way to use old-school sprites in TRNG? That is to say, a sprite object (like various statics and pickups from TR1). Possibly a Flep patch?

Thanks!
I recorded this video a couple of months ago to showcase the sprites in TRNG, don't think I've shared it anywhere so here it is

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Old 15-09-23, 00:07   #15534
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Thanks guys, works like a charm! This is absolutely perfect for some extra flame/smoke sprites I wanted to implement
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Old 21-09-23, 23:12   #15535
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Is it possible to force bilinear filter off so I don't need to tell players to turn them off in TR4's setup? I know that we can force volumetricFX on or off through script, but didn't find anything about bilinear filtering.

edit: nvm, found out it's possible through flep latest patches
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Old 24-10-23, 03:09   #15536
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Im trying to have a global trigger recognize when a movable is facing a certain direction, though iv'e not found any conditions for such a thing. Does anyone know if it is possible in some way to check if a movable is facing north, east, south, or west? Doesn't necessarily need to be a movable, just any object that isn't an enemy.
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Old 24-10-23, 03:50   #15537
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From the top of my head all I can think of is Memory Zones in Selected Item Memory -> Facing Direction. You can select the movable with A54 and then copy values into Short variable slots (F256). Based on what it's facing, it will have different value. I'm sure Paolone also provided screenshots on his TRNG explaining these values. Later you can just compare those values in a condition to make sure your object is facing desired direction.

EDIT: If I got them right, North will be 0, East 16384, South -32768, West -16384

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Old 25-10-23, 06:23   #15538
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@THOR2010:

Or see

C215:Object generally. Moveable (including Lara) or Statics object has <#> orientation

in my Plugin1.
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Old 25-10-23, 17:18   #15539
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Thanks for the replys guys, ill take a look at both! also another quick question, if i am remembering correctly, the plugin triggers don't show up in tombeditor correct? You still have to use ngle to get the exported script triggers?
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Old 25-10-23, 20:34   #15540
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Of course the easiest is if you still have an ngle on your computer, so you can export plugin triggers from there into tombide triggergroups.
But there is another way, to find out trigger export values manually, without ngle. It is wasting your time a bit, though.
However, see my tutorial for tomb editor to use plugin triggers there.
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