13-02-20, 13:57 | #1 |
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Joined: Jun 2008
Posts: 180
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Locating Room Numbers In NGLE Editor
Hello fellow raiders!
Firstly, I 'm happy to say that I'm finally back to level editing after what seems like a two-year hiatus (possibly longer than that ;-) Secondly, I have a feeling that my question/issue has already been posed in other threads/posts, so please forgive me in advance if this has been asked before ;-) I was wondering if there was a way to figure out the exact number of the room in which you're currently building in the NGLE editor? Thing is, once you rename a room, the default 'Room#' name goes away and there's suddenly no way of knowing what the original room number was. I specifically wanted to know where to correct three 'Unknown object type detected' errors that keep occurring lately when I try to output my WAD, and those three errors are located in Rooms 7, 101 and 229 in my map. I am prepared to literally remove all of the objects in every room and replace them all if need be. Thanks to anyone who can help! |
13-02-20, 14:11 | #2 |
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Joined: May 2011
Posts: 465
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Although I don't have a proper answer to your question, I suggest you convert your project to new Tomb Editor. Of course, make a back-up of your project beforehand. The Tomb Editor is much more reliable, compatible and stable than old TRLE and NGLE.
It also shows both the Id number and custom name of the room, so you can find the mentioned rooms. Even though some controls are different, I think you can easily get used to using it as you might have forgotten how old NGLE works in those 2 years. Last edited by croftyboy; 13-02-20 at 14:14. |
13-02-20, 14:16 | #3 |
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Joined: Sep 2006
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13-02-20, 14:20 | #4 |
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Joined: May 2011
Posts: 465
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^^
Thanks for the info, btw what is the game index and why is it important? Can you explain it a bit please? Never heard of it untill now. |
13-02-20, 14:29 | #5 |
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Joined: May 2010
Posts: 1,187
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^ Room indices in NGLE and in the actual game itself are unrelated, in other words the exact same room in NGLE can have a different index in game (this is actually also true for item indices between NGLE and the game).
In most cases the game index is not useful to you in any way as the majority of flipeffects use the NGLE ones. But there are a few types of flipeffect triggers where you need to refer to the room/item by its game index and not the NGLE index. Thankfully specialised flipeffects exist to perform such conversions, namely F297 to F301 |
13-02-20, 17:16 | #6 |
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Joined: Jul 2003
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Welcome back, nexusdarkblue!
Good to see you again. |
13-02-20, 19:45 | #7 |
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Joined: Jun 2008
Posts: 180
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Thanks for the quick responses everyone!
@croftyboy: Wow--I suspected there would be some new changes when I got back into level editing. But I spent so much time learning NGLE after using the ancient TRLE that I have kinda gotten used to NGLE. Would it take a long time to learn this new Tomb Editor? Like does it still involve having to edit scripts and such? Either way, you got me very curious ;-) @JMN: Ah, it worked like a charm! I kept wondering what some of those options in the Room Buttons panel were for. Some are obvious, of course, but others (like 'Select') seemed rather obscure to me. Guess I could've just tested it to see what they did, right? ;-) And I apologize for the blue. Will be using basic black now ;-) @Krystian: Your explanation makes sense, as I had deleted some rooms and it kinda put things 'out of order', so to speak. Although I have little experience using flipeffects, so I will surely reference this thread again if and when that situation arises ;-) @Titak: Yes, it's good to be back! |
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