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Old 04-02-19, 06:11   #41
Ado Croft
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I have noticed, when i open inventory mode and there is only one item and when i press some move botton, it is still rotated even there is only one item. I would like to ask, if is it possible to stop it?
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Old 04-02-19, 15:27   #42
JMN
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^ That's not possible to change at the moment.

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Originally Posted by Shakira Croft View Post
do you have a "classic pack" to download (like in this video ?), I mean like animated medipacks, stopwatch, map, etc... ??
Here you go.
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Old 04-02-19, 16:15   #43
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Here you go.
Hey, this is something that should be added to the resources!
Is it okay, JMN?
Then would you upload it, Titak, please?
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Old 04-02-19, 18:12   #44
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Yes that's ok with me.

There's already a TR1-5 WAD pack which contain the inventory items including keys and puzzles, albeit in random slots. Mine only contain the base stuff like weapons, medipacks, flares and option items.
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Old 04-02-19, 18:17   #45
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If JMN agrees I'll certain do that.


As for the ring:
Is it possible to make the back of the ring darker?
I tried with lighting in the room I assigned with CUST_CINV_LIGHTING, but the whole thing ends up being to dark if I move a shadow bulb near the coordinates assigned in CUST_CINV_LIGHTING.
My ring only has size 600, so that's small. I guess this is the reason why I can't light the back of it properly.
Is there another way to make it darker in the back?


Btw, I love this thing!
I won't be able to implement any animating objects or extra objects, because one of the levels has had a very extensive Meta2TR treatment already and adding new items will mess that up in my case.
But it sure looks like I'll be using the ring inventory for MoA2.
The ring fits very nicely with the background images I have for the inventory (same PDA images I also used in MoA1)

AND I just found out how useful Debug mode is!!!!
You can adjust the position and rotation and whatnot of the item to get the right values for the script!

Last edited by Titak; 04-02-19 at 18:28.
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Old 04-02-19, 19:01   #46
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^ I'm happy to hear that.

As for the ring, the amount of light will be the same for all items as it's based on a single point where Lara is, regardless of the ring radius.
There might be a way to improve the lighting algorithm to allow darker items at the back. I will check and see what's possible.
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Old 04-02-19, 19:19   #47
Titak
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Or in my case the single point in the room I specified with CUST_CINV_LIGHTING, right?
Because it makes a difference when I adjust lighting around that point.

Well, it is just a rather small detail I think.
I just think the item in front and the activated item will stand out a bit more if the items in the back are a bit darker.
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Old 04-02-19, 20:10   #48
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Correct, Lara actually gets moved to that specified point while the inventory is open.
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Old 04-02-19, 21:15   #49
Titak
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Oh, I see!


Another little thing:

Is it possible to assign custom sfx to the activation of different items?
Like have the lara-reload sfx when activating weapons, but have the menu-select for other items.
I was wondering about it, but no big deal if it is not possible.

*** EDIT ***
Never mind, I think I found it: CUST_CINV_ITEM_SFX.

Last edited by Titak; 04-02-19 at 23:19.
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Old 05-02-19, 05:43   #50
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Quote:
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Here you go.
You're a god! Thank you so much
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