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Old 11-08-20, 12:45   #71
ReH_
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Quote:
Originally Posted by sapper View Post
ReH just checking you enable VolumeFx in set up and xyz co-ords are in the room.
I checked, everything is correct. Btw even with VolumetricFX disabled the fog still shows normal in the levels but not on mine, sadly. I'm almost sure the problem is in the unknown values, since the ones made by TRED is too small compared to a TRC level.
If there's a way to change it, i would be glad.

Last edited by ReH_; 11-08-20 at 18:13.
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Old 11-08-20, 13:29   #72
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I'm not sure how it is in TR5, but in TR4/TRLE the fog bulbs (well, setting their color) is meant to be done by using a flipeffect trigger. Without that, they won't appear at all in game. Also, the RGB color values are irrelevant because of that... well, except the Red value, which is interpreted as intensity (don't ask, that's Core for you). TR5 might require the same setup, have you done it that way?
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Old 11-08-20, 13:57   #73
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Sadly, is different in TR5 and TRLE/TR4. Yes, in TRLE the Red value is the intensity and the other colour values doesn't do anything. If im not wrong is flipeffect 28 to change its colour and only one colour will show to all fog bulbs in the map, with that said, would be impossible to have, for example, a green and a red fog at the same time.

In TRC is a bit different tho, i believe the flipeffect trigger is still in there but it doesn't do anything, the int value probably is the Intensity and the RGB colour will change the fog colour since TRC support different colour of fog in the same map.

not only that, the fog bulb light type is different in both games, in TRLE the light type is 4, in TRC the light type is 205.

Thank you for asking anyway, i appreciate your help

Last edited by ReH_; 11-08-20 at 14:01.
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Old 12-08-20, 04:18   #74
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Updated version 17 with bug fixed.

fexinspect1_2rev17.zip
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Old 20-08-20, 04:09   #75
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Default Updated Revision 19

fexinspect1_2_rev19.zip

Code:
FexInspect 1.2 Revision 18 - sapper August 2020

Added: Ability to edit some source light properties for TR4 and TR5 levels only.
When a light is selected, double click the light info window to open the
"Edit Light" dialog. Change the values and then click the "Update" button next to
the value. To change the colour click the colour swatch and choose the new colour.
Remember to save the level to keep the changes.
FexInspectLightsEdit.png
Code:
FexInspect 1.2 Revision 19 - sapper August 2020

Added: Box Overlap index and overlaps displayed.
overlaps.png

Last edited by sapper; 05-09-20 at 07:13.
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Old 21-08-20, 16:29   #76
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Thank you so much for this! It will really help debugging TR1 pathfinding.
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Old 05-09-20, 07:12   #77
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Default Revision 20

fexinspect1_2_rev20.zip

Code:
FexInspect 1.2 Revision 20 - sapper September 2020

Bugfix: Revision 19 sometimes had error 1400 on Exit.
        (Select sector 119, column 7, row 11 of karnak1.tr4 and then Exit fexinspect!)

Added: Recent files list.

Added: Ability to modify floor data. Not user friendly but programmer friendly.

       You can add, delete, modify floor data (e.g. triggers) but the bad news
       is you will need to know binary and hexadecimal and study the floor data
       structure described in TRosettaStone.
       There is no optimisation of floor data. New data and larger data is added
       to the end of the existing floor data. Smaller and same size data is changed
       in place.
       There is only minimal validation of the data so it is easy to enter incorrect
       data. The most important thing is to make sure the bit15 flags for last function and
       last trigger action are set correctly.
       Since incorrect floor data will DAMAGE your level it is important to have
       a backup copy of your level before modifying.
		
	You CANNOT delete all the floordata for a sector using this feature.	
       If you want to delete ALL floor data for a sector, modify Sector data instead
       by changing the floor data index to 0.

       Usage:
       Select a sector on the 2d grid.
       Double click the Raw floor data window to access Edit Floordata window.
       Add or modify floor data as hexadecimal Uint16, one entry per line.
       Click update.
       Close window.
       Remember to save level to save changes.

       video: https://www.youtube.com/watch?v=1til5rIQOLw
       help: https://opentomb.github.io/TRosettaStone3/trosettastone.html#_understanding_the_setup

Added: Ability to modify some sector data like floor height or floordata index.

       Usage:
       Select a sector on the 2d grid.
       Double click sector data window to open Edit Sector window.
       Select data to modify from dropdown list and change value.
       Click update.
       Close window.
       Remember to save level to save changes.

Note there was only MINIMAL testing so ensure you have backup copies of your level.

Built with free Delphi 10.3.2 Community Edition.

https://www.embarcadero.com/products/delphi/starter/free-download



TRosettaStone3/trosettastone.html#_understanding_the_setup

Last edited by sapper; 05-09-20 at 09:00.
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Old 05-09-20, 20:40   #78
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Very useful!
Thank you for that!
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