31-07-21, 00:08 | #14951 |
Member
Joined: Sep 2015
Posts: 100
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Problem with animated textures on objects
Hello, gals and guys,
I've been having an issue with animated textures on objects. So, here's what happened: I have some (animated and static) objects which are textured "normally" (they shouldn't be textured with animated/scrolling textures, but with normal textures). However, I later added some new objects and modified some older objects (but not those I mentioned above!) Now, these objects are no longer textured properly. Some other textures are applied to them now, and these textures are animated (scrolling). How to fix this? |
31-07-21, 00:38 | #14952 |
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Joined: Aug 2001
Posts: 4,748
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Did you add any waterfall objects, and do your waterfall objects have the first texture in the file (usually the "tallest" texture in your object texture file)?
This usually happens to me when I simply have too many large textures on my objects. |
31-07-21, 01:44 | #14953 |
Member
Joined: Sep 2015
Posts: 100
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Yes, I added a waterfall object and a static object with the same textures as the waterfall object.
The waterfall texture is currently on page 17 of the map and the texture on the static object which should NOT be scrolling is on page 30 of the map. The waterfall object works and the static object with waterfall texture also works. The problematic texture scrolls like a waterfall for no obvious reason, it's completely different texture. |
31-07-21, 08:31 | #14954 |
Member
Joined: Jul 2016
Posts: 1,900
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Make sure to add planet_effect object to your wad, that fixes most of the wrong scrolling textures issues
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31-07-21, 09:21 | #14955 |
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Joined: Sep 2015
Posts: 100
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31-07-21, 12:47 | #14956 |
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Joined: Aug 2001
Posts: 4,748
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02-08-21, 16:30 | #14957 |
Moderator
Joined: Jul 2003
Posts: 33,352
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Ages ago.
I always have both: waterfall textures are the tallest in the wad, and have planet-effect object in wad. Just to make sure. |
02-08-21, 16:36 | #14958 |
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Joined: Aug 2001
Posts: 4,748
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That could have saved me so much trouble in the last 15 years
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04-08-21, 19:21 | #14959 |
Member
Joined: Jun 2015
Posts: 117
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Is it possible to transfer a work you have been doing with the regular TRLE engine to the TRNG engine?
I want to do that with the level I am working at because I got tired of the limitations of the regular TRLE engine. Previously I wanted to use it because it was the engine I got used to working with, but there are a lot of things I wanted to do but will only be possible with TRNG. For example: Classic rollingballs, the "insert code" puzzle like that in TR5, a classic rotating menu like the one in TR1, forcing objects to do certain animations, etc. I am using Tomb Editor (which is capable of creating Tomb Raider levels with any engine, including TRNG), I wonder if it will be as easy as just saving the files on new projects and WADs compatible with TRNG. That said, there is still another problem. I have never used TRNG. I don't know for example, how I can edit scripts for TRNG and create new flip effects. I also don't know how to edit level names, item names, change enemy health, etc - all things I can do in regular TRLE by using tools such as TREP or Scripter4. I've heard it is possible, with TRNG, to create level specific values for certain things, for example: Enemy health. Is that true? Because it would be extremely useful. Also, changing AI in certain objects (for example: changing SCORPION_MIP's AI to behave like if it was TROOPS) |
05-08-21, 05:15 | #14960 |
Member
Joined: May 2014
Posts: 228
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When my Lara jumps off her Polerope, she isn't able to draw her weapons or press action for a few seconds afterward. Anyone know what's up, and how to fix? I tried looking it up, and I see it's part of the fixes listed in this file:
https://www.tombraiderforums.com/sho...d.php?t=217159 But I'm not sure if I should just download the files and transfer them over to my level, and the changelog doesn't show how the Polerope fix was done. |
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