www.tombraiderforums.com  

Go Back   www.tombraiderforums.com > Tomb Raider Modding > Tomb Raider Level Editor > Next Generation Level Editor

Reply
 
Thread Tools
Old 13-12-08, 18:54   #111
badboy70
Relic Hunter
 
badboy70's Avatar
 
Join Date: Aug 2005
Location: Belgium, Bruges
Posts: 6,658
Default

Quote:
Originally Posted by Raymond View Post
Please read my posts carefully. There is a flipeffect trigger for it. So look there.
You have to use the NG_Center for scripting.
Be sure to have all the files in the right places and also the files from one update (best from the last). Really check this and it`ll work.
If I run NG_center it creates the script but the game crashes

If I use the old method I add the line
FMV=1,0

I make a folder called"store" and place "fmv1.wmv" in it
Then in NGLE I place a FMV trigger, I select FMV001 and in the Timer I leave the "1" be since I don't know what it's supposed to do. I place it and when I run the game ( old way script ) I run over the trigger and nothing happens.

Same goes for the draw distance, it has no effect in the script at all.
However, I can trigger sounds in NGLE perfectly
__________________
People go smashin' to this.
badboy70 is offline   Reply With Quote
Old 13-12-08, 22:41   #112
sapper
Archaeologist
 
sapper's Avatar
 
Join Date: Sep 2007
Posts: 1,627
Default

Quote:
Originally Posted by ReeceMix View Post
Yes I should have mentioned 'Full' meaning Inc Joints (as we can meshswap her skinslot with the original trle)

I think it might not work yet, as Laras_Skin is in one slot and the joints are in another , technically it would require a symultanious double meshswap for both slots (and then there is the joint re-mapping issues)
Did a quick test and the skin + joints can be swapped at once. Have to have them in consecutive slots.

Note used the exact same Lara skin+joints for the swap to avoid remap issues.

The joints didn't stretch but some were not connected properly.
Had lots of joint stretching when tried to turn standard Lara into MR's Classic Croft.

Note only placed one meshswap flippeffect trigger. First time you trigger it the joints+skin got swapped. Next time you trigger it the skin & joints get swapped back to original.
sapper is offline   Reply With Quote
Old 13-12-08, 22:48   #113
Hateshinai
Archaeologist
 
Hateshinai's Avatar
 
Join Date: May 2008
Location: New York
Posts: 1,564
Default

Is the skin & joints swapping possible in the TREP compatible version of NGLE ?
In which slots do you put the skin & joints you'll swap ?
__________________
Ooh baby baby, it's a wild world !
Hateshinai is offline   Reply With Quote
Old 13-12-08, 23:05   #114
sapper
Archaeologist
 
sapper's Avatar
 
Join Date: Sep 2007
Posts: 1,627
Default

Quote:
Originally Posted by Hateshinai View Post
Is the skin & joints swapping possible in the TREP compatible version of NGLE ?
In which slots do you put the skin & joints you'll swap ?
I don't know if joint & mesh swapping is possible with TREP. Maybe check the TREP thread (patches). Note mesh swapping is possible with normal TRLE anyway using meshswap3. Titak did it in HM.

As for which slots, TRNG NGLE presents you with a long list. I used smash object1 and smash object2.
sapper is offline   Reply With Quote
Old 13-12-08, 23:06   #115
ReeceMix
Explorer
 
ReeceMix's Avatar
 
Join Date: Aug 2007
Location: UK
Posts: 569
Default

Quote:
Originally Posted by Hateshinai View Post
Is the skin & joints swapping possible in the TREP compatible version of NGLE ?
In which slots do you put the skin & joints you'll swap ?
The joint swapping doesnt work at all .. for now (thnx sapper for testing that out) you can swap the skin but you dont need TREP or the old NGLE to get it to work , you just need wadmerger, you could combine TREPs play anim# feature to trigger the animation whenever you want, wadmerger has an animation command to trigger the meshswap on laras or even a baddys desired animation frame. I think i might start making some youtube tutorials explaining these things.
ReeceMix is offline   Reply With Quote
Old 13-12-08, 23:12   #116
ReeceMix
Explorer
 
ReeceMix's Avatar
 
Join Date: Aug 2007
Location: UK
Posts: 569
Default

I just found this post by titak she ( is she a she?) anyway , she explains the finer points of meshswapping and how its done but what i didnt know was that the amount of verticles and faces needs to be the same in the original and swapped mesh .. perhaps this is what caused problems in your test sapper

(edit: oh maybe not theres more info at the end of the post)

http://www.tombraiderforums.com/show...light=meshswap

Last edited by ReeceMix; 13-12-08 at 23:14.
ReeceMix is offline   Reply With Quote
Old 13-12-08, 23:38   #117
sapper
Archaeologist
 
sapper's Avatar
 
Join Date: Sep 2007
Posts: 1,627
Default

Quote:
Originally Posted by ReeceMix View Post
.. perhaps this is what caused problems in your test sapper
I hope not. This would be a big limitation on meshswaps. I hope you only need to have joints remapped the same. The original games seem to swap to meshes with more verts.

Here's a screen of what you can swap with TRNG. Note there is also a flipeffect to swap only a single mesh.




Original



Skin swap



Skin+joint swap



Note the hands don't seem to swap. If you draw weapons then undraw weapons they then swap.

Last edited by sapper; 13-12-08 at 23:50.
sapper is offline   Reply With Quote
Old 13-12-08, 23:50   #118
ReeceMix
Explorer
 
ReeceMix's Avatar
 
Join Date: Aug 2007
Location: UK
Posts: 569
Default

Quote:
Originally Posted by sapper View Post
I hope not. This would be a big limitation on meshswaps. I hope you only need to have joints remapped the same. The original games seem to swap to meshes with more verts.
I'd guess that the vertex/face count wouldnt matter and that it is the joint-maps that have to be identical, but what i dont get is;

If the joint+skin are an identical copy to the meshswap version (apart from the textures) , why would there be any problems with the joints when the full meshswap is triggered?

I mean that pic looks ok whats wrong with the joints there?

(the hands probabally have their own meshswap buffer, as they constantly meshswap when lara triggers her guns, I guess it just doesnt update itself untill guns are drawn and holstered, you could probabally get around this by telling TRNG to show empty hands at the exact time the meshswap is triggerd)

Last edited by ReeceMix; 13-12-08 at 23:56.
ReeceMix is offline   Reply With Quote
Old 14-12-08, 00:02   #119
sapper
Archaeologist
 
sapper's Avatar
 
Join Date: Sep 2007
Posts: 1,627
Default

Quote:
Originally Posted by ReeceMix View Post
If the joint+skin are an identical copy to the meshswap version (apart from the textures) , why would there be any problems with the joints when the full meshswap is triggered?
I don't get it either. Now I've got to try and find out why!
I have yet to double check the verts in strpix yet just to make sure they're the same.

Quote:
Originally Posted by ReeceMix View Post
I mean that pic looks ok whats wrong with the joints there?
There are some holes in the knees and the right elbow isn't correct.
sapper is offline   Reply With Quote
Old 14-12-08, 00:14   #120
ReeceMix
Explorer
 
ReeceMix's Avatar
 
Join Date: Aug 2007
Location: UK
Posts: 569
Default

Quote:
Originally Posted by sapper View Post
Now I've got to try and find out why!
You are the dude sapps! , I'd do it myself , but im just too lazy. Plus ive only just started trying to figure out how TRNG works lol
ReeceMix is offline   Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT. The time now is 02:27.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2020, vBulletin Solutions Inc.