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Old 24-10-18, 14:30   #13111
Titak
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First link in the first post of this thread takes you to the TRNG Homepage.

That thread is in our TRNG section btw. So if you are having issues and want to ask for help, the TRNG section is the place to go.
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Old 24-10-18, 15:14   #13112
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Looks like it's working now, thank you! I just made a small tut1 with a rainy room and it works.
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Old 24-10-18, 15:31   #13113
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Here's the most recent version, the file to download is MK5
http://www.trlevelmanager.eu/ng.htm
When you install it, you may need to update it, you can go on "Updates" and click "Check updates", so to install the most fresh version

EDIT: whoops, saw lately Titak answered first
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Old 30-10-18, 14:17   #13114
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Having several issues with some TR3 objects I got from TRsearch.

One is the ''Cog'' like disk from Coastal Village which comes out of the wall - its totally messed up.

I also downloaded the wooden spikes with the skeleton hanging on it - it damages Lara even when stationary which is just silly.
Its stuff like this which makes me wanna learn the unofficial editor - porting stuff is way too hard

EDIT: I even edited the animation so it retreats under the floor (to not hurt Lara) and I pasted a copy into an animating slot to fake it - and it doesn't hurt Lara when she touches it when its still - she refused to crawl under it though.. maybe a collision thing?
It seems buggy though, sometimes it works and sometimes it doesn't. The editor just gave me the EVIL message and now the trap kills her regardless - very very odd.
Funny how the editor seems to pick and choose when it wants to work and when it doesn't want to cooperate..

Perhaps I'll just have to make a level without certain traps/enemies thanks to the TR4 limitations

Last edited by dcw123; 30-10-18 at 15:20.
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Old 30-10-18, 16:17   #13115
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Quote:
Originally Posted by dcw123 View Post
she refused to crawl under it though.. maybe a collision thing?
Could very well be it.
You could check the collisionbox of the end frame(s) of the trap and raise the bottom of the collisionbox.
Lara should be able to crawl underneath when the bottom of the trap (the collisionbox) is at least 2 clicks above the floor.


I'm not an expert on traps, so my suggestions might not be the most elegant, but how about these workarounds (if all else fails):
1.
Place the trap like it is supposed to be placed, with the trigger for it in the correct spot.
Also, on the same tile, place the animating version of it. Instantly move the animating version into the floor using the Action/Move trigger.
When the trap is triggered, you could then also trigger an Organizer from the script, which activates a TriggerGroup in which you have a trigger for instantly moving the animating version up from the floor and the trap instantly into the floor.
The animating should by then be in the same position as the trap was (at the end of its "coming out of the wall" animation, so it looks as if the actual trap is still there.


2.
Another workaround could be to texture the actual trap invisible.
Both trap and animating version of are triggered on the same tile. The player will see the animating version of the trap come out of the wall, while the trap itself will do the damage.
The animating version of the trap and the trap itself will have the same animations, but with one little difference: the "coming out of the wall animation" of the trap should have a last frame, or a Next Anim, in which it is instantly lowered below the floor. (simply have a frame of it in the proper end-position and the next frame it is below the floor)
This should make the trap not hurt Lara anymore when it is still, because it is now below the floor. You could also disable collision for this last frame.

The animating version of the trap may need to have disabled collision for the duration of the "coming out of the wall" and only have a proper collisionbox on the last frame(s).
I'm not sure if the trap will still do damage if the collisionbox of the animating is the same as the one for the trap. Removing the collision will help with this if the trap does indeed not do any damage.


I can think of more workarounds, if needed.
But I thought I'd post these two for now. The first involves scripting, so if you are not familiar with that yet, the second workaround might be the better option.
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Old 31-10-18, 02:43   #13116
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Quote:
Originally Posted by dcw123 View Post
Having several issues with some TR3 objects I got from TRsearch.
There could some TR3 commands left which cause the issues.
Also note that the traps in blade_plinth slot cause damage even being moveless.
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Old 31-10-18, 07:53   #13117
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Quote:
Originally Posted by A_De View Post
There could some TR3 commands left which cause the issues.
Also note that the traps in blade_plinth slot cause damage even being moveless.
I see... hmm

It was in the Moving Blade slot if that helps?
Gonna keep at what I planned and get it working. I need to edit the collision better and make it invisible
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Old 06-11-18, 23:34   #13118
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Hello, I have a few questions, Is it possible to use an Indiana Jones Character model from one of the Indy games in the TRNG?

Would it be possible to add animations from some other male character from Tomb Raider so he can do things like Lara? Such as picking up items, pulling switches, grabbing onto ledges, ect.

If it is possible to do the above is it also possible to make a choice in game on whether you want to play ether Lara or Indy per level?

If the above is possible can the game be setup so whether you choose Lara or Indy the other will follow in game?

Last question, I will need an Indiana Jones character model, where might I be able to find one?

Obviously I want to make an Indiana Jones and Lara croft level and I have an idea for a story but before I attempt it I thought I should ask some questions here first.

Thanks in advance

Last edited by ZeeBuilder; 07-11-18 at 00:04.
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Old 07-11-18, 09:42   #13119
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The LARA_SKIN and LARA_SKIN_JOINTS objects can be edited to give Lara a new look. So you could also make her look like Indiana Jones.
But you would have to edit Lara's meshes, because simply putting another model from another game in those slots won't work.
The engine stuff is limited that way.

The LARA object contains all of Lara's animations.
Those can be changed. However, there are not many male animations out there. Most, if not all, custom animations were made for Lara.
So you'd have to make them yourself.

You could have a seperate level in which the player makes the choice.
Depending on the choice, the game will then make a leveljump to the level with Lara or to the level with Indy as playable character.

As for one following the other, the GUIDE and VON_CROY objects are sort of coded to do that. Well, they don't really follow Lara, they are setup to go to certain spots and then wait for her to catch up. And they can do a couple of things like the GUIDE can fiddle around on the floor to trigger somethign like a door to open or a trap to be disabled. VON_CROY can fiddle on the wall to do similar things. VON_CROY will also attack enemies with his knife and he can even kill them. (Angkor Wat levels in TR4) Can't remember if the GUIDE can also do that with his torch.
I have not worked with the GUIDE myself and it has been ages since I made my Jungle Fever level using VON_CROY, so I can't remember what happens if you don't use the "go to certain spots and wait" set up stuff. They might walk around Lara all the time, getting in her way.
VON_CROY has more moves (like jumping over gaps and shimmeying along cracks in the wall), so in the case of sticking a Lara or Indy model in that slot, I think VON_CROY might work better than the GUIDE.
Then again, the Jungle Ruins series uses the GUIDE quite a lot and you can have the playable character follow another route than the guide by enabling and disabling it in certain spots. (so it looks like he is following, but in fact he is not really)


In short:
Should all be possible technically, but it does require more extensive knowledge of the editor and the add-on programs for editing animations and meshes and such.
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Old 07-11-18, 18:02   #13120
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Some reason, whenever I use the "Train= ENABLED" feature, it crashes the level whenever I slightly glance to the centre of the level(with all the objects and textures moving).

Honestly I'm not too sure why it keeps doing this, I'll post my error code snippets to see if anyone can find out why it does what it does.

Code:
Version=1.3.0.7
Date: 6 April 2017  (22:34:20)  Size=2760704 bytes
CRS=Enabled
Last diagnostic mexage:Missing FONT_GRAPHICS in current level
Last directX error: 

MEMORY CODE MAPPING:

BASE     START    END       ID   PluginName             (PluginVersion - TrngVersion)
--------------------------------------------------------------------------------------
10000000 10001000 1014A000   0   Tomb_NextGeneration    (1.3.0.7 - 1.3.0.7)
--------------------------------------------------------------------------------------
............... QUICK DIAGNOSTIC LOG ...............
At moment of crash the program was managing:
....................................................
CRASH REASON: EXCEPTION_ACCESS_VIOLATION
	The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
EXTRA_INFO: VIOLATION ON READ AT OFFSET 0x1703284A
RECOVERABLE : YES
CRASH OFFSET: 0x481D67  (Inside code range of tomb4.exe)
REGISTERS:
	EAX=17032844  
	EBX=5168920  
	ECX=1E000000  
	EDX=0  
	ESI=F82FE48  
	EDI=F82FE28  
	EBP=F82FE68  
	EIP=481D67
	ESP=F82FCA0
Stack=0xF82FCA0  pContesto=0xF82F840  pInfoEccezione=0xF82F7F0
PRIMARY_STACK:
ESP=0xF82FCA0
STACK_TRACE:
	0x4822A1
	0x4896C9
	0x489778
	0x46323A
	0x44E840
	0x44E294
	0x100C54D8
	0x451F85
	0x451166
	0x475155
	0x49E67C
<CRASH DURING STACK TRACE>
END_STACK_TRACE

SECONDARY_STACK:
ESP=0x19B0EC
STACK_TRACE:
	0x48FB31
	0x48FB31
	0x48FB31
	0x48FB31
	0x48FB31
	0x48CC6B
	0x48CC6B
	0x48D323
	0x48CC6B
	0x48CACE
	0x49F26B
END_STACK_TRACE

OTHER_STACK:
ESP=0x10A8B160
STACK_TRACE:
<CRASH DURING STACK TRACE>
END_STACK_TRACE
Code:
Version=1.3.0.7
Date: 6 April 2017  (22:34:20)  Size=2760704 bytes
CRS=Enabled
Last diagnostic mexage:Crash at 0x481D67 Reason: EXCEPTION_ACCESS_VIOLATION
Last directX error: 

MEMORY CODE MAPPING:

BASE     START    END       ID   PluginName             (PluginVersion - TrngVersion)
--------------------------------------------------------------------------------------
10000000 10001000 1014A000   0   Tomb_NextGeneration    (1.3.0.7 - 1.3.0.7)
--------------------------------------------------------------------------------------
............... QUICK DIAGNOSTIC LOG ...............
At moment of crash the program was managing:
At moment of crash the program was managing:
....................................................
CRASH REASON: UNKNOWN EXCEPTION CODE (0xC000000D)
RECOVERABLE : YES
CRASH OFFSET: 0x772E830C  (Outside of all tomb4, trng or plugin engines. Probably windows APIs)
REGISTERS:
	EAX=F82E334  
	EBX=0  
	ECX=724A0F48  
	EDX=0  
	ESI=F82E428  
	EDI=0  
	EBP=F82E3A4  
	EIP=772E830C
	ESP=F82E324
Stack=0xF82E324  pContesto=0xF82DEC4  pInfoEccezione=0xF82DE74
PRIMARY_STACK:
ESP=0xF82E324
STACK_TRACE:
	0x1004681C
	0x100469B2
	0x10136AD7
	0x100428A5
	0x481BCC
	0x4822A1
	0x4896C9
	0x489778
	0x46323A
	0x44E840
	0x44E294
	0x100C54D8
	0x451F85
	0x451166
	0x475155
	0x49E67C
<CRASH DURING STACK TRACE>
END_STACK_TRACE

SECONDARY_STACK:
ESP=0x19B0EC
STACK_TRACE:
	0x48FB31
	0x48FB31
	0x48FB31
	0x48FB31
	0x48FB31
	0x48CC6B
	0x48CC6B
	0x48D323
	0x48CC6B
	0x48CACE
	0x49F26B
END_STACK_TRACE

OTHER_STACK:
ESP=0x10A8B160
STACK_TRACE:
<CRASH DURING STACK TRACE>
END_STACK_TRACE
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