27-10-18, 16:23 | #71 | |
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Quote:
Try exporting a DOG from one of the default tr4 levels to 3ds Max. |
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01-11-18, 08:45 | #72 |
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Joined: Aug 2008
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^ I forgot to mention but yes, you are actually very right! I put LARA object, then my wolf into the wad and now it works flawless, thank you.
That being said would it be possible for TRViewer to automatically fill empty frames with keys? Or actually, I think TRViewer ignores some of my meshes during animation import and then thinks some meshes do not have keyframes applied. |
02-11-18, 11:13 | #73 | |
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Joined: Feb 2006
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Quote:
Let's say you animate a leg and then create a key frame. Then this key frame is a key frame only for the leg while all other meshes are not keyed in this frame. If you are using Max for animations, I suggest that when the animation is finished to select all meshes and make every frame a key frame for all meshes Otherwise it is very difficult not to omit one ore more meshes. |
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02-11-18, 13:23 | #74 | |
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There is a feature to automatically bake your animation (assign keys to all frames for every mesh) in 3DS Max.
It's better to use it than doing it manually, because doing it manually will make the interpolation more linear (and look less smooth), while the bake feature will keep the interpolation the same as it looked before doing it. Here is how to use it: Quote:
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02-11-18, 13:42 | #75 |
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^ Oh fantastic! Thank you! Actually it seems FBX ignored baking keyframes to some meshes that didn't have any keys applied when the animation was exported from *.tr4. Interesting enough when you try to import such animation back into TRViewer the animation gets corrupted...
All more the reason to make it possible for TRViewer to automatically fill keyframes on import. |
17-06-19, 15:46 | #76 |
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Joined: Jan 2006
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Will TRviewer ever be updated to include TRC? I'm talking full level edit ability not just base files with trc2tr4
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17-06-19, 22:57 | #77 |
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Joined: Jun 2015
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I’m curious about this too. Chronicles has always been very limited when it comes to modding, and it’d be nice if TRViewer or some other tool could enable people to mod the game without any game-breaking bugs.
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18-06-19, 09:05 | #78 |
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Joined: Jan 2006
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It's not only trc exclusive triggers that seem to become corrupted, flipmaps too it seems (I cannot access cutscene two in level 1 as trigger is in flipped room that wont occur post modding with fexmerger)
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19-06-19, 05:18 | #79 |
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Joined: Sep 2007
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I don't plan to update TRViewer for .trc files.
The source code is available so maybe someone with better C++ skills might do it. As for modding tools wait for b122251 whose tool looks the most promising. Last edited by sapper; 19-06-19 at 05:22. |
19-06-19, 22:00 | #80 |
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Joined: Jun 2015
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Ah well, thank you for saying something about it. I suppose it’s probably most important that the first four games have TRViewer support, since those are more commonly modded than Chronicles ever was.
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