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Old 24-06-20, 19:18   #14401
Joey79100
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Oh, nice to know. Thanks!
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Old 25-06-20, 17:40   #14402
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I want Lara to make an animation around a round object, facing it on all sides. This object is in the center of the sector, and it's slightly smaller than a sector.
When Lara is in front of it, the datas are:
Dif: x=0 y=0 z=-569
The script lines are:
Code:
Animation= 427, KEY1_ACTION, IGNORE, IGNORE, ENV_ITEM_TEST_POSITION, 5, IGNORE, -103
TestPosition= 5, TPOS_ROUND_HORIENT, ANIMATING5_MIP, 0-569, 0+569, 0, 0, 0-569, 0+569, -6000, 6000, 0, 0, 0, 0
But Lara makes the animation only in front of it, and not around it.
What I'm doing wrong?
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Old 26-06-20, 09:57   #14403
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Anyone know how Core achieved the glowing effect for the light shafts in Temple of Horus.
I know its a scrolling animated texture (like waterfalls) but I also want to replicate the pulsating light effect which shows around this.

Timestamped to show effect:
https://youtu.be/sA7VvbDgIgY?t=628

Worst comes to worst I can always use Tomb Editor's glow effect for the room.
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Old 26-06-20, 09:59   #14404
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^
Most likely they simply used the AMBER_LIGHT.
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Old 26-06-20, 10:46   #14405
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It is both the Amberlight and the PULSE flag in the script.
Quote:
It is used in conjunction with the AMBER_LIGHT object. It adds a pulsating azure light in every "outside" room after the AMBER_LIGHT has been triggered. I don't remember the particular settings though, but I believe the null-mesh had to have a specific ocb.
€dit: Just tested. Amber Light doesnt light up when PULSE=ENABLED. Maybe it is removed from TRLE exe or it is hardcoded with room number and level number
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Old 26-06-20, 13:05   #14406
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Quote:
Originally Posted by TR-Freak View Post
It is both the Amberlight and the PULSE flag in the script.


€dit: Just tested. Amber Light doesnt light up when PULSE=ENABLED. Maybe it is removed from TRLE exe or it is hardcoded with room number and level number
Awww...
I'll have to test what the Amber Light looks like without the PULSE but it won't be the same. I could combine it with TombEditor's room glow effect.
Its as close as its gonna get I think
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Old 27-06-20, 10:20   #14407
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Has anyone ever had issues with TR1-3 style pushable animation pack from Trsearch.org by DeltaTR? this download claims to not need TRNG or TREP and can work back in the original TRLE. TRNG is being used here plus all current plugins. I swear i've seen this pack used in many custom levels in the past because it's rather sleek!

Not in one case now.
Experiencing a completely randomized crash - like truly - randomized. It decides when to crash the game, when i'm hoping it WON'T!

This occurs when CTRL is held at a block then once UP or DOWN is pushed - tomb4 crashes completely - seemingly either exactly on the first frames of anims 122 and 123, or exactly when the relevant direction key is pressed. The resulting crash .txt doesn't seem to specify too much - except ClassicInventory and the room I am in but, I think most crash txts show that anyway iirc.

Both Lara pushpull animations do not have any animcommands or sounds assigned in the first few frames. - so I don't image it's this.

These blocks have OCB 68 to make them climbable as per my memory in TRNG.

Been playing with this error for some weeks now because sometimes it's fine! but more times than not - crash. Some days, it'll crash all day! then for an hour it'll be fine again.

If I have SUCCESS, and reload the level a million times over and do the same thing without closing the tomb4 session, the block will always work.

If I have success, close the game immediately and reload the level again and push the same block - it'll likely crash. But who knows what will happen next time I open tomb4.exe

Trying to help a friend who is working on a complex TRNG series. All Plugins and exes/dlls appear to be the latest.
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Old 28-06-20, 13:38   #14408
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Quote:
Originally Posted by Ranpyon View Post
I want Lara to make an animation around a round object, facing it on all sides. This object is in the center of the sector, and it's slightly smaller than a sector.
When Lara is in front of it, the datas are:
Dif: x=0 y=0 z=-569
The script lines are:
Code:
Animation= 427, KEY1_ACTION, IGNORE, IGNORE, ENV_ITEM_TEST_POSITION, 5, IGNORE, -103
TestPosition= 5, TPOS_ROUND_HORIENT, ANIMATING5_MIP, 0-569, 0+569, 0, 0, 0-569, 0+569, -6000, 6000, 0, 0, 0, 0
But Lara makes the animation only in front of it, and not around it.
What I'm doing wrong?
Since nobody answered, I've finally managed to get it by myself.
In case someone wants to know, I've solved it simply using the TPOS_FOUR_HORIENT, and adjusting the datas (numbers). But at this point I wonder in which cases the flag TPOS_ROUND_HORIENT can be used...
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Old 28-06-20, 19:08   #14409
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Quote:
Originally Posted by Ranpyon View Post
Since nobody answered, I've finally managed to get it by myself.
In case someone wants to know, I've solved it simply using the TPOS_FOUR_HORIENT, and adjusting the datas (numbers). But at this point I wonder in which cases the flag TPOS_ROUND_HORIENT can be used...
something like the crane controller in TR5 ?
you only need 1 orient to access it
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Old Yesterday, 13:22   #14410
TombRaiderTim
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Just need a refresher, how does one add fire to the swinging Tinnos trap mesh and a green light tint to a Wasp?
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