24-07-19, 17:20 | #19091 | |
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Joined: Aug 2010
Posts: 456
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Quote:
https://www.trsearch.org/item/1252 In case you really want the Original outfit I have two models I had collected a long time ago. Didn't even know the author anymore. One with the Original outfit and the other with a blue colored camouflage outfit. But be beware that the left boot of Lara has a bug. It's flickering from time to time. (This happend even in the original TR5 level). I marked a yellow arrow to show it. If you want them, I will send them to you. |
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24-07-19, 18:02 | #19092 |
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Joined: Aug 2016
Posts: 1,146
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Yes, cool! Send!
I had seen already the one on trsearch, but I wanted to try to make something for the classic competition like a "revisited" version of the siberian levels of TRC, so yes, the original wad is the right way. Thanks a lot! If you have a complete wad file of a siberian level just send it full... Who knows what is junk here, maybe another mesh... Maybe a missing one... |
24-07-19, 18:28 | #19093 | |
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Joined: Aug 2010
Posts: 456
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Quote:
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24-07-19, 19:27 | #19094 | |
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Joined: Oct 2006
Posts: 2,372
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Quote:
Customize=CUST_HAIR_TYPE, HAIR_ONE_TR5_PONYTAIL From the NG Center : "tomb raider chronicles there are three models of Lara: young lara, adult lara1 and adult Lara2. The adult lara1 has same joint as lara of the last revelation, while lara2 has a different joint for ponytail." |
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25-07-19, 09:50 | #19095 |
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Joined: Aug 2016
Posts: 1,146
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Thanks, well, in the end I continued to have other problems with the game crashing so I took the model given by DieBasis and on Strpix I replaced one by one all the Skin and Joint models, remapping the braid joint on the heads as in TR4 Lara. Now it works fine... Luckily I was just making testing rooms, but if the wad and project was complex I would have tried your script entry first! (Great information anyway, thanks!)
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25-07-19, 09:53 | #19096 |
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Joined: Jan 2013
Posts: 276
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If Lara uses another animation for interacting with a puzzle_hole (using the -[number of animation] in the OCB field of the puzzle hole), the puzzle_done is showed at the first frame of that animation. Is there a way to prevent it, so I can decide in which frame I want to show the puzzle_done?
Moreover, I've realized that Lara can't pick up a waterskin full or partially full with water, only the waterskin_empty. I would need that Lara could pick up a waterskin_1_3 (so the full one), is it possible somehow? Perhaps with a workaround? Last edited by Ranpyon; 25-07-19 at 10:12. |
25-07-19, 11:41 | #19097 |
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Joined: Jul 2003
Posts: 33,359
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Are you using TRNG?
Because with TRNG you can add items to the inventory with a flipeffect trigger. In the past, when using a custom OCB for a puzzle-hole, I used a workaround. If I remember correctly I placed the puzzle-hole like usual and I also placed an animating on the same tile. This animation looked like the puzzle-done and it was set to invisible in its OCB. And the puzzle-done object is exactly the same as the puzzle-hole so you won't see the change. The trigger for the animating was placed underneath the puzzle-hole. And to Lara's puzzle-animation (the one that plays with the custom OCB) I added the Play Effect > 6 - Activate Triggers command at the frame when the puzzle-done should appear. But instead of the puzzle-done, the animating is triggered and thus becomes visible. I can't remember what I did with the actual puzzle-done object though... Perhaps the animating only showed the placed item and not the entire puzzle-hole, so you have both puzzle-done and animating visible and looking like it should be a real puzzle-done. Ehm... I hope I've made that pretty clear... got confusing with all the puzzle-hole and puzzle-done's. TRNG should make this easier because you can use an Organizer and you can disappear objects with triggers. |
25-07-19, 12:07 | #19098 | |
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Joined: Aug 2016
Posts: 1,146
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I've another issue... I've imported the breath TR5 sound (when she gets out from the water with the head), using the russian outfit that I created just by replacing the meshes of "Lara_Skin" and joints, and not the whole "Lara" wad (which is the tut1 one).
I get a weird issue: when she gets out from the water, she repeats the breath sound 2 times (it's not "looped", the second time starts overlapping the first one, not at the end of it). I tried to use other test sounds and other entries but it repeats it anyway. Same if I do it in another new project and folder. I checked the animation in Wad Merger and the assigned sounds to the frames are the right ones (1 sort of splashy sound and 1 breath). I'm not an expert, tell me if there is something wrong in all this: This is the entry I copied as suggested in the downloaded file: Code:
LARA_BREATH: breath VOL65 V RAD30 #g #t Quote:
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25-07-19, 12:32 | #19100 |
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Joined: Aug 2016
Posts: 1,146
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