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Old 05-06-10, 17:08   #61
Titak
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Quote:
Originally Posted by Laras Boyfr. View Post
he said it converts prj files but meta2tr converts tr4 files into mqo files
This is exactly the reason why I haven't used Meta2tr yet... Because I keep on changing things in a level untill the very end, things that need to be changed in the NGLE, it is not convenient for me to use Meta2tr.
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Old 05-06-10, 17:30   #62
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Same... I was going to use Meta2TR for my last game but is seems especially when I go through the level so close in Meta I find more issues, the tiniest wrongly rotated texture behind a bush and I fixed it to loose a bunch of Meta2TR work.

But I am using it for my next game for better shadows and lighting and some rounded walls
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Old 06-06-10, 09:46   #63
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Hi Titak, Hi God Horus,

In a future version, (not version 5 which will be released soon), maybe I could unscramble the textures for rooms, so that the bmp files are always in the same order as the tga file.

Do you think that will solve the problem?

Last edited by meta2tr; 08-06-10 at 04:38.
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Old 06-06-10, 11:30   #64
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Doesn't sound like that would fix things for me since I would like to be able to edit PRJ files in Meta and be able to open them again in the room editor, instead of the compiled tr4 files.

But I'm sure that making the order of textures in the BMP the same as the TGA would certainly be better.
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Old 06-06-10, 12:31   #65
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Well the PRJ file format and NGLE both require room vertices to be on the grid, and they also require uv polygons to be rectangular... so I don't know.

We could extract the rooms from the PRJ file as metasequoia files. But after you edit them, you wouldn't be able to put them back into the PRJ file, and the editor (in it's current form) wouldn't be able to display them.

Although it would be great to have the equivalent of metasequoia built into the editor.

Last edited by meta2tr; 06-06-10 at 12:53.
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Old 06-06-10, 13:27   #66
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Yes, that would be great!

One thing I do want to try however is use Meta2tr for changing some lighting, to get shadows and such.
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Old 06-06-10, 15:17   #67
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^ It looks amazing! I have very little experience with editing lighting and stuff and in the poolroom level of my manor, I created very simple shadows under the balcony and lighter areas around the window and it's awesome!

I found that I forgot the finish trigger for the REAL next level so I have to redo it all, but it's totally worth it
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Old 06-06-10, 18:45   #68
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Quote:
Originally Posted by God Horus View Post
I found that I forgot the finish trigger for the REAL next level so I have to redo it all, but it's totally worth it
But... you shouldn't have to redo all your changes in metasequoia just to add the finish trigger. Adding triggers to the map is fine. Here's the steps.

Let's say
1) you've created your level in NGLE, you've converted it to a TR4 file
2) you've extracted the mqo+bmp files using meta2tr
3) you've done some editing in metasequoia to the mqo files

Here's how you add the finish trigger
4) first move ALL of the mqo and bmp files to a new directory
5) open your PRJ file in NGLE
6) add the finish trigger
7) compile to TR4 and test

Here's where it gets interesting.
8) extract the mqo+bmp files from the new TR4 using meta2tr
9) now check that Tile001.bmp that was generated from the new TR4 file is the same as the old one. Check a few other tiles too. They should all be the same.

If they are the same, then all is fine. You can inject any of the mqo files that you originally edited into the new TR4, and they will work.
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Old 06-06-10, 19:20   #69
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Ah, so as long as we don't add anything new to the texture set or room layout, we're fine using the older ones? Cool!
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Old 07-06-10, 15:56   #70
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Has anyone made a tutorial on this program? Just the basics? I'm interested in trying this out on my level once it's completed, or at least learn it for future reference. I'm not really sure where to start.
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