21-02-20, 15:01 | #2761 |
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Joined: Dec 2019
Posts: 213
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22-02-20, 19:41 | #2762 |
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Joined: Sep 2006
Posts: 674
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22-02-20, 20:34 | #2763 |
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Joined: Aug 2008
Posts: 12,070
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Use the multiple wads feature to create a wad with placeholder objects that can be used that way. In my dead TDR project I had a separate wad2 file with trees that had only trunk part, not leaves. I'd then move the wad all the way up/down the wad list depending on if I wanted to have better visibility or more final look.
It's honestly the best way atm. |
22-02-20, 21:25 | #2764 |
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Joined: Sep 2006
Posts: 674
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That sounds like a good solution for now, thanks!
EDIT: I frequently experience this issue where textures are placed on the wrong faces, with no undo: https://streamable.com/arxqh Last edited by JMN; 29-02-20 at 18:22. |
05-03-20, 22:46 | #2765 | |
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Joined: Dec 2011
Posts: 4,881
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Please, forgive me if what I ask that sounds silly, but I am not so familiar with TE yet.
So, as far as I know, TE supports TRNG 1.3.0.6, this is what comes with it. But the latest TRNG is 1.3.0.7, so what loses who uses v1306 in TE? Seeing this post, I could say, mostly using TCMD script constants, which are new flags to extend more the TriggerGroup feature - but we can live with it, TriggerGroup is a really flexible feature to make a workaround for it, instead of using these lost flags. On the other hand, what is what plugin users loses? Because plugins are made for v1307 base, officially you need this or a higher version to run them nicely. So is there any feature which works in a buggy way, due to using an older TRNG? That post says this is the difference between v1306 and v1307 plugin sources: Quote:
Fixed bug about remind for updating - Not important, level builders do not use TRNG Patcher. Added FITEM_ flag - Honestly, I used this flag, but I manually fixed this bug in my sources, so there should not be problem with this. However, if anybody else has this flag in their plugin, then perhaps their plugin should be checked about it in TE. Last edited by AkyV; 05-03-20 at 22:55. |
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05-03-20, 23:48 | #2766 |
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Joined: Apr 2012
Posts: 10,346
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but I used TE to make a level with plugins
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06-03-20, 07:48 | #2767 |
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Joined: Sep 2006
Posts: 674
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Tomb Editor, or rather TombIDE, comes with 1.3.0.7.
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06-03-20, 08:13 | #2768 |
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Joined: Dec 2011
Posts: 4,881
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I am happy to hear that.
So then I didn't ask anything. |
07-03-20, 22:14 | #2769 |
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Joined: Sep 2006
Posts: 674
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Sometimes the gizmo just won't cooperate.
This is with Ctrl held down for smooth movement: Last edited by JMN; 08-03-20 at 20:22. Reason: Switched from streamable to youtube |
13-03-20, 19:30 | #2770 |
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Joined: Dec 2018
Posts: 443
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how do I reset the secret counter for the next level? I have the number of found secrets transferred to the next level. I mean like in tr1/t2/tr3.
I use the script "Customize=CUST_SET_SECRET_NUMBER" for each level, but this does not affect the found secrets - they are transferred to the next level Last edited by vasatomb; 13-03-20 at 19:35. |
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