![]() |
![]() |
#14461 |
Relic Hunter
Join Date: Nov 2007
Location: England, UK Gender:Male
Posts: 6,841
|
![]()
Probably a really basic problem, but I can't seem to find any Troubleshooting on this issue.
In WADmerger and StrPix my objects appear fine.. but ingame, some faces are a completely different texture, and its animating / flickering. Yet other faces on the same object appear normal. Any idea why this is happening? ![]() |
![]() |
![]() |
![]() |
#14462 |
Archaeologist
Join Date: Nov 2014
Location: Romania
Posts: 1,896
|
![]()
which one? I have DemoDisc enabled, but nothing...
![]()
__________________
EVERYTHING IS AWESOME, EVERYTHING IS COOL WHEN YOU WORK IN A TEAM! Last edited by MBog; 16-12-15 at 15:28. |
![]() |
![]() |
![]() |
#14463 |
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 3,751
|
![]()
Demo and DemoDisc are not the same.
You can find more about cutscenes here: http://www.trlevelmanager.net/demos.htm Scroll down to "Lightnings and Cutscenes". Note: You are the one who needs to adjust/record this kind of cutscenes. |
![]() |
![]() |
![]() |
#14464 | |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 32,309
|
![]() Quote:
In most cases it appears when waterfall textures are not the tallest in the wad, so they are not the first textures on the first texture page. A random texture (or parts of textures) starts scrolling in random places, on random faces. To avoid this, make the waterfall textures the tallest textures in the wad (my waterfall textures are always 256 pixels tall (or high? ![]() Making the waterfall textures the tallest ones in the wad however is the most foolproof way.
__________________
If it walks like a duck and if it quacks like a duck, it is a duck. |
|
![]() |
![]() |
![]() |
#14465 |
Archaeologist
Join Date: Nov 2014
Location: Romania
Posts: 1,896
|
![]()
Does anyone still have the tr2 ios hd textures?
__________________
EVERYTHING IS AWESOME, EVERYTHING IS COOL WHEN YOU WORK IN A TEAM! |
![]() |
![]() |
![]() |
#14466 |
Professor
Join Date: Jul 2007
Location: Poland (CET)
Posts: 4,101
|
![]()
I have an odd problem with element pickup_item1 and _item2. Lara will refuse to perform dirt animation and petrol animation with "no". Waterskin works normally, I can pour the water out wherever I want. This happens no matter if I use original mastaba objects or my own, I also tried with venetian wad from BtB10. Classic editor, no special stuff. All the misc items: dirt_mesh, petrol_mesh, water_mesh, torch_anim and element_puzzle exist in the wad. What could go wrong?
EDIT: Solved! Rotation flag $8002. Also that "8" will crash the game if Layer1= command is missing (no idea if this problem was known, or how these two are related). What is "ios"? Not a level name I guess...
__________________
Press F to type F. Last edited by DJ Full; 19-12-15 at 15:30. |
![]() |
![]() |
![]() |
#14467 | |
Junior Member
Join Date: Dec 2012
Location: Ancient Sky Arena
Posts: 1,923
|
![]() Quote:
![]() |
|
![]() |
![]() |
![]() |
#14468 |
Professor
Join Date: Jul 2007
Location: Poland (CET)
Posts: 4,101
|
![]()
Aha. Sorry, I'm not much into that new portable technology. I found uncomfortable anything with touch screen...
Is there any way except the wall trick to get the interaction zone with a puzzle hole off the X axis, so it's on the square edge? Thanks ![]() ![]()
__________________
Press F to type F. Last edited by DJ Full; 19-12-15 at 16:49. |
![]() |
![]() |
![]() |
#14469 |
Professor
Join Date: Jan 2010
Location: England
Posts: 4,185
|
![]()
You can move items with the ACTION trigger
![]() AFAIK even puzzles and switches which are halfway between squares work fine with the triggers I think with this. |
![]() |
![]() |
![]() |
#14470 |
Professor
Join Date: Jul 2007
Location: Poland (CET)
Posts: 4,101
|
![]()
Unfortunately I wanted this for an object planned to be useful in all kinds of levels so new triggers don't apply. I would normally recommend the wall trick which always works, but the object is supposed to be used in open space, and it would always force some wall or a portal of restricted shape, which would result in many settings similar to each other (and I know there will be more than one level utilizing this object).
So I wondered if there is anything else which could keep the object universal. I know for sure the interaction zone is "bound" to the blue axis (shown in meta/StrPix/wadmerger) and there is a little natural tolerance of Lara's placement in relation to it, so the key to this setup would be in ignoring that axis or increasing the tolerance.
__________________
Press F to type F. Last edited by DJ Full; 19-12-15 at 17:27. |
![]() |
![]() |
![]() |
Bookmarks |
Thread Tools | |
|
|