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Old 18-07-10, 20:02   #121
meta2tr
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Quote:
Originally Posted by TR-Freak View Post
Thx for the help!
But...
But I can't change the Pivot! The whole Mesh will move,too!
Untick "Shape" in the small "Local axis" panel.
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Old 18-07-10, 20:45   #122
Po Yu
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This is amazing!
I couldnt use this progarm when it just came out, so I didnt follow this for a long time.
the new version works for me now! just tried v4 for modifiying level! that's really awesome!
Meta2tr you're so talented!

Last edited by Po Yu; 18-07-10 at 20:47.
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Old 18-07-10, 21:39   #123
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po yu's gonna make levels now
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Old 19-07-10, 02:42   #124
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Just played the new demo and I'm quite impressed! I played the edited version first, then went to look at the original. The original looks pretty rough after the wonderful smoothness of the new one lol I'm really amazed with Lara and the animating earring - crazy!
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Old 19-07-10, 03:02   #125
Po Yu
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Quote:
Originally Posted by matrix54 View Post
po yu's gonna make levels now
lol nope, I just get impressed how the Meta2tr works on TRLE!
look at the modified level, it's a whole new graph for TRLE!

And it means the final editing would take alot of time if we use Meta2tr to give TRLE new graph. I could never make it.
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Old 19-07-10, 03:14   #126
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When you make the ground looks nicer (using mesh smoothing) what number did you guys use? I tried to smooth the ground on my beach level with segment 4 and it was extremely laggy. Would just a 2 be better for the engine?
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Old 19-07-10, 03:15   #127
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you can, and you will
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Old 19-07-10, 03:53   #128
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I think 3 should be good enough. I wish there is a way to add more squares without using smoothing on Meta. Now I use Knife for that. because sometime i was those squares keep straight.

To Matrix54, I'm suck with gameplay.

Last edited by Po Yu; 19-07-10 at 03:54.
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Old 19-07-10, 04:15   #129
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Neat trick to stop twisting joints.



Quote:
Originally Posted by Barry Matharoo View Post
one question though
how did u imported google sketchup file in meta
It's in the pdf manual.
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Old 19-07-10, 08:42   #130
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Importing the new Moveall still doesn't work.


the whole report:
Code:
META2TR Version 5
For all features, use with Metasequoia 2.5 beta 16 or later.

Opening level D:\Spiele\TRLE\Tools\Meta2tr\data\karnak.tr4... 
Allocating meshes...
Animated Texture ranges in memory. 
Allocating texture list...
Textures in memory. 
Writing all rooms and portals to RoomAll.mqo...
Exporting animated texture ranges to AnimTexRanges.mqo...
Exporting movable meshes to MoveAll.mqo...
 - exporting LARA(1/15). This mesh is externally lit.
 - exporting PISTOLS_ANIM(5/15). This mesh is externally lit.
 - exporting PISTOLS_ANIM(11/15). This mesh is externally lit.
 - exporting PISTOLS_ANIM(14/15). This mesh is externally lit.
 - exporting UZI_ANIM(2/15). This mesh is externally lit.
 - exporting UZI_ANIM(5/15). This mesh is externally lit.
 - exporting UZI_ANIM(11/15). This mesh is externally lit.
 - exporting UZI_ANIM(14/15). This mesh is externally lit.
 - exporting UZI_ANIM(15/15). This mesh is externally lit.
 - SHOTGUN_ANIM(11/15) has faceless vertices. They will be lost.
 - exporting SHOTGUN_ANIM(11/15). This mesh is externally lit.
 - SHOTGUN_ANIM(15/15) has faceless vertices. They will be lost.
 - exporting SHOTGUN_ANIM(15/15). This mesh is externally lit.
 - exporting CROSSBOW_ANIM(11/15). This mesh is externally lit.
 - exporting CROSSBOW_ANIM(15/15). This mesh is externally lit.
 - exporting GRENADE_GUN_ANIM(11/15). This mesh is externally lit.
 - exporting GRENADE_GUN_ANIM(15/15). This mesh is externally lit.
 - exporting SIXSHOOTER_ANIM(11/15). This mesh is externally lit.
 - exporting FLARE_ANIM(14/15). This mesh is externally lit.
 - exporting LARA_SKIN(1/15). This mesh is externally lit.
 - exporting LARA_SKIN(2/15). This mesh is externally lit.
 - exporting LARA_SKIN(3/15). This mesh is externally lit.
 - exporting LARA_SKIN(4/15). This mesh is externally lit.
 - exporting LARA_SKIN(5/15). This mesh is externally lit.
 - exporting LARA_SKIN(6/15). This mesh is externally lit.
 - exporting LARA_SKIN(7/15). This mesh is externally lit.
 - exporting LARA_SKIN(8/15). This mesh is externally lit.
 - exporting LARA_SKIN(9/15). This mesh is externally lit.
 - exporting LARA_SKIN(10/15). This mesh is externally lit.
 - exporting LARA_SKIN(11/15). This mesh is externally lit.
 - exporting LARA_SKIN(12/15). This mesh is externally lit.
 - exporting LARA_SKIN(13/15). This mesh is externally lit.
 - exporting LARA_SKIN(14/15). This mesh is externally lit.
 - exporting LARA_SKIN(15/15). This mesh is externally lit.
 - exporting LARA_SKIN_JOINTS(1/15). This mesh is externally lit.
 - exporting LARA_SKIN_JOINTS(2/15). This mesh is externally lit.
 - exporting LARA_SKIN_JOINTS(3/15). This mesh is externally lit.
 - exporting LARA_SKIN_JOINTS(4/15). This mesh is externally lit.
 - exporting LARA_SKIN_JOINTS(5/15). This mesh is externally lit.
 - exporting LARA_SKIN_JOINTS(6/15). This mesh is externally lit.
 - exporting LARA_SKIN_JOINTS(7/15). This mesh is externally lit.
 - exporting LARA_SKIN_JOINTS(8/15). This mesh is externally lit.
 - exporting LARA_SKIN_JOINTS(9/15). This mesh is externally lit.
 - exporting LARA_SKIN_JOINTS(10/15). This mesh is externally lit.
 - exporting LARA_SKIN_JOINTS(11/15). This mesh is externally lit.
 - exporting LARA_SKIN_JOINTS(12/15). This mesh is externally lit.
 - exporting LARA_SKIN_JOINTS(13/15). This mesh is externally lit.
 - exporting LARA_SKIN_JOINTS(14/15). This mesh is externally lit.
 - exporting LARA_SKIN_JOINTS(15/15). This mesh is externally lit.
 - exporting LARA_SCREAM(15/15). This mesh is externally lit.
 - exporting LARA_CROSSBOW_LASER(11/15). This mesh is externally lit.
 - exporting LARA_REVOLVER_LASER(11/15). This mesh is externally lit.
 - exporting LARA_HOLSTERS(5/17). This mesh is externally lit.
 - exporting LARA_HOLSTERS(9/17). This mesh is externally lit.
 - exporting LARA_HOLSTERS_PISTOLS(5/17). This mesh is externally lit.
 - exporting LARA_HOLSTERS_PISTOLS(9/17). This mesh is externally lit.
 - exporting LARA_HOLSTERS_UZIS(5/17). This mesh is externally lit.
 - exporting LARA_HOLSTERS_UZIS(9/17). This mesh is externally lit.
 - exporting LARA_HOLSTERS_SIXSHOOTER(9/17). This mesh is externally lit.
 - exporting HAIR(1/6). This mesh is externally lit.
 - exporting HAIR(2/6). This mesh is externally lit.
 - exporting HAIR(3/6). This mesh is externally lit.
 - exporting HAIR(4/6). This mesh is externally lit.
 - exporting HAIR(5/6). This mesh is externally lit.
 - exporting HAIR(6/6). This mesh is externally lit.
 - exporting BADDY_2(1/27). This mesh is externally lit.
 - exporting BADDY_2(2/27). This mesh is externally lit.
 - exporting BADDY_2(3/27). This mesh is externally lit.
 - exporting BADDY_2(4/27). This mesh is externally lit.
 - exporting BADDY_2(5/27). This mesh is externally lit.
 - exporting BADDY_2(6/27). This mesh is externally lit.
 - exporting BADDY_2(7/27). This mesh is externally lit.
 - exporting BADDY_2(8/27). This mesh is externally lit.
 - exporting BADDY_2(9/27). This mesh is externally lit.
 - exporting BADDY_2(10/27). This mesh is externally lit.
 - exporting BADDY_2(11/27). This mesh is externally lit.
 - exporting BADDY_2(12/27). This mesh is externally lit.
 - exporting BADDY_2(13/27). This mesh is externally lit.
 - exporting BADDY_2(14/27). This mesh is externally lit.
 - exporting BADDY_2(15/27). This mesh is externally lit.
 - exporting BADDY_2(16/27). This mesh is externally lit.
 - exporting BADDY_2(17/27). This mesh is externally lit.
 - exporting BADDY_2(18/27). This mesh is externally lit.
 - exporting BADDY_2(19/27). This mesh is externally lit.
 - exporting BADDY_2(20/27). This mesh is externally lit.
 - exporting BADDY_2(21/27). This mesh is externally lit.
 - exporting BADDY_2(22/27). This mesh is externally lit.
 - exporting BADDY_2(23/27). This mesh is externally lit.
 - exporting BADDY_2(24/27). This mesh is externally lit.
 - exporting BADDY_2(25/27). This mesh is externally lit.
 - exporting BADDY_2(26/27). This mesh is externally lit.
 - exporting BADDY_2(27/27). This mesh is externally lit.
 - exporting CROCODILE(1/21). This mesh is externally lit.
 - exporting CROCODILE(2/21). This mesh is externally lit.
 - exporting CROCODILE(3/21). This mesh is externally lit.
 - exporting CROCODILE(4/21). This mesh is externally lit.
 - exporting CROCODILE(5/21). This mesh is externally lit.
 - exporting CROCODILE(6/21). This mesh is externally lit.
 - exporting CROCODILE(7/21). This mesh is externally lit.
 - exporting CROCODILE(8/21). This mesh is externally lit.
 - exporting CROCODILE(9/21). This mesh is externally lit.
 - exporting CROCODILE(10/21). This mesh is externally lit.
 - exporting CROCODILE(11/21). This mesh is externally lit.
 - exporting CROCODILE(12/21). This mesh is externally lit.
 - exporting CROCODILE(13/21). This mesh is externally lit.
 - exporting CROCODILE(14/21). This mesh is externally lit.
 - exporting CROCODILE(15/21). This mesh is externally lit.
 - exporting CROCODILE(16/21). This mesh is externally lit.
 - exporting CROCODILE(17/21). This mesh is externally lit.
 - exporting CROCODILE(18/21). This mesh is externally lit.
 - exporting CROCODILE(19/21). This mesh is externally lit.
 - exporting CROCODILE(20/21). This mesh is externally lit.
 - exporting CROCODILE(21/21). This mesh is externally lit.
 - exporting SMALL_SCORPION(1/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(2/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(3/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(4/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(5/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(6/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(7/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(8/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(9/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(10/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(11/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(13/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(15/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(16/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(17/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(19/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(21/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(22/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(23/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(24/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(25/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(26/27). This mesh is externally lit.
 - exporting SMALL_SCORPION(27/27). This mesh is externally lit.
 - exporting DARTS. This mesh is externally lit.
 - DART_EMITTER already exported as DARTS (points to the same mesh).
 - HOMING_DART_EMITTER already exported as DARTS (points to the same mesh).
 - FLAME already exported as DARTS (points to the same mesh).
 - FLAME_EMITTER already exported as DARTS (points to the same mesh).
 - FLAME_EMITTER2 already exported as DARTS (points to the same mesh).
 - FLAME_EMITTER3 already exported as DARTS (points to the same mesh).
 - ROPE already exported as DARTS (points to the same mesh).
 - FIREROPE already exported as DARTS (points to the same mesh).
 - exporting RAISING_BLOCK2. This mesh is externally lit.
 - exporting BIRD_BLADE(1/3). This mesh is externally lit.
 - exporting BIRD_BLADE(2/3). This mesh is externally lit.
 - exporting BIRD_BLADE(3/3). This mesh is externally lit.
 - exporting PUZZLE_ITEM1. This mesh is externally lit.
 - exporting PUZZLE_ITEM2. This mesh is externally lit.
 - exporting PUZZLE_ITEM3. This mesh is externally lit.
 - exporting PUZZLE_ITEM5. This mesh is externally lit.
 - PUZZLE_ITEM7 has faceless vertices. They will be lost.
 - exporting PUZZLE_ITEM7. This mesh is externally lit.
 - exporting KEY_ITEM2. This mesh is externally lit.
 - exporting QUEST_ITEM1. This mesh is externally lit.
 - exporting PUZZLE_HOLE1. This mesh is externally lit.
 - exporting PUZZLE_HOLE2. This mesh is externally lit.
 - exporting PUZZLE_HOLE3. This mesh is externally lit.
 - exporting PUZZLE_HOLE5. This mesh is externally lit.
 - exporting PUZZLE_HOLE7. This mesh is externally lit.
 - exporting PUZZLE_DONE1. This mesh is externally lit.
 - exporting PUZZLE_DONE2. This mesh is externally lit.
 - exporting PUZZLE_DONE3. This mesh is externally lit.
 - exporting PUZZLE_DONE5. This mesh is externally lit.
 - exporting PUZZLE_DONE7. This mesh is externally lit.
 - exporting SWITCH_TYPE1. This mesh is externally lit.
 - exporting SWITCH_TYPE2. This mesh is externally lit.
 - exporting DOOR_TYPE1. This mesh is externally lit.
 - exporting DOOR_TYPE2. This mesh is externally lit.
 - exporting DOOR_TYPE3. This mesh is externally lit.
 - exporting UNDERWATER_DOOR. This mesh is externally lit.
 - exporting BRIDGE_FLAT. This mesh is externally lit.
 - exporting PISTOLS_ITEM. This mesh is externally lit.
 - exporting PISTOLS_AMMO_ITEM. This mesh is externally lit.
 - exporting UZI_ITEM. This mesh is externally lit.
 - exporting UZI_AMMO_ITEM. This mesh is externally lit.
 - exporting SHOTGUN_ITEM. This mesh is externally lit.
 - exporting SHOTGUN_AMMO1_ITEM. This mesh is externally lit.
 - exporting SHOTGUN_AMMO2_ITEM. This mesh is externally lit.
 - exporting CROSSBOW_ITEM(1/2). This mesh is externally lit.
 - exporting CROSSBOW_ITEM(2/2). This mesh is externally lit.
 - exporting CROSSBOW_AMMO1_ITEM. This mesh is externally lit.
 - exporting CROSSBOW_AMMO2_ITEM. This mesh is externally lit.
 - exporting CROSSBOW_AMMO3_ITEM. This mesh is externally lit.
 - exporting CROSSBOW_BOLT. This mesh is externally lit.
 - exporting GRENADE_GUN_ITEM. This mesh is externally lit.
 - exporting GRENADE_GUN_AMMO1_ITEM. This mesh is externally lit.
 - exporting GRENADE_GUN_AMMO2_ITEM. This mesh is externally lit.
 - exporting GRENADE_GUN_AMMO3_ITEM. This mesh is externally lit.
 - exporting GRENADE. This mesh is externally lit.
 - exporting SIXSHOOTER_ITEM(1/4). This mesh is externally lit.
 - exporting SIXSHOOTER_ITEM(2/4). This mesh is externally lit.
 - exporting SIXSHOOTER_ITEM(3/4). This mesh is externally lit.
 - exporting SIXSHOOTER_ITEM(4/4). This mesh is externally lit.
 - exporting SIXSHOOTER_AMMO_ITEM. This mesh is externally lit.
 - exporting BIGMEDI_ITEM. This mesh is externally lit.
 - exporting SMALLMEDI_ITEM. This mesh is externally lit.
 - exporting LASERSIGHT_ITEM. This mesh is externally lit.
 - exporting BINOCULARS_ITEM. This mesh is externally lit.
 - exporting FLARE_ITEM. This mesh is externally lit.
 - exporting FLARE_INV_ITEM. This mesh is externally lit.
 - exporting COMPASS_ITEM(1/2). This mesh is externally lit.
 - exporting COMPASS_ITEM(2/2). This mesh is externally lit.
 - exporting MEMCARD_LOAD_INV_ITEM. This mesh is externally lit.
 - exporting MEMCARD_SAVE_INV_ITEM. This mesh is externally lit.
 - SMOKE_EMITTER_WHITE already exported as DARTS (points to the same mesh).
 - SMOKE_EMITTER_BLACK already exported as DARTS (points to the same mesh).
 - STEAM_EMITTER already exported as DARTS (points to the same mesh).
 - EARTHQUAKE already exported as DARTS (points to the same mesh).
 - WATERFALLMIST already exported as DARTS (points to the same mesh).
 - exporting GUNSHELL. This mesh is externally lit.
 - exporting SHOTGUNSHELL. This mesh is externally lit.
 - exporting GUN_FLASH. This mesh is externally lit.
 - AI_GUARD already exported as DARTS (points to the same mesh).
 - AI_AMBUSH already exported as DARTS (points to the same mesh).
 - AI_PATROL1 already exported as DARTS (points to the same mesh).
 - AI_MODIFY already exported as DARTS (points to the same mesh).
 - AI_FOLLOW already exported as DARTS (points to the same mesh).
 - AI_PATROL2 already exported as DARTS (points to the same mesh).
 - AI_X1 already exported as DARTS (points to the same mesh).
 - AI_X2 already exported as DARTS (points to the same mesh).
 - LARA_START_POS already exported as DARTS (points to the same mesh).
 - KILL_ALL_TRIGGERS already exported as DARTS (points to the same mesh).
 - TRIGGER_TRIGGERER already exported as DARTS (points to the same mesh).
 - exporting MESHSWAP2(2/28). This mesh is externally lit.
 - exporting MESHSWAP2(5/28). This mesh is externally lit.
 - MESHSWAP2(8/28) has faceless vertices. They will be lost.
 - exporting MESHSWAP2(8/28). This mesh is externally lit.
 - exporting MESHSWAP2(9/28). This mesh is externally lit.
 - exporting MESHSWAP2(10/28). This mesh is externally lit.
 - exporting MESHSWAP2(11/28). This mesh is externally lit.
 - exporting MESHSWAP2(12/28). This mesh is externally lit.
 - exporting MESHSWAP2(13/28). This mesh is externally lit.
 - exporting MESHSWAP2(14/28). This mesh is externally lit.
 - exporting MESHSWAP2(15/28). This mesh is externally lit.
 - exporting MESHSWAP2(16/28). This mesh is externally lit.
 - exporting MESHSWAP2(17/28). This mesh is externally lit.
 - exporting MESHSWAP2(18/28). This mesh is externally lit.
 - exporting MESHSWAP2(19/28). This mesh is externally lit.
 - exporting MESHSWAP2(20/28). This mesh is externally lit.
 - exporting MESHSWAP2(21/28). This mesh is externally lit.
 - exporting MESHSWAP2(22/28). This mesh is externally lit.
 - exporting MESHSWAP2(23/28). This mesh is externally lit.
 - exporting MESHSWAP2(24/28). This mesh is externally lit.
 - exporting MESHSWAP2(28/28). This mesh is externally lit.
 - CAMERA_TARGET already exported as DARTS (points to the same mesh).
 - exporting WATERFALL1. This mesh is externally lit.
 - exporting ANIMATING1(1/3). This mesh is externally lit.
 - exporting ANIMATING1(2/3). This mesh is externally lit.
 - exporting ANIMATING1(3/3). This mesh is externally lit.
 - exporting ANIMATING2(1/4). This mesh is externally lit.
 - exporting ANIMATING2(2/4). This mesh is externally lit.
 - exporting ANIMATING2(3/4). This mesh is externally lit.
 - exporting ANIMATING2(4/4). This mesh is externally lit.
 - exporting ANIMATING3(1/3). This mesh is externally lit.
 - exporting ANIMATING3(2/3). This mesh is externally lit.
 - exporting ANIMATING3(3/3). This mesh is externally lit.
 - exporting ANIMATING4(1/3). This mesh is externally lit.
 - exporting ANIMATING4(2/3). This mesh is externally lit.
 - exporting ANIMATING4(3/3). This mesh is externally lit.
 - exporting ANIMATING5. This mesh is externally lit.
 - exporting HORIZON. This mesh is externally lit.
 - exporting BINOCULAR_GRAPHICS. This mesh is externally lit.
 - exporting TARGET_GRAPHICS. This mesh is externally lit.
 - exporting PLANT0. This mesh is internally lit.
 - exporting FURNITURE1. This mesh is internally lit.
 - exporting FURNITURE2. This mesh is internally lit.
 - exporting FURNITURE3. This mesh is internally lit.
 - exporting FURNITURE4. This mesh is internally lit.
 - exporting FURNITURE5. This mesh is internally lit.
 - exporting FURNITURE6. This mesh is internally lit.
 - exporting FURNITURE7. This mesh is internally lit.
 - exporting ROCK0. This mesh is internally lit.
 - exporting ROCK1. This mesh is internally lit.
 - exporting ROCK2. This mesh is internally lit.
 - exporting ROCK3. This mesh is internally lit.
 - exporting ROCK4. This mesh is internally lit.
 - exporting ROCK5. This mesh is internally lit.
 - exporting ROCK6. This mesh is internally lit.
 - exporting ROCK9. This mesh is internally lit.
 - exporting ARCHITECTURE0. This mesh is internally lit.
 - exporting ARCHITECTURE1. This mesh is internally lit.
 - exporting ARCHITECTURE7. This mesh is internally lit.
 - exporting ARCHITECTURE8. This mesh is internally lit.
 - exporting ARCHITECTURE9. This mesh is internally lit.
 - exporting SHATTER0. This mesh is internally lit.

Creating bmp tile files from 32 bit textures in level...
Writing file do_not_delete ...

The names of the objects in the MQO files follow a structure that should be
kept otherwise META2TR will not recognize the object when importing.

Finished. Press any key to exit. Press [D] to delete report.txt

META2TR Version 5
For all features, use with Metasequoia 2.5 beta 16 or later.

Opening level D:\Spiele\TRLE\Tools\Meta2tr\data\do_not_delete... 
Allocating meshes...
Animated Texture ranges in memory. 
Allocating texture list...
Textures in memory. 
Building file D:\Spiele\TRLE\Tools\Meta2tr\data\MoveAll.mqo into level...
You can use the visibility flag in Metasequoia to select
which rooms or objects are built into the level file.

BADDY_2(1/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(2/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(3/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(4/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(5/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(6/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(7/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(9/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(10/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(11/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(12/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(13/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(14/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(15/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(16/27) ..........  6 verts  Externally lit  2709 level tex
BADDY_2(17/27) ..........  4 verts  Externally lit  2709 level tex
BADDY_2(18/27) ..........  6 verts  Externally lit  2709 level tex
BADDY_2(19/27) ..........  4 verts  Externally lit  2709 level tex
BADDY_2(20/27) ..........  7 verts  Externally lit  2709 level tex
BADDY_2(21/27) ..........  5 verts  Externally lit  2709 level tex
BADDY_2(22/27) ..........  7 verts  Externally lit  2709 level tex
BADDY_2(23/27) ..........  5 verts  Externally lit  2709 level tex
BADDY_2(24/27) ..........  32 verts  Externally lit  2709 level tex
BADDY_2(25/27) ..........  4 verts  Externally lit  2709 level tex
BADDY_2(26/27) ..........  4 verts  Externally lit  2709 level tex
BADDY_2(27/27) ..........  4 verts  Externally lit  2709 level tex

Compressing geometry data ...
Writing file do_not_delete ...
Writing file newlevel.tr4 ...
Finished. Press any key to exit. Press [D] to delete report.txt

META2TR Version 5
For all features, use with Metasequoia 2.5 beta 16 or later.

Opening level D:\Spiele\TRLE\Tools\Meta2tr\data\do_not_delete... 
Allocating meshes...
Animated Texture ranges in memory. 
Allocating texture list...
Textures in memory. 
Building file D:\Spiele\TRLE\Tools\Meta2tr\data\MoveAll.mqo into level...
You can use the visibility flag in Metasequoia to select
which rooms or objects are built into the level file.

BADDY_2 ... importing mesh tree offsets. 
BADDY_2(1/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(2/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(3/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(4/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(5/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(6/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(7/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(8/27) ..........  20 verts  Externally lit  2709 level tex
BADDY_2(9/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(10/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(11/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(12/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(13/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(14/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(15/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(16/27) ..........  6 verts  Externally lit  2709 level tex
BADDY_2(17/27) ..........  4 verts  Externally lit  2709 level tex
BADDY_2(18/27) ..........  6 verts  Externally lit  2709 level tex
BADDY_2(19/27) ..........  4 verts  Externally lit  2709 level tex
BADDY_2(20/27) ..........  7 verts  Externally lit  2709 level tex
BADDY_2(21/27) ..........  5 verts  Externally lit  2709 level tex
BADDY_2(22/27) ..........  7 verts  Externally lit  2709 level tex
BADDY_2(23/27) ..........  5 verts  Externally lit  2709 level tex
BADDY_2(24/27) ..........  32 verts  Externally lit  2709 level tex
BADDY_2(25/27) ..........  4 verts  Externally lit  2709 level tex
BADDY_2(26/27) ..........  4 verts  Externally lit  2709 level tex
BADDY_2(27/27) ..........  4 verts  Externally lit  2709 level tex

Compressing geometry data ...
Writing file do_not_delete ...
Writing file newlevel.tr4 ...
Finished. Press any key to exit. Press [D] to delete report.txt

META2TR Version 5
For all features, use with Metasequoia 2.5 beta 16 or later.

Opening level D:\Spiele\TRLE\Tools\Meta2tr\data\do_not_delete... 
Allocating meshes...
Animated Texture ranges in memory. 
Allocating texture list...
Textures in memory. 
Building file D:\Spiele\TRLE\Tools\Meta2tr\data\MoveAll.mqo into level...
You can use the visibility flag in Metasequoia to select
which rooms or objects are built into the level file.

BADDY_2 ... importing mesh tree offsets. 
BADDY_2(1/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(2/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(3/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(4/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(5/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(6/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(7/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(8/27) ..........  20 verts  Externally lit  2709 level tex
BADDY_2(9/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(10/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(11/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(12/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(13/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(14/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(15/27) has tiles assigned that do not exist in the original level.
Will not be imported.


BADDY_2(16/27) ..........  6 verts  Externally lit  2709 level tex
BADDY_2(17/27) ..........  4 verts  Externally lit  2709 level tex
BADDY_2(18/27) ..........  6 verts  Externally lit  2709 level tex
BADDY_2(19/27) ..........  4 verts  Externally lit  2709 level tex
BADDY_2(20/27) ..........  7 verts  Externally lit  2709 level tex
BADDY_2(21/27) ..........  5 verts  Externally lit  2709 level tex
BADDY_2(22/27) ..........  7 verts  Externally lit  2709 level tex
BADDY_2(23/27) ..........  5 verts  Externally lit  2709 level tex
BADDY_2(24/27) ..........  32 verts  Externally lit  2709 level tex
BADDY_2(25/27) ..........  4 verts  Externally lit  2709 level tex
BADDY_2(26/27) ..........  4 verts  Externally lit  2709 level tex
BADDY_2(27/27) ..........  4 verts  Externally lit  2709 level tex

Compressing geometry data ...
Writing file do_not_delete ...
Writing file newlevel.tr4 ...
Finished. Press any key to exit. Press [D] to delete report.txt

META2TR Version 5
For all features, use with Metasequoia 2.5 beta 16 or later.

Opening level D:\Spiele\TRLE\Tools\Meta2tr\data\do_not_delete... 
Allocating meshes...
Animated Texture ranges in memory. 
Allocating texture list...
Textures in memory. 
Building file D:\Spiele\TRLE\Tools\Meta2tr\data\MoveAll.mqo into level...
You can use the visibility flag in Metasequoia to select
which rooms or objects are built into the level file.

BADDY_2 ... importing mesh tree offsets. 
BADDY_2(1/27) ..........  37 verts  Externally lit  2773 level tex
BADDY_2(2/27) ..........  42 verts  Externally lit  2852 level tex
BADDY_2(3/27) ..........  38 verts  Externally lit  2892 level tex
BADDY_2(4/27) ..........  50 verts  Externally lit  2892 level tex
BADDY_2(5/27) ..........  48 verts  Externally lit  2969 level tex
BADDY_2(6/27) ..........  38 verts  Externally lit  3008 level tex
BADDY_2(7/27) ..........  50 verts  Externally lit  3008 level tex
BADDY_2(8/27) ..........  20 verts  Externally lit  3008 level tex
BADDY_2(9/27) has faces with no material assigned. Will not be imported.


BADDY_2(10/27) ....
  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.
......  53 verts  Externally lit  3103 level tex
BADDY_2(11/27) ..........  26 verts  Externally lit  3147 level texError parsing presence of vertex colors.
META2TR Version 5
For all features, use with Metasequoia 2.5 beta 16 or later.

Opening level D:\Spiele\TRLE\Tools\Meta2tr\data\do_not_delete... 
Allocating meshes...
Animated Texture ranges in memory. 
Allocating texture list...
Textures in memory. 
Building file D:\Spiele\TRLE\Tools\Meta2tr\data\MoveAll.mqo into level...
You can use the visibility flag in Metasequoia to select
which rooms or objects are built into the level file.

BADDY_2 ... importing mesh tree offsets. 
BADDY_2(1/27) ..........  37 verts  Externally lit  2773 level tex
BADDY_2(2/27) ..........  42 verts  Externally lit  2852 level tex
BADDY_2(3/27) ..........  38 verts  Externally lit  2892 level tex
BADDY_2(4/27) ..........  50 verts  Externally lit  2892 level tex
BADDY_2(5/27) ..........  48 verts  Externally lit  2969 level tex
BADDY_2(6/27) ..........  38 verts  Externally lit  3008 level tex
BADDY_2(7/27) ..........  50 verts  Externally lit  3008 level tex
BADDY_2(8/27) ..........  20 verts  Externally lit  3008 level tex
BADDY_2(9/27) has faces with no material assigned. Will not be imported.


BADDY_2(10/27) ....
  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.
......  53 verts  Externally lit  3103 level tex
BADDY_2(11/27) ..........  26 verts  Externally lit  3147 level texError parsing presence of vertex colors.
META2TR Version 5
For all features, use with Metasequoia 2.5 beta 16 or later.

Opening level D:\Spiele\TRLE\Tools\Meta2tr\data\do_not_delete... 
Allocating meshes...
Animated Texture ranges in memory. 
Allocating texture list...
Textures in memory. 
Building file D:\Spiele\TRLE\Tools\Meta2tr\data\MoveAll.mqo into level...
You can use the visibility flag in Metasequoia to select
which rooms or objects are built into the level file.

BADDY_2 ... importing mesh tree offsets. 
BADDY_2(1/27) ..........  37 verts  Externally lit  2773 level tex
BADDY_2(2/27) ..........  42 verts  Externally lit  2852 level tex
BADDY_2(3/27) ..........  38 verts  Externally lit  2892 level tex
BADDY_2(4/27) ..........  50 verts  Externally lit  2892 level tex
BADDY_2(5/27) ..........  48 verts  Externally lit  2969 level tex
BADDY_2(6/27) ..........  38 verts  Externally lit  3008 level tex
BADDY_2(7/27) ..........  50 verts  Externally lit  3008 level tex
BADDY_2(8/27) ..........  20 verts  Externally lit  3008 level tex
BADDY_2(9/27) has faces with no material assigned. Will not be imported.


BADDY_2(10/27) ....
  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.
......  53 verts  Externally lit  3103 level tex
BADDY_2(11/27) ..........  26 verts  Externally lit  3147 level texError parsing presence of vertex colors.
META2TR Version 5
For all features, use with Metasequoia 2.5 beta 16 or later.

Opening level D:\Spiele\TRLE\Tools\Meta2tr\data\do_not_delete... 
Allocating meshes...
Animated Texture ranges in memory. 
Allocating texture list...
Textures in memory. 
Building file D:\Spiele\TRLE\Tools\Meta2tr\data\MoveAll.mqo into level...
You can use the visibility flag in Metasequoia to select
which rooms or objects are built into the level file.

BADDY_2 ... importing mesh tree offsets. 
BADDY_2(1/27) ..........  37 verts  Externally lit  2773 level tex
BADDY_2(2/27) ..........  42 verts  Externally lit  2852 level tex
BADDY_2(3/27) ..........  38 verts  Externally lit  2892 level tex
BADDY_2(4/27) ..........  50 verts  Externally lit  2892 level tex
BADDY_2(5/27) ..........  48 verts  Externally lit  2969 level tex
BADDY_2(6/27) ..........  38 verts  Externally lit  3008 level tex
BADDY_2(7/27) ..........  50 verts  Externally lit  3008 level tex
BADDY_2(8/27) ..........  20 verts  Externally lit  3008 level tex
BADDY_2(9/27) has faces with no material assigned. Will not be imported.


BADDY_2(10/27) ....
  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.
......  53 verts  Externally lit  3103 level tex
BADDY_2(11/27) ..........  26 verts  Externally lit  3147 level texError parsing presence of vertex colors.
META2TR Version 5
For all features, use with Metasequoia 2.5 beta 16 or later.

Opening level D:\Spiele\TRLE\Tools\Meta2tr\data\do_not_delete... 
Allocating meshes...
Animated Texture ranges in memory. 
Allocating texture list...
Textures in memory. 
Building file D:\Spiele\TRLE\Tools\Meta2tr\data\MoveAll.mqo into level...
You can use the visibility flag in Metasequoia to select
which rooms or objects are built into the level file.

BADDY_2 ... importing mesh tree offsets. 
BADDY_2(1/27) ..........  37 verts  Externally lit  2773 level tex
BADDY_2(2/27) ..........  42 verts  Externally lit  2852 level tex
BADDY_2(3/27) ..........  38 verts  Externally lit  2892 level tex
BADDY_2(4/27) ..........  50 verts  Externally lit  2892 level tex
BADDY_2(5/27) ..........  48 verts  Externally lit  2969 level tex
BADDY_2(6/27) ..........  38 verts  Externally lit  3008 level tex
BADDY_2(7/27) ..........  50 verts  Externally lit  3008 level tex
BADDY_2(8/27) ..........  20 verts  Externally lit  3008 level tex
BADDY_2(9/27) has faces with no material assigned. Will not be imported.


BADDY_2(10/27) ....
  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.

  Warning : texture uv quadrangle at (0.00,0.00) (0.00,0.00) (0.00,0.00)
  (-1.#R,0.00) on tile 3 does not fall into a specific 256x256 zone.
  Because of this, Meta2tr cannot detect which attributes to apply.
  To continue, outside points will be moved to the edges of the center
  zone. This may produce unexpected texturing.
......  53 verts  Externally lit  3103 level tex
BADDY_2(11/27) ..........  26 verts  Externally lit  3147 level texError parsing presence of vertex colors.
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