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Old 26-08-16, 07:23   #41
Tombraiderplay
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Maybe with the mext update someone could write us a program with wadmerger's feautures but not as broken ?

And i would really love it if we can put items on edges of blocks like tr1-2
And is it possible that with some next update we be able to put both a texture and an animated texture on the same face,,, for example rock texture and river texture on top creating a waterfall ^_^

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Old 26-08-16, 08:01   #42
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You already can move items with an action trigger
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Old 26-08-16, 11:03   #43
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Quote:
Originally Posted by Tombraiderplay View Post
And i would really love it if we can put items on edges of blocks like tr1-2
Already possible with an Action>Move trigger.
(As Shakira Croft said already)

Quote:
Originally Posted by Tombraiderplay View Post
And is it possible that with some next update we be able to put both a texture and an animated texture on the same face,,, for example rock texture and river texture on top creating a waterfall ^_^

TR3 already had rocks with waterfall on top. Those were textures with an animationrange instead of just a single scrolling texture.
It's not the layering of textures that you are talking about, but still, you can have waterfalls using this method.

If you want to have less textures, because creating more different backgrounds for the waterfall textures also means more textures and more animation ranges, and those are limited, you can always make waterfall objects and place those close to the surface of the roomgeometry.

So I'm not sure we need this feature.

On the other hand, if this could mean we could mix other textures like that, we might not need as many transition textures. It would be kinda like the new games, where they overlay textures for different effects.
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Old 28-08-16, 13:29   #44
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EXACTLY !!!! OVERLAY textures with transparency and stuff ,,,, like put rock with a slight layer of sand with only having rock / sand textures .. no transition textures !!
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Old 10-09-16, 22:01   #45
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I`ve just read that Paolone got back to working what are very good news so if I still may have suggestion for updates then I`d like to suggest implementing classic statistics for "medipacks used"...

In tr4 it doesn`t matter if you use small or big medipack it always counts as 1 and it is even buggy if we use shortcut key (9 and 0) that it doesn`t add to the statistics unless it fully tops up health

in tr1, tr2 and tr3 when we used small medipack it counted as 0.5 and big one as 1 so we exactly knew how many medipacks we used

It would be nice to have this old method or at least to choose it via scripting if builder wishes so
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Old 11-11-16, 11:11   #46
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Can someone rewrite a program like wadmerger ?
Because wadmerger sucks and is filled with bugs
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Old 11-11-16, 11:29   #47
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^ I think this is one of the deepest wishes of TRLE community, just noone speaks it loud because WadMerger was always so useful.
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Old 11-11-16, 11:30   #48
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Quote:
Originally Posted by Tombraiderplay View Post
Maybe with the mext update someone could write us a program with wadmerger's feautures but not as broken ?

And i would really love it if we can put items on edges of blocks like tr1-2
And is it possible that with some next update we be able to put both a texture and an animated texture on the same face,,, for example rock texture and river texture on top creating a waterfall ^_^

It's actually quite easy to create that effect on any texture really, even in Paint.NET. Just grab the waterfall texture off TR3 in texture editor, 64x64 or 32x32 (Obviously the one that is not on a face and a thick waterfall) and grab the face texture you want to use, then copy & paste the waterfall texture over the face texture in a new layer and then adjust it by pressing F4 and then setting the transparency before saving it.

Quick example using a 100 transparency:


Last edited by TombRaiderTim; 11-11-16 at 11:34.
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Old 11-11-16, 12:02   #49
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Sure, simple enough.
But what Tombraiderplay means is overlaying textures in the editor so you can have just one animation range and then use that texture, or textures, on top of different background textures. Without needing multiple animation ranges, the number of possible animation ranges being limited and all.
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Old 16-11-16, 03:57   #50
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Maybe rescale the whole NGLE
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