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Old 25-06-18, 22:49   #1631
Craig Michaels
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EDIT: nevermind, I had asked if there was a "silent" door already in existence, when I realized I could just delete the sound in WadMerger Animation Editor. I'm still learning!

Last edited by Craig Michaels; 25-06-18 at 23:01.
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Old 26-06-18, 12:20   #1632
laras
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Can someone please make him a bit bigger overall, if it's not too much trouble?

https://www.trsearch.org/Items/4198
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Old 26-06-18, 19:18   #1633
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Isn't it possible to scale moveables with scripting? Or does that not include enemies? Could someone let us know
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Old 02-07-18, 18:48   #1634
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Is there already an object like the following:

- An invisible animating object that blocks Lara's path, but when triggered, moves significantly upward or downward so Lara can progress.

I'd use a silent invisible door, but then it just moves a little bit up or down and would continue to create invisible collision in its new position.
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Old 02-07-18, 19:47   #1635
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Is there invisible panels in one of the TRNG project packages? I'm sure you could use one of those and then script it to move up and down when you need to
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Old 08-07-18, 15:13   #1636
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Sorry, posted wrong thread...

Last edited by rufierto; 08-07-18 at 15:17.
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Old 16-07-18, 09:51   #1637
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Does anybody have a TR5 gladiator in Baddy2 slot? Or any other enemy in Baddy2 slot with good animations?

Last edited by A_De; 16-07-18 at 09:54.
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Old 23-07-18, 18:12   #1638
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Does anyone know how to size down an animated object? More specifically an animated grandfather's clock?
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Old 23-07-18, 19:26   #1639
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Quote:
Originally Posted by TRJTA View Post
Does anyone know how to size down an animated object? More specifically an animated grandfather's clock?
I do know it's possible to use a 3D modeling program to shrink each part of the item, and then use WadMerger to realign the animated parts using the 'No Animation' slot in the animation viewer. If it's the pendulum for example, you could move that model part down to match the new smaller appearance of the clock parts. Should even still work with the existing animation since in doing this, you're only changing the location of the object's rotation point.
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Old 23-07-18, 20:24   #1640
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WADMerger also has a "Scale Mesh" feature.
And then you can move the meshes into the correct positions again in the "No Anim" slot.
Only drawback is that you can't move the root mesh this way...
So the position might have to be adjusted in the actual animations.
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