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Old 20-07-19, 22:33   #2351
kamillos6
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Set non-walkable floor
I have noticed that this button allows you to exclude sectors from the box counter but also it makes these sectors unreachable for enemies. It is really useful when you are close to this 2040 boxes limit. You can compare number of boxes before and after you use this button.

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Old 20-07-19, 22:50   #2352
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yes that is used to stop enemies from walking on those sectors,


force solid floor is for triangles which are automatically made traversable for Lara on doors/portals, to force them to be solid again (opposite to how it was in TRLE where you had to put No Collision on such triangles to remove collision)
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Old 20-07-19, 23:09   #2353
Die Basis
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Quote:
Originally Posted by kamillos6 View Post
I have noticed that this button allows you to exclude sectors from the box counter but also it makes these sectors unreachable for enemies. It is really useful when you are close to this 2040 boxes limit. You can compare number of boxes before and after you use this button.
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yes that is used to stop enemies from walking on those sectors,
force solid floor is for triangles which are automatically made traversable for Lara on doors/portals, to force them to be solid again (opposite to how it was in TRLE where you had to put No Collision on such triangles to remove collision)
Thank you both for your answers. O.K. so you have to rethink about No Collision and Force solid floor.
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Old 21-07-19, 14:10   #2354
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Originally Posted by Die Basis View Post
Thanks for your answer, by removing grids I mean this functions which were available in old editor:
Removing editing from selection
Remove all grids
Oh, now I understand, function name is... um... a bit awkward, like many names in NGLE It will be in next release of TE, although I named it reset all geometry, in my opinion, it describes function meaning a bit better.
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Old 22-07-19, 09:04   #2355
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Does anyone know if its possible to rescale objects in WadTool? And if not would this be a function possible to include in a future update?
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Old 23-07-19, 09:18   #2356
Die Basis
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Hello again,

I have noticed a strange bug which occured with enemies and water rooms.
They seem to fall into water when chasing Lara.

Tried this with several enemies from different wads, even enemies from other than TR4.

They all seem to ignore the water room and fall into it.
Even when I lift the border around the water room to 1-click.
When the room below isn't a water room, they all manage well to go around it.



Do other builders also encounter that problem?

Thanks for any help
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Old 23-07-19, 09:24   #2357
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And this issue does not occur in levels built with winroomedit/ngle right?
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Old 23-07-19, 09:34   #2358
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And this issue does not occur in levels built with winroomedit/ngle right?
There are some rare occasions where enemies fall into water or abysses depending of the geometry of the room.
It is well known that enemies sometimes show strange behaviour.

But they normally manage to walk or run around a water room.

I tried it with a dog in NGLE and as you can see, the dog is running around the water room to catch Lara.

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Old 23-07-19, 09:58   #2359
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unless I'm mistaken each enemy has different behavior so maybe dog will always avoid water while SETHA etc will not so it would be best to test same enemies in same environment circumstances.
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Old 23-07-19, 10:18   #2360
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unless I'm mistaken each enemy has different behavior so maybe dog will always avoid water while SETHA etc will not so it would be best to test same enemies in same environment circumstances.
This is the dog from the "Seth of Tomb" Wad.

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