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Old 06-12-21, 22:39   #81
justin
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Quote:
Originally Posted by SrDanielPonces View Post
Thank you, everyone! As you know Tomb Engine aims to be the ultimate engine, and new features like this will be added by default. Even though there are new animations, I aim for them to be as cohesive as possible with the classic animation set. I hope to be able to do even more!
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Old 07-12-21, 12:21   #82
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I have an animation related question:

As far as I know, in the past when using TRNG, if a builder wanted to use the TR1 leg-swinging animation that Lara does when hanging from a 1-click-thick ledge, it would have to replace her TR4 swinging animation that she does when hanging from a paper-thin ledge, which problematically also replaces her grab-to-monkey-swing animation. So, a builder would have to choose not to use monkey swings in their level if they really wanted that TR1 animation.

Will TEN be able to allow for having both of these possible within one level?
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Old 07-12-21, 14:19   #83
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You can easily detect if lara is grabbing a monkey swing or a ledge. Core just didn't bother and made them all on the same animation
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Old 07-12-21, 14:59   #84
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Ah okay, thank you. So, it is already possible via TRNG with scripting? I'm just surprised I haven't seen this implemented more often, even though I know it's just an aesthetic feature.

I hope maybe TEN will already have this by default.
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Old 07-12-21, 19:07   #85
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Hi there

I've got that skill implemented in my project, I did it with the next script:

Code:
;TR1 grab animation
Animation= 504, IGNORE, IGNORE,>
FAN_START_FROM_EXTRA_FRAME,>
ENV_HANG_WITH_FEET + ENV_NON_TRUE, $100,>
0, -505


Animation= 505, IGNORE, IGNORE,>
IGNORE,>
ENV_FRAME_NUMBER, 0,>
IGNORE, -96
Where 504 is the hanging animation from TR1 and 505 is a copy of the animation 96 but cutted just to the first 3 frames of animation (0,1 and 2).

When the animation 505 ends, it cotinues back to the 96 frame 3. But while this animation is playing, is when the script checks if it does the TR1 hanging or not.

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Last edited by adngel; 07-12-21 at 19:18.
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Old 07-12-21, 19:15   #86
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I hope maybe TEN will already have this by default.
It does. (Thanks for limiting post length once again!)
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Old 07-12-21, 19:41   #87
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Originally Posted by Lwmte View Post
It does. (Thanks for limiting post length once again!)
Awesome! Thank you Lwmte!

And adngel: that's a great video and really cool test room! Thank you for sharing!
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Old 07-12-21, 22:46   #88
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Quote:
Originally Posted by adngel View Post
Hi there

I've got that skill implemented in my project, I did it with the next script:

Code:
;TR1 grab animation
Animation= 504, IGNORE, IGNORE,>
FAN_START_FROM_EXTRA_FRAME,>
ENV_HANG_WITH_FEET + ENV_NON_TRUE, $100,>
0, -505


Animation= 505, IGNORE, IGNORE,>
IGNORE,>
ENV_FRAME_NUMBER, 0,>
IGNORE, -96
Where 504 is the hanging animation from TR1 and 505 is a copy of the animation 96 but cutted just to the first 3 frames of animation (0,1 and 2).

When the animation 505 ends, it cotinues back to the 96 frame 3. But while this animation is playing, is when the script checks if it does the TR1 hanging or not.

[youtube]JfU0HRtdTDg[youtube]
This is so cool. I'm trying to do it, but I can't
What are the proper number to put into anims 504 and 505???

It would be great if you could upload this as a WAD to www.trsearch.com ^^

Last edited by AkyV; 07-12-21 at 23:12.
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Old 08-12-21, 03:30   #89
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I though it was a small tweak, none of the animations were done by me so I don't think in share them on Trsearch.

If you need them, I extracted both animations from my wad2 as .anim (I use WadTool) https://drive.google.com/file/d/1FnU...ew?usp=sharing

Importing them in your Lara should get most of the data refilled. Also as a reference I let this pic, with the vars that I've got.

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Old 08-12-21, 12:15   #90
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I had it on my latest level but had to remove it during development because it was causing level crashes
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