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Old 07-08-19, 10:45   #11
Popov
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Any chance of updating some of your older tools so they work with TRNG level/files?
I don't think so, sorry. I just wanted to finish this project as it was asleep for a lot of time.

Maybe I will still work a bit on TRN as I have a little time currently...

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Originally Posted by SrDanielPonces
Hey, is there a desktop version to this? This is really useful to me as a game viewer, helps a lot when you have to recreate the map and things like that. Would be nice to also have a "no texture" filter so you can see the geometry meshes
I have updated the readme file on Github to explain how to install it locally.

What do you mean by a "no texture" filter: no texture anywhere, so everything would be (say) white shaded? Or only some specific objects should not be textured?
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Old 07-08-19, 18:42   #12
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Originally Posted by Popov View Post
I don't think so, sorry. I just wanted to finish this project as it was asleep for a lot of time.

Maybe I will still work a bit on TRN as I have a little time currently...
No problem.
I was just wondering.
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Old 18-08-19, 15:20   #13
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TR4 levels are now supported, see details in the first post of the thread.
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Old 13-09-19, 07:31   #14
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Any plans to implement TR4 cutscenes?

https://www.trsearch.org/tool/32/download
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Old 14-09-19, 11:46   #15
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Any plans to implement TR4 cutscenes?

https://www.trsearch.org/tool/32/download
I did not know there was a full documentation of the TR4 cut scene format, TRosettaStone has some information about it but way not enough...

So, why not, cut scenes is what I like most in TRN...
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Old 14-09-19, 12:45   #16
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Originally Posted by Popov View Post
What do you mean by a "no texture" filter: no texture anywhere, so everything would be (say) white shaded? Or only some specific objects should not be textured?
Yeah, i'd say so. Some way we could see the room's grid etc
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Old 14-09-19, 21:08   #17
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I have added some time ago the "No moveable texture" checkbox, if it can help.
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Old 08-11-19, 21:26   #18
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Default TR4 cutscene replay

TR4 cutscene replay is now supported, see details in the first post of the thread.
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Old 16-11-19, 04:03   #19
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You did great synchronizing soundtracks and mesh swaps and flip maps etc for TR4 cutscenes.

Did you disassemble hardcoded routines or just make educated guess on which frame to trigger the stuff?
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Old 16-11-19, 11:22   #20
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You did great synchronizing soundtracks and mesh swaps and flip maps etc for TR4 cutscenes.

Did you disassemble hardcoded routines or just make educated guess on which frame to trigger the stuff?
It was educated guess, but I took this as a reference to see what was going on in each cutscene.
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