14-10-19, 16:52 | #19441 |
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Okay, but don't repeat this question only for this somewhere else. (But the next time, please.)
So if it is mortal, then it has: - a dying animation, - with a Die AnimCommand, and - with Customize= CUST_ADD_DEATH_ANIMATION. |
14-10-19, 17:00 | #19442 | |
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Thank you a lot, I hope it will also show some blood but it's not strictly needed |
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14-10-19, 17:06 | #19443 |
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15-10-19, 00:46 | #19444 |
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nvm.
Last edited by Boobandie; 15-10-19 at 09:31. |
15-10-19, 02:06 | #19445 |
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Lara jumps causing earthquakes.
Hey,so
When I trigger an specific rollingball in my level(to be exact 3 rollingballs that fell at the same time, triggered in the same place) they roll and fell deep down the room and ok. So,after it, everytime Lara jumps a little earthquake happens,juts like the ones that happends when the rollingballs falls etc... Any ideia in how to fix this? |
16-10-19, 15:33 | #19446 |
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// sort of solved, nevermind
Last edited by dinne; 16-10-19 at 21:18. |
17-10-19, 00:20 | #19447 |
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I'm almost done with my level but it is too big with box sectors now at 2048. I'm trying to split the level so the box sectors can decrease. I read the leveljump tutorial here but Lara is just going back to the original position. I understand the placement of LSP mesh and thr triggers but she doesn't jump to the other section. Would I have to make another level in scripts? The tutorial doesn't say I have too. Any help?
And I would like a still jpeg picture as my title screen. I only see an option for a flyby camera. Any pointers on this as well? Thank you. =) |
17-10-19, 01:41 | #19448 | |
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The two levels can have the same name if you want to stress that they belong together, so in that case you don't need to change the english.txt. But you do need two level files (mylevel1.tr4 and mylevel2.tr4, or whatever you choose to name them) that the script can refer to in the Level=DATA\ line. Regarding your other question, the old-school way is to cut up the picture, copy the parts into the title's .TGA as regular texture tiles, then texture one wall of a room with them and point a flyby camera at it. (Probably needs two cameras at the same coordinates, and some or other code bits activated.) I'm fairly sure there's a more convenient way to do it in TRNG, but I can't give any details at the moment, having never worried about this before. Either way, I'd advise you to use a .PNG or .BMP source image rather than a low-quality .JPG (it values data compression over quality, hence its popularity on the internet since the days of the 56 kB modem). Last edited by Mulf; 17-10-19 at 01:43. |
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17-10-19, 01:56 | #19449 |
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OMG Thank you so much for your help! I'm going to give this all a try later tonight after work. Thank you again!!!
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17-10-19, 02:23 | #19450 | |
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My first suspicion is that the project is corrupted, as I can see no relation between rollingballs and earthquakes produced by any action of Lara's which would have to be triggered by an anim command. I think we need a bit more context. Do you use TRNG? TREP? Is scripting involved? What is the provenance of the wad (standard wad or compiled from various sources?) What are the differences between the last project where the bug didn't occur and the one where it does? @Stryke: You're welcome. |
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