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#4761 |
Archaeologist
Join Date: Aug 2010
Posts: 1,662
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If TR4 level format is what we are talking about, I am afraid we can't do anything. TRNG encryption algorithm became widely known around 1 or 2 years ago, and software like fexinspect already can open it (although not edit it). Even if someone would come with idea to encrypt it again, you can't do that, because that means patching into TRNG, which is impossible, because it's too complex to do.
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#4762 | |
Historian
Join Date: Feb 2009
Location: Iserlohn
Posts: 357
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Greetings, :-) l.m. :-) |
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#4763 |
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 4,653
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I have just made fresh TE 1.5 full folders on my PC, by both the options, for a test reason:
- zip - install exe (all the features ticked) The differences in the root structure I noticed: - Native subfolder: only in ZIP - Changes.txt: only in EXE - TombIDE Library Registration.exe.config: only in ZIP - TombIDE.exe.config: only in ZIP (- uninstall.exe: naturally only for EXE...) |
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#4764 |
Historian
Join Date: Jan 2007
Location: Germany
Posts: 427
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I also had the position at the time that I didn't want my textures/objects etc. to be ripped. But meanwhile I'm even so far that after my TMB project was published, I publish everything a few months later, including the project files.
For the reason that other people can also use them, i.e. objects, textures and much more. Only the project files are only there for learning purposes. I myself am very happy about the great community that a lot has improved in the last 10 years. I've been in the community since 2000, or since the Level Editor has existed. Back then it wasn't as open as it is today. I am therefore very happy that many great new objects and much more are being created. But I still stand by one point. Of course, if someone wants something from my levels, the first thing to do is to ask the level builder and then of course give credits if they agree. @Nina, thank you both for sharing the materials. The new objects are very nice and I think I can use one or the other for my TMB project ![]() I wish you both the best of luck in your new life path. That you have been happy for a long time ![]() |
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#4765 | |
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 4,653
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- The note about TombIDE is obsolete. I mean, it is not only for TRNG any more. - The note about Stock Assets is obsolete. I mean, it is not only for TR1 sounds any more. - Associate File Types (ticked): after the installation, and seeing File Association.exe, TRPROJ is seemingly not added. Last edited by AkyV; 16-06-22 at 19:10. |
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#4766 |
Relic Hunter
Join Date: Apr 2012
Location: Run the Gauntlet
Posts: 9,951
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I am always for the idea of you being able to protect your work, but I also like to share whatever I do.
But, when you think about it, wanting to prevent people from taking whatever you do is kinda ridiculous. Literally almost all the PC games we have are subject to any kinds of modding, ripping, etc, so why do LE builders want to prevent that? As far as I can tell, anything you do using the Level Editor is Eidos' property so technically all of those statics that you put the effort don't belong to you the moment you share it ![]() But whatever, if you want to preserve your statics, I would advise you maybe to use them as imported geometry instead, that way no one can rip it unless they somehow manage to get the geometry mesh ![]() |
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#4767 |
Hobbyist
Join Date: Jun 2022
Location: Serbia
Posts: 2
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Hello, everyone,
I was using NGLE for years to build Dark City 2, and refused to use TE, because I was afraid that some things would not be possible in the Script, and I also hadn't discovered everything the powerful NGLE Scripter can do. I also asked Nina Croft to "investigate the matter" for me, so she installed the TE and tried it. She also asked several questions about NGLE and TE for me on this forum. And finally she and you convinced me to transit to TE. The turning point was when I realized that TE uses the same powerful Scripter. So I want to thank you all for this great support and help you gave me via Nina, and I promise you that Dark City 2 is being "under construction". I am going to build a great game for us all, a game I myself would enjoy playing. Without your help, answers and tutorials that wouldn't be possible. I am also grateful for all your hard work on the TE, plugins, patches and resources. I can finally see the entire level on Editor's 3D screen, which is extremely helpful and makes my work so much easier. There are many great features TE offers me, and still, the good old powerful Scripter is the same. Much time will be saved on my end, and I am now able to realize some great ideas for Dark City 2. The reason why it takes so long with the DC2 building is that I have little free time to dedicate to TRLE. I have a family, a job and other personal responsibilities that leave little free time for hobbies. But I am really strongly motivated to finish the building. I cannot give any promises or announcements regarding the release year. I am working diligently on DC2 and invest hours and weeks of work on building it. Thank you all for everything! Without your support, I would never come this far with the game. I would remain hopelessly stuck and would have to sacrifice many great ideas, because I would not know how to make the Editor work for me. I dedicate Dark City 2 to Nina and all of you whose advice and support kept me building this far. Sneak preview of DC2 level "Underground Area" https://www.youtube.com/watch?v=VGqoRBxo1Ro Sneak preview of DC2 level "Power Generator Area" https://www.youtube.com/watch?v=W9gcRJla5oQ
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She'll say "Yes!" |
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#4768 |
Professor
Join Date: Aug 2001
Location: CT, USA
Posts: 4,588
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Cheers Lima, glorious work
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Nothing is impossible, just impractical |
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#4769 |
Archaeologist
Join Date: Aug 2010
Posts: 1,662
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Hi Lima! Thank you for your kind words and welcome to TE camp!
![]() I understand that it may be hard to adapt to new workflow, but in the end TE allows you much more than old TRLE/NGLE, but first of all - it saves your time. No need to struggle with endless crashes, slowdowns, clunky UI, endless backups etc. And lots of shortcuts, tools and workarounds also really help to speed up your building process. So migrating to TE is especially helpful for builders who have little free time. |
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#4770 | |
Hobbyist
Join Date: Sep 2015
Location: Niš, Serbia
Posts: 72
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Alpha and beta tester of Dark City Part 2: The Gates of Hell by Lima |
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