03-05-15, 19:18 | #14011 | |
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03-05-15, 19:22 | #14012 |
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There are 2 or 3 different methods yeah.. 2 of them seem like too much work (since I have several objects to texture, this would take too much texture space and would put strain on NGLE)
Tried to use an older method, but StrPix isn't responding when I get to the final steps (clicking all those little black arrows on the left of the screen to change textures apparently) EDIT: Did the best I could editing textures using the old TRLE original method - which looks kinda crude now, but most objects on the net are made this way... I think StrPix makes everything look worse than it is LOL EDIT 2: Ran into another strange problem. I made some new WADs saved using StrPix (importing models and textures) However, when I try to load these in WADmerger, nothing shows up! So I have fully textures objects that I cannot access.. Should I export them to MQO and import them back into another WAD? That way I can keep the textures intact Last edited by dcw123; 03-05-15 at 23:20. |
04-05-15, 07:59 | #14013 | ||
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In StrPix you can mirror any mesh using Edit>Mirror Mesh. Use XZ to flip for floor. Quote:
Last edited by sapper; 04-05-15 at 08:02. |
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04-05-15, 08:59 | #14014 | |
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I loaded a WAD that I downloaded (I use other objects as a guide to size in TRLE) I exported a model, edited and reimported, changed some textures and saved the WAD with a new name.. Yet when I load WADmerger and click Load, the folder is empty. Seems WADmerger loads WAS files, yet I only have WAD files from STRPix |
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04-05-15, 09:11 | #14015 |
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^
Exactly. Strpix does not save all wadfiles like WADMerger does. So edit the objects in the wad, make a copy of the original files, and save the wad without renaming. Then it can be opened with WADMerger with the edited objects visible. |
04-05-15, 15:26 | #14016 |
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I have a question about the object limit. In the editor you can place 1048 or something but i recall not placing enemies and stuff beyong the old limit because they are not kept in the savegames. Is this still so or can we just use those 1048 slots without savegame issues?
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04-05-15, 15:29 | #14017 |
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Good question. No idea...
I still do it that way just to be on the safe side though. What I do when I start a new level, is to place numerous animatings in a seperate room. When I want to add a new enemy I delete one of these objects and then place the enemy so it gets the ID number of the deleted object. |
04-05-15, 15:36 | #14018 |
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In my old level I crossed the 256/256 limit for sure. And as far as I remember everything was ok.
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04-05-15, 16:28 | #14019 | ||
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Also, there have been some TRNG bugfixes, e.g. for locusts so they don't disappear at save/load, or for spikes to be survivable by slowly walking through them. These properties are mostly applicable to new script commands of Enemy= and Customize= , and everything is explained in the Reference panel of NG_Center Last edited by DJ Full; 04-05-15 at 16:29. |
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04-05-15, 18:23 | #14020 |
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Joined: Mar 2005
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Well I guess everything should work then I just continue if it does not work well I just stop the whole thing
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