30-07-19, 22:40 | #1 |
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TRNG - TR2 Springboards
TR2 springboard This setup mimics the springboards found in the TR2 levels “Ice Palace” and “Temple of Xian”. So by following the steps described below you will have a springboard that will send Lara flying almost straight up into the air! The original discussion regarding the TR2 springboards can be found HERE. I used the info from this thread to make my own setup for the springboard and this setup is what is described in this tutorial. This setup uses a custom set of animations which can be downloaded here: Springboard-Lara-animations.zip The original TR2 springboard object can be found here: Springboard.zip The wad contains both versions and the original TR2 sounds. Getting the animations in the LARA object The animations are in .trw format so they need to be added to the LARA objects manually, using WADMerger Animation Editor.
Once you have imported all three animations, please check the below screenshots to make sure all the settings are copied correctly. Important: Change the number for Next Anim in the “start” animation and in the StateID Changes of the “flyingup” animation, in case you are using other slots for the springboard animations! Getting it to work in the level 1. Copy animating13 or animating14 into your wad. 2. Make sure you use one of the non-collision slots to make sure Lara can run over the springboard properly. Or, if those slots are already filled, click on the Disable Collision button after copying the springboard to another slot. This to make sure the collision is disabled for sure. 3. Now go into the editor and place the springboard object. Texture the tile is sits on with the light grey colour from the colour palette so you don’t get any shimmering of overlapping textures. 4. On the tile below the springboard place the following triggers: 1. PAD-trigger for trigger F170, to force the "start" animation for Lara Code:
; Set Trigger Type - FLIPEFFECT 170 ; Exporting: PAD(591:0) for FLIPEFFECT(170) {Tomb_NextGeneration} ; <#> : Lara. (Animation) Force <&>Animation for Lara, set new StateId ; <&> : Animation= 591 ; (E) : ; Values to add in script command: $2000, 170, $24F 2. a regular trigger to force animation1 of the springboard Code:
; Set Trigger Type - ACTION 15 ; Exporting: TRIGGER(271:0) for ACTION(1065) {Tomb_NextGeneration} ; <#> : ANIMATING15 ID 1065 in sector (5,4) of Room86 ; <&> : Force (E) animation (0-31) for <#>object ; (E) : 1 Animation ; Values to add in script command: $5000, 1065, $10F Important: For this second trigger to work, you do need to activate the springboard first! Easiest way to do this is to place a trigger for it underneath Lara, where she starts the level. If you are familiar with scripting you could also use an ItemGroup/ TriggerGroup + single-shot GlobalTrigger in the script. That’s it. Have fun jumping around. Note1: You can adjust the Set Grab Position values in the “start” animation to something else if you want her to go up higher/lower or further forwards. Note2: If you do adjust the Set Grab Position to make Lara perform a big jump forwards, you may want to use different animations for that jump. (also see the video by Ranpyon in the discussion thread.) These animations are not included in this tutorial. Last edited by Titak; 17-10-20 at 15:40. |
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