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Old 05-12-18, 09:39   #1921
Boobandie
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Fantastic update. I'm playing around with the new build now.

Is the Light/Transform effect bugged? Both 'Movement' and 'Glow and Movement' add dynamic rippling glow to the tiles. Can you get movement with no glow whatsoever?
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Old 05-12-18, 09:44   #1922
Lwmte
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Quote:
Originally Posted by Boobandie View Post
Fantastic update. I'm playing around with the new build now.

Is the Light/Transform effect bugged? Both 'Movement' and 'Glow and Movement' add dynamic rippling glow to the tiles. Can you get movement with no glow whatsoever?
Unfortunately no, "movement without glow" effect is not available in TR4 engine. "Movement" will get you subtle glow, although not that intense as with "Glow" option. As for "movement without glow", there is vertex flag for such option (bit 15) described in TRS3, but it has no effect on vertices. I think it was only available in TR3.

Also note that in "glow & movement" mode movement will cancel out glow somehow, so actual bright glow will be primarily visible on room borders, where movement effect cancels out istead.

P.S.: I don't remember who asked automatic increment of flyby camera index dependent on currently selected one, now I also fixed it along with that quicksand issue. If you have selected flyby cam and creating new one, new camera will have same sequence ID and auto-assigned index. You can even insert new flyby cams into the middle of the sequence this way, without manually re-typing indices for remaining next cameras. These will be rearranged automatically. Currently this feature only exists in this latest "barebones package" provided in my previous message.

Last edited by Lwmte; 05-12-18 at 09:49.
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Old 06-12-18, 19:13   #1923
vasatomb
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how to create 2 sector trapdoor like in tr1 obelisk level?
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Old 06-12-18, 20:52   #1924
LGG_PRODUCTION
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Use it as TRAPDOOR1 and an invisible one as TRAPDOOR2
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I hope in some good news about TRNG!
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Old 06-12-18, 23:05   #1925
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thanks.
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